Power Return Procs Rune of Adventurer #6

Power Return Procs Rune of Adventurer #6

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Posted by: Myrmidian Eudoros.4671

Myrmidian Eudoros.4671

Dunno if anyone addressed this before, but if you use Adventurer Runes you can Proc the #6 every 10s for 50% endurance.

Couple this with Energy Sigils, MH sword and the sword recharge trait and your evade uptime is ridiculous. Use Staff as your off set, and you are even harder to catch. I assume some of the clone spam builds are already using this, but it gives you the sustainability of a PU Mesmer without using as much stealth, so you can hold points more effectively. 20/20/10/20 looks like it is the most efficient use of this.

Your damage sucks, but super hard to kill. Effective for troll bunkering, but not much more.

Power Return Procs Rune of Adventurer #6

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Posted by: Butter.3024

Butter.3024

Shhhhhhhhhhhhhhh

Power Return Procs Rune of Adventurer #6

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Posted by: Myrmidian Eudoros.4671

Myrmidian Eudoros.4671

Shhhhhhhhhhhhhhh

lol.

I figured someone had beaten me to it.

Power Return Procs Rune of Adventurer #6

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Posted by: Butter.3024

Butter.3024

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 )

Power Return Procs Rune of Adventurer #6

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Posted by: Pyroatheist.9031

Pyroatheist.9031

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.

Power Return Procs Rune of Adventurer #6

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Posted by: Valarauka.2719

Valarauka.2719

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.

Gate of Madness :: [LIVE] :: [OMFG]
Fiona Oberyn :: Mesmer ~ Valthaniel :: Guardian

Power Return Procs Rune of Adventurer #6

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Posted by: Myrmidian Eudoros.4671

Myrmidian Eudoros.4671

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.

Power Return Procs Rune of Adventurer #6

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Posted by: Valarauka.2719

Valarauka.2719

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.

Gate of Madness :: [LIVE] :: [OMFG]
Fiona Oberyn :: Mesmer ~ Valthaniel :: Guardian