Guardians of the Grove
This has been a pretty fun build, but even with the Hasty Force of nature the cooldown on the treants is 2.55mins instead of 3 mins. I feel 45sec treants with a 2.55min cooldown is too long to go without them. I was thinking maybe we could add 30% cooldown reduction on Forces of Nature to the Guardians of the Grove Legendary ME?
Agreed. I think you could reduce the CD on the Treants themselves, or make them a permanent posse of tree bois healing your friends. Even if they healed a %less equal to what you gain from not having the CD anymore, likely a net positive and very cool character fantasy. Add in some chances to spawn different treant models to have different looks so you have a small healing forest with you
if i'm allowed to put my grain of sand, Guardians of the Grove could be reworked for a Ranger/Bow/Healer Archetype ;D
Maybe incresing the timer of treants whenever wild quiver procs and reducing the cooldown for each time you cast rejuve or Viper Sting, making Wrath a way to proc an AOE heal explosion, so you can gain mana with Wrath too.
And finally make a new skill with Chimera Shot for allies and enemies
If the enemy target has Insect Swarm, spread Rejuve on nearby allies
and viceversa if ur allied target had Rejuve, spread Insect Swarm on enemies.
AAAAAAAND if nearby allies already have Rejuve u apllied Swiftmend instead.
DoubleDiamond last edited by
@LugaLuga Alternatively, what if the legendary made Force of Nature a passive proc effect related to Living Seed, i.e. "When your Living Seed blooms, your have a [%] chance to spawn a treant. Your treants assist you in healing for up to 15 seconds and you can have up to 3 treants at once."
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