(edited by Reborn.2934)
Stability ignores warding skills ? QQ-RLY ?
Ring/Line of warding and other such skill either knockdown or knockback, which gets protected by stability. They also count as stuns, which can recovered from with stun breakers, which any class as access to. The thief more likely shadowstep out it, It is working as intended.
http://www.youtube.com/watch?feature=player_embedded&v=Cg7mXXKqRI8
(edited by BobbyT.7192)
Your second option isn’t directed at the devs so….. really you’re just demanding they change one thing that is working as intended.
BobbyT is right, they’re technically knockdown skills not impassable walls. I think people can still roll through them without stability but that may have been fixed.
Kaimoon Blade – Warrior
Fort Aspenwood
Ring/Line of warding and other such skill either knockdown or knockback, which gets protected by stability. They also count as stuns, which can recovered from with stun breakers, which any class as access to. The thief more likely shadowstep out it, It is working as intended.
[ line of warding ] description : Create a line in front of you that foes cannot cross.
[ ring of warding ] description : Create a ring around you that foes cannot cross. Trapped enemies cannot exit the ring while it is active.
Staff
[ STABILITY ] : Cannot be knocked down, pushed back, launched, stunned, dazed, floated, sunk, or feared.
where in stability’s description says that can pass from warding skill or in warding’s skill description says that foes with stability ignore them ?
they kittened somewhere …in one or other description there are LOGICAL FAULTS !!!
They had to do something like this, otherwise people in WvW would just get like four Guardians to hold a keep against an entire zerg by cycling wards, Wall of Reflection and Sanctuary between them.
Some skill tips aren’t 100% accurate. It also doesn’t mention in Ring of Warding’s description that it’s a light combo field.
This kind of thing isn’t really worth jumping up and down about since if stability did nothing against wards, the wards would be nerfed heavily in some other way.
Kaimoon Blade – Warrior
Fort Aspenwood
The gw2 wiki has notes on these kind of things just in case something seems off.
Line of warding: http://wiki.guildwars2.com/wiki/Line_of_warding
Ring of warding: http://wiki.guildwars2.com/wiki/Ring_of_Warding
It’s just some of those skills where it isn’t clearly stated but you can see for yourself that the effect of line and ring is technically a knock down. For example, an elementalist’s meteor shower doesn’t state it in the tooltip, but casting the spell roots you in place. The devs have stated that they will clean up tooltips, but pretty much every experienced guardian player knows that ring and line of warding is a knockdown effect.
For now, don’t trust the tooltips 100%. Use the skill for yourself and see what it does. One of the devs’ goals is to provide as much counter play as possible, and stability and teleports/shadowsteps are examples of counters to abilities like ring/line of warding.
Can you still dodge through them?
I don’t think so, but I’m not entirely sure.
There is no loyalty without betrayal. -Ann Smiley
It’s just some of those skills where it isn’t clearly stated but you can see for yourself that the effect of line and ring is technically a knock down.
No, technically, they’re knock backs, not knockdowns. It’s coded so if you enter or leave their fields, they knock you back in varying angles to prevent that. If they were knockdowns, you could freely enter/exit them like you can with Static Field.
Can you still dodge through them?
You usually can’t. Sometimes it gets glitchy though. Also you ca sometimes jump over the wall version if you jump high enough.
i don’t know if i faced a hacker but two times in a fight with a thief he escaped twice from line of warding and ring of warding after ….
i was ready to report him but i didn’t do it because in shout my server ppls told me that the stability skills can escape from these two skills.
i checked stability description and i didn’t found something about wardings …..
So, you have two options dear devs .
1. you fix the problem and nobody can pass though these two skills while they are active or fix the description of stability , or2. i re-roll to a thieve to stop be a victim when i am playing alone in www
Warding is a knockback effect. Therefore stability is not effected by it.
Also for balance reasons there has to be counter, otherwise people can hold SM and forts indefinitely by cycling warding with guards.
It’s just some of those skills where it isn’t clearly stated but you can see for yourself that the effect of line and ring is technically a knock down.
No, technically, they’re knock backs, not knockdowns. It’s coded so if you enter or leave their fields, they knock you back in varying angles to prevent that. If they were knockdowns, you could freely enter/exit them like you can with Static Field.
If it was a knockback, you’d be pushed at a farther distance like with skills such as the elementalist’s gust or the guardian’s shield of absorption. Knockdowns disable for a longer period of time compared to a knockdown’s brief disable. There’s a significant difference. Try getting hit with a push versus getting hit by a line/ring of warding.
The reason you are getting pushed back slightly is just because of the way that line/ring of warding works — you’re not supposed to be able to cross it (as stated in the description) unless you have something like stability. Static field has no such description — it only stuns foes in an attempt to cross and doesn’t say foes cannot cross it.
i don’t know if i faced a hacker but two times in a fight with a thief he escaped twice from line of warding and ring of warding after ….
i was ready to report him but i didn’t do it because in shout my server ppls told me that the stability skills can escape from these two skills.
i checked stability description and i didn’t found something about wardings …..
