Protection
If so then resistance should nullify direct dmg completely.
condis can be cleansed.
Protection reduce the direct damage by 33%, a condi clean in the right moment can reduce the damage by 90%
condis can be cleansed.
Also Resistance!
I think we need to have stun resistance like have it scale with healing power. there are stuns in the game that last over four seconds and things can chain those too. After being stunned stun resistance lowers stun percentage by a certain percentage while also increasing timed invulnerability to stuns like a piece of zealot’s boots would give you .3 seconds of stun resist, which should be enough time to avoid teagariff knockdown chaining when shake it off, haste, or similar are off cooldown.
Since some mobs also have some healing power we’d have to create a separate stat for them to avoid them from resisting chain stuns.
I think we need to have stun resistance like have it scale with healing power. there are stuns in the game that last over four seconds and things can chain those too. After being stunned stun resistance lowers stun percentage by a certain percentage while also increasing timed invulnerability to stuns like a piece of zealot’s boots would give you .3 seconds of stun resist, which should be enough time to avoid teagariff knockdown chaining when shake it off, haste, or similar are off cooldown.
Since some mobs also have some healing power we’d have to create a separate stat for them to avoid them from resisting chain stuns.
You are looking for Stability.
As for Protection, it is fine as it is. PvE does not dish out enough Condi’s to really hamper you as long as you have a single condi cleanse (I usually forgo condi cleanse and dont have a problem). In WvW and PvP, you should already have access to plenty of condi cleanse no matter the class.
Granted if you are facing a condi build team comp, then…well…protection still wont help you much.
I think we need to have stun resistance like have it scale with healing power. there are stuns in the game that last over four seconds and things can chain those too. After being stunned stun resistance lowers stun percentage by a certain percentage while also increasing timed invulnerability to stuns like a piece of zealot’s boots would give you .3 seconds of stun resist, which should be enough time to avoid teagariff knockdown chaining when shake it off, haste, or similar are off cooldown.
Since some mobs also have some healing power we’d have to create a separate stat for them to avoid them from resisting chain stuns.
Off topic from Protection but..
I’d be okay with Healing Power getting a lateral boost like this. Though, the teragriff/knight charge problem is one of constant knock-down, chained to where even stability is worthless (again).
“I’m finding companies should sell access to forums,
it seems many like them better than the games they comment on.” -Horrorscope.7632
Now that vunrebility increases condi dmg shood not protection reduce it also?
Elementalist spotted.
https://www.youtube.com/watch?v=WKBKak4gU0g