Lightening reflex
Make it be able to stun back enemies too please. Its lightning afterall.
[VaL]
Lightning reflexes is fine as it is: stun break, 3/4 sec backwards evade, and 10s vigor. The damage is meh, but its a defensive utility. Whenever I get immobilized and I think a burst is going to follow, just evade spam with Dagger #4 and Sword #3 and 2.
Gate of Madness [ART]
Lightning reflexes is fine as it is: stun break, 3/4 sec backwards evade, and 10s vigor. The damage is meh, but its a defensive utility. Whenever I get immobilized and I think a burst is going to follow, just evade spam with Dagger #4 and Sword #3 and 2.
Um, why does it even need damage? Reduce the vigor to 5 seconds, remove the damage, and have it remove snaring effects.
Make it be able to stun back enemies too please. Its lightning afterall.
I like it!
Little Lunavi – Ranger – Rank 4x
[CPC] Insert Coin – Vizunah Square [FR]
Haha, rangers have been asking for this since launch!
This change makes sense, since its an escape skill that doesnt work properly otherwise… and Engineers basically got this done with rocket boots, except in reverse since they got a stun break added while immob cure was already there.
alts: Fangyre (Necro), Hardrawk (Ele);
Jade Quarry
This change makes sense, since its an escape skill that doesnt work properly otherwise… and Engineers basically got this done with rocket boots, except in reverse since they got a stun break added while immob cure was already there.
Agreed. So many other classes have an immobilize remove or just get out of area (warrior trait, engi as mentioned above, mesmer goes without saying, thieves when enter stealth if traited, etc). We have Signet of Renewal (only works if pet nearby) and Empathic Bond if they tick (10 sec), healing spring which would still be about a half a second of immobilize. Using evasion still leaves you stuck in aoe effects inbetween activations. Even lightning reflexes isn’t instant. I wouldn’t mind a tweak to the skill, but it will probably always remain as it is.
It would definitely bring it up to the level of other classes if they added an immobilization break to it.
Although, as another idea it would be interesting if they just added a “stun” to it instead of the immobilization break (since there is a bit of electricity that shoots out lol; therefore the “lightning” part of the skill name Lightning Reflexes isn’t just figurative lol). This could also make it a more unique “escape” skill than what other classes have… but then again uniqueness usually brings qq…
I would trait for this to break immobilize.
I just want it to have a shorter cool down and not do damage. Breaking immobilize would be nice, but then it would have a longer cool down, which would destroy its usefulness of creating range.
Kal Snow – Norn Guardian
I just want it to have a shorter cool down and not do damage. Breaking immobilize would be nice, but then it would have a longer cool down, which would destroy its usefulness of creating range.
Remove damage, half the vigor gain, and remove snares. Leave recharge alone.
Problem solved.
Remove damage, half the vigor gain, and remove snares. Leave recharge alone.
Problem solved.
And it needs to stun target.
Remove damage, half the vigor gain, and remove snares. Leave recharge alone.
Problem solved.
And it needs to stun target.
That would be in the OP section if you gave all my aforementioned effects along with it.
This change makes sense, since its an escape skill that doesnt work properly otherwise… and Engineers basically got this done with rocket boots, except in reverse since they got a stun break added while immob cure was already there.
Maybe this is just badly worked, but rocket boots doesn’t actually break stun. That was removed from the original version of it when the new version was implemented. It also doesn’t evade like lightning reflexes does, meaning you can be immobilized, crippled, stunned, snared, or what have you just after you use rocket boots, meaning the escape from it may actually fail, though it’s difficult for the opponent to purposely do that. It also jumps you forward whereas lightning reflexes jumps you back, so if you get immobilized while facing the enemy zerg, you’re probably not helping yourself out by jumping into them. Conversely, it does make it a lot handier for running away.
Been asking for Immobilize removal for….. AGES!.
Plus I find the Cool-down on it too high even when traited.
Thief withdraw dances circles around LR’s
(withdraw is 15s On cool down NOT traited…..HOLY kitten)
LR’s 40 Cool-down/36 traited.
The remove the damage replace with stun. Leave the vigor as is…. whats wrong with you….
Jfyi
http://wiki.guildwars2.com/wiki/Withdraw
http://wiki.guildwars2.com/wiki/Lightning_Reflexes
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The only thing that would make it EVEN better is to make it go in any direction you like…similar to swoop.
9/3/13 rip
(edited by thrice.9184)
You know you compare healing skill to utility? It’s like thief saying his steal + healing seed has longer CD, a lot of rng and is weaker than rangers healing spring
imho just change dmg (this kitten wasted my stealth several times already…) to remove cripple/chill/immob.
Remove damage, half the vigor gain, and remove snares. Leave recharge alone.
Problem solved.
And it needs to stun target.
That would be in the OP section if you gave all my aforementioned effects along with it.
Make it only stun if you remove a CC effect, that certainly wouldn’t be OP, and halving the vigor and removing the damage would be PLENTY to make adding a stun and immob break non issue.
Engi Rocket boots is a kittening 16s CD when traited, removes immobs, crippled etc, is a blast finisher, and does damage, so…. How would ours be too strong? It’d be well over double the CD for a slightly stronger effect
As their mother, I have to grant them their wish. – Forever Fyonna
(edited by Durzlla.6295)
Remove damage, half the vigor gain, and remove snares. Leave recharge alone.
Problem solved.
And it needs to stun target.
That would be in the OP section if you gave all my aforementioned effects along with it.
Make it only stun if you remove a CC effect, that certainly wouldn’t be OP, and halving the vigor and removing the damage would be PLENTY to make adding a stun and immob break non issue.
Engi Rocket boots is a kittening 16s CD when traited, removes immobs, crippled etc, is a blast finisher, and does damage, so…. How would ours be too strong? It’d be well over double the CD for a slightly stronger effect
This.
Not to mention damage on that skill is utterly worthless. No one would use that utility as a source for DPS. I’ve ran LR on my ranger and clocked over 1800 hours on it and I’ve never killed someone with LR yet.
Damage is not needed. It’s a defence utility. The reasons why it needs to change are so obvious that I cannot figure out why it hasn’t worked in this way since day 1.