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Old 01-15-2007, 08:19 PM   #21 (permalink)
XeroKill
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Quote:
Originally Posted by velzevul
Quote:
Qalian Barbarians: Desert Skin
- For the next 15 seconds after this ability is activated, you will mitigate 25% of all damage, and every mob that attacks you has a 50% chance of being stunned for 2 seconds.
Venge,

in WoW, when you see a word "EVERY MOB" in spell description, you can rephrase it as "every regular mob, not a boss mob". in EQ it is even worse, it gets rephrased to "any mob that is lower level than the spell" - example being paladin stuns in EQ (ok for agro, but useless as a stun in endgame content).

What does it rephrase to in VG:SoH? Do they actually mean EVERY mob, by saying EVERY? Will I be able to get major raid bosses(unless they are specifically immune to stun) stunned with this ability in particular? And how much agro would such a stun effect generate if any? Also, if Sigil is going to put in stun immuned raid bosses into the game, is it going to be like a severely cut down stun duration time (like to 10% from time marked on the spell), or just a total immunity?

Thanks for answering.
I saw this and thought the same thing, but then I remembered every MMO I have ever played and it quickly dawned on me that there is no way they will allow it or any other useful ability to work against higher level raid mobs. Even if it does right as we speak, I guarantee you it will be fixed shortly after the first boss mobs start dropping.
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Old 01-17-2007, 02:38 PM   #22 (permalink)
Venge
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The ability will trigger on any mob. ANY mob however the stun won't do anything, they just shrug it off heh. You can cast any stun ability on any "un-stunable" mob and they brush it off so you'll notice when you try to stop a cast and it doesn't! :-p
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Old 01-17-2007, 10:09 PM   #23 (permalink)
omenz
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I know this goes against traditional warrior logic but I got to thinking about the intelligence/wisdom attribute for wars.
A few of our most valuable aggro management skills require you to choose a defensive target that the targeted mob is attacking. I've found many times that when the group is clustered in dungeons it can be very difficult to figure out exactly who the mob is targeting (other than watching party hp's) as it will show up as only ???.

My question then is, would not boosting the intelligence or wisdcom attributes help increase your chances to perceive who your offensive target is targeting? The tooltip for those attributes say that they help you perceive tactics etc.. of the targeted enemy so i assume this would be the case. IMO being able to more efficiently protect your healer/ over aggroing casters would warrant putting some attribute points into wisdom or intelligence so that you always know who your enemy has targeted. Is this correct or are there completely separate factors such as "combat awareness" or your level vs. enemy level involved in perceiving enemies target?
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Old 01-18-2007, 06:28 PM   #24 (permalink)
Venge
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Quote:
Originally Posted by omenz
I know this goes against traditional warrior logic but I got to thinking about the intelligence/wisdom attribute for wars.
A few of our most valuable aggro management skills require you to choose a defensive target that the targeted mob is attacking. I've found many times that when the group is clustered in dungeons it can be very difficult to figure out exactly who the mob is targeting (other than watching party hp's) as it will show up as only ???.

My question then is, would not boosting the intelligence or wisdcom attributes help increase your chances to perceive who your offensive target is targeting? The tooltip for those attributes say that they help you perceive tactics etc.. of the targeted enemy so i assume this would be the case. IMO being able to more efficiently protect your healer/ over aggroing casters would warrant putting some attribute points into wisdom or intelligence so that you always know who your enemy has targeted. Is this correct or are there completely separate factors such as "combat awareness" or your level vs. enemy level involved in perceiving enemies target?
Yeah putting points/buffs onto wis/int would help. However when it comes to points, they don't want warriors to derive from their primaries, str, con, and dex. Being fully buffed with INT, WIS, DEX, CON, and STR, I am still unable to know who my targeti s attacking. This is being fixed.
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Old 01-21-2007, 12:43 AM   #25 (permalink)
Iskiab
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What are your stats like at cap with all your equipment on? Do you come close to the cap? I'm especially interested in knowing what your hps are to see if a bonus in consitution is worth it by seeing if 100 hps is a lot or a little.
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Old 01-21-2007, 02:20 AM   #26 (permalink)
Venge
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With the new caps, don't even come close to the cap heh.
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Old 01-22-2007, 03:30 AM   #27 (permalink)
ellestil
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Quote:
Originally Posted by Venge
Yeah putting points/buffs onto wis/int would help. However when it comes to points, they don't want warriors to derive from their primaries, str, con, and dex. Being fully buffed with INT, WIS, DEX, CON, and STR, I am still unable to know who my targeti s attacking. This is being fixed.
Venge, do you mean when it comes to points, the devs want tank classes to primarily focus on Str, Con, and Dex? Or did you mean they didn't want tanks to do this and to spread points out some? Thanks
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Old 01-23-2007, 09:02 PM   #28 (permalink)
Monru
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Yesterdays patch said Dual Wield would have the penalty removed from Block, Dodge and Parry. However, after today's patch both Longswords and Shortsword still show a penalty.
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Old 01-24-2007, 02:27 AM   #29 (permalink)
XeroKill
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I wonder if it is a case of using the old D&D rules that if you want to lose the penalty you have to have your heavier sword in your main hand and a lighter sword in the off hand. That is to say that you would need to put the Longsword in your main and Short Sword in your offhand.

Any one ever check this?
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Old 01-24-2007, 04:31 AM   #30 (permalink)
Danluas
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Hi Venge,

Assuming you still speak to Talisker post beta I did notice that yesterday the defensive and offensive stances actually worked to the point they should. However in offensive we have 0% melee mitigation i'm sure the other fighters and everyone else atleast gets to 5% min is this right?

I can see why this is the case from a sheer standpoint of warrior beating the living wotsits out of mobs and not caring for his own safety.

Also I notced that when in defensive the left hand chain shield icon after being pressed a few times turned into the offensive icon in the same slot and then pressing that after a crit switched me into offensive.. (well actually both off and def were highlighted)

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