trust might be the best song flume has made <| sep |> I ' m not sure why you think I haven ' t tested these things . In fact there are several classes that can push the orb indefinitely . If you can ' t do it with the druid you might be doing something wrong because I do it regularly . Maybe you ' re repeatedly hitting 1 or something . Yeah , I get your point about attack rate syncing up with the orbs cooldown . But it ' s simply not true that thief staff attacks syncs up perfectly with the orbs cooldown . Including after cast , the total cast time is different for all skills in the auto chain . The orb ' s cooldown is consistent , the cast time of your strikes is not . It will get out of sync . Your best bet is to maximize consistent strikes per second to maximize the probability that you hit the orb as soon as it ' s off cooldown . as i mentioned staff 4 or 5 is just as fastBut it isn ' t . Vault has a slower cast time than just continuing to run and cast solar beam uninterrupted . There is zero advantages to being at ranged at all times vs melee with ranged hitsI didn ' t say be at ranged at all times . I agree that you want to be melee range whenever possible , but when someone pulls or pushes the orb it creates space and having the option to range means you can keep pushing uninterrupted even after a pull . Druid doesn ' t need help , and I don ' t see why pulls and pushes are even considered a risk . What ' s risky about temporal curtain ? I mean , thief can do it fine but what ' s the point ? It ' s objectively worse than druid , even if my an insignificant amount , and there ' s no point in changing your squad comp to do a mechanic that ' s already easily covered .