Space Marine Z [GLTY]
Stun Break on F2
Space Marine Z [GLTY]
Not all utilities selections should have stunn breaks
Rangers have 5 utility lines and 4 stun breaks. 2 of those are in survival which seems overkill to me. Having one of them moved to spirits or traps would be great.
Space Marine Z [GLTY]
Rangers have 5 utility lines and 4 stun breaks. 2 of those are in survival which seems overkill to me. Having one of them moved to spirits or traps would be great.
Warriors have 3 shouts as stunn breaks and 2 others.
(edited by alamore.1974)
And once more it all boils down to needing too much trait investment. We have decent stunbreakers.. Protect Me is awesome, LR is obviously awesome, QZ is questionable at times but other times is awesome…
The problem is to make traps, or signets, or sprits work we need to go 6 deep into traits, and once you committed nearly half your traits to making some utilities work then you really have to take at least 2 of those utilties to make that investment worth your while.. which is how we end up in a situation where builds dont have enough stunbreakers.. because we cant mix and match utilities like other classes can.
For example.. my mesmer runs 1 glamour, 1 manipulation and 1 clone utility. My thief have 1 deception, 1 signet and 1 trick. I’m not locked into certain utilities.. if I feel I need more stunbreakers I can make it happen.
When I am on my ranger on my sweet sweet trap builds (or spirit, or signet) and I have to have 2+ of those utilities.. well I am pretty much kittened if I want another stunbreaker. The wiggle room isnt there.
Gunnar’s Hold
Unless I’m lying, they addressed this exact point in the last livestream. They said they don’t want rangers with too many escape options because we’re too hard to catch due to evades. I.e. the hammer warrior uses the LB CC, swaps to hammer and blows through all 3 hammer CCs and the ranger uses the /dance emote because he evaded all of them without even expending a dodge. If the warrior is able to land a CC, he needs to be rewarded.
Fighting a S/D + GS ranger with vigor, LR, and PM! is a kitten nightmare for most power builds.
And once more it all boils down to needing too much trait investment. We have decent stunbreakers.. Protect Me is awesome, LR is obviously awesome, QZ is questionable at times but other times is awesome…
The problem is to make traps, or signets, or sprits work we need to go 6 deep into traits, and once you committed nearly half your traits to making some utilities work then you really have to take at least 2 of those utilties to make that investment worth your while.. which is how we end up in a situation where builds dont have enough stunbreakers.. because we cant mix and match utilities like other classes can.
For example.. my mesmer runs 1 glamour, 1 manipulation and 1 clone utility. My thief have 1 deception, 1 signet and 1 trick. I’m not locked into certain utilities.. if I feel I need more stunbreakers I can make it happen.
When I am on my ranger on my sweet sweet trap builds (or spirit, or signet) and I have to have 2+ of those utilities.. well I am pretty much kittened if I want another stunbreaker. The wiggle room isnt there.
That is my point entirely.
@Fluffball – s/d ranger maybe, but they’re not likely to be traps or spirits…its traps and spirit builds that are suffering.
Space Marine Z [GLTY]
@Fluffball – s/d ranger maybe, but they’re not likely to be traps or spirits…its traps and spirit builds that are suffering.
No. You’re can take s/d as a spirit ranger if you want. What you’re choosing to do is take that for self supprt instead of warhorn for team support. Do you want self support or team support? You can’t have both and that makes sense.
Yeah, the thing with spirit ranger is that you can only really take two spirits maximum if you still want to be viable. I guess you could possibly do it with three, but it’s tough.
But giving an F2 stun break option doesn’t really do anything for spirit and traps builds directly, since any build can use that.
No heal skills feature stun breaks, which I believe is by design, so I can’t see water spirit getting one. Although water spirit definitely does need something, that thing is just downright terrible.
If I were to give a spirit one, I’d probably give it to the stone spirit’s activated ability. Quicksand is on a 45 second cooldown, which is quite typical of stun breakers, and it’s also a “defensive” spirit. Those activated abilities also have no cast time, so they’d fit into stun breaker role more easily.
As for traps, I don’t know really. It would mean that said trap would have an instant cast time, and they’re all relatively low cooldowns already.
That trait that transfers stuns/knockdown to the pet should have its CD reduced from 90s to like 30.