In this video, I discuss the situations in which “stunlocking” is possible in GW2. For the purposes of this discussion, I use the term “stunlock” to mean any control-oriented CC that causes the target to lose the ability to take action – e.g. stuns, knockdowns, knockbacks, fear, etc.
In a nutshell, in order for Player A to chain CC Player B, the following things must be true:
- Player A must spec for multiple CCs and chain them together
- Player B doesn’t have the appropriate immunity (e.g. via Stability for control CCs) or relevant stun breaker available
Note that movement-related conditions such as snares (via cripple or chill) and roots can be removed via condition removal.
ArenaNet balanced CCs in this game with the following design decisions:
- Majority of CCs have a short duration (1-2 seconds)
- The cooldown on CC abilities tend to be significant (15+ seconds)
- The number of CC abilities is limited
- The weapon sets that have multiple CC abilities tend to deal below-average damage
- Players can opt to spec for Stability
- Players can opt to spec for stun breaker(s) and condition removal
The video footage was captured from the tail end of the Stress Test on August 10, and I was running my “Captain Hammer” Warrior build.
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