Forum Settings
       
Reply To Thread

Stun Rogue?Follow

#1 Jan 18 2005 at 5:28 PM Rating: Decent
Looking at the talents and abilies of a rogue it seems that it may be possible to make a rogue that can pretty consistantly keep their opponant stunned, with things like mace specialization and improved kidney punch etc. Has anybody tried this to know if it is a viable option?
#2 Jan 18 2005 at 8:33 PM Rating: Decent
**
342 posts
Infamous Yojack build yeah...

Problem is Diminshing Returns, any stun from the same source meets diminishing returns. (This applies to stuns, fears, roots, etc.)

1st Effect: 100%
2nd Effect within 15 seconds of the first wearing off: 50%
3rd Effect within 15 seconds of the previous wearing off 25%
4th+ effect within 15 seconds of the previous wearing off: Will fail.

Mace Spec therefore is only really practical the first time (3 sec stun, then 1.5, then <1 second). It is also too unpredictable to base a build on it.

Improved Kidney Shot is useless except for missed Kidney Shots. The DR timer starts after the stun wears off (assume a 5pt Kidney Shot for 5 seconds). That means 15 seconds after that 5 seconds KS is back to full power. That's 20 seconds, Kidney Shot's normal timer.

The usual stunlock build is something to this effect (Assuming Initiative, Imp SS, Coldblood, and Imp CS)

Cheap Shot (2-3 CP) (60 E left)
Tick (80 E left)
SS (3-4 CP) (40 E left)
Tick (60 E left)
Gouge (4-5 CP) (15 E left)
Tick (35 left)
Cold Blood + Eviscerate

Problem is, a single miss kind of screws the sequence up. I'll stick with my Combat build for PvE (Dagger for PvP)
Reply To Thread

Colors Smileys Quote OriginalQuote Checked Help

 

Recent Visitors: 193 All times are in CST
Anonymous Guests (193)