Talk:Fear

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I put this under the conditions category, but I'm not sure if that is what it actually is. Anyone got any other guesses? --User Phnzdvn sig.pnghnzdvn 14:40, 23 August 2010 (UTC)

Movement control[edit]

God Damn it I didn't want this kinda shit in the game.--Yozuk 17:34, 25 August 2010 (UTC)

It's an extremely rare, short, removable condition. And what about immobilize, stun, etc? Shadowed Ritualist 17:35, 25 August 2010 (UTC)
To add to that; there's only ONE profession in the game that can Fear. And the Necro needs it, they're actually more vulnerable because of their Death Shroud downed-mode,... Any way, I expect them to split Fear-related skills in PvE/PvP ones again. --Naoroji User Naoroji Golem - Green.jpg 17:38, 25 August 2010 (UTC)
Guild wars 2 is all about controlling your foes. You've got the aforementioned immobilize, stun, and fear. But don't forget about freeze, knock down, knockback, launch, cripple... I'm sure there are more. --Emelend 17:40, 25 August 2010 (UTC)
Yes, but NONE of those take control of your character for you and make you do something. Corsair is sad--Corsair@Yarrr 17:41, 25 August 2010 (UTC)
Still not thinking of the possibility of splitting PvE/PvP, are ye? --Naoroji User Naoroji Golem - Green.jpg 17:45, 25 August 2010 (UTC)
Yes, but you don't understand how weak this is. It lasts for a very short time, akin to a knockdown or launch or any of those conditons, all it does is move you away, and it might not even stop you from attacking, though idk. Shadowed Ritualist 17:46, 25 August 2010 (UTC) (That was btw to the person before nao)
It seems to me that fear and knockback are functionally equivalent. Your character is just facing a different direction. I'm sure there will be plenty of traits and skills to protect yourself from its effects in a PvP situation. --Emelend 17:47, 25 August 2010 (UTC)
Even if there is a PvE/PvP split its still going to be a somewhat lazy mechanic. Getting overwhelmed by mobs? Send the necro in to scare them. Knockback and Fear are also not functionally equivalent. Knockback happens and then its over and done with, quick and simple, while Fear seems like it takes control and moves you, a larger time is involved in it. As for how weak it is, we don't have ANY statistics on it, and as we all know those skill videos are not the best example of how things work in game.--Corsair@Yarrr 17:50, 25 August 2010 (UTC)
Right, we don't know much about the mechanics yet. It's far too early to complain about it. I mean, perhaps the fear automatically ends when the target takes damage or something along those lines. ANet has lots of options for balancing it. For the record though, I think it could be used very strategically, and that would not be lazy. Makes me wonder how long until we see Fear-lock teams though. :) --Emelend 18:06, 25 August 2010 (UTC)

(Reset indent) I just don't agree with skills that force you to move. but if its only on doom and only in death shroud maybe it wont be as bad as it was in WoW.--Yozuk 17:56, 25 August 2010 (UTC)

By the looks of it, its going to be a bit more than just Doom.--Corsair@Yarrr 18:02, 25 August 2010 (UTC)
Might end up just toying with a foe and casting fear on him over and over again just for the Lulz.--Yozuk 19:04, 25 August 2010 (UTC)
Currently (until more skills are released) this condition is only available while you are in death shroud/downed. Venom20 User Venom20-icon-0602-sm-black.png 19:05, 25 August 2010 (UTC)
Not to mention that contrary to the skill video, the description of Doom states that it only affects a single foe. --Emelend 19:07, 25 August 2010 (UTC)

This is not comparable to anything in GW1, or anything else currently known other than fear in GW2. Every form of control up to this point has been either punishment (oh, I better not cast through Backfire), reward (hey, let's all attack that guy using Frenzy!) or preventing the target from doing something effectively or at all (daze, movement/attack slowdowns, knockdowns). You could still cast through Backfire if you really needed to. Fear, as we understand it now, is the first instance of *forcing* the character to do something, without giving the player a choice in the matter. 82.149.1.199 19:09, 25 August 2010 (UTC)

since we don't know how downed skills will work with pvp yet, I don't see what the fuss is about. You make an enemy run away to save yourself or to res another player. I think it is a good mechanic. Venom20 User Venom20-icon-0602-sm-black.png 19:24, 25 August 2010 (UTC)
It still lasts for less than 10 seconds and has a recharge of 40, and that's a single target fear while in Death Shroud. Shadowed Ritualist 19:44, 25 August 2010 (UTC)

Seems pro with teamwork. Also, death shroud can be entered at any time, so that's not too much of a hurdle. -~=Ϛρѧякγ User Sparky, the Tainted guided sig.png (τѧιк) 00:48, 26 August 2010 (UTC)

Rangers and Necromancers may become best friends because of this. They had a bit of a rocky past 250 years ago. You know... With the daze from the ranger and the Punishing hexes from the Necromancer.. But now they can put aside there differences while the Ranger lays down a freeze trap and the Necromancer puts a well in that same area with a mark and they lure some on in them and BAM! damage then fear. Now they don't leave it and when they get close to the eadge the necromancer can move quickly to that side and go "FEAR" now your stuck here for ever. And I'm sure the Necromancer is going to have a Well or something that deals damage to foes that are moving in it...--Yozuk 07:10, 1 September 2010 (UTC)
Actually, Necroes and Rangers have long had a fruitful relationship. 60.234.212.190 11:34, 6 November 2010 (UTC)
You can also change the Fear effect on players to bar their skills from use only. You cant be sent off cliffs and all it does is makes you useless for its duration *cough Wail of doom* DemonicFahrirUser Demonic Fahrir Sig.jpg 16:46, 12 December 2011 (UTC)

