In terms of going invulnerable, if you’re carrying a bundle you usually can’t without dropping it, will this be the case with the orb?
In terms of going invulnerable, if you’re carrying a bundle you usually can’t without dropping it, will this be the case with the orb?
While carrying the orb, the orb is considered a buff. You can indeed use invulnerability skills while carrying it (Mist Form, Endure Pain, Elixir S, ect.)
Shadowsteps are considered teleports. Infilitrator’s Arrow, Lightning Flash and the like will all cause you to drop the orb.
Ride the Lightning does not drop the orb. Attempting to stealth or being combo’d into stealth does not drop the orb. The stealth just fails, with IMMUNE text.
The thing that’s fun about the orb, was that feeling of being chased and using all your skills to narrowly stay alive. The fights that break out when enemies are trying to bring down the orb runner, and allies trying to keep the carrier alive.
The thing that isn’t fun, is when the orb carrier is rarely in any real danger of being caught or stopped. When the other team doesn’t even bother trying to chase, because they know there is no chance to catch the carrier.
Yes, we fully expect that some specs are going to be better than others at running the orb. However, the goal was just to make sure that none of those specs felt unstoppable. Sword rangers actually make excellent orb runners.
If it’s a commune to get the buff, have you fixed the thief/Mesmer teleport commune bug that was a major problem in TotSS?
Yep!