So, among the new Boon and Conditions, how will they change the dungeon scene? Let’s have a look-see:
Resistance
- /…/ When placed on a character, this boon will temporarily relieve them of all the negative effects that conditions have on the character. For example, if a character is running in fear with the fear condition, they’ll stop running in fear when resistance is placed on them. When resistance ends, they’ll resume running in fear. /…/
This is an interesting and possible very powerful Boon that can come in extremely handy against Condition-heavy encounters, though it strikes me as more of a PvP-centric boon that will probably not have much effect on Dungeons, as conditions are generally handled with relative ease through proper cleansing.
I do think Guardians will get ready access to this Boon, as well as Warriors and possibly Rangers and Engineers. It’ll be something look for.
Slow
- /…/ This will slow down animations and casts, allowing more time to dodge or interrupt the incoming massive attack. We’ve also improved both quickness and slow. Currently, quickness will cause your cast bar to cut out early. With the improvement, your skill cast bar will smoothly update when you gain quickness or slow, even during the middle of using a skill.
This one is more interesting, however. Mesmer, or its Spec, is most likely the one who will get the most access to this, possibly alongside Elementalists and Revenants. If so, this will present quite some hefty support against Bosses with quick attacks and cheap tells. Wether this will be useful or not might be situational, though, and act more like a crutch to new players.
Taunt
- /…/aunt will be used to both reposition foes and change your foes’ targets. For example, when used on players, it will force the taunted player to run at their target with their skill bar locked—minus stun breakers—and only use their autoattack skill to attack. This gives us the opportunity to use taunt in multiple ways, not just as a player skill, but also as a tool to create interesting creature encounters that utilize this taunt effect against players.
This one is the Condition people will yell “TRINITY PEOPLE HAVE WON, ANET HAS CAVED!” about. Meh, I doubt that, hard.
It’s a Control Condition, like Fear, meaning its prevalance will be limited in the same aspect. This, I see, will play a BIG role in the new meta however. This is a great tool for LoSing and might open up new tactics or speed up runs (Like the Dredge suit/Ice elemental in the Dredge fractal). Now, it’s not stated wether Taunt will override the current Threat generation and force an NPC Target switch or wether it will simply attack whoever’s the major threat without pause (Implied in “… It’s Target”.)
No matter, I see this becoming a useful tool for some bosses, but just like Slow I’m not certain about its Necessity. Again, just because you’re useful doesn’t mean you’re necessery, and just because you’re necessery doesn’t mean you’re important.