![]() ![]() RIPTIDE IS NOT REJUVENATION, your aim is not to just blindly spread the HoT on everyone, the HoT is a secondary effect. UPDATE: after some more testing, it seems it will prefer targets that dont already have the riptide buff. Our legendaries are so sad compared to other specs, its a question of “which one is at least somewhat useful, sometimes?” We will probably be expected to run in serious raiding, and maybe even in serious m+, if you group can chainpull competitively. The benefit ranges from 100% overheal to “one extra riptide when your entire party is so damaged it literally cant overheal despite trying very hard to”, but at least there IS a benefit on every pull, all the time, no matter what content you are doing. Its the only legendary centered around Riptide, which happens to be the cornerstone of our healing, both in raids and dungeons. ![]() ![]() I was excited when this legendary was first announced, dreaming of some battle-mage healer actually doing non laughable damage AND keeping the party up, but after having played with it im afraid it might be the only legendary in the game that can do more bad then good, by baiting you into using suboptimal spells for the situation.Īll that being said, is probably still our best first-craft legendary, simply due to lack of competition. If there isn’t a lot of damage intake, you wont be using it, as you wont be spaming your most expensive heal every other GCD on full hp targets just to get the instant chain lightning.If there’s a lot of damage intake, alternating CL and CH is not enough healing output, but will still demolish your manapool.I tested as an anima power in Torghast, and wasnt very excited about it: And dont forget you give up your mana tide as a mana cd for that.Īfter my initial hype for was abruptly killed today, even seems decent? At worst its a passive 10% increase to your chainheal, since you always weave single target heals between chainheals to not waste tidal waves procs, and you can even game it to have a big chainheal ready if you know big aoe is coming. In practice, i think you will get an average of 2 hasted spells from this effect. If you get targeted by ground fire, if you have to interupt an add, if you have to do anything at all in those 8.5 seconds, this legendary’s value goes even further down the drain. …And that is if you can go absolute target dummy mode in those 8.5 seconds. I only plan to run m+, and the reason I crafted this as my first legendary, was that also seems underwhelming: it lasts 10 seconds on a THREE MINUTE cooldown, and if you also account for the gcd of dropping the totem, it is effectively useful for 8.5 seconds every 180 seconds. Not exactly what I had in mind for my long anticipated first legendary, and might as well use if we go with the “equip and pray” plan. ![]() Then again, since as I said above its ABSOLUTELY random at who it targets, you might as well not bother with any of that, forget you are using it, and just hope you get lucky and it procs when(and on someone where) its actually useful, without bothering to adapt your play at all. I guess if you play with it long enough you will eventually get a feel for when it should be up, kinda like refreshing your earthshield. In addition, there’s no buff to track when it will proc, forcing you to set up a manual weakaura, which is still very unreliable as the count resets on instance switch, continent switch and i dont know what else thats kinda impossible to track. Here’s to hoping it at least doesnt target pets, havent tested that yet. It will literally target ANYONE near your target at absolute random, even if theres one person at 1% hp and one at 100% hp. I was disapointed to find out today, after having crafted Primal Tide Core, that the heal is not smart at all. ![]()
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