Area Denial (LoW, RoW) and Stability

Area Denial (LoW, RoW) and Stability

in Guardian

Posted by: George Steel.1804

George Steel.1804

I don’t think people should be able to exit our area denial skills with stability.

Why? You may ask

There’s a few aspects:
-Huge cast time/animation
-Cannot move while casting
-“They focus on area control and punishing enemies for the position on the battlefield.” As stated by ANet in Dec 14 patch notes focusing on Guardian.
-Big cooldowns. 40 seconds on Line and Ring
-Low duration of existence (5 seconds, can’t be improved)

As the game stands, line and ring of warding are not nearly as useful as they should be. Anyone with stability can feel free to waltz right through these POWERFUL area denial spells, even though we just spent 2 whole seconds casting the animation.

Guardians should be able to alter the ebb and flow of the battlefield, and be masters of area denial (Stated by ANet themselves).

You should either..
Not allow stability to completely counter these powerful wards
or
Reduce the resources required to actually get the casts off, i.e, let us cast them while moving

I would personally rather see the first solution, as it really solidifies our presence on the battlefield, and makes our wards a threat. But I guess the second would be better than nothing. Thoughts?

P.S. I realize I didn’t include Sanctuary into the topic, but I’m pretty sure you can run through it with stability.. am I correct? If so, Sanctuary should definitely stop people from running through with stability (120s CD!) I personally haven’t used it very extensively; our other utilities provide much more bang for your buck.

Platinum – Guardian
Technical Strength – Engineer
Dungeon Master – FotM 46

Area Denial (LoW, RoW) and Stability

in Guardian

Posted by: Draeka.5941

Draeka.5941

ANet needs to revisit our whole area of denial skillset in general, though I don’t think making them impervious to crossing is the right fix. Plus, the staff and hammer can see their cd’s reduced significantly with traits, so that’s fine with me. Without a doubt changing the staff animation to be faster or cast-able on the run should be key.

I’ve written about this before, but for ego’s sake I’ll repeat it here ( =p ). Our wards, and more specifically our symbols, should be granted secondary effects. More specifically, our AoD skills should be able to be traited for chill. Why? Because it’s bypassed via condition removal, and not countered. If someone crosses into RoW when it is traited like so, they will be forced to deal with our small AoD, be it a kd or chill. They could make it a grandmaster for all I care, since it would effectively turn any symbol build into a powerhouse (within a small area, of course).

Making our AoDs more powerful innately doesn’t seem like a proper fix to me; I’d rather see the devs focus more on trait diversification. Two birds with one stone, so to speak.