Q:
Why doesn't Quickening Zephyr break stun?
Why would it, it’s an offensive ability, not a defensive one. I don’t see any need to add a stun breaker to it……
The quickness buff from thief (Haste) and warrior (Frenzy) both break stun and have the same cool down as quickening zephyr. Are those now defensive abilities?
It’s just Anets vision of balance.
It’s just Anets vision of balance.
Warrior – takes 50% more damage – break stun
Thief – lose all endurance – break stun
Ranger – anti heal – doesn’t break stun
All form of quickness have drawbacks with the ranger being the mildest. 4 sec where you cannot heal is a minor when you compare it to taking 50% more damage or losing the ability to dodge for 10 sec (for thief, you do not regen endurance while quickness is still up). If you want the ranger’s version to break stun, you will have to give up more than a minor inconvenience.
wait how long does the quickness for frenzy and haste lasts compared to QZ?
It’s just Anets vision of balance.
Warrior – takes 50% more damage – break stun
Thief – lose all endurance – break stun
Ranger – anti heal – doesn’t break stun
All form of quickness have drawbacks with the ranger being the mildest. 4 sec where you cannot heal is a minor when you compare it to taking 50% more damage or losing the ability to dodge for 10 sec (for thief, you do not regen endurance while quickness is still up). If you want the ranger’s version to break stun, you will have to give up more than a minor inconvenience.
Although I agree with you about the drawbacks, and I agree that this skill doesn’t really need a buff, I disagree when you say its drawback is minor.
Not being able to heal is as big as all the other drawbacks. Also note that 1: Thief has a minor trait that gives him extra damage when endurance is not full and 2: Warrior has a utility skill that endures all damage.
wait how long does the quickness for frenzy and haste lasts compared to QZ?
All 3 last 4 seconds.
Most likely because of the pet, which also gets quickness and isn’t stunned when you are.
“The learned is happy, nature to explore. The fool is happy, that he knows no more.”
-Alexander Pope
Why would it, it’s an offensive ability, not a defensive one. I don’t see any need to add a stun breaker to it……
Offensive? I’ve used it more for quick-ressing than I have for quick-stomping or putting out damage.
The Anti heal hurts more then you think, since Rangers are all about heals over time. Imagine how bad quickness nerfs Troll Unguent.
The Anti heal hurts more then you think, since Rangers are all about heals over time. Imagine how bad quickness nerfs Troll Unguent.
The thing is, since you use it in an offensive situation, you are less likely to heal during that 4 seconds anyways, since you are using it as a burst or stomp. It is easy to wait for your heal to finish or use QZ before hand. The skill doesn’t last very long at all so you wouldn’t lose out on an obscene amount of healing. Choosing to use the skill means you value the burst over the loss of regen/healing.
It’s just Anets vision of balance.
Warrior – takes 50% more damage – break stun
Thief – lose all endurance – break stun
Ranger – anti heal – doesn’t break stun
All form of quickness have drawbacks with the ranger being the mildest. 4 sec where you cannot heal is a minor when you compare it to taking 50% more damage or losing the ability to dodge for 10 sec (for thief, you do not regen endurance while quickness is still up). If you want the ranger’s version to break stun, you will have to give up more than a minor inconvenience.
I actually prefer the ranger version out of those 3 choices. If I’ve decided to bust out my offensive burst, I’m probably not under so much fire that I’m stunned. If I an stunned, I’m probably playing defensive anyways.
It’s great to use after you use healing spring near any teammates. Also our stun break is great too, not only is it another dodge, but it does damage too.