Devotions skill recharge, and other questions

Hello all

I just have a couple of questions that I couldn’t find a direct answer to.

1. Devotions recharge

I’m thinking specifically of Giant’s Blood & Wayward Soul, but I assume the principle is the same for all Devotions…?

Say you have Giant’s Blood at the maximum level 15. It is 10 second duration and 30 second recharge.

Does that mean the recharge countdown starts on proc (meaning you have 10 second duration and a further 20 seconds cooldown), or does it start after the skill ends?

I’ve tested another skill, namely Blast Shield on my Sorcerer, which is 4 second duration and 14 second recharge. I can confirm that it lasts for 4 seconds, and then recharges for 14. Therefore the recharge is not 10 seconds.

Skills seem to work in this way, but Devotions seem to tick over faster, but it’s difficult to test since it’s a % chance to proc. If anyone knows, that’d be great.

2. Critical damage display from Searing Might

I noticed my Sorcerer currently has 33% crit damage, but it should be Higher. It gets 15 (kraken) + 8 (hawk) + 10 (elemental balance, currently lvl5) to show the 33.

But it doesn’t seem to list the 15% from Searing Might currently lvl3. Is this just a display error, or is the skill broken?

Thanks!

  1. Generally, abilities will cool down as soon as they are cast/used. Your example is more the exception rather than the rule.
    This applies to most devotions (I’ve personally not tested every single one extensively, so there might be exceptions among the build-specific ones).

  2. Searing Might is skill-specific (for Fire Strike). These mods usually don’t show up in your character sheet.

These never show up there.

I know Healing Rain proc from Tree of Life enters cooldown while it’s active, meaning you can have it up 90% of the time. I assume it’s the same for Giant’s Blood.

Cooldown for proc learned via masteries (Blast shield, etc) start after proc duration expires. But all other procs (items, devotion, etc) start CD just when proc itself triggers. Wierd mechanics, true.

Not true. Arcane Will, for example basically has 100% uptime if you meet the health requirements.

Like I said, the example the OP gave is the exception rather than the rule.

Are you sure? Isn’t there a little timer in the corner after the skill ends, and it counts down 6?

Another one I’ll have to test by standing on some aether ground!

UPDATE: For Arcane Will, it seems as though once you drop below 70% health, the skill will actually remain active until your health goes above the 70%.

So although the skill describes it as having “6 seconds duration”, it actually will last indefinitely as long as your health is under 70%.

This is what I can tell by standing on aether ground, allowing my constitution to be depleted, and allowing my health to drop well below 70% (and once I stand off it, only my HP regen is active).

Once the health goes above 70%, the skill will end, and a 6 second timer will countdown. The skill cannot be re-activated (even if you drop again under 70%) until this timer cools down.

UPDATE 2: The above is not entirely accurate!

It will last indefinitely as long as your health drops and remains under 70%, but the skill does not end upon restoring health to 70% or above. The skill duration timer of 6 seconds actually kicks in when your health is restored to 70% or above (so it will remain active for another 6 seconds).

Once that 6 seconds elapses, the 6 second cooldown starts.

It seems as though once the skill duration timer starts, you cannot reset it by dropping below 70% again. You have to go through both the duration and the cooldown to restart the process.

No, it doesnt, CD starts only when buff fades off. Check it more closely, and you’ll see. Soldier’s procs (Menhir’s Will and Fighing Spirit) have the same rules.

I can confirm this. I’ve been paying close attention to CD’s while using Alandar’s.

Arcane Will is permanent when health drops below 70% and stays below that mark (the 6 second skill duration does not start on proc).

But in practice, most of the time you will drop below 70%, and potions/health regen/life steal will quickly bring it back over. In which case the skill duration timer counts 6 seconds, then cooldown for another 6.

But it’s good to know that when you’re under the cosh, that skill will always be active until you get your HP back.

That doesn’t change the fact that it has extra features, as @El Principe pointed out. It also doesn’t change the fact that some items use the equivalent of mastery skills, and so these skills will follow the same rules.

Like I said, skills like these are more the exception rather than the rule. You can group them all up under mastery skills if you really want to operate that way, but since they can potentially show up anywhere (and there’s isn’t a lot of them) I prefer to just keep track of them as a group.

Yes, they’re an exception, clearly. Not sure why GD uses different mechanics for them, it doesnt make any sense.

Maybe, but it rarely happens, you dont want to have low HP just to have this buff up, too risky and too inconvenient. In practice, it almost always triggers its CD after duration fades off.