So, you have two options dear devs .
1. you fix the problem and nobody can pass though these two skills while they are active or fix the description of stability , or2. i re-roll to a thieve to stop be a victim when i am playing alone in www
Warding is a knockback effect. Therefore stability is not effected by it.
Also for balance reasons there has to be counter, otherwise people can hold SM and forts indefinitely by cycling warding with guards.
o yeah ! prevent people using skills to www is logical ! *
if they wanted from people not using their skills in www they must stop mesmers to teleport golems , the elemental skills that kill sieges in blind places on walls , etc
devs just messed up the skills of guardian in www and their only and only role in www is a buffer or healer ( and he is not the better one , engineer is far better )
in www ,day by day i only see pve people that jumps to a zerg only to finish their daily because it is is the fastest way and they total ignore the www rules and progress .
*besides all …..
how a skill like ring of warding that last for 5 seconds and it has 40 sec reuse time and 180 range could stop enemies aoe range skills from death ? or why it is no good to have a guardian skills that really GUARD a place or someone ?
i really dont know what type of “GUARDIAN” they want !!!
(edited by Reborn.2934)
People like you are why the devs don’t usually post in the class forums
It would be ridiculous if one guard with a staff could stop 50 people in ther tracks with no counter, find something else to rage about
People like you are why the devs don’t usually post in the class forums
It would be ridiculous if one guard with a staff could stop 50 people in ther tracks with no counter, find something else to rage about
i dont want devs write here anything. i want from them to read and understand their faults.
The fun thing about hammer is that if someone pops stability to run out of your ring of warding, you can immobilize them (something not affected by stability) so that they can’t run anywhere for a few seconds. The only thing about those 2 said skills that bothers me is how sometimes it’ll bug out and knockdown someone on the other side of the wall every once in awhile. Overall though everything’s working as intended dude.
Hi OP, yes, Stability Boon is immune to warding.
Its immune to Sanctuary too.
What i love most is that during PVP, another guardian popping up Sanctuary, I love to “Stand Your Ground”, enter his “protected” bubble and Hammer (4) Bash him out , that feeling is priceless =)
Level 54 Bear Rank
Stability is THE MOST CRUCIAL skill in WvW. If the enemy can’t stop or slow you down, they are screwed. So yeah, wardings are useless against that. Think about it. Zerg vs Zerg who do you think will win in that scenario? Wish I could say it was different, but seriously would ONE guardian laying line or ring of warding stopping a 50 man zerg be balanced? Think you already know the answer to that.
he cannot stop 50 ppl zerg with that…
but as for now I had situations when properly using line of warding was able to divide charging enemy zerg – You know AoE buff is limited to five allies per cast
anyway good combo is line of warding+nullification field from mes – then You can be sure that they won’t cross the line
“-and on this occasion I keep mine plate armors”
discussion about offensive/deffensive playstyles
First of all , NO you can’t jump over the wards and 2ndly stability always allowed you to enter and exit wards…the OP is clearly a new player and thoroughly relies on the vague tooltips. Devs avoid such players like the plague , and i for one don’t blame them.
you can dodge roll through the wards
I don’t personally think the wiki is correct, and that it should be labeled as a knockback, as generally people bounce off it very very slightly. Its the the same reason that if it is cast directly on top of someone they don’t get perma knockeddown, only if they run back into it. However, this whole tread is just a minor tool tip issue, there are only so many types of control effects in this game, that is just how the coding they have set up works. There is no “YOU CAN NOT PASS!” effect, just a line/ring/random orb shelter thing that creates a knockback/down effect.
[Rev]
@Bash but for enemies without stability it is “You Shall not pass!”
“-and on this occasion I keep mine plate armors”
discussion about offensive/deffensive playstyles
RoW and LoW are superstrong and the only real way to counter it is with stability. The most rare boon in the game and as such a rare boon it should have a huge impact on the battle.
Its fine as it is.
There are counters to a certain skill which is fine, people should be more concerned about other stuff with no real counter, like the amount of retaliation a guardian can put out.
But i guess its rare in these days that fairness and promoting something one would lose out on in is a rare comodity.
@Bash but for enemies without stability it is “You Shall not pass!”
Unless properly dodged/jumped over :/
[Rev]
@Bash but for enemies without stability it is “You Shall not pass!”
Unless properly dodged/jumped over :/
That is no possibility to jump over line of warding – eventually If You place it under wall and enemy will jump over it to you – but this isn’t how it should be used.
and I’ve never had a situation when enemy dodged through my line of warding (and I also tried phew times – didn’t work :P) and as for now I found it as great zerg-divider-skill
(seeing coming zerg – place line of warding before them – half of ppl stayed on this – isn’t that just great? already I had countless situation, when enemy atack have failed because of well-placed line of warding)
“-and on this occasion I keep mine plate armors”
discussion about offensive/deffensive playstyles
To OP, make me able to dodge through the fields like all other damage fields and you might have an argument.
