Discussion: Disruptor's Sustainment [Rework]
Giving healing power upon interrupt isn’t a bad idea per se, it’s rather unique actually. They just needed to do these two things 1) make each interrupt stack duration and 2) increase healing power scaling of restorative mantras.
I could see some decent uses for the trait then, and would make it worthy of a GM.
I do like all your ideas, though not sure about the condition removal one since we already have shattered conditions as a GM in the same line.
You do have a point re shattered conditions, although I can’t imagine specing for that personally.
I don’t really think this trait needs a rework, but the scaling with healing power on mesmer. Healing through mantra’s is a fun thing, but especially when you can actually do it so that you can time it with other traits such as these. If healing power would scale another 1.0 on top of the current 0.15 (?) that would mean 5k healing max to your allies. This would require some timing though.
Also, I’m not sure about this one, but isn’t it so that you don’t even get a pop up or buff when you have the healing power buff and for how long it will remain? This is just plain bad design. There should come out a popup at your boons list that exactly tells you when and how long you gonna still have the effect.
Lets suppose this did allow for 5k mantra heals – how useable would they be?
Well you’d need to interrupt somebody, have a mantra ready to charge, have taken some damage, react within 1.25s of the interrupt to charge the mantra. Is that possible? Yes. Could loads of things go wrong? Absolutely, not least of which mantras have super obvious casts and easy to interrupt (ironic). I bet in practice the stars and planets won’t align and the effect will be wasted more often than not.
Are you sure this doesn’t need rework?
That’s why I said it should be stackable and apply some self-regen. Regeneration is the by-far best-scaling healing effect, we already apply it via phantasms to others, we just need a way to force it onto ourselves under the effect.
And ofc make it last longer, to actually get any healing out of it.
Lets suppose this did allow for 5k mantra heals – how useable would they be?
Well you’d need to interrupt somebody, have a mantra ready to charge, have taken some damage, react within 1.25s of the interrupt to charge the mantra. Is that possible? Yes. Could loads of things go wrong? Absolutely, not least of which mantras have super obvious casts and easy to interrupt (ironic). I bet in practice the stars and planets won’t align and the effect will be wasted more often than not.
Are you sure this doesn’t need rework?
Well maybe a slight rework, but most part should be on the scaling of healing power as mesmer itself. You can rework the trait to anything you want, but the moment you leave healing power scaling as it is the trait still will be useless.
I’m not really sure why arenanet gave an example of ‘’interrupting someone so you can do a big selfish healing’’, while the trait is in a line where 3/4 of the traits are supportive. It could need some way of having its duration longer or being able to stack in duration. Stack in intensity would at least come out op.
@ Carighan
Ehm.. regenaration is probably the worst scaling healing in game. I don’t know where you get your numbers from, but I just look up wiki if I need to be sure about something and 0.135 doesnt get me excited. The moment you give regen to allies then it will scale with their healing power, not with yours. Applying regen to allies will only come out stupid because as you already said, it’s already possible due phantasm. If there’s something we need it’s big kitten spike healings. Especially for the amount of time you waste to cast the mantra’s and as said above by Neurophen the risk you take to even cast it.
One could try the following build even now for spvp:
http://intothemists.com/calc/?build=-Ng-FR;0k2Wz0P7BW-71;9;499JT-2;01;047-04C;1SwG6U;1jzyvjzyv5Ba
Disruptors sustainement should work well with signet of ether and phantasmal healing. Your phantsms should hit like a truck like in a standard phantasm build.
Though it seems questionable, if this would work better than a 20/20/30 phant interrupt build with chaotic interruption.
The passive effect of the signet scales really bad with healing power. You’d be better off with ether feast as that’s the only healing skill that scales well with healing power on mesmer.
As said before, regeneration also scales kitten with healing power. Phantasmal healing gives regeneration. I guess you can figure out the rest yourself.
