math is hard!
1hit every 5 = 5% now?
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Should have worded it better, had you taken the extra second the first time around I wouldn't have had an issue. Either way 2 times out of 100 is crap and a waste of 5 points. The only time counter would be worth setting is if the monster had closer to a 80% hit rate, and at the point I'd ask why you aren't stun locking or blink tanking it.
Your logic on why you set X trait is your problem as to why you think having a 0 use delay would be over powered. But it matters not, with the OP only getting 2 likes it's clear people don't care about BLU becoming something useful in stagger situations as that's the only place it becomes notably more powerful.
Well am no BLU and I didn't read all 6 pages of this thread, but the one idea I have always had was let blu be able to have two sets of spells in which you can insta switch with a JA, however make the JA have a 5 min recast to prevent back and forth switching and wont be anything game breaking.
I'll suggest what I always suggest for BLU cooldown threads, make the timer based on spells swapped. E.G lvl 1 we get max of 6 spots so each spell we set or change should add 10 seconds (6x10=60) so if we set all spells it will take 1 min but if we change just 1 spell it would only take 10 seconds. And this would scale as we level so that at lvl 99 when we have 20 spots if we set or change one spell it would be 3 seconds of cooldown per spell (3x20=60) so if we set 20 spells it would take full time but if we set 1 it will take 3 seconds.
This would make sense from a lore perspective cause a trained BLU would be able to readjust to single spells easier than a new BLU but having a full reset would be the same cause they have more to readjust to.
And that's something that wouldn't be a problem when killing the cooldown completely?
Besides it still involves going to the menu finding the spell swapping the spell and waiting for cooldown, it would be more efficient to wait for recast. Plus you'll be vulnerable while constantly swapping so you couldn't cure yourself or watch out for stuff to stun, you'd probably lose damage output playing like that.
I believe that we should either get spell sets that we can easily swap betweem (at least 5) or half the cooldown. Any more than that is likely going to be abused.
eg. you could set TH trait, attack a mob then swap to a DD trait for a penalty of only 9 seconds?
The implications of not having to choose between and balance buffs, enfeebles, DD spells, and heals tosses most ideas like these out of the window. I'd be fine with having savable spell sets that we can swap between, with the normal 60s cooldown still applying, and Voidwatcher status halving or abolishing the recovery time on setting blue magic spells. Not like our magic is useful outside of procs in any voidwatch fights anyway.