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#11
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#12
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IMO even if the ogre stun immunity only applied to FD, Ogres would still not be worse than Iksars as SKs.
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#14
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Last edited by Celatus; 01-16-2015 at 11:51 AM..
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#15
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#16
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True, most guilds already have their tank corps pretty well set. Getting a regular main tank slot in any established guild is always a tough job. This, too, is partly related to guild culture--some guilds' tank groups are more open to new blood than others. On the other hand, all guilds face gradual turnover, so a sufficiently determined player will eventually get his chance. A Warrior made today might be too late to do much for Velious progression (we'll see...Velious was "imminent" a couple years ago as it is), but it won't be going anywhere and a year or two from now guilds will still need tanks. Certainly that Warrior will be more likely to eventually end up a guild's main tank for Velious bosses than a Paladin or Shadow Knight would be!
Danth | ||
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#17
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P99 has pretty high turnover in general. I'm guessing theres not a single guild out there that wouldn't welcome a competent war, and come Velious I imagine sk/pal demand will tick up with all the trash where agro is key.
__________________
First - Monsters & Memories
Argenti | Cobblestone | Animan | ||
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#18
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Greenmist is a good weapon for casuals, but it is outclassed by pretty much every raid 1hander or 2hander. There are assloads of knight-only weapons available with 10 knights playing the server. You can buy an Ebon Mace -now- for like 8k which is close to the same ratio as Greenmist (no proc or stats though). Zlandicar sword will likely be cheap which is a 28/30 droppable 1hander. It wouldn't surprise me if Narandi Lance is regularly sold later on too.
I'm purposely ignoring the far superior no-drop stuff here which is going to mass rot. Anyhow, I've got about 400 days played on live as an Iksar SK, I'd be lying if I told you that I didn't wish I had rolled Ogre instead. The main benefit of iksar SKs is the ability to forage.
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#19
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After spending the last two nights on researching Stun resistance for ogre on both P1999 and its live counterpart at the time, this is what I've discovered.
1. According to Ogre players who played during live on Velious, stun resist doesn't work on monsters over level 51. 2. Bash still has a % chance to interrupt a spell, regardless if the stun hits you or not. 3. There are too many spell interruption mechanics on p1999, such as push, chance on interrupt per hit, and spell interrupt on bash mechanic to rely on Stun resistance to save your life in situations where many mobs are hitting the Ogre. Statistically (Mathematically), the chance of stun resistance saving your life because a spell wasn't interrupted by bash, is an incredibly small margin, and is one of the less likely factors that determines whether a player is going to die or not. 4. Stun resistance only works in a 90 degree cone in front of the Ogre. Therefore, monsters not within this range can still stun you from the "front" or adjacent to the front. 5. Warriors claim that stun resistance helps them keep agro on mobs, however, this is mostly a problem for under geared or fresh warriors, and no problem for Knights as they use different mechanics other than taunt to draw agro. It is true that maybe at the very beginning of a pull, if a warrior is stunned right away without being able to use mallet to acquire agro may have a small chance of being problematic, though again statistically, this isn't likely; also, if it does happen, agro will most likely fall to another warrior, or knight doing the same thing before it is reacquired by the main tank. To boot, agro isn't an issue for knights, and with velious stats coming out, there is literally no other reason to play an ogre, since its stat advantage will be will be nullified by gear and stat caps. 6. Slowed mobs bash at a severely reduced rate when slow is applied to the mob. Once this happens, the advantage of having stun resistance diminishes in correlation with the frequency of bashes over a fight. TL-DR : With the information gathered, I have come to what I believe is both an objective and unbiased conclusion. Other than being annoyed for 2 seconds or for spamming a cast after being interrupted by the bash, and the very slim margin it has on saving your life or regaining agro in the first 2 seconds of an engagement, Ogre stun has been vastly overrated for a while now, and the advantages of being an Ogre diminish even more-so with the introduction of velious. The truth that Ogres have an advantage over the other races due to stun resistance, such as Iksar and Troll, lies firmly seated in perception rather than reality. Unless we're talking about aesthetics, and then I hand it to them, Ogres do look pretty neat. PS. If I have left any information that is incorrect on here, please correct it. My research was gathered from searching for outdated forums on the topic, individual player experience, and any raw patch notes I could find. | ||
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Last edited by gobbosnobbo; 01-17-2015 at 05:11 AM..
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#20
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Remember that stun immunity doesn't just affect spellcasting, theres many situations where an actual stun can easily kill you.
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