Probably too much :'D Though I do have some templates & copy&paste lots of stuff from my old descriptions. And spending time analyzing my recordings helps me identify what I can improve on in the future, so I don't really mind the effort.
Not as reliably as via Staff#5. Staff#5 does not have a target cap, so everyone who touches the wall gets regen - the limitation here is the shape of the wall, so it should be dropped on the way while the squad is moving to hit everyone. The healing trap has a target cap of 5, so as long as someone of my party stands in it, they'll get the regen instead. There's no way to predict when the offgroup and my group will stack at (mostly) separate positions, making it a big gamble. However, I'm not really satisfied with the healing glyph either as I felt like I did not heal the players I wanted to when I pressed the skill. Might be worth experimenting ~
@@Nanax3With natures vengeance I actually prefer Water Spirit over Glyph anyways. It can range heal, doesn't need to be in CA (big to restore CA energy), heals more in total and the big portion is split in two parts, which reduces overheal. (Envigorating bond doesn't feel useful anymore with all the boons from mace). EG: When both groups drop to 50 or 40%, cast WS + St5+St3 - the first slam + staff combo will top your group so the second slam will hit the offgroup for sure. Maybe that's an option too.
@@dfg12382 That's a good point. I rarely use Water Spirit, but with Nature's Vengeance it actually gets a big boost. I think that's the option I'm gonna experiment with first, especially in a setup like in the video. Thanks!
Very detailed description as always. How much time do you spend on them?
Probably too much :'D Though I do have some templates & copy&paste lots of stuff from my old descriptions. And spending time analyzing my recordings helps me identify what I can improve on in the future, so I don't really mind the effort.
Druid CC is okay. Could be more tbh. Please Buff, Anet.
fr fr. Pretty useless in its current state.
Would Heal Trap be a way of getting regen to the off group?
Not as reliably as via Staff#5.
Staff#5 does not have a target cap, so everyone who touches the wall gets regen - the limitation here is the shape of the wall, so it should be dropped on the way while the squad is moving to hit everyone.
The healing trap has a target cap of 5, so as long as someone of my party stands in it, they'll get the regen instead. There's no way to predict when the offgroup and my group will stack at (mostly) separate positions, making it a big gamble.
However, I'm not really satisfied with the healing glyph either as I felt like I did not heal the players I wanted to when I pressed the skill. Might be worth experimenting ~
@@Nanax3With natures vengeance I actually prefer Water Spirit over Glyph anyways. It can range heal, doesn't need to be in CA (big to restore CA energy), heals more in total and the big portion is split in two parts, which reduces overheal. (Envigorating bond doesn't feel useful anymore with all the boons from mace). EG: When both groups drop to 50 or 40%, cast WS + St5+St3 - the first slam + staff combo will top your group so the second slam will hit the offgroup for sure. Maybe that's an option too.
@@dfg12382 That's a good point. I rarely use Water Spirit, but with Nature's Vengeance it actually gets a big boost. I think that's the option I'm gonna experiment with first, especially in a setup like in the video. Thanks!
where staff omg.
What's staff? Can I eat that?