What about spells for Paladins? It has a big chance of interrupting spells, iirc. It always stuns from what I've seen. That's the only way Paladins were able to out taunt others.
Cease, Desist, Stun, Force of Akera, Force of Akilae, Ancient Force of Chaos, Force of Piety and
Ancient Force of Jeron to be exact. The other stun spells do have a damage/stun effect on them, though.
Also, it seems like if I stun a mob it just keeps casting the spell. For instance, say the mob was casting a spell and was about 50% through the spell. I then cast a stun or bash it. It should reset the casting timer, but it seems like it continues casting from where it left off, finishing the spell.
Also, Warriors are supposed to be able to stun by kicking at 55 which I haven't noticed was implemented either.
It's discussed on the official forums
here.
You're right about the root breaking. My druid on live always hated that, heh. It should be making a check for every single time it takes damage. Perfect example would be snare/rooting a mob and then casting a DoT on it. If should have a chance to break root for every tick it takes the damage from the DoT. Not sure about what it is at now, but I think this sums it up from the 1999 patch notes.
Quote:
PVP Changes:
- In order to make PVP combat between spellcasters and melee types more
viable some changes to PVP spell effects have been made. All damage
spells cast in PVP combat will do less damage to the PC than the same
spell would do to an NPC. When a PC is under the effect of a root-type
spell there is a 20% chance that they will break free when a direct
damage spell is cast upon them.
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I wouldn't know how you could change the PVP/PVE aspect part of this, but I hope it helps somewhat.