
Originally Posted by
tesni_g
I agree with you that yes, that's optimal use of CU.
But the fact that it isn't an instant ability (like we use it), and instead suggests that channeling is possible for upwards of 10 seconds, and doesn't explicitly say on the tooltip that the hot and mitigation snapshot as a buff regardless of channeling time invested, this is bad design.
Especially since, if you have one or two players just outside your CU range, an AST might feel obligated to hold it for a GCD, long enough for stragglers to get inside. Often I can see the DPS near me but I overestimated my range to the tanks and I can't immediately see whether I hit them, so I check their buffs before I move. Often, missed players will try to jump inside of it, which only matters if I'm still channeling it.
So there are a lot of less-optimal reasons an AST might "hold" and channel for a GCD or two. It's not fun, it doesn't feel good, but I can see why it happens. And because we don't get to "see" the range of it, we can't place ourselves as well as the true ground effect abilities. The other ground effects have the added bonus of being able to enter them and exit them until the effect is over, while CU snapshots based on that invisible 5 yalm radius around you.
It's broken for a lot of reasons, and its channeled nature is part of it. It's not "necessary" to channel. Unless you or someone else make a mistake, and then you pay for it by doing nothing inside a pretty ball of light.