4x Necromancer, 3x Mesmer, 4x Guardian, 4x Thief, 4 Revenant
Lingering Light
4x Necromancer, 3x Mesmer, 4x Guardian, 4x Thief, 4 Revenant
And can we revert Protect Me to its former form, because that was more useful as well.
And can we revert Protect Me to its former form, because that was more useful as well.
Wait what ô.o you want this reworked shout to be a weaker version of signet of stone again?
And can we revert Protect Me to its former form, because that was more useful as well.
Play the shout staff build. It has PM in the current state and it is a strong skill in a strong build.
4x Necromancer, 3x Mesmer, 4x Guardian, 4x Thief, 4 Revenant
:/ it’d be nice if devs would just take another look at lingering light. Right now it’s useless in all gamemodes. Reducing the cooldown on it by just a little would be great…
:/ it’d be nice if devs would just take another look at lingering light. Right now it’s useless in all gamemodes. Reducing the cooldown on it by just a little would be great…
I think this trait is fine, they had to bring up the cd of it because of the blind spam. It’s not taken in any game mode, because the other 2 grandmasters are situational, but absolutely fit in their game mode.
If you are doing PvE, all that matters (at least most players think that way) is dps, so the natural choice is Grace of the Land to boost it. If you are doing PvP, CC is really strong and you want to be able to fight alone. So you just take Ancient Seeds. Lingering Light is mostly good if you want to heal and mitigate damage with a large group. But the situations were you have a large group (so: PvE and WvW), Grace of the land just feels more rewarding.
Ancient seeds isn’t that useful if you don’t have the CC’s though. It’d be nice if lingering light was a decent/viable alternative in those cases.
I mean lingering light doesn’t have to go back down to the 4sec it was before, but 12 secs just doesn’t seem worth it. Especially with all the burst damage flying around now, blinds would be incredibly useful.
:/ it’d be nice if devs would just take another look at lingering light. Right now it’s useless in all gamemodes. Reducing the cooldown on it by just a little would be great…
Skill is very good it just kinda hard to grasp its effectiveness due to its rapid passive effect. In team battles 5v5+ pet, you heal for (600+)*6 and inflict 6 blindes every 12 sec. This is even not the best case scenario, if you allies have pets and staff it even inflicts more blinds. The old lingering light is useless now as it mostly got used to regenerate astral force while other sources were not avilabe.
Balance developers have no idea anyways.
After the latest balance patch? Nope, there’s no way.
Hands down, Verdant Etching is more useful than our current GM. And you actually have control over that trait.
And can we revert Protect Me to its former form, because that was more useful as well.
Wait what ô.o you want this reworked shout to be a weaker version of signet of stone again?
Yes, I was using them both. My build also had permanent protection from runes, traits and food, so the skill was completely destroyed for me since I don’t need more protection.
Guard looks good with 50% less damage reduction for 50% less cooldown, but you can’t use it while stunned. Which makes it as good as worthless to me as well.
For reall? Getting blind every 12 seconds makes it a very strong trait. I have been using this all the time.
Today when I was dueling my friend on reaper, he kept complaining getting a lot of blinds.
For reall? Getting blind every 12 seconds makes it a very strong trait. I have been using this all the time.
Today when I was dueling my friend on reaper, he kept complaining getting a lot of blinds.
Those come from Verdant Etching as well. And more of them per measure of time.
The design of the trait is not bad. The numbers are.
I’d be fine if the trait had CD of 12 seconds. But I want it heal for more. The amount is really low.
Protect me prevents capture point contribution.
Lingering light should be reworked to some new functionality. More tank is not good at this moment.
Protect me got updated it no longer prevents node capture.
the whole reason for lingering light to also blind is so builds without Etching can work too but its was mostly for the healing each time Staff wisp passed but that got hammered by the ICD which screwed its Healing Potential and mender too as its now quite hard to maintain the boosts without Etching or staff+etching even then it’ll only reach max % of mending if we have a staff.
i suggested a reword ages ago in a different lingering light thread after they added the ICD.
my version
Lingering light
Wisp orb Radius and cooldown increased to X amount , this skill now applies Might or Retaliation on each orb pass for x amount equal to the orbs duration.
in an addition 195ish per pass for orbs duration.
(no IDC required) as it shares the weapons cooldown for wisp orb.
due to the Radius increase each passing Circle cycle takes a little longer but effects more targets making mending easier to maintain and increases the maximum number of effected targets to Raid size.
“in an addition “heal” 195ish per pass for orbs duration."
edited
The design of the trait is not bad. The numbers are.
I’d be fine if the trait had CD of 12 seconds. But I want it heal for more. The amount is really low.
^ This. If the scaling or base heal (or both) were increased, it would be a fine trait. Right now, it’s just lacking that competitive edge vs the other two GM traits. I would even be fine if they increased the healing and lowered the blind duration down to 3s as a trade.
Will update once Path of Fire releases.