CaineDeSoulis
01-29-2012, 11:34 PM
Human
* Bonus: Attack Power
Elaar
* Bonus: Disarm Resistance
* Bonus: Crit Effects Resistance
* Penalty: Less Health
Spite
* Bonus: Increased Crit Effects
* Bonus: Extra Defense
* Penalty: Less Damage
Dunder
* Bonus: Knockdown Resistance
* Bonus: Extra Damage
* Penalty: Slow Initiative
Urk
* Bonus: Stun Resistance
* Bonus: Extra Endurance
* Penalty: Less Defense
Snivler
* Bonus: Inflict Extra Bleeding
* Bonus: Fast Initiative
* Penalty: Less Health
Trug
* Bonus: Bleeding Resistance
* Bonus: Extra Health
* Penalty: Less Endurance
Alright here's a list put out by Nate in the preview thread.
Lets discuss some of our first impressions:
Human
~~~~~~
* Bonus: Attack Power
This is a pretty safe choice, The Plus Attack power bonus is decent boost for duel wielding gladiators especially if they are using Speed 2 or more weapons. Not much to really talk about here as we are all currently using humans lol
Elaar
~~~~~~~~~
* Bonus: Disarm Resistance
* Bonus: Crit Effects Resistance
* Penalty: Less Health
A very defense minded race. The disarm resistance and Crit effects resistance seems redundant at first but it most likely is a stacked effect. It will be a very rare occurrence to disarm an Elaar Gladiator. The penalty is fairly steep and counter productive to the whole defensive strategy. Primarily i could see this being used with a 2h war or 2h rage where the disarm penalty is the most effective.
Spite
~~~~~~~~~
* Bonus: Increased Crit Effects
* Bonus: Extra Defense
* Penalty: Less Damage
The Spite is an interesting race. The 2 Bonuses are very good an increase in defense and critical effects. The increase in defense is very nice even for those in cloth. the Increased Crit Effects *could* be great for an offensive gladiator especially one with a high total carnage. The penalty is pretty rough as its more severe than a minus to attack power but the increased Crit Effects *Could* make up for it.
Dunder
~~~~~~~~~
* Bonus: Knockdown Resistance
* Bonus: Extra Damage
* Penalty: Slow Initiative
Tho knockdown resistance is pretty useful its not as useful as the extra damage. note extra damage is i can only assume stronger than attack power. The killer here is the slow initiative its really hampers a 2 hander and limits a duel wielder.
Urk
~~~~~~~~~~
* Bonus: Stun Resistance
* Bonus: Extra Endurance
* Penalty: Less Defense
Stun resistance is extremely useful extra endurance is good for tankers but the minus to defense may make it to hard to use effectively.
Snivler
~~~~~~~~~~~
* Bonus: Inflict Extra Bleeding
* Bonus: Fast Initiative
* Penalty: Less Health
This will likely be the second most if not most used race. a Friend to all duel wielding rages the Sniveler is a very offense minded gladiator. The Extra Bleeding damage will shorten the length of fights. The initiative bonus will get you the first attack and possible extra attacks per round. the minus to health if its not to severe will mostly be negligible due to the kill or be killed offense strategy. I see a lot of quick Theatrics and Duel wielding Rage's going to the sniveler race.
Trug
~~~~~~~~~~~~
* Bonus: Bleeding Resistance
* Bonus: Extra Health
* Penalty: Less Endurance
And then there's the Trugs. Hulking beasts with extra health and bleeding resistance. The minus to endurance is almost completely negligible in the higher tiers of competition. The Bleeding resistance and extra health will help against snivlers and theatrics with gratuitous violence and its a very general race and will help against most any type or race of gladiator. Trugs will likely be the most used race.
Caine's Rankings of the race's
1. Trug: Very General helps all types of gladiators
2. Snivler: Speed Is King and extra damage per round is a great problem to have
3. Spite: Another good Race for Offensive or Defensive gladiators
4. Human: a plus to attack power with zero penalty. Cant complain :)
5. Elaar: a Defensive Race that helps against most types of gladiators
6. Dunder: The Extra damage *Might* make this race useful but a slow initiative is a good way to get torn apart by fast gladiators
7. Urk: Stun resistance is nice and the extra endurance would suit lower levels and tanking types but the minus to defense hurts the very gladiators it would help.
