Stability "must have" skills
And several classes have AoE downed heals. Sure having a 2 guardians makes you great at revive and stomp (providing no one has thought to bring along a boon strip or area invis) but that also makes them lack in other areas that more diverse teams can and should capitilise on.
This is the entire point of GW2 imo. You bring your setup and I bring mine and the winner is the one that can adapt to the other better.
For me I find support ele’s that rez and pop mist form worse…you can’t even damage them.
Agreed. Stability is too scarce. Or too powerful. Either way…
Agreed. Stability is too scarce. Or too powerful. Either way…
Its sooo important to have it and only soo small access for classes that are not guardian.
For example Mesmer can have mantra but only 2 sec stability.. Elementalist can have stability traited (its actually grandmaster trait) and only 2 sec after attuning to earth.
why guardians have it on 30 sec CD , AOE for teammates and 5 sec duration its behind me..
How about rangers and the quickness on pet swap. How about thiefs with stealth or smoke fields. Engies with smoke bomb or elixir s. Ele’s with mist form, armor of earth, instant cast blinds , obsidian flesh or rock solid trait. This is only a few ways to get stomps or revives. I’m sure you could go through every profession and find utility in skills,traits and utility skills for stomps or revives. Stand your ground is strong but stability isn’t essential to get stomps.
Agreed. Stability is too scarce. Or too powerful. Either way…
Its sooo important to have it and only soo small access for classes that are not guardian.
For example Mesmer can have mantra but only 2 sec stability.. Elementalist can have stability traited (its actually grandmaster trait) and only 2 sec after attuning to earth.
why guardians have it on 30 sec CD , AOE for teammates and 5 sec duration its behind me..
You can also have it for 8 seconds after hitting 50% health (t1 earth talent) and an ability that grants it for 8s on a 60 or 90s cd (Armor of Earth).
Vayra – Elementalist
Forkrul Assail – Mesmer
I just wisch you guys are right but you probably dont get my point.
Yes, i know other abilities that can guarantee you a stomp or at least make your chances “higher”.
But they have their counterpart.
Thief finishing from stealth? = use your AOE knocback
Blinding your enemy and then ressing your teammate? = blind is “next attack” so just one autotatack and then hit your interupt. Or cleanse the blind
There is only few ablilities that doesnt have counterpart – like ele´s mist form. But thats once per 90 sec? With that hudge CD its not even comparable to stability.
Yes, i can strip stability – because it is boon! But count it – howmany skills do we have in game that are REMOVING boons? 4-5? Only on specific classes. And if you do it that way you still need to remove boon first and after land your interupt.
So at this point – im only saying that due to the important nature of stability and easy access that Guardian has to it (no other class can even think about stability with 30 sec CD) and with combination with their others defensive ability.. its going to be a must have class and preferably 2x in team.
Well, maybe im blind but i see the 2x guards teams running every day and more and more offten. Maybe im wrong – but we will see that in time.
Mist form is 75s, obsidian flesh is 40s in my build and works exactly the same as mist form but last one second longer. As for blinds I guess you missed the instant cast part. It was in regard to stomping. You can cast those during a stomp, as in during the hammer throw or guardian bubble push back cast animation and cause those attacks to miss. As for the fields, they pulse blindness each second, so its more like the next 3 attacks will miss. I still think quickness stomps are better then stability stomps, although not always. And thats on a 20s cd.
If you are having problems with enemy’s resing, bring more poison. It increases the revive time. Allowing your team to dump damage on the body and the reser. If a team insists on going all in for revives, just prepare to dumb aoe’s on bodies when they are about to go down. If they go for revives you should punish them greatly. Just remember to bring poison!
(edited by Nikkle.4013)
Thanks Nikkle, some nice advices in your post. At least the blind i trully missed as instant.
The rest is more or less used in my team.
Still i see stability much more easier to use, and in combination with Guardians much more powerfull.
To get stability, Necromancers can:
Spend 30 points in Soul Reaping
Use Plague, the elite ability.
