A New spirit to cover Cooldowns?

A New spirit to cover Cooldowns?

in Ranger

Posted by: Zenos Osgorma.2936

Zenos Osgorma.2936

remember the old http://wiki.guildwars.com/wiki/Energizing_Wind
which reduced energy costs?

only if it speed up condi ticks by 20% the damage would remain the same just tick 20% faster and 20% off cooldowns.

the mechanic would effect Every other Living Creature and Reduce the total Tick time of a condi stack by 20% while keeping the damage.

would this bring condi teams into line with Zerker direct damage .

if you applied this to a Burning guardain with quickness the Burning ticks would be nearly the same amount of time since 20% of 1 secs isn’t much , but when it comes to bleeds , torment, confusion core ticks it’ll improve its dps .

since the spirit effects both Teams or all creatures they would also gain the Benifit .

but when in a match if one team has more Glass cannons they will not Benifit a lot from this spirit though the Condi DoT users will.

this could also be used in dungeons to speed up condi damage to a shorter time length.

i’d also like Anet to bring back this Beauty http://wiki.guildwars.com/wiki/Fertile_Season .
which is a very Useful thing to have while being in a Glass cannon team , increased Hp and Armour by a set amount , again effects both teams those with ample toughness won’t gain much Benifit but those with lower hp and toughness.

example :

Fertile_Season adds 2k hp to everything in its range that 2k hp(according to healing power or the users Vitality or a % of stat given to all within the radius)

its a life time of hp for Glass users but also would allow a few extra seconds of attacks or more risk plays with the extra HP.
Armour added armour would need a set stat or again a % amount of toughness given to All targets within Radius .

though it has many implications to bonuses and cons depending on those effected in a Random setting this spirit doesnt gain a straight up advantage but only a situational advantage / skilled use of this spirit to push the power balance into your favour by Summoning it.

i have not thought of actives since its a Wild card of a idea, Any thoughts?

edit:

Energizing_Wind active = AoE Quickness then the on death won;t be much of a issue since if you’ve left it alive long enough you could summon a second one right away.

(edited by Zenos Osgorma.2936)

A New spirit to cover Cooldowns?

in Ranger

Posted by: Heimskarl Ashfiend.9582

Heimskarl Ashfiend.9582

I don’t think they will code faster time for condi ticks, that would be a nightmare. Why not just add +20% damage, it is essentially the same.

A New spirit to cover Cooldowns?

in Ranger

Posted by: Zenos Osgorma.2936

Zenos Osgorma.2936

I don’t think they will code faster time for condi ticks, that would be a nightmare. Why not just add +20% damage, it is essentially the same.

not really , they may tick faster but the damage is still limited to cooldowns , which in turn the opposing team have their cooldowns reduced by 20% increasing condi clears ect.

so a 20% damage boost wouldn’t do anything since it’ll be removed faster than it can deal its damage , this spirit set up this way would be longer cooldown skills will gain a benifit but not as much as those condi applications since those condi skills are on a lower cooldown dealing the condi damage faster.

i’d like to see the druid play this way buff and debuff upset the balance of power vs condi, it’ll also give them a reason to break group to kill this spirit before condis Ramp up too fast.

(edited by Zenos Osgorma.2936)

A New spirit to cover Cooldowns?

in Ranger

Posted by: HotHit.6783

HotHit.6783

You uh… You okay there dude? You seem to be a bit… Not all there. Let’s see if I can summarise your proposal correctly.

Condition teams don’t work out as well as power teams do.
A solution to this would be a support ability that multiplies the power of a condi team.
In GW1 we had nature rituals that applied an effect to every creature in their range.
You want to pay homage to a spirit using a completely different effect.
Said effect is condis tick 20% faster, but run out 20% faster also and cooldowns are 20% shorter.
Also let’s have another spirit that boosts bulk by a lot.

GW1 nature rituals were designed to have cool unique effects that a party could be built around, but the effect was symmetrical so your party had to take advantage of the effect better than the opponents. While I love that kind of effect and it’s given me an idea as to what the druid will be about, the most iconic nature ritual edge of extinction speaks for itself. Can you imagine if someone dropped that ritual during, say, the fire elemental world boss?

