1. They can die too easily
2. They are inactive longer then they are active
All other Classes Summons(Banners, spirits, turrets, tthieves, elementals, minions, and illusions) have one thing in common, their Uptime is longer then their downtime. The ONLY Spirit weapon where this applies is the Sword, the others all have longer CD’s then durations. Now the other summons with longer recharges have something in common. They all last forever out of combat.
Now the most logical reason for this is that spirit weapons active times are so OP that they can be the only summons that have longer recharges the durations. Now this is possible due to the fact that you could possibly make an entirely spirit weapon build. They have damage, Crowd Control, Condition Damage, Condition Removal, Healing, Projectile defense, a Stun Break and Healing. Possibly a good point there. However you can’t utilize these. Why put so much awesome utility into something that might not be there? You will rely on a stun break if the object giving you it may not even survive long enough to be used. So let’s fix this
1. Give Spirit weapons enough health or toughness to survive long enough that you can actually use the activation skills, or use the base skills for longer then 5s
2. Reduce Recharges so that you can have them up for longer or back up quicker when they go down. Maybe so the duration is actually longer then the recharge
3. Give activated skills guarantees. IE you can use this skill twice before the weapon dies and the skill goes back on cooldown (bit like mantras) even if the weapon dies the activated skills last until their charges are used up
4. Redesign Weapons entirely.
Redesign Ideas
Get rid of physical weapons. Let them act as a buff effecting auto attacks that last for X amount of hits and grant an activated ability that must be used before the weapon can be “summoned” again
Exps
Sword of Justice(Instant Cast)
Next 10 autoattacks do extra damage(effected by current trait for burning)
Activated skill- Ghostly blue sword drops on target area causing vulnerabily and x damage. Blast finisher 5 Targets 25s CD
Hammer of Wisdom
Next 3 Autoattacks daze your target
Activated Skill- Ghostly Blue hammer drops on target area Knocking down up to 3 enemies. Blast finisher. 32s CD
Shield of the Avenger
Next 5 Autoattacks give retaliation and Stability
Activated Skill – Ghostly Blue Shield circles you, granting aegis and breaking stun 15s CD
Alternative- Ghostly Blue Shield creates a dome that blocks projectiles for 10s and breaks stun for everyone inside the dome Light Field 35s CD
Bow Of Truth
Next 5 Autoattacks cure a condition
Activated ability – Same as current, creates Light field
What do you guys think. Have any ideas for better Spirit Weapons? Want to see them actually become useful? Lets get Spirit Weapons useful again for more then just that blue shield projectile thing in that one dungeon….