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True, but mage's movement during casting is pretty slow. And with blink's CD currently being the same as grapple's, the tank has one additional movement ability to catch up to the mage. And both of his movement abilities serve as soft CCs with a hard setup. So mage can try constant running, but that wouldn't give him that much dps. While tank at least has a chance to CC the mage and hit him on the head a few times.
Slumber setups might pay off, but they'd be very risky because you'd have to come close for the max impact.
There was CC resistance in Alpha-1 as I remember. There might also have been a more general 'Magical Disable Defense %' or something like that. An L2 player would understand what that means much more than me since games I play don't have that sort of thing in that simplistic a form.
I guess Pred's 'Tenacity' counts but that's what I was referencing, so...
L2's debuffs relied on base stats and could be then modified with buffs (usually just the defense side).
So smth like mage's sleep could have a 40% chance of going through (against a base lvl of a particular stat) and then the target could get a buff (sometimes items) against sleep-based effects and/or boost that particular stat with tattoos, so the chance would go down.
I assume that "mag dis def %" is smth similar mechanically.