Duration[edit]

Izzy has stated on twitter that the duration is currently like this: "We're still trying to figure that out currently its like max 2-5s PvE and like 2s PvP but we gotta play it a lot to get it right". Sounds like it could be okay if it's somewhat like this. User EM Signature.jpg ***EAGLEMUT*** TALK 21:59, 25 August 2010 (UTC)

Stacking?[edit]

Does anyone know if fear will stack like bleed? I haven't seen it mentioned anywhere :/ -- User RepoMan sigimage.pngepo Man 23:04, 31 August 2010 (UTC)

I don't know how stacking would work. It would have to be one on top of each other. So if I cast 2s fear and you cast 2s fear, then the resulting fear should be 2s. If there is stacking, I hope it isn't queued up. Venom20 User Venom20-icon-0602-sm-black.png 01:10, 1 September 2010 (UTC)
That would be a good way to break the game if this condition does stack. --Xu Davella 03:15, 1 November 2011 (UTC)

Exclusivity[edit]

How necromancer-specific condition Fear actually is if a Thief or some other profession can use it by using environmental weapons like the skull? Mediggo 08:48, 28 July 2011 (UTC)

"You can combine the utility skills Fear Me and Bull’s Charge to fear someone away from you and then charge them from behind, knocking them down!" from most recent blog post. Mediggo 09:18, 17 August 2011 (UTC)

So… not exclusive to the necro now ? The Warrior's actually the only one that can have Fear in a "standard" skill. It's a bit weird to me. Even though the cooldown to Fear Me is huge. -Alarielle- 18:27, 9 September 2011 (UTC)

you guys think that elementalist will have fear as well? i can see them using a skill named something like "Double dragon" where they Burn and Fear the foes... the animation would be something like 2 fire-dragons flies and sweeps around the caster..and later aims at the target(s) and shot fire at them.. as well as fearing them for 3 sec.. Zora Diem 20:04, 31 October 2011 (UTC)

Perhaps Arenanet should edit the Necromancer page on the official site. It says that fear is an exclusive condition for Necromancer's when this isn't the case.. Thank you. --The preceding unsigned comment was added by 82.20.123.120 (talk).

I once mentioned this and got a butthurt reply from Gaile about the wiki lacking references, even though ArenaNet was clearly not updating their own content. The official site is mainly there to look pretty. - Infinite - talk 14:01, 20 February 2012 (UTC)

Doesn't Fear Cause Interrupt?[edit]

Fear is missing from the effect list on the Interrupt page. I'm pretty sure Fear causes interrupts from what I've seen. Can we get confirmation. -- Blue Phoenix User Blue Phoenix Phoenix inverted.jpg 17:32, 7 December 2011 (UTC)

I think it wont matter much as it seems most skills you can cast and move at the same time(although im not 100% sure if thats all skills, so i guess it depends if there are any skills that you cant cast and move with). JnewUser Jnew Tormented Scythe.png 20:22, 7 December 2011 (UTC)

Chaos Storm[edit]

Shouldn't it be noted in this article that Chaos Storm causes fear as one of random conditions it inflicts? 78.9.83.161 18:38, 30 April 2012 (UTC)

Effects that make a creature immune to Fear[edit]

I suspect Unstoppable to be one of them, but afaik Ralena and Vassar are immune to it as well, without having this keyword. --Ki 14:06, 25 October 2012 (UTC)

Confirmed that Unstoppable creatures are immune to Fear by using it repeatedly on a Risen Abomination. I also saw that the Ascalonian Catacombs (story) article specifically mentions that Ralena and Vassar can be feared, so I'm removing the 'unknown effect(s)' part for now. --Ki 23:38, 2 November 2012 (UTC)

Fear and Stability[edit]

Both Stability and Control effect say that Fear ignores Stability, but some people on the official forum claim that it doesn't... this could probably use some testing. --Ki 14:06, 25 October 2012 (UTC)

Character lines when affected by fear[edit]

I think my female sylvari occasionally shouts "The Nightmare!" when affected by fear. Does anyone have more information about what others may say? --Nicoli20 19:15, 27 February 2013 (UTC)


Runes of melandru[edit]

Should we note somewhere that runes of melandru "double dips" into fear since it reduces both condition duration and stunning effects?

That was fixed in a recent update. Reduction of stun duration no longer affects fear. Mediggo (talk) 13:07, 29 July 2013 (UTC)
Which update specifically? I remember still seeing complaints about this on the nec' forums. I know they did fix sigil of paralyzation working in favour of fear, but not the opposite of melandru double dipping against it. edit: patch from the 23rd. --Oxyggjq (talk) 18:20, 30 July 2013 (UTC)

Mechanics[edit]

Two Players(Player1 & Player2) stand opposite of each other, with one enemy in between. Player1 uses Fear on said enemy, Player 2 then also uses Fear on said enemy before it expires, who does the enemy run away from? Same question for Taunt.

I'm almost certain that player three would run away from player two in that case then. Always away from the last source i think it is, no matter if the target is already feared or not; would simply change directions then. For fear that is. I have no idea about taunt but i would assume it's probably the same; except towards the last source. No guarantees though. Nightsky (talk) 00:57, 17 February 2021 (UTC)