4x Necromancer, 3x Mesmer, 4x Guardian, 4x Thief, 4 Revenant
One more change to Spirit weapon guardian
4x Necromancer, 3x Mesmer, 4x Guardian, 4x Thief, 4 Revenant
Or make it so they don’t despawn, so they can be like MM Necros
And add a spirit staff elite.
What if they revamped spirit weapons to simply work like our actual weapons to provide that utility without wielding the actual weapon.
Scrap bow as we don’t have one.
Make sword work as is and tweek numbers, high auto attack damage. Activation blocks projectiles.
Hammer now provides symbol of protection on auto. Activation remains the same, but blast finisher (as they are doing now).
Add staff, this provides swiftness to nearby allies and activation is empower for 12 stacks of might.
Leave shield as is, maybe provide pushback on shield pulse, but could be OP.
They don’t have to be new and fancy, they just need to have a reason and work. This would allow more “utility” without wielding the weapon.
Another thing that always bugged me is the cast time to summon, if they were permanent, then I’m fine with it. But since they are so temperamental and some what supposed to be summon then activate to some degree, the extra cast time to summon and then activate makes for a long ability cast time.
self 24 might would be fun.
I have a big problem with the recharging of these though, like I’m assuming a lot of other people have. I like either suggestion of recharge when first cast (things like Sword will be up forever, which is okay when you can spike it down. Bow is 50% uptime) or have them at no duration, so that they won’t randomly leave at the worst moment possible. Also allows you to use commands when needed, rather than “better use the aoe heal because after 6 seconds it’ll still be on recharge when the bow despawns”.
They have make only a little change, but not really useful.
The problem of the SW is not that they have useless active skill (exept for the bow, that’s a good fix), the problem is that they die so quickly that you can’t really use it.
And they did nothing about that.
They have make only a little change, but not really useful.
The problem of the SW is not that they have useless active skill (exept for the bow, that’s a good fix), the problem is that they die so quickly that you can’t really use it.
And they did nothing about that.
Indeed thats the SW problem, but lets all wait for the feature update and use the new features after that we can see if its worth the update or not and bring it to the forum, so maybe they can “tone” SW to be really worth the investment.
They have make only a little change, but not really useful.
The problem of the SW is not that they have useless active skill (exept for the bow, that’s a good fix), the problem is that they die so quickly that you can’t really use it.
And they did nothing about that.
I was happy to see them doing something with Spirit Weapons but then I /facepalmed when I read the notes. They completely missed the point and it’s exactly this! The main issue is they’re pretty much on long cooldown and dead majority of the time.
I agree that the core of the issues about spirit weapons relies on their huge downtime, and to an extend their fragileness. The utility of the spirit weapons in my opinion was actually good: 20 second long projectile defense, condition cleanse and heal, frequent applications of CC and overall good damage. The proposed changes kind of made the utility of spirit weapons overkill, while didn’t touch on the main issues at all.
I guess they intend spirit weapons to be this long cooldowned skills that compensate the cooldown with utility, but aside from shield spirit weapons are not that rewarding to use considering the large cooldowns.