Talk:Dwarven Stability
Wow[edit]
This would be great for droks runs- You could pretty much remove the need for 3 run stances for the D/A build and fleeting stability- those 4 slots turn into 2 or 3. Hot -elviondale (tahlk) 03:37, 25 August 2007 (UTC)
...what?[edit]
Another intergration of titles (drunkard) into gameplay -.- BLASTEDT 03:42, 25 August 2007 (UTC)
Infinite Dark Escape FTW? -- frvwfr2 (talk · contributions) 04:28, 25 August 2007 (UTC)
- Nice, if you max this out, it lets you use A/Me for infinite Shadow Form, and still have an anti-KD skill. You need to use Deadly Paradox for that though, which limits you stances... Dark Escape can still be maintained for most of the run though. -- Jioruji Derako.> 10:47, 26 August 2007 (UTC)
perma serpant's quickness could prove to be useful. —The preceding awesome-sauce comment was added by Skakid9090. 00:53, 27 August 2007 (UTC)
- That would let a Monk/Ranger use SQ to keep Spell Breaker up, right? Sounds like a good plan. Maybe not for running (seeing as you won't have a speed boost, and dropping aggro will become impossible)... but for anything else... -- Jioruji Derako.> 02:10, 27 August 2007 (UTC)
Uses[edit]
Serpant's Quickness, Dwarven Battle Stance, Mantra of Recovery, Gladiator's Defence. Other than that and several tactics stances, I can't think of an super-powered use for it. 6 second dash maybe/ :D Maestro Ed 00:42, 28 August 2007 (UTC)
- echo it! Permidash! -TehBuG-
- This skill has great synergy when used in combo with Dwarven Battle Stance and psyhic instability. Every hammer attack Kd's and interrupts at high enough lvls of Str/title you pretty much can keep a foe on thier ass.
How bout Whirling Defense? xD Halogod35 17:06, 24 April 2008 (UTC)
- You can use it on Escape to maintain it (great for running), you can run both Storm Chasers and Melandru's Resilience at low Wilderness Survival and still be able to pretty much maintain them... This has a great many uses... And let's not forget the ever-popular Dwarven Stability + Dark Escape. I absolutely love this skill, especially since the update.--99.241.76.164 05:09, 31 August 2008 (UTC)
Aftercast[edit]
This doesn't seem to have any, does it? --24.179.151.252 22:07, 20 December 2007 (UTC)
- Agreed, I can clearly move while the animation is still going. --Ckal Ktak
- Agreed as well. There is no aftercast for some odd reason... I cast it and then a shadow stepped immediately afterward: it moved as if i hadn't cast DS at all --Timeoffire45 00:25, 23 October 2008 (UTC)
Note/Bug[edit]
- It doesnt work if you cast a stance before activating this--Amantis 03:07, 5 March 2008 (UTC)
- omg it only effect things used after it has been cast
heres the mechanics
u use stance then dwarven stability (its after stance, the duration of a skill cant be chanaged after its been used) renwal is a whole different thing Annoying And Deadly 04:21, 3 April 2008 (UTC)
What qualifies as drunk?[edit]
- Does this count level 1-3? Because I know there is still screen warping in the lower levels or does it only count the point levels?--Amantis 18:24, 23 November 2008 (UTC)
- officially "drunk" is considered 3-5, so, 1 and 2 do nothing for this skill. :) --Uchiha Lena 03:33, 20 January 2009 (UTC)
- This is completely untrue. A single ale providing 1 level of "drunkedness" (even if you're not "getting points toward the drunkard title drunk", you're still "drunk"), will work for this skill. --Mystisteel 04:30, 20 January 2009 (UTC)
- Also please note that being drunk in real life has no effect on the skill. Tested and confirmed this last night.--Chump Chief 18:49, 2 July 2009 (UTC)
synergy[edit]
I think that the synergy with drunken master should be removed. this skills main use is that it extends stances. linking it drunken master, a skill that can all ready be easily maintained, is not synergy. i say remove it.66.66.95.26 22:02, 11 December 2008 (UTC)
- Actually, the synergy is not due to the fact that the other skill is an instance, but due to the fact that both skills benefit from being "drunk". Either way, such note could probably go to the drunk article instead of here, if the removal is aproved.--Fighterdoken 22:07, 11 December 2008 (UTC)
- Feel No Pain benefits from being drunk as well, but does not necessarily benefit from Dwarven Stability. Drunken Master, on the other hand, gets a bonus from being drunk, and being used with DS, even if it is not necessary.
