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I think this idea should be added,
Theres a couple reasons.
1) Lol It just makes damn sense...how are you in your fighting stance when your on your ass?
2) Stances can still be used while KD, you just lose them WHEN your KD,
3)Theres alot of defensive stances and IAS stances, Doing so enables much more use. Shock and other skills would become more valuable in this update
4)Blocking stances take a hit, Wards and Guardian aren't affected.
5) Will not work on balanced stance so no1 cry.
6)It just creates 1 more counter in a game that could use it right now, with stances being used everywhere it enables casters to fight against stances and Melee can also do it as long as its not a block stance =P
7) Shock,MOI,Iron palm,Gale,Shield of Judgement, etc all become better.
Oh btw heres the list of current stance removal
[card]Mark of Insecurity[/card][card]Wild Throw[/card][card]Wild Strike[/card][card]Wild Blow[/card] simply 4 skills, 1 that is not actual removal but duration decrease
Heres list of KD (wiki copypasta)
The following skills inflict unconditional knock downs:
* Warrior Backbreaker causes a four second knockdown.
* Warrior Devastating Hammer also causes weakness.
* Warrior Earth Shaker knocks down adjacent foes as well.
* Warrior Grapple knocks down both user and touched target and user loses all stances.
* Warrior Hammer Bash costs all of the user's adrenaline.
* Warrior Shove costs all adrenaline and disables the user's non-attack skills.
* Ranger Spike Trap also Cripples all foes hit.
* Monk Signet of Judgment also deals damage to target and adjacent foes.
* Elementalist Gale causes exhaustion to the caster.
* Elementalist Lightning Surge knocks down the foe after several seconds.
* Elementalist Shock requires a touch.
* Elementalist Earthquake and Dragon's Stomp knock down foes nearby and cause exhaustion to the caster.
* Elementalist Meteor and Meteor Shower knock down foes in an area and cause exhaustion.
* Ritualist Grasping Was Kuurong knocks down nearby foes.
* Any Junundu Siege is a projectile skill which also deals earth damage.
* Any Junundu Tunnel knocks down adjacent foes when it ends.
The following skills inflict knock downs under certain conditions:
* Warrior Counter Blow knocks down the target if they are attacking.
* Warrior Heavy Blow knocks down the target if they have weakness on them.
* Warrior Irresistible Blow knocks down the opponent if blocked.
* Warrior Magehunter's Smash knocks down the foe if they have an enchantment on them.
* Warrior Bull's Charge and Bull's Strike knock down any foe if they are moving.
* Warrior Griffon's Sweep and Leviathan's Sweep knock down the opponent if blocked.
* Warrior Shield Bash knocks down a foe the next time the caster is attacked with a melee skill.
* Warrior "None Shall Pass!" knocks down nearby moving foes.
* Warrior "Coward!" knocks down a moving foe.
* Ranger Bestial Pounce and Savage Pounce knock down foes if it hits them while they are casting a spell.
* Ranger Pounce knocks down the target if they are moving.
* Ranger Tripwire knocks down foes only if they are Crippled
* Monk Balthazar's Pendulum knocks down a foe if they try to knock down the target.
* Monk Bane Signet knocks down the target if they are attacking.
* Monk Shield of Judgment knocks down foes that attack the target.
* Necromancer Soul Bind knocks down the target if they receive a hex while attacking.
* Necromancer Weaken Knees causes the target to be knocked down the next time successfully attacked while moving.
* Mesmer Psychic Instability causes the target to be knocked down when interrupted.
* Elementalist Gust knocks down the foe if they have an earth or water hex on them.
* Elementalist Mind Shock knocks down the foe if they have less energy than the caster.
* Elementalist Whirlwind and Teinai's Wind knock down adjacent attacking foes.
* Elementalist Thunderclap knocks down the foe and adjacent foes every time the foe is hit for lightning damage.
* Elementalist Churning Earth knocks down foes moving faster than normal.
* Elementalist Stoning knocks down foes suffering from weakness.
* Elementalist Unsteady Ground knocks down attacking foes.
* Elementalist Water Trident knocks down moving foes.
* Assassin Horns of the Ox knocks down the target if no foes are adjacent to them.
* Assassin Iron Palm knocks down foes suffering from a hex or condition.
* Assassin Scorpion Wire knocks down a foe after the caster is a certain distance from them.
* Assassin Mark of Instability knocks down a foe if hit by a dual attack.
* Assassin Wastrel's Collapse knocks down foe after 5 seconds, ends prematurely if that foe uses a skill.
* Assassin Trampling Ox knocks down a foe if he or she is crippled, must follow an off-hand attack.
* Assassin Entangling Asp knocks down foe if follows a lead attack.
* Ritualist Wanderlust knocks down non-moving foes when struck.
* Any Choking Breath knocks down foes casting a spell for four seconds.
we'd have 45 or so counters to stance (not counting junundu skills)
Remember stances can still be used While your kd
See the game will survive even without this change, I just think it would be better overall.
Share your opinion on this.
Last edited by ensoriki; Dec 03, 2007 at 07:05 PM // 19:05..
/notsigned
Skill balance is never done based on "what makes sense." Its fine as is (especially since many warriors/dervishes use wild blow in PvP anyway).
2) Stances can still be used while KD, you just lose them WHEN your KD,
If you mean that stances don't have any effect when you're kd'ed, but function normally when not kd'ed (standing, running, casting, attacking, etc.), only to function properly again once you're back on your feet, then I'd /sign. Seems quite interesting.
