Quote Originally Posted by Kabooa View Post
You still have the same issue that you can overwrite Firestarter. There's a small window as is between cast and proc right now (As it occurs on spell hit vs animation hit like it did in ARR), so extending that window still leaves the possibility of having to restart a cast to use a firestarter to avoid a potential waste.

Letting it stack to two solves the issue. You will never have to stop a Fire cast after it procs to ensure it doesn't overwrite, and it has no implications in the end-game.
Given that the hit is calculated before the spell projectile's animation even begins, that delay is an arbitrary constraint, though. We see this with things like Rockbreaker, for instance, where GL is granted -- or not granted -- from the moment the animation begins; whether an enemy was in its cone or not is snapshotted from the skill's activation time, not its release.

Couldn't we just reduce the artificial delay to where it can easily be queued up to some .4 seconds before the GCD returns (assuming an 80% GCD cast time)? That, for instance, would allow us 200 ms of ping protection.