Use Lich Form, the elite ability.
Can’t use Finish or Revive in Death Shroud, Plague or Lich Form.
Feels bad, man.
Aragiel.6132I just wisch you guys are right but you probably dont get my point.
Yes, i know other abilities that can guarantee you a stomp or at least make your chances “higher”.
But they have their counterpart.
Thief finishing from stealth? = use your AOE knocback
Blinding your enemy and then ressing your teammate? = blind is “next attack” so just one autotatack and then hit your interupt. Or cleanse the blind
There is only few ablilities that doesnt have counterpart – like ele´s mist form. But thats once per 90 sec? With that hudge CD its not even comparable to stability.
Yes, i can strip stability – because it is boon! But count it – howmany skills do we have in game that are REMOVING boons? 4-5? Only on specific classes. And if you do it that way you still need to remove boon first and after land your interupt.
So at this point – im only saying that due to the important nature of stability and easy access that Guardian has to it (no other class can even think about stability with 30 sec CD) and with combination with their others defensive ability.. its going to be a must have class and preferably 2x in team.
Well, maybe im blind but i see the 2x guards teams running every day and more and more offten. Maybe im wrong – but we will see that in time.
Thieves, warriors, engineers and rangers can insta stomp most classes with their Quickness skills. I’ve seen them stomp necros before the necro can cast fears.
And I think it makes sense since Guardians lack in other things many classes have: Higher base HP Pools, Offensive Group Buffs, Good Ranged Set, Offensive Debuffs, etc.
Oh and correct me if I am wrong but my friend told me if he stealths as a thief, the AoE knockbacks guardians have do not interrupt him.
I somewhat agree. Stability is just really a very useful tool to have in this game. That’s why i was disappointed by the flamethrower engie nerf.
I think it’s just too sparse. Thieves, for instance, only have 1 ability that grants stability – Dagger Storm. You can cancel the animation and retain a few seconds of stability after using it, which can be very effective in some situations, but you generally burn 1-2 seconds on the stability duration anyway which becomes a waste.
In reality, adding diminishing returns to CC would be of huge benefit to the PvP scene. Don’t know why they didn’t add this in the first place considering every game has added some mechanic to prevent chaining CC together.
Otherwise, give more classes access to stability, or take away some of the stability being hoarded by other classes. I’d personally prefer the former as nerfs are never fun, and it still doesn’t address the overabundance of CC compared to CC removal.
Oh and correct me if I am wrong but my friend told me if he stealths as a thief, the AoE knockbacks guardians have do not interrupt him.
guardian kd hit also stealthed thieves.
Oh and correct me if I am wrong but my friend told me if he stealths as a thief, the AoE knockbacks guardians have do not interrupt him.
guardian kd hit also stealthed thieves.
every AOE will hit the stealthed thief.. the only option how tis could happend is that the thief had Aegis on him or the guardian had blind on him
its a useful skill indeed but don’t nerf it if anything give other classes stability and its a support class after all.
My engineer has quite a bit to help with stomps/revive. Elixir S is a great skill that gives you three seconds of invulnerability to help with a rez or get a stomp off. Its instant cast and also makes you small so its sometimes harder for them to notice you going for the kill/rez in he heat of battle.
The toolbelt counterpart gives nearly 6 seconds of AOE stability or 4 seconds of stealth, both of which are great to secure a kill. It does have a much longer cooldown than Stand Your Ground though. But between Toss elixir S, drink elixir S and drink elixir U I nearly always have a quick way to finish someone off.
Mesmers have distortion which is great to pop in the middle of a stomp when you see an interrupt coming, since your illusions are likely going to vanish after the kill anyway..
Thieves have that AOE blind cloud to drop on corpses to make them harder to interrupt and can also steal mid finisher animation to teleport after a downed thief trying to escape. Also helps if you start stomping a mesmer illusion (less likely to be interrupted) and then teleport onto the real mesmer as he appears to finish him off a bit more quickly.