For a spirit the Ranger can summon that supports condi teams’ damage, we have Sun spirit, simpler to code like Heimskarl suggested too. A spirit that boosts the group’s defence we have spirit of nature renewal, spirit of water and spirit of stone. These affect our team only so as to create a much simpler system that encourages a player wanting spirits to use a build based around spirits.

You want a spirit that lowers cooldowns? Get Anet to spread Alacrity to professions other than the Chronomancer first. It took long enough for them to give us toys that let us play with cooldowns at all.

Never Fight Alone” – Sunspear Creed
There, it’s dead and it’s never coming back!” – Famous last words

(edited by HotHit.6783)

A New spirit to cover Cooldowns?

in Ranger

Posted by: Zenos Osgorma.2936

Zenos Osgorma.2936

well true Anet want classes to play how they like can you imagine a team build built around this machanic or just taken at random as the groups wildcard it will work and give a strong advantage or it wont then the spirit can just be used everytime for its active , team members won’t need to add Weapon cooldown reductions and can swap out those traits for ether or somthing different.

those other spirits are straight up Additions of damage they don’t add support apart from Blind , and regen , resing those off only a few things Damage and a Nich support role, of which only one applies boons and the new Vengeful spirit is quite poor and needs to be changed , taking a GM just to make spirits Boon support viable should be a core feature of spirits at that 1 might per 3secs for 1 sec isn’t worthly of grant master, if it was 3 might for 3secs and other boons are 3secs it would out weight the Sacrifice system.

though thats getting into Spirit balance which is a different matter.

and a lot of people do still complain about condis taking too long to apply the damage the cause so this in effect will speed up its damage by 20% while reducing cooldowns of said skills by 20% increasing the applications and the Active quickness will allow for bursts of damage power or condi doesn’t matter.

the trade offs

using this spirit in a power/bunker team comp classic Medi bunker and cele eles and the likes, would be they will gain the increased overall dps and condi DoT speed increase , though the down side to that is the Specialised condi players on the opposing team get a stronger as a counter to the Reduced cooldowns , though reduced cooldowns just means the game is more fast paced without the need to spam buttons it would still require timing and application of condis at the right moments in a fight.

the down side while the spirit is dead or on cooldown no more 20% cooldown reductions or faster DoT condis which means that the team that used the spirit to creep to a advantage is now loosing out untill it gets resummoned.

you could even Apply a team burst and then Sacrifice the spirit to gain quickness and then Maintain the Advantage gained from said spirit at the cost of going back to normal cooldowns on both sides.

the old Energizing winds reduced Energy cost = more casts or attacks , though quite a few skills in gw1 had low or no cooldown apart from high damage skills so 20% cooldown reduction would equal the same result more attacks.

though yes Anet is slow on the uptake this would solve a little part of Boon support on the Ranger and it applies intresting Team machanics / different or faster plays.

it’ll be great in Experianced team comps but Randomly effective in SPvp (though its going to be a pain if the ranger using this spirit in sPvp does not keep a eye on how its effecting the team so it does add a down side to bad play or poor use)

overall the cooldown reductions doesn’t give any advantage since it effects everyone.
the only advantage this would give is to Specialised builds or the type of gear your using being a power spec or condi spec both gain the same amount of benifits so its still a even playing field , the only time it’ll become a advantage is when its used in a smart play or summoned/ sacrificed for a team coordinated attack.

(edited by Zenos Osgorma.2936)

A New spirit to cover Cooldowns?

in Ranger

Posted by: HotHit.6783

HotHit.6783

A symmetrical effect doesn’t give an advantage? Au contraire, that would make the skill pointless. Reducing everyone’s cooldowns increases offense overall in a perfectly symmetrical world, as endurance regen doesn’t increase to compensate thus there are less dodges. Increasing the game’s tempo throws off players like Elementalists, who often have mentally timed skill rotations due to numerous invisible cooldowns. Thieves and Revenants, who have secondary resources, will only gain a fraction of the benefit a Rapid Fire Ranger would. Unfortunately, I don’t have the PvP expertise to say for certain, but I’d predict perma alacrity would benefit the more offensive team, rather than the defensive team.

