Everyone can break out of animations with the shift ability. Grounded animations stops you circle kiting mobs indefinitely. Grounded animations allows them to animate a reaction from the mob more easily. Grounded animations stop the "floaty" feeling of combat that TSW and to a lesser extent GW2 have. These are the reasons…
My graphics looked terrible...then I realised that it had defaulted to onboard intel and had not recognised my gpu. Many others have had the same problem (as I found out when I googled it). Once I had it playing through my gpu, STUNNING! So at the risk of offending, check thats playing through your card
Ithink it's not so much the hitbox, it's the moment in the animation that counts as hit. I've noticed that if you leave the hit box after the point of no return in an attack animation you still get hit. I'm sure there's a reason for it, but it's hella frustrating. It's worse for guardian fighters. You get your shield up…
I think sprint fits perfectly. Personally I usually use the charge encounter ability to avoid splats and save sprint for gap closing. I see the role of the GWF as tanking the adds while the GF tanks the boss. Is the healer buried in trash? Sprint over there, roar for group agro and start swinging.
Given that your first encounter is essentially a dodge, I found the combination of this and sprint very powerful. Sprint give great control over a room full of mobs.
I keep hearing this, over and over again, especially the orb. In d&d 4e control wizard use orbs. There are other wizards who use staffs, but control wizards aren't them. As for robes, I assume they come at higher levels, since NPCs have them.
Wow. I don't want to fall back on the 'learn to play' rebuttal, but wow... couldn't disagree more. I won't got through point by point, but here's a couple that stand out for me. With block (and quite a bit of practise) I almost never needed to use a potion. I once had a foundry boss fight when I felt like I was potion…