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Hard Light Arena is incompatible with regeneration's 5 stack limit


Griifen.2473

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https://wiki.guildwars2.com/index.php?title=Hard_Light_Arena
This skill applies fury, regeneration, and protection for 2 seconds on a 1 second internal cooldown for 8 seconds.
After 5 seconds Hard Light Arena will attempt to pulse 1 instance of 2 seconds of regeneration - but this will fail as regeneration has an upper limit of how many instances of regeneration can be applied by any player (whether it be yourself or someone else). Regeneration will be capped at 5 seconds while fury and protection will reach 8 seconds as per the skills duration.
That means that, at base level with 0 concentration, 3 seconds of regeneration are lost at least. Any amount of concentration amplifies the amount of regeneration boon duration that is lost.

Anet needs to consider either reworking the skill, specifically the regeneration pulse, or Anet needs to consider raising the regeneration boon cap to 8 stacks to accommodate this skill.
It interferes with any build that would apply regeneration outside of this single utility skill. Elixir H loses its regeneration application if used within the last 3 ticks of Hard Light Arena, Healing turret loses at most 2 applications of regeneration if used in tandem with Hard Light Arena, etc.

 

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When the 5th pulse comes, you already lost 2 of the 4 previous pulses. Essentially making you have 3 stacks of Regeneration at that time.

On the 8th and final pulse, you end up with a total of 5 pulses of regeneration, effectively not having wasted a single pulse through the duration of Hard Light Arena. 

From the moment you gain the first stack/pulse of regeneration, you'll begin to lose 1 application of regeneration every 2 pulses.

Edited by Wolfb.7025
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  • 2 weeks later...

 I agree the regeneration cap in general shouldn't be there, I'm using Hard Light Arena with 100% boon duration for 4 seconds of Fury/Protection/Regeneration per second.

Although Protection and Fury can reach 24 seconds of remaining uptime until the 8 seconds pass, or cap at 30 seconds considering the skill triggers with it's extended duration, regeneration caps at 15 seconds and stays there, thus loosing  9 or 15 seconds of potential regeneration to this cap. 

Which is exactly how bad it can get with high boon duration in place. 

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