Crowd Control & Stun Breaks
Immobilize is a condition, not a control effect; so naturally, the counter is condition-removal, not a stun-breaker. A “CC” is a Fear, Knockdown, Knockback, Float, Sink, Pull, etc. and is countered by stability/stunbreaks. A slightly easier way of thinking about this is stability prevents your character from being forcibly moved, whereas immobilize simply stops you from moving. sure i can root myself to the ground to prevent being knocked down, but that won’t help me if i get chains of light to imprison me :P
ANet made utilities swappable for a reason: to change and adapt to situations as they come and go. if you know you are coming to an encounter that has several CCs, bring some stability and stunbreaks. if you know the next encounter will be condition heavy (including immobilize), bring condition removal.
Immobilize is not a CC… Interesting, learn something new about this game I guess. Most games that would be cc since ur losing some control of your character. Poison/cripple/bleed/chill/weakness you still have full control. K thanks for the info.
Someone should tell the wiki if this is so.
http://wiki.guildwars2.com/wiki/Control_effect
“Immobilize is considered a condition and can be broken with condition removal as well as stun breakers.”
Perhaps a better illustration:
Imagine a large boulder embedded in the surrounding landscape. You can push, pull, kick, punch, and try to force it any which way you want it to go, but it simply does not move. However, if you go put chains on it, you simply make it better at what it already is doing: not moving. When we cut the chains, the boulder could potentially be moved again.
CC is the forces on the boulder, and the boulder being embedded in the landscape is stability, preventing CC (forces) from taking their effects on them. The chains are immobilize, holding the boulder in place, and cutting them is the condition removal that can make the boulder move more freely.
I know this isn’t 100% how the game works, but it is a better example than the one I off-handedly mentioned before.
CC itself isn’t a bad mechanic (although I think games can do without it), but there is such a thing as poor implementation.
What newly revamped AC does is attempt to make the stability boon relevant in PvE, and it does so by making it absolutely frustrating without it. It’s a blatant check, nothing interesting or skillful about it. And it makes guards even more desirable than they were before.
As for the OP, I think immobilize should be re categorized as a cc, because functionally it basically is a CC.
(edited by TwoBit.5903)
If you time your Stun breaks badly you will still be knocked down and have to wait the full time for your person to get back up. Do not use stun breaks when your still moving only use them after you stopped moving and laying down.
If you hate cc there is a rune set that make it last a lot less longer as for knocked down i do not think it will effect it.
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