- Also, I'd like to add that most Mantras benefit from this skill in a huge way. If I could get a few people to agree with me on that, I'd say we could mention possible synergies that aren't listed on the page yet. FleshAndFaith 01:05, 25 February 2010 (UTC)
no aftercast[edit]
I think this was intentional. After all, it's a PvE only skill, and it deals with stances. It's supposed to be kinda like a stance. Stances have no aftercast. Sure, they have no activation, but I think ANet doesn't want spells without activation. I think we're lucky to have Asuran Scan the way it is. And this might be overpowered (in pve? lol) if it weren't removable, as if it were a skill or something. Be darn nice if it couldn't be removed though. Invincible Rogue 23:00, 16 December 2008 (UTC)
- A late response, but I'm willing to bet good money that this used to be a stance itself during development, either until Izzy added the "extend stances" effect, or when he realized that as a stance, this wouldn't extend other stances. So he simply changed it to enchantment, but did not change anything else, like adding an aftercast delay. That would also explain why DS ends when refreshed, because that's just what a stance does when refreshed. Roland of Gilead talk 14:21, 11 April 2010 (UTC)
"Cannot be knocked down while drunk"[edit]
Oh, the irony
lol so true 92.239.41.229 20:27, 6 March 2009 (UTC)
The Bug And VSF[edit]
I use Dwarven Stability after an ale to prevent KD in VSF...the problem is the skill doesnt prevent KD half the time...annoying as hell...
- thats why you use "I am Unstoppable!" 96.13.38.116 20:03, 3 June 2009 (UTC)
- Still a helluva lot better than IAU as you can permanently maintain Dwarven. 92.239.41.229 16:44, 11 June 2009 (UTC)
EARTHBIND?[edit]
Why is there a bug note about it not protecting against the effects of earthbind? Earthbind doesn't KD anyone, it only extends a knockdown's duration.. has no relevance to the intended effects of this skill.
- Please sign your comments with four tildes (~). Anyway, I assume it has something to do with the same mechanic as for knocking down Shiro, where it has to be a KD of certain length to put him flat on his back. That's just speculation from someone who doesn't do much research on this stuff, but the editors responsible should put more info on the page than what they have. --[ Kyoshi ]::[ Talk ] 09:02, 8 November 2009 (UTC)
- Late response but this is more a bug with earthbind: It can allow knock down of otherwise immune foes, e.g. giants, turtles, juggernauts.. --File:User Chieftain Alex Chieftain Signature.pngChieftain Alex 18:54, 3 March 2010 (UTC)
- It sounds as though Earthbind should have its ability to knock down normally KD-immune foes registered as the bug, rather than having a note about it here. Should we be putting a bug notice on every other skill that prevents knockdown to say that Earthbind can force knockdown through it? Sounds like a lot of unnecessary clutter. 66.219.148.4 04:46, 18 March 2010 (UTC)
- Late response but this is more a bug with earthbind: It can allow knock down of otherwise immune foes, e.g. giants, turtles, juggernauts.. --File:User Chieftain Alex Chieftain Signature.pngChieftain Alex 18:54, 3 March 2010 (UTC)
Sexy![edit]
The dwarf in the pic is in a sexy position lol--88.16.238.137 14:22, 17 April 2010 (UTC)
this+ defensive stance[edit]
if you have 10 in tactics and full rank in deldrimor title. will defensive stance benifit from it's own adrenaline increase?
- Sure, why not? --Ckal Ktak 12:55, 2 June 2010 (UTC)
bug with natural stride[edit]
natural stride has 12 sec recharge time, and at 12 wilderness survival it lasts 7 seconds. r6 delver for dwarven stability is 82% longer stance time. 7 times 0.82 is over 5 seconds. 7+5=12 (which should perma natural stride). But when I tried it in game it does not perma at all. Is this a bug? And no I am not getting hex/enchanted/stripped and i do use ds before natural stride. 96.48.105.14 00:31, 6 September 2010 (UTC)
- rounding errors.
- weird, that should work. and it does, I'm at rank 5 on my ranger and it's maintainable for me at 12 wilderness survival. 90.206.126.92 18:33, 25 June 2011 (UTC)
- I had the same with Pious Haste, Dwarven should more than double the 6 second last over 12 second recharge, but I still have to wait after it ends until it has recharged... Jeree95 14:38, 15 May 2012 (UTC)
- weird, that should work. and it does, I'm at rank 5 on my ranger and it's maintainable for me at 12 wilderness survival. 90.206.126.92 18:33, 25 June 2011 (UTC)