Nah this build lacks clone generation to the max. You will be able to spawn 2 phantasm, but that’s about it for the next 20 seconds.
I thought Ive been reading somewhere, that regeneration actually was the only heal to scale relativly well with healing power.
Clone generation for me is a non-issue in a phantasm build and you would have 3 phantasms with the disenchanter. Plus you could have a “burst” using the signet after a pantasm spawn.
That being said, youre probably right about the build being not useful. Ill just give it a try.
The passive effect of the signet scales really bad with healing power. You’d be better off with ether feast as that’s the only healing skill that scales well with healing power on mesmer.
As said before, regeneration also scales kitten with healing power. Phantasmal healing gives regeneration. I guess you can figure out the rest yourself.
Nah this build lacks clone generation to the max. You will be able to spawn 2 phantasm, but that’s about it for the next 20 seconds.
Actually most would agree that regeneration in general scales decently with healing power. The ether signet scales identically as well – which means decent, if you have 3 illusions out. So it’s not bad by any stretch, but you must have a means to keep 3 up consistently for it be worth it. The less illusions you have, the worse the scaling gets.
And yeah in this particular build I’m not sure clone generation would be enough to warrant it. I would at least take 3 in Illusions for global illusion CD’s. Also halting strike might provide more overall damage than empowered illusions given the many interrupt sources.
Even then, I question the “sustain” this trait is going to provide in this scenario given interrupts aren’t on demand and the trait doesn’t stack. I said this before but if the trait at least stacked and nothing else, I would give it a closer look.
What… On what do you guys base your ’’theory’’?
Wiki Regeneration: http://wiki.guildwars2.com/wiki/Regeneration
Scaling with healing power : 0.135
Signet of the Ether wiki:
http://wiki.guildwars2.com/wiki/Signet_of_the_Ether
Passive effect scaling with healing power:
1 clone – 0.045
2 clones – 0.085
3 clones – 0.125
All 3 scale really bad with healing power.
The only thing that scales decent with healing power is the active effect. But still that scales worse than ether feast.
Healing power scaling for both regeneration (the boon) and signet of the ether (with 3 illusions) is the same .125, which is decent IMO. At that point it’s just that, opinion. I think most folks I’ve seen think that’s decent.
No argument on ether feast scaling though, it’s amazing and would work great with the trait. In a power build, a 9k heal with full illusion spread is tasty for sure.
I use disruptors sustainment in several builds and its quite effective if used with Mantra of Recovery and Mantra of Distraction. People are just too lazy to explore new build options and new ideas so they write off this trait as being ineffective. With Restorative Mantras and Dwayna runes and an interrupt/phantasm build you can provide a ton of healing for allies and yourself while providing a lot of CC as well.
You do realise that:
1. You will never always have 3 clones up for the tick
2. The effect of the interrupt will never be permanent. You may be lucky to pull it off so you have it 25% of the time.
3. It only gives you 125 healing more per second. Asuming you would have both healing tick and 5 seconds of regen that would come down to 1 tick of the signet or 2 if lucky and 5 ticks of regen. That’s about 750-875 healing you would gain extra from that 5 seconds. Asuming you would have that 25% upkeep time, which is already crazy much as the effect doesnt stack in duration, you would have that extra healing for 5 seconds every 20 seconds.
Poison, boon removal or even 100% regen itself lower these things already massively.
At least not my cup of tea to waste 30 points for that.
@ parisnicholson
You do realise this what I’ve just described above, counts the same for poor 0.2 scaling of restorative mantra’s and that the healing you are experiencing is mostly comming from the trait itself, rather than the extra 1000 healing power you gained upon interrupting, right?
I’d like to add another rework"
Disruptor’s Sustainment:
Copy 4 of your Boons to nearby allies on interrupt.
This offers some interesting and active support playstyle, while synergizing with other traits and skills.
i dont want any rework i just want to see any of anet devs play mesmer with that trait and actually use it once in pvp . just need once .
Yeah I’d like to see that too.