Marhai posted:
Stun in an 8 man is not as useful as a root; unless you're mopping up at the end of the fight and then it should be game over either way.
Agree.. never claimed it is useful in 8man... hence why it would make sense to swap the spell for root..
Marhai posted:
Stun in a zerg makes so little difference it's not worth casting. It's all about dps for the highest number of realm points.
It's a killer in a zerg... if you stun anybody in 1500 range in front of a zerg.. he won't last the 6-7 seconds for the stun to wear off.. so unless he purges or has a healer that is ST healing the guy.. he will die.
Any other spell/nuke you can try and move out of range.. so you'll only have to deal with 2-3 nukes hitting you.
Marhai posted:
Stun in a small man can be useful for smacking down someone - root can be useful for isolating someone to deal with later.
Think most will prefer to have the root here.
Marhai posted:
Stun in a keep fight is great as it allows for dps before someone ducks back to cover (unlike root).
Same as in a zerg... except that getting out of LoS in a keep is faster than in the open.. so it's even more of an issue here... 6-7s of nukage versus 1-2 nukes on you.
Marhai posted:
Stun in a solo fight where both people are spec'd for solo is no better or worse than root. I'd expect both to be purged by anyone that has a clue (though solo casters purging roots would be daft). While stun allows you some dps time (if not purged) root allows you to get some distance and do whatever it is you rooted for (break LoS for heals - kite - check your emails).
Solo it isn't an issue.. since your RAs will be setup to handle it.
Marhai posted:
I'm not going to diss your playstyle as I've played with you and think you're solid. In a zerg if you're dying to stun you'd have died anyway - stuns just frustrating because you can do anything. However, if you'd been mezzed for 30 seconds with no purge (like you've not used for stun) and then nuked out of the picture after others had been cleaned up would it be any better?
It's not that hard to get out of range if you're not stunned in a zerg... even mezz isn't much of an issue, since that breaks on first damage.. and since you won't be the only one mezzed, you'll have a chance... it's seldom that you find people picking off mezzed targets 1 by 1 in a zerg.. what usually happens is that an AOE class breaks mezz anyway

... unless ofcourse a hib stun nuker selects you as his target, then ofcourse you're dead.
Marhai posted:
Can't remember then stats on these new RA's but I remember stuns from healers and clerics on my det5 hero lasting no more than 2 seconds. ST roots and mezzes were slightly more annoying and worth purging in 8 mans (dependant on the situation).
It's not about DET9 (new RAs) stoicism tanks or 8v8.. since there the stun is but a frame-skip in the animation.