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Ogre Stun Resist Explained?
I've read and heard in game different things about how the Ogre stun resist works and it's realistic usefulness, but a lot of it conflicts with each other.
Some have said it stops all spell interrupts, which would make it super useful. Others have said it only stops you from being stunned, but you still get spell interrupts multiple times a fight and isn't that great actually. I've also heard that it's nerfed and hardly ever works, that even from the front you still get stunned sometimes? I was wondering if some of you guys who have experience playing an Ogre can explain exactly what it does and if just how useful it is; if it's worth being evil and taking on a bigger exp penalty or not? |
As an ogre, if you stand in a corner and face your enemies while casting, you're more or less immune to all melee interrupts. You'll channel almost every time.
It's really handy. |
You can still get spell interrupted from melee pushback so if you are fighting multiple mobs or want to guarantee no interrupts then you need to position yourself against an object.
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It means melee front bash doesn't do the stun & spin weak elves have to deal with. Spell-type stuns still stun you, ie. Cleric/Paladin/Enc spells that feature some stun. And as said above, push can still interrupt you if you're not backing against a wall.
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Ogre necro when!
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Ogre bard when
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Huh. I thought I remembered reading about that somewhere, but I can't dig it up with a forum search. |
Yes, at least on blue Ogres were nerfed some patches ago. Not getting stunned but still getting interrupted by bashes.
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Getting hit still makes you need to channel to cast and there is a chance of channeling failure.
Getting physically stunned by a slam or bash or kickstun is a 100% chance of spell interrupt. On an ogre that doesn't happen. |
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