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#41
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- Ogres have front melee stun immunity, what translates to a small aggro boost. Spell stun, however, won't get affected by this. - Obsidian shards are indeed the better aggro weapon from 16-37. Forget about lariats. - No sane warrior would put starting points into dex, but try to max stamina instead. Later in Kunark you're going to wield lamentation / crystalline short sword and by the time proc weapons matter again, one has access to shiny armor with higher stat modifiers already. | |||
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#42
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Warrior that put 25 starting points in STA as opposed to DEX:
Pros: - Come Kunark, dex will be obsolete if you have a Lamentation/Crystaline Short Sword - You'll be ~200-250 HP better off than your Warrior counterpart at level 50 who put all 25 points into Dex Cons: - Who the fuck knows when RoK is going to come out anyway? - The Warrior who put +25 in DEX will get that many more procs off than you when grinding 1 - 50 in groups, being able to hold aggro better than you, 'cause his DEX is approaching 140-150 due in large part to those +25 starting points I fail to see how that is insane | ||
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#43
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Who the hell aims for Lammy and Crystaline Blade as their endgame Kunark tanking weapons? That's ridiculous. Without proccing weapons, you are not going to hold aggro. Anything that out-damages you will constantly take aggro, and noone will be able to slow the mobs until you've beaten them for twenty seconds. Warriors simply cannot tank well enough without high-aggro procs, it is a factual impossibility. You don't have to have your epics, but you have to have something. The most common aggro weapons in Kunark will probably be Sarnak Warhammer (9/20 stun) and Silken Whip of Ensnaring (14/28 snare). I would use SSoY over Lammy.
Stamina is so much easier to max than dex. Once that becomes possible, ogre base stats become far less valuable. That ogre with 150 base stamina and 75 base dex has no stat advantage when his gear puts him a hundred points above the stamina cap, so it becomes a huge waste. Until that point, the two stats are pretty much equal in value, and I say putting your points in dex is the sensible choice if you ever plan to become well-geared. | ||
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#44
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There's also a patch post-kunark that allows Warriors to taunt mobs up to 5 levels higher than they are. Proc is not the only method of maintaining aggro at that point. If I weren't concerned about STA, I'd put points in AGI over DEX for more AC. There's tons of DEX increasing items in the game, and even with only 100 DEX the proc rate seems extremely high. 25 starting points in DEX just seems like a permanent solution to a temporary problem, you'll never get those back.
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Dantes Infernus
57th Level Champion of Rallos Zek "Life's short and hard like a body building elf." | ||
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#45
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As for agility, the stat is useless as long as it's not under 75. Agility returns 1 AC per 4 stat points, so those 25 points in agility will yield you a single-digit amount of AC. Putting points in this stat is only marginally less wasteful than putting them in the caster stats. The only sensible choices are stam and dex, and if you have any intentions of getting high-end gear, dex becomes much better in the end as stam is completely maxable in the two expansions whereas dex is far more difficulty if not impossible to max. It affects both proc rate and crit chance, so it's very important to warriors. Stamina is slightly better until it maxes out and then becomes a complete waste of stats unless you made a wood elf warrior or something ridiculous like that. The fact of the matter is that going the stam way means you'll effectively have lost 25 points in the end, while going dex does not. It's simple logic that dex is superior in the long run, and perfectly adequate even before then. I ultimately depends on your goals, but arguing that stamina is always better is silly. | |||
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#46
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Was going to post a big long spiel on this, but decided against it. As it stands, you need procs to hold aggro as a warrior here, and procs are more frequent with higher dex. Weapons that do stuns or ability/armor drains also help that much more with threat.
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Thulghor Skullgrinder (Blue Server)
Ogre Champion Soldier of Rallos Zek <The Second Sons> (former member of <Vesica Dei>, <Evoluxa>) Green Server: Khargulkaronarr - Troll Shadowknight of Cazic Thule - <Venerate>, Mordwin Trueheart - Human Paladin of Erollisi Marr - <Venerate>, Konquest Unrivaled - Barbarian Warrior of Rallos Zek - <Venerate> (Once Upon a Time: Alarik of the Brell Serilis server) | ||
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#47
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#48
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I could have sworn that this whole "need procs to gain any threat on a mob" thing wasn't that bad in classic and Kunark...
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#49
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Unless I'm wildly off-base, you should edit this to avoid confusion. They probably do have a percent chance per swing but that percent chance is altered by your being hasted or slowed so that the procs per minute is fixed. The mantra on procs I've always heard is: procs per minute is fixed (with the only variable being dex).
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Accersitus Mage
Ennui Monk Vita mid 40s Cleric | |||
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#50
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That's exactly what I wrote.
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It's a fairly simple theory: consider for the sake of this argument that 1 damage = 1 hate. Whoever has the most hate is the one the mob is going to hit. There's no way a warrior out-damages a rogue or wizard or whatever, so they will automatically take aggro unless they refrain from doing damage, in which case their presence is sort of pointless. To allow damage-dealers to deal enough damage to warrant their existence, debuffers to debuff the mob early enough to matter, and healers to heal you before you're dead, you have to generate more hate than them, and it is factually impossible to do this with just DPS. It does feel a little more extreme here than I remember it on Live. There were certain minor mechanics in place that slightly assisted the tank in holding aggro, such as the fact that you actually had a small hate buffer that meant that othes had to generate a bit of extra hate beyond your value before the mob would turn on them. If you were tanking with, say, 1000 current hate, others would have to generate 1100 before they would get aggro; something along those lines. I suspect this might not be in effect here. It didn't do much for long-term aggro maintenance, but it meant the warrior had a little leeway in getting off that first proc without the mob turning away the instant a rogue enables auto-attack. It feels slightly less forgiving here than it ought to be, but the general functionality of aggro and procs is the same. | ||||
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Last edited by Noselacri; 09-13-2010 at 03:16 AM..
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