Talk:Hallowed Ground

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This spell is sooo OP against Highlanders i mean it just shuts them down completely how is McLeod supposed to counter this?? Thunderduck 05:03, 26 April 2012 (UTC)

Do what he ended up doing--wait outside. --Sy-Talk 05:31, 26 April 2012 (UTC)

I never came to try this spell. On the description it says Range: 900, I wonder if this is the radius of the consecration or the range one can cast that spell?--DIVA 15:33, 18 August 2012 (UTC)

Range.png Range is casting range, Radius.png Radius is the size of the AoE. A few skills have it notated slightly differently, e.g. Fireball, and a couple others might be using the wrong icon/name (i.e. says Range when it means Radius). However, I've rarely seen a AoE Radius larger than 300, so this skill is definitely Range 900. —Dr Ishmael User Dr ishmael Diablo the chicken.png 16:49, 18 August 2012 (UTC)
Judging from the graphical effect in-game, I'd say the radius is closer to 300. Maybe 900 is the casting range for Guardians with the Consecrated Ground trait? There's also a "900 range" tag in the tooltip for Wall of Reflection. --Felbryn 23:25, 31 October 2012 (UTC)

vs "Stand Your Ground!"[edit]

This skill seems awfully weak compared to "Stand Your Ground!".

Hallowed Ground gives stability for 2.2 times as long as "Stand Your Ground!" (11 pulses of 1 second each)--but at 2.67 times the cooldown (so, a worse duration-to-cooldown ratio). And only if you stand in the affected area for the entire duration. Plus, with the weird (and possibly bugged) stacking rules for stability, if you have increased Boon Duration or any other stability-granting effects in the party, I would guess Hallowed Ground isn't really giving you as much duration as you'd expect.

I could still maybe believe that's worth it to get stability for a long consecutive period at an important time (though I find I can generally use "Stand Your Ground!" at least twice in any battle where stability is relevant). But unlike Hallowed Ground, "Stand Your Ground!":

  • is instant-cast
  • breaks stuns
  • also applies Retaliation
  • seems to have a larger radius
  • grants its full duration even in a running battle

Any one of which strikes me as a significant upgrade.

Of course, you could equip both skills when you simply want as much stability as you can possibly get. But I have a hard time seeing why you'd ever equip Hallowed Ground in preference to "Stand Your Ground!". Am I missing something? --Felbryn 23:15, 31 October 2012 (UTC)

The combo field and increased range are both very helpful. -- MS 23:44, 31 October 2012 (UTC)
My personal experience is that I am already standing in a combo field around 80-90% of the time whether I need one or not, though I guess not everyone uses symbols as much as I do. Even then, "Stand Your Ground!" adds 5 seconds of area retaliation as an afterthought, and that alone is already better than at least some combos (e.g. light field + blast finisher = 3 seconds of area retaliation).
Hallowed Ground only has better range if you have the Consecrated Ground trait (otherwise both skills are centered on you), and I have a hard time imagining when I would care about ground targeting on this particular skill (Guardians tend to be standing in the thick of things already, and with the 1 sec cast time you'd be hard-pressed to use it reactively against a specific attack). --Felbryn 00:26, 1 November 2012 (UTC)
There are better ways to get a Fire field if that's what you're aiming for; even as a Guardian you could take Purging Flames for half the cooldown. The range is definitely a concern, though, since shouts are centered around the user, and with Consecrated Ground you can definitely throw out the Stability where it's needed more easily. It may be a playstyle difference though; in a group event I'm usually on my Staff spamming Might and heals repetitively, not standing in the middle of the melee. Cast time on Hallowed Ground is only one second; personally I find that if I ever need Stability, it's because I know in advance there will be knockdown and such, and there are usually cues for that. As the duration is longer too, I can also throw it out in advance ("pre-prot" like in GW1) and there's a good chance to catch whatever I'm guarding against anyway.
I'm not sure the retaliation is that useful. The strength of the Retaliation boon is based on the attack power of the caster, not the target, so unless you're a Guardian investing highly into Zeal and etc it won't deal nearly as much damage. The base power for Retalation is 267, increasing by +1 for every ~13.4 attack, and that's...pretty pitiful for PvE, considering that most of the time Retalation is going onto the Guardian only. You'd be hard-pressed to maintain it on the entire party unless you just have tons and tons of blast finishers going off, and that's one of the worst blast combos anyway.
As for stun break, I guess that's a consideration. I'd still counter that Hallowed Ground can be cast a bit in advance, in which case it wouldn't matter about stuns unless you're being stun-locked for long periods at a time.
Anyway I think it still boils down to the individual build being used. Consecrations are fantastic at point defense, where there are narrow choke points and the party won't be moving around too much. Shouts are much more mobile and their effects aren't as powerful/don't last as long. The traits that make Shouts and Consecrations much more viable are also (obviously) much stronger if you favor one entirely over the other, taking 3 Shouts/Consecrations. At the moment I think Shouts have the advantage, since Pure of Voice is amazing; as a Consecrations user, there isn't an ultimate trait like that. Vili 点 User talk:Vili 02:24, 1 November 2012 (UTC)

Boon duration on this skill[edit]

It seems that boon duration doesn't affect this skill (one has only 2 seconds of stability each second). Can anybody confirm so ?

Check with stacking boon duration on the player? 2 * 1.2 is 2.4 seconds and that gets rounded down to 2 seconds iirc.--Relyk ~ talk < 22:07, 10 October 2014 (UTC)
Stability only stacks up to 3 times at once, so you can't use boon duration to make Hallowed Ground give super long stability. Vili 点 User talk:Vili 04:24, 11 October 2014 (UTC)

Incoming vs outgoing[edit]

"The boon duration is an increase to incoming, not outgoing duration." What does that mean? Can someone explain?

It means that people who have the hallowed ground affect have increased durations of boons on them. Boons that they create are otherwise unaffected. So if I shout it doesn't matter if I'm on the hallowed ground, you get the bonus if you're on it. Likewise if I'm on the hallowed ground and you're not, I'll get the bonus 20% duration when I shout, but you won't. 00:30, 29 June 2015 (UTC)