== background
Regeneration seems to stack duration. My elementalist has a trait ‘Cantrips gives you regeneration’. When he executes a cantrip, he gains regeneration. The trait is called ‘Soothing Disruption’ (water magic: III). If the elementalist executes two cantrips, the duration of the regeneration stacks.
== bug
If the elementalist executes a cantrip, and then executes his healing skill ‘glyph of elemental harmony’ then the regeneration from the ‘glyph’ is not added to the regeneration duration. So, if my elementalist has 3 seconds of regeneration left, and then presses his healing skill, he still has less than 3 seconds of regeneration left. If the glyph provides fx 10 secs of regeneration, then he should AT THE VERY LEAST, get 10 secs of regeneration when he has used the skill. This is a bug imo.
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PS. NOT THREAD RELATED: If a thief has the ‘gain swiftness on dodge’ trait, and if he runs through a mesmer wall that gives swiftness, he doesn’t get swiftness from the wall if he just dodged. So the trait is actually a penalty, when running in groups that use swiftness. Often the thief has just dodged, and hence, wont get the swiftness from the wall. I don’t think swiftness should stack duration, but it should AT LEAST give the highest swiftness duration of the wall vs. what you already have got.
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