Feedback:User/Falconeye/Knock down prevention
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Knock down prevention | |
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User | Falconeye |
Categories | Mechanics → Other Player vs. Environment → PvE skills |
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“Stability is an effect that makes the target immune to crippled, chilled, knockdown, launch and knockback.
— Guild Wars 2
- Concise description
4 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 20 (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 30 Stance. (8...18...20 seconds.) You gain Stability, +12...22...24 armor, and do not take extra damage from critical hits.
20 Signet. (8...18...20 seconds.) You have +10...34...40 armor and gain Stability. You move 75% slower.
5 6 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 ¼ 12 Enchantment Spell. (3...7...8 seconds.) Grants Stability. Cannot self-target.
5 ¼ 5 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 1 5 Enchantment Spell. (5...10...11 seconds.) Gain Stability and move 33% faster. End effect: you are Crippled (3 seconds).
10 1 12 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 4 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 20 Shout. (5...17...20 seconds.) Party members in earshot gain +24 armor and Stability. No effect when moving.
5 10 Flash Enchantment Spell. (2...5...6 seconds.) You have Stability and move 25% faster. Ends when knock-down is prevented.
10 15 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 20 Shout. (3...5 seconds.) Grants Stability; affects party members within earshot.
5 30 Shout. (16...20 seconds.) You have +24 armor and gain Stability.
5 30 Flash Enchantment Spell. (24...30 seconds.) Your stances last 55...100% longer and gain Stability while moving.
1 60 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
- Feedback:User/Damysticreaper/Revamp monster skill bars
- Feedback:User/Mora/Environment Effects
- Feedback:User/Falconeye/Beyond: Monster Skills 2.0
Anti-Stability[edit]
- 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 — 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 - 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.