Super Elixir Issue?
Can’t confirm ingame behaviour atm.
But this is from the Wiki:
"
Launch an elixir orb, healing allies on impact and creating an area of continual healing.
Impact heal: 380
Pulse heal: 140
Duration: 10 s
Radius: 240
Combo Field: Light
Range: 900
"
Also: GW2 tooltips are like the Laurel from Laurel and Hardy.
Reely funnie.
Red Guard
(edited by Pannonica.5378)
Right, been doing some digging and more weird stuff seems to be happening with this skill.
Apparently Super Elixir seems to be unaffected by the Fireforged Trigger trait which is supposed to lover the recharge time of elixir gun skills. All the other skills’ recharges are lowered, but not Super Elixir.
Please post this in the bug sticky:
https://forum-en.gw2archive.eu/forum/professions/engineer/Engineer-Bugs-Compilation-1
Red Guard
Mmm, I just ran HotW with it, and the skill, both healing and cooldown aspects, were working as intended, perhaps it’s a town thing – then again, my screenshot was from Southsun Cove. I’ll keep an eye on it for now.