Talk:Dazed

If dazing is going to be a huge deal in GWF, then I hope that they make the status indicator less bothersome. Currently dazing mobs like Terrorweb Dryders or Ghostly Heroes creates some gigantic white blobs that are very hard to see through. &mdash; Stabber 20:41, 6 March 2006 (CST)


 * Forgot the name of the new Ranger elite, but whoever it hits, it dazes them. Everyone start getting your reduced dazed weapons ready. Just a couple of Rangers with this elite, each one concentrating on a different spellcaster, could really be a pain. --Gares Redstorm 22:02, 6 March 2006 (CST)


 * Broad Head Arrow. Are you sure it's an elite, though? &mdash; Stabber 22:05, 6 March 2006 (CST)


 * Not sure what the copyright policy is here, but it is stated as an elite in a certain Computer Gaming Magazine. The best magazine in the World. :P --Gares Redstorm 22:11, 6 March 2006 (CST)

does anyone know why Anet made dazed so diffifult to inflict? concussion shot is the one of the most expensive ranger skills, skull crack is elite, and both require timing an interupt. granted it is quite dangerous, and can effectivly shut down a caster, but it does no damage and there are more then enough quick cast condition removals. seems a bit.... overnerfed. --Honorable Sarah 02:58, 18 March 2006 (CST)


 * Because if you daze a monk, the party is done. --Karlos 03:48, 18 March 2006 (CST)


 * That's a big part of it, I'm sure. I've noticed repeatedly that ArenaNet has tried fairly hard to make total shutdown of an enemy player very, very difficult.  Given the many caster classes that can't do much if they can't cast spells for a long time, it seems reasonable that they wanted to make Dazed rare.  Along those lines, the energy-denial mesmer skills were reworked at one time (effectively taking half as much energy away as they used to).  I think there were some other similar changes, but I infer that Arena Net believes one player shouldn't be able to totally shut down another player.  (Multiple people working in concert is a different story, but that's not fair no matter how you slice things.) --JoDiamonds


 * Given that it increases casting times as well as making the target easily interruptible, I don't find easy removal to be unjustified. Especially since, often, you do need another team member to bail you out and remove it for you, given how nasty the interruption can get. And, even if it's up for a few seconds, it can be quite devastating. It's just how like Deep Wound isn't really going to do that much if you're trying to take out a guy at full health, given how fast it'll usually get taken off, but it's quite powerful when it brings your enemy to 1 hp and the next hit or point of degeneration kills him. --130.58 05:34, 18 March 2006 (CST)

You guys forgot beastial mauling. :P -Fal
 * Add it then! We can't watch every page ¬¬ Skuld  13:25, 1 May 2006 (CDT)

Easily interrupted
Are only your spells easily interruptible while dazed, or is it all skills? 85.214.59.14 01:45, 4 June 2006 (CDT)
 * Just spells &mdash; Skuld

Increased Cast Time
Hey Guys, I'm kinda new here, but I just wanted to point out that many of the other official and Elite Fansites on guildwars.com have said that the increased cast time for their spells is three times longer, not two times longer as shown here. I have seen one other site that said it is two times longer, but the majority say three times. I'm not sure myself which is correct as I hav no way of testing this, but I was wondering if anyone else could clear this up.

-Tyken
 * The first sentence of the article is nearly the same as the in game description. --Fyren 18:18, 11 October 2006 (CDT)