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Red Templar Commander's stunlock


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14 réponses à ce sujet

#1
Rolenka

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So it seems he trained with the Geth and has two stunlock abilities.

 

One is his overhand smash that cracks the ground. It knocks you down, then he does it again before you can finish standing up. He also spins around with his sword outstretched, also knocking you down and hitting you again before you can stand up.

 

You can block with Shield Wall, but it will knock out your stamina and the next one will drop you.

 

Is there a way out of this once he has hit you, or is it sort of like the Demon Commander's uppercut, and it's a case of dodge or die? How does he telegraph it?



#2
BeardyMcGoo

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His whirlwind is very easy to avoid if you have eyes on him. He has a tell where he will pull back his sword and charge up for it. And if you hear the sound of his whirlwind but don't have vision on him, find out where he is ASAP and make sure to avoid him. He also tell for his shockwave, but at the moment, I can't exactly remember what it is, but I know it when I see it....sorry I can't be more help with that one. He has tells for all his moves, though.



#3
SabreTastic

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I can't remember what the middle tell is either--that's the one where he raises his sword up and does his 'tunneling red lyrium thing.' But for his jumps, he kind of does a fist-pump in the air (possibly also in the general direction he's going to jump). But I usually have pretty good success outrunning that one because he pauses for a moment before and after he raises his arm so if you know he's aggroed on you, you can be pretty far away when he lands. The trick, then, is to not drop him on a teammate (not unlike the Demon Commander! xD ). Or...point the shockwave/tunnel at a teammate, etc.

 

Edit: I think the jumping one might also be queued by him shouting "You can't run!" But that might just be when the 'jumping stage' is first initiated.

 

As far as getting out of the whirlwind once you get caught in it, I'm not sure that's possible. It's more 'hope he stops before you die,' in my experience.



#4
JRandall0308

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Healing Potion after the first Earthshaking Strike can get you out of the next two hits.

 

Various evade abilities also work.



#5
BeardyMcGoo

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But for his jumps, he kind of does a fist-pump in the air (possibly also in the general direction he's going to jump).

 

He actually points at the person he's jumping at. There is also a small plume of red smoke that appears below that person when he's about to leap.



#6
Catastrophy

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He actually points at the person he's jumping at. There is also a small plume of red smoke that appears below that person when he's about to leap.

Yes, it's the same as with the DC tell - it's just red for the TC.

 

I recommend doing routine solos against templar or having friends that let you deal with him in peace while taking out the trash. Best way to learn the tells and skillset. If he manages to corner you, you're in for pain.



#7
SolarSpaghetti

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I can't remember what the middle tell is either--that's the one where he raises his sword up and does his 'tunneling red lyrium thing.' But for his jumps, he kind of does a fist-pump in the air (possibly also in the general direction he's going to jump). But I usually have pretty good success outrunning that one because he pauses for a moment before and after he raises his arm so if you know he's aggroed on you, you can be pretty far away when he lands. The trick, then, is to not drop him on a teammate (not unlike the Demon Commander! xD ). Or...point the shockwave/tunnel at a teammate, etc.

 

Edit: I think the jumping one might also be queued by him shouting "You can't run!" But that might just be when the 'jumping stage' is first initiated.

 

As far as getting out of the whirlwind once you get caught in it, I'm not sure that's possible. It's more 'hope he stops before you die,' in my experience.

Fist pump? Lol he points at his target and drags his thumb across his neck.


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#8
BraveLToaster

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You need some form of status recovery (which works on knockdown) to break out once caught in any of these loops.



#9
Drasca

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Put him to sleep. If you don't have hard sleep abilities (knockout powder/bomb), use the shock + weaken combo. Sleep works to interrupt everything the Red Commander does except his potion drinking and death animations.



#10
Jeremiah12LGeek

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Fortress, baby Fortress.

 

 

 

 

 

 

(This only really works for Legos, tho'...)



#11
Drasca

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Fortress, baby Fortress.

 

(This only really works for Legos, tho'...)

 

And mages with Staff of the Void. . . or use any other invincibility skill, or animation cancel. Healing potion, Combat Roll, Evade, Leaping shot....

 

The Whirlwind isn't a stun, it is a knockdown-- which you can jump / animation cancel out of.



#12
Hadred

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Red Templar Commander tells.

 

If he rears his sword back horizontally at hip level and starts farting smoke, he's about to whirlwind.

 

If he slowly raises his sword above his head he's about to do the linear shockwave thing.  Does it three times from what I've seen(Or less if he gets slept.)

 

If he points at you and red smoke appears around your character, that's the area he's going to jump to.  Don't be in that area in the next few seconds.


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#13
CRCError1970

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I've always found the best defense is... well... the best defense.

Don't get hit... He has tells and he's not really all that hard to avoid.



#14
OminousGiggle

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If you get hit by either his lyrium line shockwave thing, or his whirlwind, drink a health potion. It immediately puts you back on your feet and allows you to get out of the way before the next one hits.

 

Legionnaire has walking fortress which just lets you laugh at him.
Arcane warrior can use fade cloak when standing up to avoid the following hit and get out of the way.

Anyone with fade step/evade can zip out of the way.
Combat roll gets you low enough to roll under his whirlwind and get away.
 

Best defense though, just know where he is and don't get hit.
Also, don't be a jerk and lead the lyrium shockwave shots towards party members who are fighting something else. :P



#15
orskar

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part of the reason I like playing hunter over archer is because you can stealth out of most stuff like this if you get aggro for some reason. other rogues have stealth or evade and should have learnt to read enemies and time their attacks. only exception is dps focused archers without evade who should be far away from everyone anyway.

 

mages can fade step/cloak away the second they get up to avoid stun lock. arcane warrior with both step and cloak is perfect for bosses I've found. other mages shouldn't be that close in to begin with and should be running anyway if he happened to jump to them.

 

tanks should generally have their attention om him anyway and already be backing away as soon as he telegraphs the attack, if they have backed themselves into a corner, it really is a case of "get good" if you aren't positioning the enemy very well as a tank. really as a tank if you see him drawing back to spin, stop what you're doing and run in the other direction, no "just one last hit/ability", just get back. let him spin at nothing.

 

other warriors are just out of luck and should learn to just stay away from him and focus on the mobs. katari is not built for going anywhere near bosses and reaver is a high risk/reward class where players who are capable of staying alive with it are perfectly capable of attacking him at the right times.

 

only real issue is when the team are abusing camping at the start too much so in such a tight area he can rapidly spam his jumping smash and spin attack with some shockwaves thrown in to keep you down constantly. if you don't have a good tank to keep him focussed in the door way, sometimes it is better to spread outside a bit to spread his aggro or kite him, especially if you have someone who is cleaning up archers easily.

 

 

 

that all said I do find him actually harder to beat than demon commander, once you have gotten the hang of dodging it's dive attack and the scream. only get troubled by DC now if I am reviving someone or get greedy with my attacks and don't dodge his scream in time.