I think this idea should be added,
Theres a couple reasons.
1) Lol It just makes damn sense...how are you in your fighting stance when your on your ass?
2) Stances can still be used while KD, you just lose them WHEN your KD,
3)Theres alot of defensive stances and IAS stances, Doing so enables much more use. Shock and other skills would become more valuable in this update
4)Blocking stances take a hit, Wards and Guardian aren't affected.
5) Will not work on balanced stance so no1 cry.
6)It just creates 1 more counter in a game that could use it right now, with stances being used everywhere it enables casters to fight against stances and Melee can also do it as long as its not a block stance =P
7) Shock,MOI,Iron palm,Gale,Shield of Judgement, etc all become better.
Oh btw heres the list of current stance removal
[card]Mark of Insecurity[/card][card]Wild Throw[/card][card]Wild Strike[/card][card]Wild Blow[/card] simply 4 skills, 1 that is not actual removal but duration decrease
Heres list of KD (wiki copypasta)
The following skills inflict unconditional knock downs:
* Warrior Backbreaker causes a four second knockdown.
* Warrior Devastating Hammer also causes weakness.
* Warrior Earth Shaker knocks down adjacent foes as well.
* Warrior Grapple knocks down both user and touched target and user loses all stances.
* Warrior Hammer Bash costs all of the user's adrenaline.
* Warrior Shove costs all adrenaline and disables the user's non-attack skills.
* Ranger Spike Trap also Cripples all foes hit.
* Monk Signet of Judgment also deals damage to target and adjacent foes.
* Elementalist Gale causes exhaustion to the caster.
* Elementalist Lightning Surge knocks down the foe after several seconds.
* Elementalist Shock requires a touch.
* Elementalist Earthquake and Dragon's Stomp knock down foes nearby and cause exhaustion to the caster.
* Elementalist Meteor and Meteor Shower knock down foes in an area and cause exhaustion.
* Ritualist Grasping Was Kuurong knocks down nearby foes.
* Any Junundu Siege is a projectile skill which also deals earth damage.
* Any Junundu Tunnel knocks down adjacent foes when it ends.
The following skills inflict knock downs under certain conditions:
* Warrior Counter Blow knocks down the target if they are attacking.
* Warrior Heavy Blow knocks down the target if they have weakness on them.
* Warrior Irresistible Blow knocks down the opponent if blocked.
* Warrior Magehunter's Smash knocks down the foe if they have an enchantment on them.
* Warrior Bull's Charge and Bull's Strike knock down any foe if they are moving.
* Warrior Griffon's Sweep and Leviathan's Sweep knock down the opponent if blocked.
* Warrior Shield Bash knocks down a foe the next time the caster is attacked with a melee skill.
* Warrior "None Shall Pass!" knocks down nearby moving foes.
* Warrior "Coward!" knocks down a moving foe.
* Ranger Bestial Pounce and Savage Pounce knock down foes if it hits them while they are casting a spell.
* Ranger Pounce knocks down the target if they are moving.
* Ranger Tripwire knocks down foes only if they are Crippled
* Monk Balthazar's Pendulum knocks down a foe if they try to knock down the target.
* Monk Bane Signet knocks down the target if they are attacking.
* Monk Shield of Judgment knocks down foes that attack the target.
* Necromancer Soul Bind knocks down the target if they receive a hex while attacking.
* Necromancer Weaken Knees causes the target to be knocked down the next time successfully attacked while moving.
* Mesmer Psychic Instability causes the target to be knocked down when interrupted.
* Elementalist Gust knocks down the foe if they have an earth or water hex on them.
* Elementalist Mind Shock knocks down the foe if they have less energy than the caster.
* Elementalist Whirlwind and Teinai's Wind knock down adjacent attacking foes.
* Elementalist Thunderclap knocks down the foe and adjacent foes every time the foe is hit for lightning damage.
* Elementalist Churning Earth knocks down foes moving faster than normal.
* Elementalist Stoning knocks down foes suffering from weakness.
* Elementalist Unsteady Ground knocks down attacking foes.
* Elementalist Water Trident knocks down moving foes.
* Assassin Horns of the Ox knocks down the target if no foes are adjacent to them.
* Assassin Iron Palm knocks down foes suffering from a hex or condition.
* Assassin Scorpion Wire knocks down a foe after the caster is a certain distance from them.
* Assassin Mark of Instability knocks down a foe if hit by a dual attack.
* Assassin Wastrel's Collapse knocks down foe after 5 seconds, ends prematurely if that foe uses a skill.
* Assassin Trampling Ox knocks down a foe if he or she is crippled, must follow an off-hand attack.
* Assassin Entangling Asp knocks down foe if follows a lead attack.
* Ritualist Wanderlust knocks down non-moving foes when struck.
* Any Choking Breath knocks down foes casting a spell for four seconds.
we'd have 45 or so counters to stance (not counting junundu skills)
Remember stances can still be used While your kd
See the game will survive even without this change, I just think it would be better overall.
Share your opinion on this.
Stances are instrumental and beneficial to much of the game.
As a ranger when I gvg, I'd ragequit this game on principle.
How can people still be in a stance when knocked down? How can people still live after being decapitated? I'd like to see you get hit by a meteor in real life and live, or by lightning strike and barely take any damage. This game isn't about what makes sense physically. And if anything, they need shout removal, since there is none.
It makes sense, and knocking down is not something unavoidable, nor very easy to deal.
Gives Elementalists ways to remove stances... and more reasons to bring anti-kncok down skills...