When knocked up in the air to cause falling damage, what’s the point of Zephyr or Hover if it doesn’t stop you from taking damage?
Ground effects are like this too currently in the game. Why have hover or zephyr if they don’t save yourself or anyone else from ground effects that you literally have to be standing on in order to take damage. I’m not talking about columns of damage I’m not talking about damage that’s raised off the ground a bit, I’m talking about flat zones of damage.
This is the equivalent of giving everyone a stun or other CC and making the enemies immune to them all, it’s a waste of time.
Just hit space bar again to glide and not take fall damage.
Hover, Zephyr, Rescue, and VE should grant you reduced damage (hover + zephyr) or immunity (rescue + ve) to ground effects.
Is the speed buff from Zephyr broken? I’ve been using it in the Azure Span dungeon to get past the whelps and have not noticed that speed increase at all.
Hover actually had a slow fall in beta and many people asked that it be removed because they were accidentally drifting to places they didn’t want to go while hovering.
I do think they should change it so that if you glide while hovering, the glide doesn’t cancel when you cast or take damage as it normally does.
It was also suggested in beta a number of times that giving some kind of ground damage reduction would be nice since we have a limited range and have to chase people through mechanics other healers can heal over, but for whatever reason they haven’t gotten anything like that.
VE needs something like that at the very least. It’s kind of crazy how easily you can kill yourself with that ability in higher level content. Or even in lower level content if you fly yourself through certain elemental bosses or the orbs on the ground etc.
I am aware, but my friends have been noticing they are not getting the boost at all. I use it for avoidance so didn’t notice this until we were doing skips.
It feels like our mobility could be improved a great deal if hover didn’t cancel whatever we’re casting, and if it had maybe one more charge or a longer duration. Being so close range we’re vulnerable to everything, and having to interrupt casts to move is a big deal.
Also it would be nice if fall damage were disabled on water because that’s silly.
If you’re knocked into the air, always use glide to come back down. This is a good trick I learned as DH. It also stops you from flying backwards, and propels you forward, so you can get back in range and not thrown off of cliffs etc. You can also jump and use glide to propel forward any skill that is trying to blow you backwards. This trick has saved me so many times from getting blown off edges or into bad stuff.
The answer to this question is almost always the same these days - go look at the trees.
HOVER :
Tailwind gives +70% speed boost.
Extended Flight gives + 4 seconds.
Ariel Mastery gives a second charge.
Time Spiral allows you to use it, when it’s on CD.
So, how you use Hover is up to you - don’t take points if you don’t want, don’t put it on your bar if you don’t want (I have an ability not on my tree that I took, to get to something else).
But really most classes have some sort of temporary speed boost (useful for getting out of AOE, or away from PVP attacker). I use Hover when healing, when the top DPS hunter is dying 50-60 yards away on the other side of the boss and I have 25 yards healing range.