AMR cooldown is too high and confusing
Its not nerf its bugfix to point where it was before patch.
Tekkit’s Workshop
Other problems with AMR:
- If your healing skill is not on a lengthy cooldown when you hit 25% then it is wasted
- If you are using healing turret, it will not reset cleansing burst and you end up using your heal without getting access to the majority of it.
I think I way to improve AMRs usability would be to have it only proc if your healing skill is on cooldown while under 25%, and make it reset clensing burst as well.
so. amr @ 30 sec icd.
lets say you use healing turret. lets say youre fighting a bursty opponent, so he just kinda kittens around until you look like youre in burst range or blow some cds… so you get to 60-75% and pop your turret and heal back to full. now that your opponent knows your heal is on cd, he sets up a huge burst. his huge burst has a minimum 30 sec cd (because the cost of having high burst is usually fairly long cds for high spike damage, a little lower overall dps than one could sustain optimally). if he gets it all off on you, you get hit to below 25%, and immediately heal up again. now you just kitten around for 20 secs and get another healing turret off (and if youre playing anything besides sd then you pretty much never run out of things to kitten around with and all those things have really high sustained dps). at that point amr has 10 secs left on its icd, and your opponent cant even try to set up another big burst for at least that same 10 secs.
so what does that mean in a fight?
that amr @ 30 secs is up pretty much every time you need a heal and dont have 1. if amr is up every time you need it, you shouldnt ever die. thats bad. you have to be killable. (ok, spike damage is high right now, i expect itll be back at prepatch levels eventually, because right now its at preferocity levels and i dont think anet was all that happy with that, hence ferocity instead of crit damage).
amr @ 10 secs means you can pretty much take as much damage as you could ever want and never die in a duel.
amr @ 60 secs leaves a short window for you to be bursted.
amr @ 90 secs leaves a fairly long window for you to be bursted.
do you really want a trait to be a godmode dueling trait? because thats what a fully functional amr @ ~45 secs or less would be.
are you talking about this necro build? i wouldnt expect a condi engi to be able to fight any necro in the first place. and in the second place its kind of a waste of time to 1v1 bunkers, its kind of the point of a bunker. find another fight. conquest isnt about dueling.
head here to discuss wvw without fear of infractions
Some very important points:
AMR has always had a 90sec CD
AMR is an incredibly potent trait
AMR is bugged with secondary heal skill abilities/traits since the specialisations update
Calling for a buff to this already fantastic trait is, in my opinion, absurd. However, it’s current bugged state makes it worseless for Healing Turret or charged AED.