Wrekkes-Engineer Kore Rok Thief-Asraithe-Ele
Why so few stun breakers?
Wrekkes-Engineer Kore Rok Thief-Asraithe-Ele
We have Lightning Reflexes (skill), Signet of Renewal (skill), Shared Anguish (talent), and Hide in Plain Sight (talent) to deal with stuns. What else do you need?
http://wiki.guildwars2.com/wiki/Stun_break
One of these is not like the others, one of these doesn’t belong.
At least 4 utility skill stun breaks for every other class.
http://wiki.guildwars2.com/wiki/Stun_break
One of these is not like the others, one of these doesn’t belong.
At least 4 utility skill stun breaks for every other class.
Other classes could have 10 stun breaks, but that’s not what matters.
What matters is A ) do we have what we need to escape from stuns without being immune to them and B ) is the opportunity cost of our stun break reasonable (i.e. if we take a stun break, what do we lose by making that choice)?
We have the tools we need to get out of stuns enough to be competitive, so there’s no point crying just because the grass looks greener on the other side.
lightning reflex should remove cripple and chill, or maybe be like the thieves version and remove cripple, chill and immobile. i think this would help a lot for a class that is suppose to be some what mobile.
lightning reflex should remove cripple and chill, or maybe be like the thieves version and remove cripple, chill and immobile. i think this would help a lot for a class that is suppose to be some what mobile.
On immobilize, I’ll agree with you. I don’t think stuns are a problem with rangers, but immobilize can be killer.
Everyone has 4 active stun breakers except rangers. We have 2.
Everyone has a stun break on a 30 second time except:
Elementalists share our 45 second
Necros have a 40 second.
Shared Anguish isn’t an ability you can choose to use when you need it. Hide in plain sight isn’t a stun breaker.
So yes, it appears that rangers have a combination of fewer stun breakers and the longest max cooldown.
Sweet.
Everyone has 4 active stun breakers except rangers. We have 2.
Everyone has a stun break on a 30 second time except:
Elementalists share our 45 second
Necros have a 40 second.Shared Anguish isn’t an ability you can choose to use when you need it. Hide in plain sight isn’t a stun breaker.
So yes, it appears that rangers have a combination of fewer stun breakers and the longest max cooldown.
Sweet.
It’s 36 seconds with a talent most rangers want anyways for the QZ cd reduction. That’s also not counting the talent that prevent the stun from landing on us in the first place (shared anguish) or the one that gives us stealth if it does land on us.
So, no, your comparison is not valid, nor is it that simple to compare classes.
Everyone has 4 active stun breakers except rangers. We have 2.
Everyone has a stun break on a 30 second time except:
Elementalists share our 45 second
Necros have a 40 second.Shared Anguish isn’t an ability you can choose to use when you need it. Hide in plain sight isn’t a stun breaker.
So yes, it appears that rangers have a combination of fewer stun breakers and the longest max cooldown.
Sweet.
It’s 36 seconds with a talent most rangers want anyways for the QZ cd reduction. That’s also not counting the talent that prevent the stun from landing on us in the first place (shared anguish) or the one that gives us stealth if it does land on us.
So, no, your comparison is not valid, nor is it that simple to compare classes.
We also have rampage as one to prevent all CC (other than immobilize )
so i think adding the remove snare, immobilize to lightning reflex is all we should need.
I agree that it’s not apples to apples exactly, but other classes have traits to lower their cooldowns as well, beyond the 30 seconds. My argument is that Lightning Reflexes should be lowered to a 30 CD.
I agree that it’s not apples to apples exactly, but other classes have traits to lower their cooldowns as well, beyond the 30 seconds. My argument is that Lightning Reflexes should be lowered to a 30 CD.
Let’s focus on fixing the things with ranger that are broken before we get to nit picking things that aren’t really making a difference just because we like what other people have, eh?
We are supposed to have top tier evasion as compensation, but with all the ‘vigor on crit’ traits and whatnot floating around, other classes can usually match the ranger dodge for dodge and still have some solid class block/invuln/distortion skills and anti CC stuff to boot.
http://wiki.guildwars2.com/wiki/Stun_break
One of these is not like the others, one of these doesn’t belong.
At least 4 utility skill stun breaks for every other class.
Let me get this, all the other class profession have a least 4 whiles we have only 2. I will called that unbalance don’t you think.
http://wiki.guildwars2.com/wiki/Stun_break
One of these is not like the others, one of these doesn’t belong.
At least 4 utility skill stun breaks for every other class.
http://wiki.guildwars2.com/wiki/Stability
few engineers use elixir x or mortar, so they have none at all, thieves only have daggerstorm, necros only have it on extremely high cd as well, ect.
you need signets traited with 30 points marksmanship to get the boon of sotw, but we have by far the longest lasting stability buffs of all.
http://wiki.guildwars2.com/wiki/Stun_break
One of these is not like the others, one of these doesn’t belong.
At least 4 utility skill stun breaks for every other class.
http://wiki.guildwars2.com/wiki/Stability
few engineers use elixir x or mortar, so they have none at all, thieves only have daggerstorm, necros only have it on extremely high cd as well, ect.
you need signets traited with 30 points marksmanship to get the boon of sotw, but we have by far the longest lasting stability buffs of all.
Don’t come here with your logic and rationality! Don’t you see that these people are perfectly happy getting all riled up because the argument of “2 is less than 4” is one they can actually understand?!
How did the discussion suddenly switch to stability?
It would seem to me that if any conscious decision was made by the developers to give Ranger’s less stun breaks, it has to do with the fact that a decent portion of our damage and utility can continue to function when we’re stunned (at least on paper).
You could argue that it doesn’t work in practice, but I imagine they expect us to use pet abilities to respond (eg wolf fear, moa daze). Reducing F2 activation times might move more towards that goal given that stun response is inherently reactive, but the cast time on most pet abilities means they can only be used proactively.