Feedback:User/Falconeye/Knock down prevention

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Stability is an effect that makes the target immune to crippled, chilled, knockdown, launch and knockback.

— Guild Wars 2

Game Mechanic. Your immune to crippled, chilled and knockdown. Decreases knockdown duration by 90%.

Concise description

Game Mechanic. Your immune to crippled, chilled and knockdown. Decreases knockdown duration by 90%.


4 Adrenaline Stance. (10 seconds.) You attack 33% faster and gain Stability. If hit with a knockdown, you gain 1...3...3 adrenaline and adjacent foes take 5...41...50 damage. -

5 Energy20 Recharge time (5...11...13 seconds.) Elite Shout. Allies in earshot gain Stability and move 33% faster. Ends when knock-down is prevented. (i.e. they lose Chilled, Crippled, and Knock down).

5 Energy30 Recharge time Stance. (8...18...20 seconds.) You gain Stability, +12...22...24 armor, and do not take extra damage from critical hits.

20 Recharge time Signet. (8...18...20 seconds.) You have +10...34...40 armor and gain Stability. You move 75% slower.

5 Energy6 Recharge time Elite Stance. (10 seconds.) You gain Stability, +12...22...24 armor, and move 25% faster. Ends when knock-down is prevented. End effect: gain 1...3...3 adrenaline and 1...6...7 Energy. -

5 Energy¼ Activation time12 Recharge time Enchantment Spell. (3...7...8 seconds.) Grants Stability. Cannot self-target.

5 Energy¼ Activation time5 Recharge time Elite Enchantment Spell. (5...9...10 seconds.) Grants Stability. Ends when knock-down is prevented. End effect: Deals 15...63...75 holy damage and causes knockdown 2...4...4.

5 Energy1 Activation time5 Recharge time Enchantment Spell. (5...10...11 seconds.) Gain Stability and move 33% faster. End effect: you are Crippled (3 seconds).

10 Energy1 Activation time12 Recharge time Ward Spell. (3...9...10 seconds.) Allies in this ward gain Stability and +12...22...24 armor against physical damage. Allied spirits are not affected. -

5 Energy4 Recharge time Shout. (5...13...15 seconds.) Grants Stability. Cannot self-target. Ends when knock-down is prevented. End effect: deals 15...63...75 damage to all foes near target ally.

10 Energy20 Recharge time Shout. (5...17...20 seconds.) Party members in earshot gain +24 armor and Stability. No effect when moving.

5 Energy10 Recharge time Flash Enchantment Spell. (2...5...6 seconds.) You have Stability and move 25% faster. Ends when knock-down is prevented.

10 Energy15 Recharge time Flash Enchantment Spell. (5...17...20 seconds.) Gain Stability and your attacks on moving foes also Cripple them (2...8...9 seconds). Ends after you apply Cripple 1...3...3 time[s]. Initial Effect: lose 1 condition. -

5 Energy20 Recharge time Shout. (3...5 seconds.) Grants Stability; affects party members within earshot.

5 Energy30 Recharge time Shout. (16...20 seconds.) You have +24 armor and gain Stability.

5 Energy30 Recharge time Flash Enchantment Spell. (24...30 seconds.) Your stances last 55...100% longer and gain Stability while moving.

1 Activation time60 Recharge time Enchantment Spell. (10 seconds.) You gain Stability, you are immune to conditions, and you take no damage. Ends if you move.


Reason
Not being knocked down = not being made temporarily dead.
See


Anti-Stability[edit]

  • Earthbind Earthbind — Creates a level 1...11...14 spirit (15...39...45 second lifespan). Non-spirit foes within range are knocked down on critical hit. Increases knockdown duration (maximum 2...4...4 seconds); prevents Stability. Knock-down cost: this spirit loses 50...30...25 Health.
  • Muddy Terrain Muddy Terrain — Creates a level 1...8...10 spirit (30...78...90 second lifespan). Creatures in range have 10% slower movement: also negates speed boosts and Stability. Does not affect spirits.
  • Mark of Instability Mark of Instability - Causes knock-down the next time you hit target foe with a dual attack. Initial effect: Also hexes foes near target (20 seconds.) These foes cannot use Stability.