Knock-Downs & CC in dungeons
Bring stability and/or stun breakers. Fun fact: stun breakers also get you up after a knockdown. Bring condition removals. Fun fact: every profession can cleanse conditions, at least from oneself.
Yes, you can run any build you want, in general. There are, though, specific encounters when you should slot some specific skills/major traits over the things you usually run, regardless of what your puggies do.
It really is fine as it is – you still can run whatever works for you for 90% of the content, and you still have all the tools needed to deal with the remaining 10%.
You clearly didn’t read the post.
Yes, you can bring “stun breakers” and “stability”. But you cannot keep it up infinitely. Thus, you get “chain stunned” most of the time by bosses + mobs.
Tell me how I’m supposed to get stability on Necromancer? I have a small amount of stun breakers that aren’t that great in group play and a trait 30 points deep into my most useless tree.
Thanks for that though. Its not fine btw. No, you cannot run 90% of the content.
Go play any other MMO RPG and find that they have diminishing returns as well as anti-knock down.
Stability on necromancer → Plague or Lich Form.
Stunbreakers → Spectral Walk (which also grants swiftness, which is mandatory for the Swamp Fractal), Spectral Armor, Plague Signet.
You don’t have to trait anything of the above to have it viable.
If you need more stability/stunbreakers than the above to run one wisp, perhaps you should take a while and learn the route, try to avoid more traps.
The only somewhat broken knocklock mechanics found in dungeons is in AC, as Scavengers can keep you on the ground even after you have used a stunbreaker.
After running the wisp, you slot your chosen utilities back – especially that you won’t really use Blood is Power, or the wells, or the minions when running a wisp.
This is of course a specific example, but it’s good to talk about specific things when it comes to ‘difficulty’ or ‘solutions’. You still can slot Spectral Armor for more demanding dungeons where you die or get knocked/stunned more often. It’s fine to die often or get stunlocked the first 2-3 times you are somewhere, but if you’re there for the tenth time and still haven’t learnt to slot and use the needed skills, it’s not a bad design but a stubborn player.