we don't know what the active racials are going to be and no one has posted the actual given racial passives. in addition, the newsletter has yet to be released so here it is(correct me if i misworded or missed something and feel free to copy paste this to your threads).
what are your thoughts on passive racial choices for minmax/pvp/pve?
(this table might be out of date)
humans
melee, range, spell +2% haste
shield mastery +10
increase skill and effect of abilities modified by charisma
advantage vs alarmist
all elves
increase nature magic resist
increase effect with nature abilities
increase skill and effect of abilities modified by agility
advantage vs truesight
ashen elves only
20% resist spell interrupt and counterspell
extra spell rating with each point of wisdom
ember elves only
20% resist knockdown and knockback
extra attack rating each point of dexterity
halfling
(20%?) resist charm and mezmerize
dagger skill(mastery?) +10
bonus effect to consumables
bonus damage to wraith targets
dwarf
extra hp per point of stamina
immune to disarm
bonus cold resist
bonus frigid and toxic acclimation
blunt weapon skill +10
advantage vs avenging disposition
archai
mana drain reduction x%
immune to endurance drain
bonus to elemental abilities based on attunement
bonus to acclimation based on attunement
advantage vs playful disposition
gnome
20% resist silence
extra mp per point of intelligence
3% dodge
increase rate of skill improvement
skar
increase max health by 5(%?)
20% resist fear
up to 5% movespeed for skar party members in range
ogre
extra attack rating per point strength
increase crit damage %5
25% resist to non magical stun
immune to stun with active battle trance
advantage vs bloodthirsty disposition
dark myr(pronounced mur confirmed by joppa)
underwater breathing
increase swim speed
insight skill +10
stealth and awareness effect +10
bonus anaerobic and pressure acclimation
Dwarves are going to be pretty strong in both pve and pvp, hp is usually a very strong stat is both situations, plus disarm if part of a classes kit dwarves will be a major pain of not having that available to them (im guessing monk or rogue) if they have it that is. they have an increase to blunt weapons which means they will be able to hit more often if that particular weapon which will be punishing, specially if you dont have one of these positives to negate its effect. no idea what any of these dispositon even mean as of right now so i have no opinion of these at this moment. and an insrease to acclimation is prolly pve only but it helps in some areas and wont be noticed in others, as with all acclimation.
initial thoughts for pvp:
dark myr rogue huge advantage 1v1 vs any other rogue.
ogres have an edge vs non caster classes
skar probably needs something else?
gnomes are probably the most competitive for passives as a caster in pvp
archai ehhh for pvp probably the best for a dps shaman
dwarf disarm immunity could be very powerful if there is several classes that can disarm
halfing is could be interesting depending on the consumble bonus. halfing rogues are going to be a nightmare for enchanters >.>
ember elves slight edge vs melee
ashen elves slight edge vs caster
elf druids are probably the most competitive race
humans the jack of all(of course)
yeah kinda hope ogres dont actually get that stun immunity, not the 25% passive or the 100% while active is activated, stun immunity of any kind is just to easy for a ton of people to pick is, especially for the warriors or your pvpers, i think if anything have it instea dof stun resist have it be another form of CC, stun is just too strong for a race to be able to resist it, for one stun is usually the most common and strong cc in most games, and for one to able to ignore it makes them natural strong due to it.
Riahuf22 said:Dwarves are going to be pretty strong in both pve and pvp, hp is usually a very strong stat is both situations, plus disarm if part of a classes kit dwarves will be a major pain of not having that available to them (im guessing monk or rogue) if they have it that is. they have an increase to blunt weapons which means they will be able to hit more often if that particular weapon which will be punishing, specially if you dont have one of these positives to negate its effect. no idea what any of these dispositon even mean as of right now so i have no opinion of these at this moment. and an insrease to acclimation is prolly pve only but it helps in some areas and wont be noticed in others, as with all acclimation.
i definitely agree dwarves gonna be strong O.o
Watemper said:so what every dark myr has to be a rogue...lol for pvp that is...stupid like I am saying..just stupid
hmm if it's rogue vs rogue and they are both stealthing around to find each other the dark myr has the opener advantage.
in a sustain group fight?? that's a bit more open ended and becomes situational chance of having the edge.
If the dark myr racials are only good for one class..then they failed imo. Besides in a straight up fight with the dagger bonus from halfings they would be better in the end as rogues. Plus they are way more versitile against cc's. If you think there will be a ton of opportunities for rogues to happen upon each other in stealth then yeah ok...I've done plenty of open world pvp and that is slim to none. Usually a rogue will find another rogue. or person, fighting already and gank them. In a determined duel it is different...but the open chaotic world very rarely will that happen. As for pve...ie what 90% of the player base will be doing the Dark Myr passives are **** in 90% of the situations. While stuff like 20% resists and stun immunites and counterspell immunites and +dmg to weapons and all that nice jazz is good for 90% of the content.
