Quote from Laevus
I'll post a fair warning here that reading this may slightly mar your Diablo 3 experience, as it has mine. I read a post by Grimuku on the official forums a while back now, when a potential nerf to permanent WotB or Archon was considered. Since I've read that post, encountering these issues has annoyed me more each time I die to them.
The suggestion was that these skills are not the issue, but the mechanics that force people to feel they need them. For the moment, forget about any damage or defense boost. The topic is CC immunity.
A apologise for not being able to provide a link to Grimuku's original post, I searched but couldn't find it. I'll paraphrase the main points I remember, as since playing self found I've noticed myself getting increasingly more irritated by the same things.
The problem is that some of the CC is unavoidable and can easily result in death. Elite/champ skills like frozen, arcane, plagued or desecrater are up to the player to avoid. Whereas jailer, vortex, nightmarish and knockback can never be avoided with player skill or awareness. They happen, and you're stuck with it.
As a slight disclaimer, I'm aware you can vault/leap/spirit walk etc. out of jailer and use damage reducing cooldowns during nightmare, but that's not the point and I'll get to that later. It's the fact, you can't avoid them through skill like you would do the arcane dance to the Mission Impossible theme.
The fact there are certain enemy skills that are not player avoidable is part of the reason skills like WotB or Archon are so heavily used. Even if it's not, you're still forced to use a skill like vault/leap/spirit walk to avoid what you can or pick a damage reducing cooldown. Often, the cooldowns on these abilities is also far too long compared to how often the monsters can fire the abilities that cause so much grief. It's even worse when something like vortex pulls you back into an arcane maze with frozen that you had just escaped and you die. Infuriating doesn't put it strong enough.
Grimuku came up with the suggestion that skills like jailer should have a graphic on the floor for several seconds before trapping anyone still in it. Same with vortex, a delay of a few seconds with a graphical warning and then activate. It gives the player a chance.
I mention this now because I've been playing self found a lot recently. My gear isn't fantastic and I'm currently farming Inferno to build it up. I don't have the luxury of choosing my gear, so no character has base dps over 70k or resists over 450. Few of them even have base run speed of 12%, let alone higher. I know these are my own personal restrictions, but the unavoidable monster abilities are making the game harder for me characters than it should be.
There's no player skill involved with it, it's about luck and overgearing unless you pick a few particular skills. With only 6 skill slots, picking (barb example) Ignore pain and leap just to deal with these situations I have no control over is restricting the builds I have on offer.
I echo Grimuku's call for a change to these monster skills so that it reflects more on the player to avoid them rather than relying on gear and skills to just put up with it and try to survive.
I've not seen any posts mirroring Grimuku's thoughts (and now my own) on this forum, and though I'd open it up for discussion.
Note: Just noticed there's a blue poster called Grimiku on the official forums. I'd like to point out that I remember the post was in green text, by a foum MVP. Might have the name wrong, which would explain why I can't find the post
Edit: It seems I got my wires crossed. The original post was referring to the constant uptime of WotB and Archon, but WotB is the only one with CC immunity. The original thread was in response to the problem of those skills being up all the time not being an issue and Blizzard contradicting themselves with statements. At one time they said it will be great when players are finally able to be geared enough for perm-Archon, then another (later) post they say that having perma-Archon was never intended and needs to be fixed.
While some of the information in my post is inaccurate (blame dodgy memory and lack of sleep) I'll leave it unedited. The main point still stands; there are strong unavoidable monster abilities and I think they should be changed.
You should use rend with bloodlust, you'll heal when cc'd