Forums » General Pantheon Discussion

passive racials/minmaxing/pvp/pve

    • 1436 posts
    October 24, 2019 9:27 AM PDT

    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    (this table might be out of date)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


    This post was edited by NoJuiceViscosity at October 24, 2019 1:22 PM PDT
    • 1584 posts
    October 24, 2019 9:39 AM PDT

    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.

    • 697 posts
    October 24, 2019 9:42 AM PDT

    Soo Dark Myr get ****... that's cool. Ogre gets stun immunity again....stupid lol.

    • 1436 posts
    October 24, 2019 9:44 AM PDT

    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)

    • 1436 posts
    October 24, 2019 9:46 AM PDT

    .


    This post was edited by NoJuiceViscosity at October 24, 2019 11:06 AM PDT
    • 1584 posts
    October 24, 2019 9:48 AM PDT

    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.


    This post was edited by Cealtric at October 24, 2019 9:48 AM PDT
    • 697 posts
    October 24, 2019 9:50 AM PDT

    so what every dark myr has to be a rogue...lol for pvp that is...stupid like I am saying..just stupid

    • 1436 posts
    October 24, 2019 9:50 AM PDT

    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

    • 1436 posts
    October 24, 2019 9:54 AM PDT

    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.

    • 697 posts
    October 24, 2019 9:58 AM PDT

    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.


    This post was edited by Watemper at October 24, 2019 10:03 AM PDT
    • 1921 posts
    October 24, 2019 10:01 AM PDT

    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. :)

    • 216 posts
    October 24, 2019 10:16 AM PDT

    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.


    This post was edited by Kellie at October 24, 2019 10:37 AM PDT
    • 34 posts
    October 24, 2019 10:35 AM PDT
    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.
    • 216 posts
    October 24, 2019 10:36 AM PDT

    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.

    • 1436 posts
    October 24, 2019 10:39 AM PDT

    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)

    • 1436 posts
    October 24, 2019 10:49 AM PDT

    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~)


    This post was edited by NoJuiceViscosity at October 24, 2019 11:14 AM PDT
    • 1436 posts
    October 24, 2019 1:20 PM PDT

    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 = 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.

    where would you put necromancers and monks on this list? (pve) great list btw


    This post was edited by NoJuiceViscosity at October 24, 2019 1:38 PM PDT
    • 11 posts
    October 24, 2019 2:26 PM PDT

    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

    • 216 posts
    October 24, 2019 2:43 PM PDT

    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.

    • 341 posts
    October 24, 2019 3:24 PM PDT

    All the racials imo need to be reworked , there all basicly sloting specific class race / combos that will basicly pigion hole them or be at a disadvantage.

    The entire concept for stun immunity is just retarded ....

    • 72 posts
    October 24, 2019 6:16 PM PDT

    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

    • 627 posts
    October 24, 2019 10:42 PM PDT
    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.
    • 1436 posts
    October 25, 2019 8:40 AM PDT

    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.

    • 1436 posts
    October 25, 2019 8:45 AM PDT

    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.

    • 1120 posts
    October 31, 2019 10:48 AM PDT

    1 race/class being marginally better than another doesnt make a difference.  And without knowing how often physical stuns are present in the game, complaining about stun immunity is just silly.