I think he can stun, he just can't stun the same person again for 7 seconds.
However, panic does not follow stun immunity, correct? Skill stun + Pet panic used with proper timing can lock an opponent down for most of those 7 seconds. Just an addition to that comment - food for thought.
For clarification AND correction on a couple of things, here's some fun facts.
As per the AL glossary of terms and acronyms, here are the definitions as used in this game. As you can see, Snare is NOT a stun.
Root - Rooting a Mob holds it in place - it cannot move if it's been rooted. Handy for solo kiting mages and crowd control.
Snare - Snaring a Mob makes it slower - slightly less effective than root, however still an effective means of kiting and crowd control.
Stun - A Stunned Mob does not move, nor can they attack or cast spells - a highly effective method of crowd control, although typically effects don't last as long as Root or Snare.
Samhayne announced when PVP was about to be launched, these work a bit different in pvp than the skill descriptions imply. Root was never taken out, it was never included in PVP in the first place.:
Originally Posted by SAMHAYNE
Back to the point, mage squishiness is a global issue, not just a pvp one..
I have a 36 mage (legendary), and to get over 1K armor while retaining decent hp and damage, takes pretty serious creativity and much time spent scouring the CS. I have always loved the bonus/penalty setup STS has for gear, where if you want one stat boosted, it's going to cost you somewhere else. It's all about balance - for other classes. For mages now it's a constant struggle.
Even with an open mind and creative shopping / gemming, it boils down to the fact that there's just not enough substance to mage armor to allow non-maxed mages much in the way of independence. Unless something changes, this will eventually lead to mages getting invited to less and less runs, 'cause who wants to run with a dead guy?
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