This effect is extremely minor or catastrophic to class balance. If the skill is good and meta then 2 of 9 professions aren’t allowed to play, since you’d need to make your team abuse the effect too to not lose. As an asymmetrical effect it would actually be easier to balance, as the extremes would not be so ridiculous.

Oh and reducing cooldowns of AI enemies will probably break the game somewhere.

Never Fight Alone” – Sunspear Creed
There, it’s dead and it’s never coming back!” – Famous last words

A New spirit to cover Cooldowns?

in Ranger

Posted by: Brian.6435

Brian.6435

I’m not saying you’re idea isn’t interesting, but instead of adding an entirely new mechanic, how bout making storm spirit just… useful and getting rid of swiftness as the passive boon and just making it reduce all skill cooldowns by an additional 10%?

A New spirit to cover Cooldowns?

in Ranger

Posted by: Zenos Osgorma.2936

Zenos Osgorma.2936

I’m not saying you’re idea isn’t interesting, but instead of adding an entirely new mechanic, how bout making storm spirit just… useful and getting rid of swiftness as the passive boon and just making it reduce all skill cooldowns by an additional 10%?

that’ll work too though boons on passive for spirits are bad need to be changed ether way and repurposing a old spirit won’t add any competitive edge with only 10% cooldown and replacing swiftness with somthing, right now ranger lack that support do these boons have game changing effects not really.

Thats why i proposed a new spirit one of a much more aggressive sort which effects play and control of skills+utility if a team burns through there Arsnal of weapons too quickly then you do the sacrifice , thats good play on your half and bad play for the Ele that spammed his cooldowns.

but i’d like to see Anet make condis Tick that little faster , even in PvE with the combination of frost,spotter and 20% faster condi ticks just for the reason Condis are slow..and its a much needed improvement in PvE’s case.

In itself the whole concept works , which i find very intresting for higher levels of play in Pvp.

A New spirit to cover Cooldowns?

in Ranger

Posted by: singinggecko.5736

singinggecko.5736

I’m not saying you’re idea isn’t interesting, but instead of adding an entirely new mechanic, how bout making storm spirit just… useful and getting rid of swiftness as the passive boon and just making it reduce all skill cooldowns by an additional 10%?

lol you just read my mind. Exactly what I was thinking.

A New spirit to cover Cooldowns?

in Ranger

Posted by: HotHit.6783

HotHit.6783

I’m not saying you’re idea isn’t interesting, but instead of adding an entirely new mechanic, how bout making storm spirit just… useful and getting rid of swiftness as the passive boon and just making it reduce all skill cooldowns by an additional 10%?

lol you just read my mind. Exactly what I was thinking.

Actually, better yet, if Storm Spirit traited pulsed out Alacrity you’d get ~22% Cooldown reduction as it would have 33% uptime. Rather than just more swiftness to go with your perma swiftness (and your allies’ perma swiftness if they have any boon duration).

Never Fight Alone” – Sunspear Creed
There, it’s dead and it’s never coming back!” – Famous last words

A New spirit to cover Cooldowns?

in Ranger

Posted by: Justine.6351

Justine.6351

Instead of ticking faster (that should be tied to a poison elite specialization, assassin!) why not just add +% condition dmg? Would make them more bursty.

A New spirit to cover Cooldowns?

in Ranger

Posted by: Zenos Osgorma.2936

Zenos Osgorma.2936

Instead of ticking faster (that should be tied to a poison elite specialization, assassin!) why not just add +% condition dmg? Would make them more bursty.

becasue % damage increases can be Abused by full condi builds while using this spirit if it also includes cooldown reductions.

having the ticks tick faster just means it does its damage quicker but does not increase the total amount which is much easier to keep seperate for balancing issues you increase the % damage now take burning for example and you increase the damage by 10-20% on a 5-10 stacks of burning , that would just do More damage for a way longer amount of time if it is sustainted.

increasing tick speed just means the condi also wear off quicker which means you’ll di 22secs worth of bleeds in 17.6secs rather than 22 and there won’t be any power creeping…with just slotting on 10-20% damage..its just typical people are obsessed with stright up damage boosts.

