Question regarding condition removal stacking.
It’s a combination of B and C… each skill or trait is on its own timer, but that timer resets on either map entry or slotting, whichever is most recent (i.e. if you slot a skill the timer starts right then, but when you enter a new map all the timers reset).
I see what you’re getting at — you’d rather have one condition cured more often, instead of three conditions cured at the same time. You could force this by simply firing off any skills with a passive condition cure as soon as you enter a new map. Then you’ll stagger the timers as they recharge.
Thanks for the information, although I’m curious to know what that answer is based on. Personal observation/testing? Developer explanation of the system? Best guess?
Edge, I’m not sure what Maximus said is correct. When I first used Signet of Water (which clears a condition every 10s) I found this:
http://www.guildwars2guru.com/topic/45599-utility-signet-of-water/
I haven’t personally tested this, but I believe the signet waits for the 1st condition to come up, immediately clears it, and then goes on a 10s cooldown. It doesn’t “pulse” every 10 seconds based on when you slotted the trait, entered the map, etc.
So if you have 3 skills like this, they’ll simply wipe the conditions as they are applied, and go on their respective cooldowns. In this manner you could wipe 3 conditions immediately, and then have 10 seconds of no clears. Someone else may offer additional clarification, but i’m about 99.9% certain they are not “pulsing clears” on a set timer…
Legion of Anvil Rock [XXIV] – Anvil Rock
Whenever I tested this all fired at the same time.
Edge, I’m not sure what Maximus said is correct. When I first used Signet of Water (which clears a condition every 10s) I found this:
http://www.guildwars2guru.com/topic/45599-utility-signet-of-water/I haven’t personally tested this, but I believe the signet waits for the 1st condition to come up, immediately clears it, and then goes on a 10s cooldown. It doesn’t “pulse” every 10 seconds based on when you slotted the trait, entered the map, etc.
So if you have 3 skills like this, they’ll simply wipe the conditions as they are applied, and go on their respective cooldowns. In this manner you could wipe 3 conditions immediately, and then have 10 seconds of no clears. Someone else may offer additional clarification, but i’m about 99.9% certain they are not “pulsing clears” on a set timer…
Huh, so a reactive trigger that clears a condition and then is offline for 10 seconds. Once the 10 seconds is up it just goes dormant again waiting to instantly clear the next condition that lands on the player?
That would actually be a nice way to work if true (although the thread you linked brought up a good point about stacking bleeds).
But what if you have three such passive skills/traits running? Do they all react, cleanse, and then go on to a 10 second cooldown over the same single condition (which is a big waste of two of them), or is the system more intelligent than that with 2 of the 3 cleaners remaining dormant since only one needs to react to cleanse the problem?
The latter, for example, would allow someone to instantly cleanse the first three stacking application attempts of a bleed as they’re each applied, where as the former would waste three cleanses on the first bleed application (allowing the following two bleed applications to successfully apply).
(edited by Edge.4180)
I’m actually having a difficult time testing this because, as far as I can tell, the whole condition removal process seems to happen with pretty much no fanfare. Am I wrong in thinking this?
To explain better.. what I’m not seeing is me receiving a bleed, and then suddenly it’s cleansed a second later. I guess that makes sense since you wouldn’t want the bleed to even get a tick of damage in before being removed. So, I’m assuming the condition is negated the moment it attempts to apply?
But, if that’s true, then you’d never know when your condition removal has actually done something, only when it has failed to do something. This would be so much easier to test if we had access to player dueling, but with random PvE mobs I’m having a difficult time guessing at when one tried (and failed) to apply a condition to me.