Power Return Procs Rune of Adventurer #6
Shhhhhhhhhhhhhhh
Edit your post now before it’s too late ;o
Oh wait they probably gonna take forever to fix it anyway ( sword leap bug, temporal curtain bug, arcane thievery fishy, oh and warriors bersker stance make the immune to conditions )
This is not a bug or an unknown thing. The fact that the use of the heal mantra allows us to make optimal usage of on-heal runes is simply an interesting interaction, fully by design. It’s no different than engineers taking medkit to achieve the same thing with even less cost.
Yeah, there’s nothing surprising or ‘buggy’ here. OTOH, dual energy sigils, constant vigor, and Adventurer runes could make for a thief-like level of evade bunkering. Paired with deceptive evasion and some clone-death traits I can see this being very very annoying.
Yeah, there’s nothing surprising or ‘buggy’ here. …
I disagree. I wouldn’t call it buggy, but I would call it surprising.
The #6 Bonus triggers on the instant cast Power Return (Not just Mantra of Resolve). That means that unlike any other heal in the game it is guaranteed and doesn’t cost anything (even engi kit swapping has a small opportunity cost). In addition, MoR is unique in that it can trigger this #6 bonus more reliably and frequently than any other skill in the game without otherwise impairing playability.
I’m not calling in bugged or imba (even though you are nearly immortal at least your damage sucks), just saying that I would have expected it to function more like Restorative Mantras where only the channel can trigger the bonus.
Yes, but it’s still not surprising since Power Return works like that with every “on heal” effect. From our own Mender’s Purity trait to all the other rune effects that work on heal.
RM is a mantra-specific special case.