when this method adds flavour and requires less balancing , since its got no scaling damage its directly based off your main condi stats rather than just adding multiplier effects to gain a higher dps in the short run .

other applications of condi tick speed increases means short duration condis drop off quicker , so teams could activate the quickness then buff up on boons while the opposing team is on cooldown , since the spirit is now “dead sacrificed” they will no longer get the increased ticks meaning damage becomes Normalised and regen ect become more effective at reducing the DoT taken, while again avoiding multiplier effect power creeps.

it is simple easier to Balance since Vunrability effects condis now you have to consider that too , if condis did tick faster and the reduced cooldowns increase the amount of condi upkeep = would ether be the same or more compaired to a 20% multiplier which would also mean the condis last longer.

so ok you gained 20% more damage on the total amount of a condi.
base condi stat 1000 over 10secs (test condi bleeds)

93 per tick(1second) 25x = 2325per second + 20% damage(460.25 extra damage) -= 2785 per second total 10secs or 10 ticks or 278.5 per second.

20% faster ticks ( 0.8 secs) 0.8’s into 10 saves 2secs , which means over 10secs you’ll gain two extra ticks if you have a conditions that lasts 12seconds doing it damage in 10secs rather than 12.

93 per tick(1second) 25x = 2325per second over 8secs (10secs condi duration base)
total damage over 8secs 2325 per ticks,

two extra ticks if your condition has 12secs base 186 extra damage in the same time window of 10secs.

2325 + 186 = 2511 over 10seconds or 251per second

it benifits those that use higher condi stats and durations rather than just giving it a boost for those stats to be spent else where.

its not a Multipier so it only scales with Vunrabiliy or traits , it speeds up condi damage without suffering power creeping and does more than a 20% multiplier for High speced condi builds which longer durations.

(edited by Zenos Osgorma.2936)

A New spirit to cover Cooldowns?

in Ranger

Posted by: Justine.6351

Justine.6351

Instead of ticking faster (that should be tied to a poison elite specialization, assassin!) why not just add +% condition dmg? Would make them more bursty.

becasue % damage increases can be Abused by full condi builds while using this spirit if it also includes cooldown reductions.

having the ticks tick faster just means it does its damage quicker but does not increase the total amount which is much easier to keep seperate for balancing issues you increase the % damage now take burning for example and you increase the damage by 10-20% on a 5-10 stacks of burning , that would just do More damage for a way longer amount of time if it is sustainted.

increasing tick speed just means the condi also wear off quicker which means you’ll di 22secs worth of bleeds in 17.6secs rather than 22 and there won’t be any power creeping…with just slotting on 10-20% damage..its just typical people are obsessed with stright up damage boosts.

when this method adds flavour and requires less balancing , since its got no scaling damage its directly based off your main condi stats rather than just adding multiplier effects to gain a higher dps in the short run .

other applications of condi tick speed increases means short duration condis drop off quicker , so teams could activate the quickness then buff up on boons while the opposing team is on cooldown , since the spirit is now “dead sacrificed” they will no longer get the increased ticks meaning damage becomes Normalised and regen ect become more effective at reducing the DoT taken, while again avoiding multiplier effect power creeps.

it is simple easier to Balance since Vunrability effects condis now you have to consider that too , if condis did tick faster and the reduced cooldowns increase the amount of condi upkeep = would ether be the same or more compaired to a 20% multiplier which would also mean the condis last longer.

so ok you gained 20% more damage on the total amount of a condi.
base condi stat 1000 over 10secs (test condi bleeds)

93 per tick(1second) 25x = 2325per second + 20% damage(460.25 extra damage) -= 2785 per second total 10secs or 10 ticks or 278.5 per second.

20% faster ticks ( 0.8 secs) 0.8’s into 10 saves 2secs , which means over 10secs you’ll gain two extra ticks if you have a conditions that lasts 12seconds doing it damage in 10secs rather than 12.

93 per tick(1second) 25x = 2325per second over 8secs (10secs condi duration base)
total damage over 8secs 2325 per ticks,

two extra ticks if your condition has 12secs base 186 extra damage in the same time window of 10secs.

