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The Vocation Adjustments update increased the group cooldown of all Knight healing spells (Bruise Bane, Wound Cleansing, Fair Wound Cleansing, and Intense Wound Cleansing) to 2 seconds. In high-level hunts (such as Oramond Furys, Undead Seal, or Roshamuul) and PvP, Knights have historically relied on spamming cheap healing spells (like Exura Ico) every 1 second to instantly break movement-impairing paralysis effects.

Under the new 2-second group cooldown system, a major mechanical vulnerability has emerged:

When a Knight is paralyzed immediately after casting a healing spell, the 2-second group cooldown mechanically locks them out from using another healing spell to clear the debuff.

What are the optimal spell rotations, Wheel of Destiny perk combinations, or item-based counterplays (like specific food or potion usage) recommended for Knights to maintain mobility in spawns with heavy, constant paralysis?

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The most efficient method is to use the Haste (Utani Hur) or Strong Haste (Utani Tempo Hur) speed spells. Both spells remove the paralysis effect and increase the character's speed.

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Yea but now u can heal  and cast utani hur one second after.... There is no need to complicate it more ☺️
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