Info on Astral Force and few other things

Info on Astral Force and few other things

in Ranger

Posted by: arkealia.2713

arkealia.2713

Celestial form:
Instant cast, has no ICD, lasts for 20s and reset your astral force once you get out of the form. Triggers weapon swap traits and sigils when you enter and exit it.

Astral force:
As you saw in the description, 2.5% generation per heal, 0.25% per hit, no ICD
It takes arround 3min25s of auto-attacks with shortbow to get a full bar
Probably too long as well with staff if it doesn’t heal anyone
8-9s with Staff auto if you heal 1 person (pet works), even faster with more people and wisp.

Healings that generate Astral Force, it works at full hp:
Direct heal
Lifesteal runes/sigils/necroVA (shortbow auto + necro’s Vampiric Aura = ~20s to refill the bar)
Water Spirit when it proc, only yours
Rezzing downed people
Monk Runes, Sigil of Water, Sigil of Renewal

What doesn’t generate Astral Force:
Regeneration
Dolyak Runes and health regen food
Signet of the Wild
Natural Healing trait (natural regen on pet)
Invigorating Bond (pet heals with F2)

Still need testing:
Lifesteal Food , finishers, necro’s Signet of Vampirism, thief’s venom leech (most likely works)
Moa’s healing (probably doesn’t work)
Runes and Sigils I didn’t mention above (excluding lifesteal ones)

Random things:
Life Vicariously (summon Cosmic Wisp): Trigger from any of the heals that generate Astral Force, meaning that you can passively heal your group as long as you can lifesteal.
Natural Healing: Same as Life Vicarously
Troll Unguent: 2.5% per tick + 5% (2.5% + 2.5% with Life Vicariously) per tick if your pet is alive. Total is 75%.

(edited by arkealia.2713)

Info on Astral Force and few other things

in Ranger

Posted by: Heimskarl Ashfiend.9582

Heimskarl Ashfiend.9582

Good info, cheers!

Most interested about the lifesteal food.

Info on Astral Force and few other things

in Ranger

Posted by: Dojo.1867

Dojo.1867

Want to post my feedback from the main thread here again and like to hear some opinions on that:

Problem: Astral Force generation feels inconsistent. Some weapons (staff due to healing) or skills (troll unguent) fill it extremly fast while others do almost nothing forcing people to take those skills and thus greatly limiting build variety.

Solution: Astral Force is now generated as a percentage of damage dealt and healing done, no longer based on the pure number of dmg/heal instances. This makes other healing skills as good as troll unguent and also allows a weapon like greatsword (which hits only few targets) to compete with f.e. longbow which hits many targets. Overall astral force per damage should be greatly increased (right now 1/10 of heals, should be about 1/2) allowing builds without staff to not depend 90% on their healing skill to generate force.

Problem: Why would I even use glyphs in astral form. It is time limited and the healing skills are extremly powerful making you spam those as much as possible.

Solution: Make only a part of it time limited (like 1% loss per second) and attach an astral force cost to the celestial form skills (1: 1%, 2: 5%, 3: 5%, 4: 10%, 5: 20%). This allows you to use them more intelligently and also fit in your heal, utilities (like glyphs) and elite without feeling like you waste time on them.

Info on Astral Force and few other things

in Ranger

Posted by: Gilgalas.7860

Gilgalas.7860

Link to my own inner working analysis post. Let us try to have everythink linked across thread to get a complete picture, especially on astral force which has complicated inner workings.

Info on Astral Force and few other things

in Ranger

Posted by: Adrian Guardian.9480

Adrian Guardian.9480

Spirit of Nature passive didn’t give me astral force.