Enemies cannot cross this line...
Most champions have stability built in via Defiant, which ignores crowd control effects. This is a crowd control effect.
Men of Science [MoS] – Tarnished Coast
Most champions have stability built in via Defiant, which ignores crowd control effects. This is a crowd control effect.
Of course, other players can dodge right thru the lines too. Which makes them doubley useless. The only thing they work on reliably are PvE trash. Ya know, the stuff you don’t generally need to herd up.
[TTBH] [HATE], Yak’s Bend(NA)
It’s getting extremely annoying by now to work hard into getting an opponent inside the ring of warding, only for them to effortlessly get out of it.
I do find it annoying but look on the bright side, they waste a dodge that they could have used to get out of WW or MB or some nasty combo you have lined up.
Classes that dont have insane vigor regen like we do will feel not having a dodge when needed very hard. Especially the squishy ones.
Sophia Theos Beast Master
[Fissure of Woe]
Wards are supposed to be a unique skill of Guardians and I agree they are mostly useless and suffer from a lot of issues that further degrade them.
Line of Warding and Ring of Warding take way too long to activate. They need the activation time to be almost instant. The 1 second activation time on Line of Warding means that it is almost guaranteed to be interrupted or miss the enemy. You have to use it so preemptively that you lose some of the duration and enemies can dodge it. Likewise the 3/4 second activation time on Ring of Warding is so slow that if you use it while on top of an enemy they still have enough time to walk out of the radius. The whole point of Ring of Warding to to trap enemies in with the Guardian to keep the enemy off of allies.
In PvE Wards suffer from all bosses being immune to the knockback due to the Defiant boon. This same issue occurs in PvP when facing enemies with Stability. When facing Defiant mobs and Stable players the Wards only act as a Combo Field. I think Wards should deal damage to anyone that passes through the Wards. This would make the 5th skill on Hammer and Staff useful during boss fights. It would also make the skills not be completely negated by Stability when looking at all of the other issues faced by Wards.
I am not sure if there has been an official response from ANet about Wards being dodged through, I personally think this has to be a bug, otherwise there is no point to them. I can understand dodging out of range before the Ward has been created but to dodge out of Ring of Warding or through Line of Warding when they have been laid down makes the skills worthless. I also do not think Leap skills should allow you to pass through them since they would have to Leap through a wall. If Wards can trap the Ghosts of Ascalon then I see no reason why it should not trap teleporting enemies also. Stability should be the only way through the Ward.
As for traits I do find it sad that there are 5 traits for Spirit Weapons and 5 traits for Symbols which are two of our profession defining skills but we don’t have any traits related to our Wards. I would like to see a trait that causes our Wards to Burn enemies that pass through the Ward and also change our Wards from Light Fields into Fire Fields. Guardians have 10 Light Fields and only 2 Fire Fields from skills. That is not including the 2 traits that produce 2 more Light Fields. It would be very nice to have the option to convert 2 of our Light Fields into Fire Fields so that we can produce a variety of Fields. As a class known for it’s support it would be beneficial to be able to produce more Combo Fields in order to better support our allies.
*A bit off topic but I am also of the opinion that the skill Sanctuary should be the ultimate “ward” and thus Defiant and Stable enemies should not be able to pass through the dome.
(edited by Tobeyeus.9376)
All they need to do to fix it is to have wards/sanctuary act as a physical barrier with knockback around at, like running into a wall. If you dodge into one you should not pass and still stumble after the dodge is complete. Stability would prevent you from stumbling but still should not let you pass.
Both skills are really not usefull at all, and the controll promised with guardian, as the class was presented, isn’t there. Either make em work vs more, make em instant or put another skill in, atm they are broken. If no knockback the ward should at least interupt people running trough them or something,.
You can begin to channel Ring of Warding, then you can immediately use Judges Intervention for a good combo opener
My combo for WvW is start channeling Ring of Warding, immediately Judges Intervention to trap my target. Open with Mighty Blow, followed by chains. If the chains land position for a Banish to knockback into my zerg. If I don’t have a zerg, swap to GS and Whirling Wrath followed by Binding Blade.
If things get dicey because I jumped into their zerg throw down a Wall of Reflection to cover my escape and use Renewed Focus + Lyssa Runes to avoid too much crowd control.
Most champions have stability built in via Defiant, which ignores crowd control effects. This is a crowd control effect.
Of course, other players can dodge right thru the lines too. Which makes them doubley useless. The only thing they work on reliably are PvE trash. Ya know, the stuff you don’t generally need to herd up.
I’ve had it with our crappy gimped powers. This is bloody shocking!
My combo for WvW is start channeling Ring of Warding, immediately Judges Intervention to trap my target. Open with Mighty Blow, followed by chains. If the chains land position for a Banish to knockback into my zerg. If I don’t have a zerg, swap to GS and Whirling Wrath followed by Binding Blade.
If things get dicey because I jumped into their zerg throw down a Wall of Reflection to cover my escape and use Renewed Focus + Lyssa Runes to avoid too much crowd control.
I do this basic combo as well (although I usually use a scepter/shield instead of gs and runes of the pack). It works quite well as JI makes it far less predictable. It’s rare that people don’t faceplant from the ring once… then they’ll usually dodge through it. That’s not bad… I just knocked them down (smacked them) and they used some energy.
I do agree that it shouldn’t allow players to go through on a dodge though… if this is an issue they can’t solve they need to lower the cooldown or buff it in some other way to make up for this.
Salvage 4 Profit + MF Guide – http://tinyurl.com/l8ff6pa
Sanctuary is weird sometimes. Most of the time it works, but other times I’ve watched entire enemy zergs walk through it and nothing happen. Also, how Sanctuary works is you have to move your character to actually gets it effect even if its on you because if you get rooted as you cast Sanctuary you aren’t actually under its effect and people can still hit you.
Lorella Windrunner – 80 Thief
Shayera Nightfall – 80 Mesmer
Sanctuary doesnt work against people who have stability on. They can walk right in and just smack you in the face lol
Sophia Theos Beast Master
[Fissure of Woe]
The Ring + JI combo I will have to try out sometime… I usually would Chain, close gap with MB and then use the Ring. But I still think the channel time needs to be shorter. Even in PvE, a constantly moving mob has an easy enough time moving outside ring before it’s cast.
Also all of our wards should act like a physical barrier. I can understand teleporting or blinking through a ward, but this shouldn’t be a possibility by dodging or using stability. If anything dodging or stability should merely prevent knockback or other effects but still not allow an enemy to ignore the ward.
You have what you have because you do what you do.
(edited by LordGustoff.3752)