If 'Battle Trance' for Ogres is time limited to seconds, with an appropriately tuned duty cycle, then it's an advantage, but not THE advantage.
If it's an arbitrary duration toggle, or you can sustain it for more than a minute? Yeah, that's.. well, it's all been said, then. :)
These are the race combos I see from a pve stand point.
Humans = Bard / Paladin / Cleric / Warrior / Enchanter
Elves = Ranger(ember) / Druid(ashen)
Halflings = Rogue
Dwarves = Warrior / Paladin
Archai = Wizard(fire) / Shaman(Water)
Gnomes = Enchanter / Summoner
Skar = Dire Lord / Monk
Ogre = Dire Lord / Warrior
Dark Myr = Rogue
These are the classes that I feel each race will shine at, its not to say they cant pick other choices but that I belive these are the strongest options for each race. Can't wait to see what active abilities we get for each race and the starting stats of each race.
Mentira said: I would add enchanter to the list for humans, Kellie, but good list. Having a +2% spell haste and a bonus to charisma based abilities (charm and mez) will be a huge benefit.
Oo thats a very good point. Ill add that now, the humans are seaming pretty flexable.
Watemper said:If the dark myr racials are only good for one class..then they failed imo. Besides in a straight up fight with the dagger bonus from halfings they would be better in the end as rogues. Plus they are way more versitile against cc's. If you think there will be a ton of opportunities for rogues to happen upon each other in stealth then yeah ok...I've done plenty of open world pvp and that is slim to none. Usually a rogue will find another rogue. or person, fighting already and gank them. In a determined duel it is different...but the open chaotic world very rarely will that happen. As for pve...ie what 90% of the player base will be doing the Dark Myr passives are **** in 90% of the situations. While stuff like 20% resists and stun immunites and counterspell immunites and +dmg to weapons and all that nice jazz is good for 90% of the content.
yea we agree with dark myr rogue racials XD it's only good in an isolated scenario
take warriors for example. vs disarm class they might want to be a dwarf. but vs an enchanter, i'd probably consider a halfling.
it's all situational of course. different players will choose based on what annoys them the most or to cover weaknessness in their play(in regards to pvp)
vjek said:If 'Battle Trance' for Ogres is time limited to seconds, with an appropriately tuned duty cycle, then it's an advantage, but not THE advantage.
If it's an arbitrary duration toggle, or you can sustain it for more than a minute? Yeah, that's.. well, it's all been said, then. :)
maybe ogre active racial leaked? (in which case one can assume that the other active racials... grants 100% immunity ~tinfoil hats~)
Kellie said:These are the race combos I see from a pve stand point.
Humans = Bard / Paladin / Cleric / Warrior / Enchanter
Elves = Ranger(ember) / Druid(ashen)
Halflings = Rogue
Dwarves = Warrior / Paladin
Archai = Wizard(fire) / Shaman(Water)
Gnomes = Enchanter / Summoner
Skar = Dire Lord / Monk
Ogre = Dire Lord / Warrior
Dark Myr = RogueThese are the classes that I feel each race will shine at, its not to say they cant pick other choices but that I belive these are the strongest options for each race. Can't wait to see what active abilities we get for each race and the starting stats of each race.
where would you put necromancers and monks on this list? (pve) great list btw
I am going to play pvp. Leaning towards Warrior or sham as my class. Ill either do Ogre or Skar. Having 5% run speed with othe skar in pvp if it stacks with sow and such will be huge. I played many years of EQ pvp and lots of fights end up in someone trying to run/jump/strafe away to safety. Even if two skar chasing 2 gnomes at a 1 or 2% increase they will catch them especially since Pantheon will have larger zones and you cant get to a zoneline as fast.
Ogre shamn will be killer in later game when melee are trhying to interupt Ogre shaman but never can. those spells will land
stellarmind said:where would you put necromancers and monks on this list? (pve) great list btw
Its really hard to say right now, I dont know enough about the Pantheon necromancer to be able to give a real idea. But Human with spell haste and gnome with mana pool could both be nice and then you have the Skar if the necromancer uses their own health for any spells maybe Skar will be useful too.
Turnip said:Dark Myr Enchanter #1 pvp in solo engagements.
Step 1: Charm player that isn't Dark Myr
Step 2: Swim underwater
Step 3: ???
Step 4: Sweet victory
haha you know b4 diminishing returns in wow, priests use to grief players by drowning them XD from that point on i carried a couple of waterbreathing potions. man how pvp has changed.
BamBam said: Looking at the passive again human, elfs and ogre really seems to have the top of passives. Where the losers are halfling and dark myr. I hope that we will get a decent balance at release and that the racial actives will mix things up.
skar racial looks a bit weak to me. i think we are probably underestimating the value of the acclimation passives, due to we don't know how central it is to gameplay. i'll reserve the right for judgement until we get to test it, but definitely aok to assess the goods.
the halfling racial could be really good (the bonus consumble) i'm pretty curious to see what it is.