When I think about boons / conditions & controls I think about plays & counter plays not spammy application or perm-application but used to create highs & lows in a fight allowing times to reassess or deny time to reassess the fight. Below is a list of each boon /condition & control effect in GW2 and what I believe should their function in this plays & counter plays.
- What do others think of the overall boon /condition & control play in GW2?
- Do you like the current overall boon /condition & control play in GW2?
- What can be done to improve overall boon /condition & control play in GW2?
Boons / Buffs
- Retaliation: Punishing. Self/Group buff aimed at creating time to kitten & think. Used to create lows (breathers/ attack stops attacking) and highs (Timed right can turn the fight around with the attack now having to go on the defensive). Main function is to punish the attacker for attacking at that time.
- Vigor: Damage avoidance. Increased endurance regeneration which increases dodge frequency & dodge related effects. Counter to any initial damage application (phys/condi).
- Protection: Sustain damage reduction. Self/Group buff aimed at extending fight times. Counter to physical damage over time.
- Regeneration: Over time Healing. Self/Group healing aimed at extending fight times. Counter to condition damage over time.
- Aegis: Burst damage protection. This needs to be able to block spike damage not just 1 attack. I believe this should last somewhere from 1 sec down to 1/2 sec as most spikes are channelled or a combo of skill(s) in a very short time frame. I would balance burst protection time off the standard time frame required for these bursts.
- Stability: Denial of hard controls. Self/Group hard control denial. Counter to hard control effects (Knocked down, pushed back, pulled, launched, stunned, dazed, floated, sunk or feared).
- Swiftness: Increased movement speed in & out of combat. Increased ease of kiting. Counter to movement impairing effects.
- Fury: Increase critial effects. Increase critical damage application & on crit effect application.
- Might: Increase damage, physical & condition.
Conditions / Debuffs
Please note Condition damage ignores armour.
- Blind: Damage avoidance. Burst damage & specific skill effect avoidance. Like aegis I feel this needs the same burst damage avoidance time frame. So blind damage avoidance time frame is also balanced of the standard time frame require for these burst combos. Counters burst damage and/or specific skill application.
- Cripple: Movement imparing. Slows enemies movement. Counter to kiting.
- Chill: Soft control shutdown. Increases skill recharge time and reduced movement speed. Interrupts skill timing & position but still allowing player control over character. I feel cripple (-50%) should be the stronger movement impairing effect as chill (-33%) has the added effect of increase skill recharge. This should also effect thiefs initiative regeneration to a simialr level to skill cooldowns.
- Immobilise: Movement lockdown. enemies unable to move. Hard counters to kiting.
- Fear: Punishing shutdown. Lose of character control & runs away from source of fear creating time to kitten & think. With a note that only with a Necromancer can this become a damaging condition. . Shutdown skill use & reposition the target.
- Torment: Punishing movement. Condition damage over time that increase the punishment/damage if moving. Counters kiting.
- Weakness: Reduces attackers damage. Debuff aimed at extending fight times. Counters physical damage.
- Vulnerable: Increase damage taken. Debuff aimed at shortening fight times. Increase applied physical damage to debuffed target. Counters protection.
- Poison: Reduce healing over time and applies condition damage over time. Debuff aimed at shortening fight time by reducing healing and causing damage over time as a bonus. Counters healing over time.
- Confusion: Punish skill activation. Debuff aimed at creating time to kitten & think. Used to create lows (breathers/ attack stops attacking) and highs (Timed right can turn the fight around with the attack now having to go on the defensive). Main function is to punish the attacker for attacking at that time.
- Bleeding: Build high damage over time. Multiply bleed application increase overall bleeding damage. At max stack cap the highest damaging condition over time. Counters Healing over time and high armour.
- Burning: Instance high damage over time. Single application high damaging condition over time that you want removed as soon as possible. I feel this needs an added function like reduced time on targets boons to help differentiate burning from bleeding. Counters Healing over time and high armour.