Centaur rune nerf

Centaur rune nerf

in Bugs: Game, Forum, Website

Posted by: Cakemeister.5792

Cakemeister.5792

Engineers used to be able to toggle the med kit and get swiftness from the Centaur runes. Now, only the F1 skill gives swiftness.

Mesmers used to be able to get swiftness by channeling the heal skill mantra and also by using the charges. Now, the channeling does not give swiftness.

Was this the intended effect?

My personal play style is to have all my characters be fast. I am cheap, so centaur runes were a great way to accomplish this. Now I guess I will need something else like traveler runes for these two characters.

Centaur rune nerf

in Bugs: Game, Forum, Website

Posted by: Andraus.3874

Andraus.3874

I think it was intended. Though with Mesmer you can now get 100% swiftness uptime with curtain and signet of inspiration since curtain swiftness now stacks.

Centaur rune nerf

in Bugs: Game, Forum, Website

Posted by: Illconceived Was Na.9781

Illconceived Was Na.9781

I think it was intended. Though with Mesmer you can now get 100% swiftness uptime with curtain and signet of inspiration since curtain swiftness now stacks.

Previously ‘on heal’ effects always triggered when the ‘6’ skill was used. The (6) bonus for Centaur runes was only situational useful before this change; it’s hard to imagine that ANet thinks it’s worth it now.

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Centaur rune nerf

in Bugs: Game, Forum, Website

Posted by: mrstealth.6701

mrstealth.6701

This started happening with the attempt to make on-heal rune effects not trigger when exiting tonic forms. Initially, they weren’t functional with a lot of (maybe all) heals. Hopefully they do properly fix it instead of leaving these runes as they are now.

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