I played an ogre in EQ and will likely again in Pantheon. I was somewhat disappointed in the two ogre passives that increase ogre damage output. This seems a bit underpowered in a tanking race, while some of the other races had some serious higher powered racial abilities, more in line with their likely classes. I know this means little at this point in time, but it was still a let down.
More damage means more threat, letting the dps classes unload their damage even more. The ogre passives are pretty nice especialy for a warrior that uses banner of onslaught and howl of the warrior. And the direlord can use essence leech increasing their crit chance by 25% last we saw.
Not to mention the extra attack rating (hit chance i assume) from strength. Hit chance for tanks is a god send.
I think Ogre will be a fine tank. Besides benefiting Warrior as Kellie pointed out, that resistance to stun will help a Paladin avoid interrupts to his casting, extra hit chance and crit damage helps all tanks (and all physical DPS).
I've already decided that my Dire Lord will be an Ogre. With Essence Leach increasing crit chance - on a self-healing ability no less -the Ogre's increased crit damage is a perfect addition. DL is already resistant to magic effects, adding in resistance to physical stuns will complement that.
My only worry is that Ogre's racials will be too powerful and have to be scaled back!
MauvaisOeil said:It's interesting because as they are locked to tank or healer roles, theses benefits will not emphasis a DPS role and thus are not imbalanced. The stun is probably a too strong heritage from EQ but at least it's not a permanent immunity so...
Until you can make a rogue Ogre using progeny...that seems like the class that Ogre is best for.
MauvaisOeil said:Kikadurr said: I was Interested in a ogre sham, but I'm wondering if these passives will benefit spells? Think that 5%crit would apply to heals ect?
It's only critical damage as stated, so it won't benefit on heals, but on offensive spells I think.
As a strength based effect I'd be surprised if it worked on spells. Seems more melee based.
Ogre passives are actually too strong imo, they synergize too well particularly with Direlord, I can already see Ogre Direlord meta and gatekeeping. Ogre is one of the only races with no passives that become useless over the long-run of gameplay. If you look at other races, some of their passives (like faction-gain bonuses) are almost worthless in the long-run especially where end-game activities will heavily revolve around combat (and every race will eventually be able to max certain factions).
Some races certainly synergize well with certain classes, but Ogre is so strong with Direlord it's the only race where I feel compelled to play if I want to roll a Direlord, which doesn't feel good. I'd like to see Ogres racials re-worked a bit.