2325 + 186 = 2511 over 10seconds or 251per second

it benifits those that use higher condi stats and durations rather than just giving it a boost for those stats to be spent else where.

its not a Multipier so it only scales with Vunrabiliy or traits , it speeds up condi damage without suffering power creeping and does more than a 20% multiplier for High speced condi builds which longer durations.

so that wall of text…

so why not +% condition dmg and -% condition duration. Obviously balance the two numbers to desired effect.

A New spirit to cover Cooldowns?

in Ranger

Posted by: Zenos Osgorma.2936

Zenos Osgorma.2936

Instead of ticking faster (that should be tied to a poison elite specialization, assassin!) why not just add +% condition dmg? Would make them more bursty.

becasue % damage increases can be Abused by full condi builds while using this spirit if it also includes cooldown reductions.

having the ticks tick faster just means it does its damage quicker but does not increase the total amount which is much easier to keep seperate for balancing issues you increase the % damage now take burning for example and you increase the damage by 10-20% on a 5-10 stacks of burning , that would just do More damage for a way longer amount of time if it is sustainted.

increasing tick speed just means the condi also wear off quicker which means you’ll di 22secs worth of bleeds in 17.6secs rather than 22 and there won’t be any power creeping…with just slotting on 10-20% damage..its just typical people are obsessed with stright up damage boosts.

when this method adds flavour and requires less balancing , since its got no scaling damage its directly based off your main condi stats rather than just adding multiplier effects to gain a higher dps in the short run .

other applications of condi tick speed increases means short duration condis drop off quicker , so teams could activate the quickness then buff up on boons while the opposing team is on cooldown , since the spirit is now “dead sacrificed” they will no longer get the increased ticks meaning damage becomes Normalised and regen ect become more effective at reducing the DoT taken, while again avoiding multiplier effect power creeps.

it is simple easier to Balance since Vunrability effects condis now you have to consider that too , if condis did tick faster and the reduced cooldowns increase the amount of condi upkeep = would ether be the same or more compaired to a 20% multiplier which would also mean the condis last longer.

so ok you gained 20% more damage on the total amount of a condi.
base condi stat 1000 over 10secs (test condi bleeds)

93 per tick(1second) 25x = 2325per second + 20% damage(460.25 extra damage) -= 2785 per second total 10secs or 10 ticks or 278.5 per second.

20% faster ticks ( 0.8 secs) 0.8’s into 10 saves 2secs , which means over 10secs you’ll gain two extra ticks if you have a conditions that lasts 12seconds doing it damage in 10secs rather than 12.

93 per tick(1second) 25x = 2325per second over 8secs (10secs condi duration base)
total damage over 8secs 2325 per ticks,

two extra ticks if your condition has 12secs base 186 extra damage in the same time window of 10secs.

2325 + 186 = 2511 over 10seconds or 251per second

it benifits those that use higher condi stats and durations rather than just giving it a boost for those stats to be spent else where.

its not a Multipier so it only scales with Vunrabiliy or traits , it speeds up condi damage without suffering power creeping and does more than a 20% multiplier for High speced condi builds which longer durations.

so that wall of text…

so why not +% condition dmg and -% condition duration. Obviously balance the two numbers to desired effect.

the question is why do you want 20% more condi damage + that damage that is effectively 20% faster with the tick reduction.

20% damage + 25% Vun + 20% faster condi dps well that would scale nicely but its just obsessing over damage rather than the spirits effect on the over all match.

could you imagin that over 10 players>>?? it would be chaos if the opposing team ignored the spirit , this way controls its over scaling.

A New spirit to cover Cooldowns?

in Ranger

Posted by: Justine.6351

Justine.6351

Instead of ticking faster (that should be tied to a poison elite specialization, assassin!) why not just add +% condition dmg? Would make them more bursty.

becasue % damage increases can be Abused by full condi builds while using this spirit if it also includes cooldown reductions.

having the ticks tick faster just means it does its damage quicker but does not increase the total amount which is much easier to keep seperate for balancing issues you increase the % damage now take burning for example and you increase the damage by 10-20% on a 5-10 stacks of burning , that would just do More damage for a way longer amount of time if it is sustainted.