* Bonus: Attack Power
Elaar
* Bonus: Disarm Resistance
* Bonus: Crit Effects Resistance
* Penalty: Less Health
Spite
* Bonus: Increased Crit Effects
* Bonus: Extra Defense
* Penalty: Less Damage
Dunder
* Bonus: Knockdown Resistance
* Bonus: Extra Damage
* Penalty: Slow Initiative
Urk
* Bonus: Stun Resistance
* Bonus: Extra Endurance
* Penalty: Less Defense
Snivler
* Bonus: Inflict Extra Bleeding
* Bonus: Fast Initiative
* Penalty: Less Health
Trug
* Bonus: Bleeding Resistance
* Bonus: Extra Health
* Penalty: Less Endurance
Alright here's a list put out by Nate in the preview thread.
Lets discuss some of our first impressions:
Human
~~~~~~
* Bonus: Attack Power
This is a pretty safe choice, The Plus Attack power bonus is decent boost for duel wielding gladiators especially if they are using Speed 2 or more weapons. Not much to really talk about here as we are all currently using humans lol
Elaar
~~~~~~~~~
* Bonus: Disarm Resistance
* Bonus: Crit Effects Resistance
* Penalty: Less Health
A very defense minded race. The disarm resistance and Crit effects resistance seems redundant at first but it most likely is a stacked effect. It will be a very rare occurrence to disarm an Elaar Gladiator. The penalty is fairly steep and counter productive to the whole defensive strategy. Primarily i could see this being used with a 2h war or 2h rage where the disarm penalty is the most effective.
Spite
~~~~~~~~~
* Bonus: Increased Crit Effects
* Bonus: Extra Defense
* Penalty: Less Damage
The Spite is an interesting race. The 2 Bonuses are very good an increase in defense and critical effects. The increase in defense is very nice even for those in cloth. the Increased Crit Effects *could* be great for an offensive gladiator especially one with a high total carnage. The penalty is pretty rough as its more severe than a minus to attack power but the increased Crit Effects *Could* make up for it.
Dunder
~~~~~~~~~
* Bonus: Knockdown Resistance
* Bonus: Extra Damage
* Penalty: Slow Initiative
Tho knockdown resistance is pretty useful its not as useful as the extra damage. note extra damage is i can only assume stronger than attack power. The killer here is the slow initiative its really hampers a 2 hander and limits a duel wielder.
Urk
~~~~~~~~~~
* Bonus: Stun Resistance
* Bonus: Extra Endurance
* Penalty: Less Defense
Stun resistance is extremely useful extra endurance is good for tankers but the minus to defense may make it to hard to use effectively.
Snivler
~~~~~~~~~~~
* Bonus: Inflict Extra Bleeding
* Bonus: Fast Initiative
* Penalty: Less Health
This will likely be the second most if not most used race. a Friend to all duel wielding rages the Sniveler is a very offense minded gladiator. The Extra Bleeding damage will shorten the length of fights. The initiative bonus will get you the first attack and possible extra attacks per round. the minus to health if its not to severe will mostly be negligible due to the kill or be killed offense strategy. I see a lot of quick Theatrics and Duel wielding Rage's going to the sniveler race.
Trug
~~~~~~~~~~~~
* Bonus: Bleeding Resistance
* Bonus: Extra Health
* Penalty: Less Endurance
And then there's the Trugs. Hulking beasts with extra health and bleeding resistance. The minus to endurance is almost completely negligible in the higher tiers of competition. The Bleeding resistance and extra health will help against snivlers and theatrics with gratuitous violence and its a very general race and will help against most any type or race of gladiator. Trugs will likely be the most used race.
Caine's Rankings of the race's
1. Trug: Very General helps all types of gladiators
2. Snivler: Speed Is King and extra damage per round is a great problem to have
3. Spite: Another good Race for Offensive or Defensive gladiators
4. Human: a plus to attack power with zero penalty. Cant complain :)
5. Elaar: a Defensive Race that helps against most types of gladiators
6. Dunder: The Extra damage *Might* make this race useful but a slow initiative is a good way to get torn apart by fast gladiators
7. Urk: Stun resistance is nice and the extra endurance would suit lower levels and tanking types but the minus to defense hurts the very gladiators it would help.