Healing skill interruption timers
To my understanding, the reason they’re on full cooldowns is to avoid exploiting those skills. If you could self-interrupt Healing Breeze, you could easily get a tonne of ally healing off without the skill ever going on full cooldown. Same goes for Shelter, you could get close to a 50% uptime of constant blocking going on if that skill didn’t go on full cooldown when interrupted.
Ether Renewal is the same, you could remove countless conditions with that skill alone if you interrupted it, as it stands, it’s still pretty good in regard to conditions removed per cooldown.
Yeah it’s a bit of an inconvenience but I’d say that, especially in Shelter’s case, I’d rather have it this way than to nerf the skills to the point where a short interruption cooldown is ok.
Kaimoon Blade – Warrior
Fort Aspenwood
The issue though is how many things can interrupt Shelter.
Tripwire is unblockable and will interrupt.
Marks can be made unblockable and will interrupt (Putrid).
Stability being corrupted by a Well will cause fear and interrupt it.
It seems various fear / knockback skills can interrupt it.
Pull from Binding Blades / Into the Void will interrupt it.
Ring / Line of Warding interrupt it.
The Guardian basically gets screwed over by heal interrupts more than anyone else.
If the blocking part that is the defining aspect of the skill wasn’t undermined by so many things then it wouldn’t be so bad really.
It would be better if shelter heals at the beginning of the skill rather than at the end, but I’m not sure if the current situation is considered more balanced.
I want it to make sense right away, then another sense later. Murkiness =/= quality "
- CCP Abraxis
It would be better if shelter heals at the beginning of the skill rather than at the end, but I’m not sure if the current situation is considered more balanced.
Yeah, I like that better too, but like you said, would that upset balancing?