Actually posted this a week or so ago in a different thread before the ‘suggestions’ forum was up (sorry for repost)
I can’t help but feel that the Elementalist pulled the shortest straw in downed abilities for survival. While downed nearly all other classes have some kind of quick mechanic (number 2 ability) that can stop a person trying to finish them off at least once. Arguably the Ranger also has this issue, however I feel their number 3 ability to make their pet rally them more than makes up for it.
Warrior – Hammer Toss – knock down
Guardian – Wave of Light – Push back
Engineer – Grappling line – Pulls enemies to you (and knocks them over)
Thief – Shadow Escape – Teleport away
Mesmer – Deception – Clone yourself making it harder for someone to know which one of you to finish off.
Necromancer – Fear – Make enemy run away from you
Elementalist – Grasping Earth – Immobilize. Whats the point in the immobilize if someone is in your face casing their finishing move on you?
I understand the combination is meant to work – Vapor Form + Immobilize where you left them and hope for some team mates to come revive you / kill them to rally you, however the 8 or so second gap of being downed till you can actually use Vapor form just seems far too long? in 8 seconds you could have been finished off 3 times over while just sat there immobilizing people that are stood right next to you.
All just seems a little ‘unfair’ for lack of better wording.
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