Consigliere
The Dragoon Brotherhood
@Bash but for enemies without stability it is “You Shall not pass!”
Unless properly dodged/jumped over :/
That is no possibility to jump over line of warding – eventually If You place it under wall and enemy will jump over it to you – but this isn’t how it should be used.
and I’ve never had a situation when enemy dodged through my line of warding (and I also tried phew times – didn’t work :P) and as for now I found it as great zerg-divider-skill
(seeing coming zerg – place line of warding before them – half of ppl stayed on this – isn’t that just great? already I had countless situation, when enemy atack have failed because of well-placed line of warding)
I have banished an ele over a ring of warding, that was set on level ground. It is completely possible to jump over them with the right timing.
[Rev]
@Bash but for enemies without stability it is “You Shall not pass!”
Unless properly dodged/jumped over :/
That is no possibility to jump over line of warding – eventually If You place it under wall and enemy will jump over it to you – but this isn’t how it should be used.
and I’ve never had a situation when enemy dodged through my line of warding (and I also tried phew times – didn’t work :P) and as for now I found it as great zerg-divider-skill
(seeing coming zerg – place line of warding before them – half of ppl stayed on this – isn’t that just great? already I had countless situation, when enemy atack have failed because of well-placed line of warding)I have banished an ele over a ring of warding, that was set on level ground. It is completely possible to jump over them with the right timing.
sorry but that was your own action :P so You’re the reason he left not bad working of ring (my ranger also had a problem when I was entagling enemy and somebody get them kocked back from the effect)
about that right timing – first You need to know exacly where that line of warding is, second that is only 5 secs of duration so when properly used You don’t have time for “timing” to jump over :P
(as for now when I used line of warding that was only as a form of dividing charging zerg in wvw – that part that had stability runned through but part without get “You Shal not pass!” and was stopped for a while and that while was enough to my ally deal with those who had that stability and after that those who get stopped on line of warding was to phew to succed – but if I wasn’t place that line of warding that charge would wipe us all
so still well placed wards can be difference between win and loose of great battles – in that vary small scale (from 1v1 up to 10v10 sadly it isn’t so good but my guardian isn’t for smal scalle battles but for those big ones )
“-and on this occasion I keep mine plate armors”
discussion about offensive/deffensive playstyles
Stability ignores warding skills, and so does a well timed dodge. Just went through such in wvw just now.
Always Loyal
ok but with heavily pointed that well timed – still in big battle when enemies are charging and You place line of warding before them those without stability won’t have time for this well timed (most of them won’t notice line before they’ll be stopped) and that will make a little divide in charging enemies – now very great but in proper circumstances enough to break the charge effet (charge that normally would wipe will be wiped)
that’s my point here
“-and on this occasion I keep mine plate armors”
discussion about offensive/deffensive playstyles
How do you dodge through an already set up ward? I’d like a vid of that.
Consigliere
The Dragoon Brotherhood
One can’t dodge through a line of warding. It doesn’t make sense to me for stability to bypass the line. It’s like someone with stability being able to walk through solid walls!!!
I can’t dodge througgh line of warding – but ppl are declaring that well timed dodge will let you go through so I though that arguing about that would be waste of time
@Burjis with that stability is the case of technically how line of warding works. in descritption is that it won’t let enemy comes through but from game mechanics its a little knockback (little backward not little in duration :P) and stability makes You immune to knockbacks so when guy with stability will go through that would be only red “immune” on Your screen
and that’s not so easy with this “solid walls” argument – power of the line of warding from lore side of game highly depends on guardians power. that isn’t “wall” that is a line on the ground with magical effect applied. and that effect have only stop enemies from coming through – and need to achieve this with as low power cost as possible – so why not knockbacking foe that try to cross? its a way simpler and need much less power than magically build solid wall (of energy) there but here starts the problem – but if the line fails to knockback? let’s say that stability also have most of their source in something overnatural (magic energy of another guardian transferred by shout, or bound between ranger and pet while rampaging as one etc. etc.) and the simple spell of knockbacking isn’t enough in power to break that stability boon so they can come through – but still that is better for guardian to place knockbacking line than create solid wall, because he couldn’t keep that wall for long.
and by balance point of view – that must be counter to every tactic – so must be counter for wards
“-and on this occasion I keep mine plate armors”
discussion about offensive/deffensive playstyles
What people mean with a well timed dodge is that if you time it correctly, your dodge will pass you over the warding, then you will be CC’d after you pass it. After that you’re usually cleared past it, but you may get a 2nd CC if you didn’t clear it well enough.
Sharks With Lazers [PEW]
still it divide charging zerg into two group – those knocked down and by this stopped by a while and those with stability who will charge first.
and still that can change wiping charge into wiped charge so what’s the problem?
“-and on this occasion I keep mine plate armors”
discussion about offensive/deffensive playstyles