Out of combat timer
Because it’s relatively easy to make distance between yourself and a foe, and many bursty specs have high mobility.
If the out-of-combat timer was low, we’d get things like:
- turn up at a point
- try and gank the lone defender
- kill and cap if successful
- if unsuccessful, run away really fast, heal up while OOC
- chances are, your opponent’s key defensive skills will still be on cooldown when your key offensive skills have recharged; GOTO 10
Y’know how WvW is full of D/x Thief and Sw/W-GS War solo roamers? It’s because that kind of spec works better there for the above reasons - and because there’s very little need to stay put and hold position rather than run away. Burst-win or burst-fail-run-tryagain work far too well in the open playing field that is WvW. There are enough inexperienced players that even the Warrior run-away build can occasionally get a kill in, and kitten everyone off the rest of the time.
(edited by cheese.4739)
Most of the time the issue I run into is kill a player and try to cap but can’t even get some health in before another player comes at me. What’s worse is if they have a stupid condi on me and I’m out of removal. I’m basically screwed unless I hide, which is not very fun to have to do.
Even fall damage keeps you in combat for a crazy long time.