Should solar beam cause burn?
Druid is just simply filled with flaws. Staff should of been a condi weapon to start with since you already have to spec into Healing power.
I am aware that condi damage doesn’t fill the CA bar, but the condi skills could have been given 1 point of power damage as how much damage is done doesn’t matter.
Druild really only spams like two skill and a 3 skill burst heal the other skill should have bee more support oriented.
The fact that spirits are considered viable over the glyph shows how bad the glyphs are in general. At least one glyph should fill the CA bar like to the limit and signet of fury do for the warrior. This would at least release Druids from the burden of being shackled to the staff.
Druid currently is to one dimensional. Condi damage on the staff should of been the base damage type. Splitting the already underwhelming damage type is just a bad move.
everyone should fear becoming mentally clouded and obsessed with one small section of truth.
(edited by Serraphin Storm.2369)
I really like the idea of Solar Beam doing a single stack of burn on the third pulse. If it’s a very short duration, it’ll only tick once per application.
And it should be very short, keeping in mind that it’s a very rapid AA. Solar Beam shouldn’t be able to get any higher than a stack or two with a single tick.
I agree it would add damage utility to the weapon that you could build for (and be very conditional at that), so it wouldn’t be a focus.
It’d still primarily be a healing weapon. It makes sense thematically.
I like the idea, but I can see it being hard to implement and balance between doing damage, healing, and the addition of a powerful condition on the AA.
Personally, I really do hope it’s something that can be done though. It sounds awesome.
I really think a 0.5s burn per pulse would be good, that makes it so it can only sustain 1 stack and as soon as you stop attacking, the burns will stop also.
Sounds good to me. I hope the devs agree.
Solar Beam
- Like Heimskarl mentionned, burn for the duration of the attack (0.33s or 0.5s burn per hit), so the burning stops as soon as you don’t use it. Would burn any 3 foes it passes through. If deemed too powerful, add a range criteria; only burns foes within 450 range or something.
Astral Wisp
- Make the attack phase a Projectile Finisher
- Apply vulnerability to foes that the wisp passes through (1.5s CD per foe)
OR - Apply a short blind to foes that the wisp passes through
Ancestral Grace
- AoE daze of 0.5s upon arriving at location. – In PvP, it’d become a solid ‘rush to downed ally’ skill as it’d potentially cancel stomps for a split second. Does Daze put the player in combat? I love the lack of damage for the fact it doesnt put the player in combat
Vine Surge
- Make the vine last slightly longer and apply cripple effect to foes that cross it. Double immob time, add base cripple. Does it need an additional damaging component? Bleed? Torment? Torment would be interesting as a damaging condition as it’s movement related, and this skill is movement related. Not sure about the condition removal though
Sublime Conversion
- Make it last longer and/or add an ally condi to boon effect and an enemy boon to condi effect. Fits with conversion theme and adds more utility. JUST being a projectile convert skill makes it too situational – Sure the water field has excellent synergy with Ancestral Grace, but yeah
(edited by ProtoMarcus.7649)
…Sublime Conversion
- Make it last longer and/or add an ally condi to boon effect and an enemy boon to condi effect. Fits with conversion theme and adds more utility. JUST being a projectile convert skill makes it too situational – Sure the water field has excellent synergy with Ancestral Grace, but yeah
Off the thread topic, so lets not get carried away, but imo this should heal for the same amount as it was going to damage. Reflection is a 100% negated damage to you plus 100% returned damage. This needs to punish as much by healing. Essentially the same.
Off the thread topic, so lets not get carried away, but imo this should heal for the same amount as it was going to damage. Reflection is a 100% negated damage to you plus 100% returned damage. This needs to punish as much by healing. Essentially the same.
Yeah that could be a perfect fix too, imagine using it on a Kill Shot… Yummy
Not too fond of the limited range of the healing projectiles or their speed either but I can live with that. (although kinda weird to see such low range on the healing projectile on a 900 range skill heh?)