Quote Originally Posted by Vaymathias View Post
I really don't like the one minute timer as well. No matter what I do I always seem to forget about it. It certainly doesn't help that half the time that I play the timers are all screwed up. I'm really hoping they change it. "Whack-a-buff" has NEVER been fun for me, which is why I quit Guilld Wars within a week of playing it.

With all the focus on positioning, watching your health, the targets that you are fighting, watching everyone elses health to make sure the mages are not taking damage, watching for enemy aoe, having to keep track of something that does very little positive AND also comes with a negative is F***ing irritating.
Whack-a-buff, that's a good one!

I would also agree that as is the buff is very worthwhile, but at the same time irritating and uninteresting to maintain. You could get the same effect on your TP pool more or less by doing something like:

Making the skill a toggle (with a 500TP cost to toggle it on).
While the skill is on, it drains 500tp at a set interval (pick whatever works between 30 seconds and a minute). Each time it drains 500tp, it goes up a level of surge, to a max of III (it just consumes TP after that point).
The skill turns off when you lack the TP to maintain it.
The skill recast time remains the same.

Right now, I do my best to keep it up. But the ability has a tendency to fall off at the worst times while I'm focusing on something else, like helping get a mob off one of our mages, lining up a combo etc. I'd hate to see how much coordinating Regimens/Skillchains will add to this.

Letting the skill automate along the lines I added there will let me focus on fighting and helping my party, while still carrying the relevant TP and time-to-build-up costs for making use of Surge. I'd still need to make the important gameplay choices such as when it needs to be turned on and off, if I maintain it out of a fight with Invigorate etc.