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View Full Version : Stun removal


BaronVonPitviper
06-15-2006, 07:05 PM
<i><b>Mage changes:</b> - Warlock: Freeze: Reduced stun duration from 4 to 3 seconds. Power cost reduced. - Warlock: Interference: Lowers hate with the encounter instead of dealing damage. Daze affects entire encounter. - Warlock: Gas Cloud: Reduced stun duration to 1.5s. Lowered reuse timer from 15s to 9s. - Warlock: Rift: Will not interfere with other Rifts if cast at the same time. - Warlock: Dark Siphoning: Removed nil crystal component requirement. Reduced casting time to 3s. - Warlock: Devastation: <b><font color="#ffff00">Removed stun component</font></b><font color="#ffff00">.</font> DoT will properly stack with other Warlock Devastations. - Warlock: Bony Grasp: Has 15% chance of breaking when receiving damage. - Warlock: Curse of Darkness: Affects entire encounter. - Warlock: Null Caress: Reduces Hate in AOE and increased radius. <b><font color="#ffff00">Removed stun componen</font>t</b>. Increased teleport radius. Epics unaffected by Teleport/Snare component. Lowered snare break chances. - Warlock: Dark Infestation: Increased duration to 24 seconds. Increased proc chance of broodlings from 25% to 35%. Broodlings can only trigger once per Dark Infestation cast. Broodlings now cast on the run--they shouldn't stay at their owner's feet immediately after they are cast. Reduced Broodling area effect damage. Broodlings continue to target the rest of the encounter after the primary target dies. Increased reuse timer to 45s</i>I haven't been paying much attention lately to the boards but did we know this was going to happen, or were they afraid to ninja it? Gosh darn it, I really like the stun on those spells. The stuns gave them a little extra ooomph. /sigh   <div></div>

Dajuuk
06-15-2006, 07:07 PM
<DIV>Yes, we knew it was coming.   Its been a topic of much discussion on the board recently.</DIV> <DIV> </DIV> <DIV>Its not really game breaking to lose the stun, but Its sad to not see the hammers come flying, in on that final tick anymore.   <img src="/smilies/9d71f0541cff0a302a0309c5079e8dee.gif" border="0" alt="SMILEY" /></DIV> <DIV> </DIV> <DIV> </DIV>

vorek
06-15-2006, 09:04 PM
<BR> <BLOCKQUOTE> <HR> Dajuuk wrote:<BR> <DIV>Yes, we knew it was coming.   Its been a topic of much discussion on the board recently.</DIV> <DIV> </DIV> <DIV>Its not really game breaking to lose the stun, but Its sad to not see the hammers come flying, in on that final tick anymore.   <img src="/smilies/9d71f0541cff0a302a0309c5079e8dee.gif" border="0" alt="SMILEY" /></DIV> <DIV> </DIV> <DIV> </DIV><BR> <HR> </BLOCKQUOTE><BR>I couldn't agree more. All this [expletive haxx0red by Raijinn]ing on this board is much ado about nothing. It ISN'T that crucial....but I will miss the hammer.

Fat T
06-15-2006, 09:08 PM
I don't miss the extra aggro the stun creates.  I miss the stun itself in that you can keep a group stunned long enough to burn them down, but oh well.

Bophus
06-15-2006, 10:28 PM
<DIV>i did like being able to stun mobs for the majority of the duration of the fight, but the extra aggro from every stun was a pain in the butt.  you needed a good tank to hold aggro if you were going all out, so i am happy overall.</DIV>

chaos overlo
06-16-2006, 12:40 PM
<DIV>totally agree. while i must admit the stun component was a nice plus, i hardly miss it.</DIV>