There are 3 factors affecting stomps, stability, stealth, quickness.
Stability
Offensive: Stomp 5 classes (provided that they are not stealthed or ressed up)
Defensive: Allows active player to res the downed player uninterrupted
Stealth
Offensive: Stomp classes with targeted interrupts and mesmers (4)
Defensive: Protect the downed player from being stomped
Quickness
Offensive: reduces cast time of stomp, from 3 seconds to 1.5 seconds
Defensive: doubles res channel speed
I could dwell deeper into the balance between these factors, but this isn’t the focus
CLICK THE TABLE
http://img248.imageshack.us/img248/659/classtable.jpg
From the table you can see that necros and engineers are the only classes that can be both stability and stealth stomped, and are unable to provide res assistance for allies.
I’ll be comparing the 3 classes in their respective groups, avoiding stomps and interrupting stomps.
Elementalist
When dealing with classes that can avoid a stomp, the most effective way is to damage the corpse. Due to the net time being faster than attempting the stomp twice (in most cases), also the damage makes it harder for opposing team to res the player.
However when it comes to the elementalist, mist form resets the ele to original downed health, rendering the damage useless. This is the crucial balance between classes that are able to avoid stomps instead of interrupting them, being able to damage them with significance keeps them balanced. Also, mist form allows the ele to move in downstate. This could be used to move onto a point, closer to allies, into a Aoe res, etc.
Thieves and mesmers do more damage (quite a bit more, dem air runes) in their down states, yet in no way does the damage compensate for the self healing and movement capability of mistform. Where being able to res a player up from down state, will change the outcome of the fight.
Necros and Engineers
Comparing necros and engineers within their group, warriors are the only other class with a single target interrupt. Rangers and guardians both have an AOE interrupt, and a delayed res assist. Warriors have vengeance, the strongest downed state skill in the game. Providing the warrior 15 secs of freedom to res/stomp/warbanner, not to mention a chance to rally if you stomp someone.
Engineers are able to semi chain interrupts on one target, only if the stomper wastes 2+seconds before each stomp, which all can be nullified by stability. Necros are the same, the only arguable benefit the aoe poison gives is the healing reduction. The lack of res assist, stomp avoidance, aoe interrupts, results in the two classes that are absolutely underpowered in down state.
Suggestions
Elementalist’s health does not reset during downstate mistform
Necro’s fear is aoe
Necro’s poison removes 1 random boon as well ??? (op? rng not good for game?)
Engineer’s 2nd and 3rd skill are swapped
Engineer’s 1st skill only applies bleeding, poison, burning, confusion?
Engineer’s 2nd skill is a very strong spell, as it is able to interrupt resses by blasting the downed state player away, or out of the point (securing a cap or neutralizing a point). Engineer’s auto attack currently applies random conditions on foes, it would really help the class’s 1v1 downstate by only applying damaging conditions on foes.
Necros being given the ability to remove 1 boon from enemies could be too good (if they remove stability obviously), but everyone normally has more than 1 boon, when they activate stability.
?
Why do you think warrior’s vengeance doesn’t need a nerf?
In the current “metagame” warriors aren’t that strong due to lack of condition removal, no ranged support, a thief can do just about everything and more. I would complain however, if they are stronger in the scene
(edited by Vayyy.5420)