Empowering Might: Disfunctional
Maybe you are misinterpreting the way it works from the tooltip? I suppose it is a bit poorly worded.
When it states number of max targets, its referring to the number of allies around who can be granted might from the trait. It also has a 1 second internal cooldown.
Hope this clears things up a bit.
Edit: I kitten ed on the cooldown, corrected!
Windows 10
(edited by Aza.2105)
It has 1 second cooldown. Would be so amazing to carry pugs or solo dungeons with this if it wouldn’t have that. :<
Yea, the 1 second internal cool down really decreases the effectiveness of this trait.. I wish Anet would take away the cool down or make it 2 stacks of might.
They can’t remove the cooldown due to AH.
I hate it when traits (or talents, or perks, depending on the game) are so good that they drag other traits (etc.) down.
AH is really powerful but bland and quite cheap at the same time. It’s also arguably the only reason why the staff can be useful in combat.
Even without AH it’d be downright broken with no ICD. Think of Staff with no-ICD Empowering Might. Potential of 5 stacks of might with every attack in a zerg situation. You’d be able single-handedly maintain 25 stacks of might for yourself and 4 other people indefinitely with nothing more than spamming 1. Much less throwing down Symbol of Swiftness on top of that.
Or Whirling Wrath. That alone would likely get you 25 stacks in a group situation. And between WW’s you’d be able to get a fair bit from AA cleave and Symbol of Wrath.
Hammer and Mace with their near-constant symbols would also pump out obscene amounts of Might in the right situations.
Of course, that’s all assuming crits at all times, which probably isn’t entirely realistic, but even with a 70% crit rate you’d be turning Guardians everywhere into the best Might dispensers in the game, all without the need of fields, utilities, or specific rotations.
Rather than remove the cooldown, it would be cool if they just gave the might a longer duration, like say 10 seconds base. That way, it would still have a slower start in terms of build up (1 stack of might per second), but would eventually be able to build up more stacks of might for the group in a prolonged battle (with superior runes of strength, it would be awesome). This would also keep it from being abused with Altruistic Healing, while still increasing its effectiveness.
It can be a decent trait on PvE, I use it on my hammer build where the fights are long and without might sharing. Couple the trait with Rune of Strength, Sigil of Strength, maybe Omnomberry Cream for boon duration and magic find, zerker gear and like 5 points in Radiance; you are looking at 17-24 might stacks on yourself and 6-8 might stacks on your allies in long fights. Stack might yourself before combat for maximum efficiency.
The trait is decent, but our current might-stacking meta makes it look weak in comparison.
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As Ten said above they really should either increase the duration of might applied.
Somewhere between 7-10 seconds would be nice.
They can’t remove the cool down sadly due to altruistic healing. It would be stupidly OP with staff, hammer or greatsword if they did.
I think what people are neglecting to mention is the pitiful radius on this skill. 240 is NOTHING for a boon like might. 240 makes sense for boons like protection on Elemental Attunement because protection is a powerful buff and EA has high uptime. This might, however, is a measly 5 seconds. It deserves at LEAST a 360 radius, but 480 or 600 are much more in-line with comparable traits like Phalanx Strength or with other guard utilities like shouts.