Stun: a guide on how to avoid it ?

Istar

First Post
Is their a guide on how to aviod Stun, or perhaps people can detail what is avaliable.

Because 4e is such a slow game, with a large group like ours, and we have people who take a long time on their turn, being stunned can take out the enjoyment espec. if its save ends and you roll bad.

Personally, I would rather take massive damage instead.

Besides being a lovely jubbly Warden who can save at the start of his round and maybe get some feats to boost that.

What is out there that can get Stun off you, quickly.
Because when you get stunned, you dont even have a minor action to activate and get rid of it.

Can you use free actions to do something.

Anyone got some ideas on how to limit the time out of the game.
 

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Once you are stunned you cannot take actions period, not even free ones. Your only hope is to make a saving throw. Fortunately, there are several characters who are very glad to accommodate. Of the top of my head, Inspiring Warlords love throwing around saving throws like they're going out of style. Certain Cleric and Paladin builds will also help. Any party worried about stuns (or any other type of save-ends condition) should not be without at least one designated save-granter. For your own part, try finding ways to boost your saving throws. Humans have a heroic tier feat for it, there are probably plenty of magic items that give passive bonuses too.

That being said, the best way to avoid getting stunned is to avoid attacks that cause stun. Find ways to boost your defenses, and take utility powers to let you avoid attacks that you know are going to bring stun.

Ultimately, if it's causing the game to not be fun anymore, then your group should sit down and decide whether or not the stunned condition belongs in your game or not.
 

#Counter

Steadfast Amulet (Adventurer's Vault)
This Item's daily power allows you to make a save when stunned.

#Removing other PC's stun

Granting a Saving Throw
.... there are many.

Virtue's Touch (Divine Power/paladin)
Removes stunned condition

#Removing One's own Stunned Condition

Font of Life (Warden)
Can make a saving throw at the start of warden's turn.

There should be more.
 

There are a few other items that are useful against stun attacks:

1. Caracnet of psychic schism (AV): [Daily] Instead of being stunned, take a -2 penalty to attack rolls and Will defense for the duration of the stun.

2. Coif of mindiron (AV): [Encounter] You are not stunned by an attack if it targeted your Will defense.

3. Coif of focus (AV): [Daily] Spend a healing surge to be not stunned by an attack. You also gain a +5 bonus to saving throws against stun.
 

Circlet of Arkhosia (PHR: Dragonborn): 1 save at the start of your turn vs either dazed/stunned/dominated - as written it works against non-ongoing effects as well

Ceaseless Guardian ED (D387): the lvl24 feature avoids some side effects of dazed/stunned for defenders

Martial Resolve (MP): save at the start of your turn vs dazed/stunned/and some other conditions
 

Thanks some very helpful comments.

I didnt realise you couldnt do free actions, as I thought they were free, so Immediate Interupts are your only chance.

I didnt want to use any daily powers as my daily power is to get an AP back, so its a bit counterproductive.

But I do have the Halfling Dice (auspicious dice or something) that let me replace a D20 roll with a pre-rolled one as an encounter power so I can do that to make save.

But I like the idea of Martial Resolve, especially if Stun / Dominate and Daze etc are going to come up a lot.
And combine this with Coif of Focus and I have a 75% chance of not being hindered a second round with Stun, plus the option to use up a Daily power, if I need to, and stop the Stun from occuring.

Daze, Immobolise, Slow etc are not a problem for my Dagger Rogue as he has range options and can cope with just a standard action dagger throw.

But STUN means you can do nothing at all, and makes the game boring.
Possibly worth using a daily magic item use just to keep playing that round.
 

Martial Resolve (MP): save at the start of your turn vs dazed/stunned/and some other conditions

Damn this is an Epic feat, we are being Stunned at level 6, only 15 more levels to go before I can take this.

It does have 15 Wisdom requ. but I do M/C Avenger so will actually be on exactly 15 Wisdom at L21.

But then I see the other pre-req. is Endurance and I am a Rogue, so this takes it just 1 feat too far.

Can anyone tell me approx. what % of Stuns are against Will ??
I thought it was most of them, but someone told me physical bash's against AC and Fort also do it.
 

Rule of Thumb that applies to the vast majority of official WotC monsters:

Forced Movement, Slow, Immobilize: vs Fort.
Extra Damage, Blind, Force Grant CA: vs Ref
Daze, Stun, Dominate: vs Will.

Which is one of the huge reasons Str/Con Wardens end up being sub-par defenders in certain modules. Their will defense is often pathetic. Contrast with Str/Wis Fighters, Str/Wis Wardens, Cha and/or Wis/Str Paladins, Con and Cha or Wis for Battleminds. Str/Con Wardens and Str/Dex or Str/Con (BRV) Fighters are the only defenders so vulnerable to Daze/Stun/Dominate, by far the worst conditions to inflict on a defender.
 

Well, as a party, when you take powers, maybe you could look at powers that offer other people saves.

The Cleric has an at-will power that offers saves: Sacred Flame

Also Hymn of Resurgeance is a brilliant Cleric lvl 3 encounter power that debuffs all enemies in a blast area, gives allies in the same area a SThrow and 5 THP. Nice.
So, next question... do you have cleric?
 

I know this probably isn't helpful, but my favorite item is the house rule bat of stun nerfing that redefines stun as dazed and -5 to attack rolls. If you have a large group of 6+, stun is indeed going to make someone feel like they are out of combat forever, and in a small group of 4-, it takes out a huge portion of PC resources. It's just bad however you look at it.
 

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