increasing tick speed just means the condi also wear off quicker which means you’ll di 22secs worth of bleeds in 17.6secs rather than 22 and there won’t be any power creeping…with just slotting on 10-20% damage..its just typical people are obsessed with stright up damage boosts.

when this method adds flavour and requires less balancing , since its got no scaling damage its directly based off your main condi stats rather than just adding multiplier effects to gain a higher dps in the short run .

other applications of condi tick speed increases means short duration condis drop off quicker , so teams could activate the quickness then buff up on boons while the opposing team is on cooldown , since the spirit is now “dead sacrificed” they will no longer get the increased ticks meaning damage becomes Normalised and regen ect become more effective at reducing the DoT taken, while again avoiding multiplier effect power creeps.

it is simple easier to Balance since Vunrability effects condis now you have to consider that too , if condis did tick faster and the reduced cooldowns increase the amount of condi upkeep = would ether be the same or more compaired to a 20% multiplier which would also mean the condis last longer.

so ok you gained 20% more damage on the total amount of a condi.
base condi stat 1000 over 10secs (test condi bleeds)

93 per tick(1second) 25x = 2325per second + 20% damage(460.25 extra damage) -= 2785 per second total 10secs or 10 ticks or 278.5 per second.

20% faster ticks ( 0.8 secs) 0.8’s into 10 saves 2secs , which means over 10secs you’ll gain two extra ticks if you have a conditions that lasts 12seconds doing it damage in 10secs rather than 12.

93 per tick(1second) 25x = 2325per second over 8secs (10secs condi duration base)
total damage over 8secs 2325 per ticks,

two extra ticks if your condition has 12secs base 186 extra damage in the same time window of 10secs.

2325 + 186 = 2511 over 10seconds or 251per second

it benifits those that use higher condi stats and durations rather than just giving it a boost for those stats to be spent else where.

its not a Multipier so it only scales with Vunrabiliy or traits , it speeds up condi damage without suffering power creeping and does more than a 20% multiplier for High speced condi builds which longer durations.

so that wall of text…

so why not +% condition dmg and -% condition duration. Obviously balance the two numbers to desired effect.

the question is why do you want 20% more condi damage + that damage that is effectively 20% faster with the tick reduction.

20% damage + 25% Vun + 20% faster condi dps well that would scale nicely but its just obsessing over damage rather than the spirits effect on the over all match.

could you imagin that over 10 players>>?? it would be chaos if the opposing team ignored the spirit , this way controls its over scaling.

So why do you even want faster ticks again? No wall of text please. If you can’t explain in two sentences its too complicated and will get whatevered.

A New spirit to cover Cooldowns?

in Ranger

Posted by: Zenos Osgorma.2936

Zenos Osgorma.2936

PvE: Dungeon mostly because condis slow vs the current meta and AI/mobs/bosses.
WvW: wont be much use its a spirit for skirmishing / roaming just speeds up condi builds so they dont have to spend so long fighting/kiting
Spvp : Tactical use to speed up ticks for condi spec teams vs glass/ bunker support teams. condi teams are slower at killing defenders , if the defenders are not in range of the spirit it’ll give the user a condi advantage vs his clearing cooldowns.

Specialised play roles Team manipulation for advantages and sacrificing it to avoid disadvantages forming, it also gives rangers AoE quickness for short durations 3secs , a well needed party offensive boon rangers lack , right now we have only Aoe Swiftness and regen , and swifitness isnt needed for as other classes already have plenty, adding quickness for team use or just Sacrificing the spirit under your control to speed up someone elses stomps, hundred blades to speed it up finish its attack maybe down someone , indirectly effecting the fight from a distance while the spirits off-side on the node. ect its competitive ability is huge.

if you can’t understand it Beyond two sentences i dont even know why im trying to discuss this with you since you’ve not altered or offered somthing else to add , apart from add % damage is the most common asked for add on or buff.

A New spirit to cover Cooldowns?

in Ranger

Posted by: Heimskarl Ashfiend.9582

Heimskarl Ashfiend.9582

It is just far easier to code a damage increase by a % while inside the spirit radius than to make a global mechanic change by ticking on a separate interval while inside a spirits radius. They will never code that, I’m afraid.