Astral Wisp
This skill just needs SOMETHING added onto it, it’s just weak beyond belief right now.
As their mother, I have to grant them their wish. – Forever Fyonna
There is no point to use it at all.
However, I love the wisp theme of it. I also loved it when Lingering Light had a wisp circle around the Druid. But they both didn’t do anything useful.
I suggested in BWE3 to let both wisps give blind to enemies they touch, but only Lingering Light was changed and the wisp was removed from it. Lingering light was an improvement, but the theme was a loss.
However, Astral Wisp can’t remain unchanged. It’s a dead skill that’s even more dead than Vine Surge.
They need to add a second wisp.
This skill clearly needs a rework, it doesn’t bring anything at the moment. Heals are weak and unreliable.
For starters, the travel and orbiting speed could use a bump. It fires slow, travels slow, and orbits a target about 2 complete passes for the duration. If they made it so the wisp travels faster to the target and does 1 complete orbit per second it would definitely be an improvement to the current iteration.
Will update once Path of Fire releases.
Id like to see you be able to make the wisp “explode” if it is orbiting an enemy to do more damage and healing or something like that. Or have it be able to chain to one more enemy if it hits them while orbiting.
That’s pretty awesome, actually…might be a bit TOO awesome though no? The wisp is on a short cool down, is AoE healing every second or two. It’s not hard to keep it up most of the time. Still, I like your thinking.
That’s pretty awesome, actually…might be a bit TOO awesome though no? The wisp is on a short cool down, is AoE healing every second or two. It’s not hard to keep it up most of the time. Still, I like your thinking.
I just feel like the weapon should do something other than auto attack spam. We already have too many weapons that are just auto spam. At least if you could cause the wisp to detonate it would be more active gameplay. Or if it could hit multiple enemies it would still require “positioning”, which apparently is the idea for the weapon, in order to create wisps on all of them. Plus there is nothing to dodge on staff. It just sits there and does 1,1,1,1,1,1,1. Making astral wisp something that you might want to dodge would be nice I guess.
The whole staff feels like an Astral Bar filler.
#1? A filler
#2? Another filler
#3? Well, okay this one is useful
#4? A skill that I haven’t yet found a good use of. Immob is short and effect delay long.
#5? A deflect that is a filler
Astral Wisp is not the only problem but one to be looked at for sure.
The whole design is rather strange. You won’t be able to use CAF as often as you need to with any other weapon than staff… But Having it is good for nothing else but filling up the bar.
If #2 felt like a real ability that procced slow or blind or cleanse or whatever I wouldn’t probably find the setup as strange.
The whole staff feels like an Astral Bar filler.
#1? A filler
#2? Another filler
#3? Well, okay this one is useful
#4? A skill that I haven’t yet found a good use of. Immob is short and effect delay long.
#5? A deflect that is a fillerAstral Wisp is not the only problem but one to be looked at for sure.
The whole design is rather strange. You won’t be able to use CAF as often as you need to with any other weapon than staff… But Having it is good for nothing else but filling up the bar.
If #2 felt like a real ability that procced slow or blind or cleanse or whatever I wouldn’t probably find the setup as strange.
Heck, add the blind to the basic wisp, and change Lingering Light to proc Regen on allies hit with the wisp. Would give us actual Regen on staff, and would allow for healing of party members AFTER they leave the area of the wisp.
Heck, add the blind to the basic wisp, and change Lingering Light to proc Regen on allies hit with the wisp. Would give us actual Regen on staff, and would allow for healing of party members AFTER they leave the area of the wisp.
No, please, no more regen on Ranger. We are so overkilled by it that I can’t even contain myself.
I find Lingering Light in balanced state. Staff is my concern.
Wisp is what needs something to be rewarding. More Damage? Bonus condition glued? Bonus effect on the Wisp Heal like increased might? Anything.
Right now I don’t even know if I did something wrong when playing staff. Because everything on it except #5>#3 combo feels equally worthless.
Heck, add the blind to the basic wisp, and change Lingering Light to proc Regen on allies hit with the wisp. Would give us actual Regen on staff, and would allow for healing of party members AFTER they leave the area of the wisp.
No, please, no more regen on Ranger. We are so overkilled by it that I can’t even contain myself.
I find Lingering Light in balanced state. Staff is my concern.
Wisp is what needs something to be rewarding. More Damage? Bonus condition glued? Bonus effect on the Wisp Heal like increased might? Anything.
Right now I don’t even know if I did something wrong when playing staff. Because everything on it except #5>#3 combo feels equally worthless.
LOL – noted. Does Grace of the Land Proc from wisp? Maybe if it orbited faster at a larger radius it would help by increasing group damage?
LOL – noted. Does Grace of the Land Proc from wisp? Maybe if it orbited faster at a larger radius it would help by increasing group damage?
It doesn’t. It procs only from Astral abilities. Which means CAF skills and Glyphs with Verdant Etching only.
(edited by Tragic Positive.9356)
LOL – noted. Does Grace of the Land Proc from wisp? Maybe if it orbited faster at a larger radius it would help by increasing group damage?
It doesn’t. It procs only from Astral abilities. Which means CAF skills and Glyphs with Verdant Etching only.
so that pretty much makes Staff Useless with LL only CAF and glyphs with the trait.
i guess its ok but again a GM requiring a master trait to make it work outside of CAF a bit harsh.
Asteral wisp should be come a Staff and CAF skill (though the CAF version is more tuned up which grants Retailiation)
Astral Wisp and Vine Surge I think both need some minor tweaks.
For Vine Surge, I think the only change needed is adding one or 2 more seconds to the immobility.
Astral Wisp, I don’t know. As others have said, it is not worth it to stop auto-attacking with staff. It travels too slow, and doesn’t heal enough.
I’ve brought out my bear to tank a few champions, just to see. With just auto-attacking, I was able to keep it’s health more steady. If I stopped to cast Astral Wisp, the bears health would dip a good amount, and the wisp did not make up for what was lost.
So, I guess, speed up the travel time, and increase the amount of healing it does.
I don’t know if we’re going to see more damage or healing added to Astral Wisp, given the (IMO, unfounded) complaints in PvP about Druid damage and healing already. Heavy CC and Blind are unlikely for the same reason.
I would like another utility added to the wisp that makes it more situationally useful. Something like boon theft (upon hitting an ally, the wisp steals a boon from the attached enemy and transfers it to the ally) or condition cleanse/conversion on affected allies would be very useful, in-theme, and avoid adding direct damage/healing to the wisp in exchange for more utility in certain situations. The CD of wisp would be increased to accommodate the additional utility, but I see it as a fair tradeoff given that wisp in its current state is generally useless even with its low CD.
Make wisp a shout. Make the wisp instantly on the target. Make the wisp last longer, heal more, and allow it overlap for anywhere from 5 to 10 seconds.
And if damage is the question, allow it to burn the target while it circles.
Vine surge just needs to be replaced with another wisp that’s also a shout, is instant, and CC’s the target for three seconds. It should remove conditions from allies near it. Each condition removed should change into a boon for those targets.
Basically, everything it does now but smoother, faster, and replaces conditions with boons.
(edited by Ardenwolfe.8590)
I would like another utility added to the wisp that makes it more situationally useful. Something like boon theft (upon hitting an ally, the wisp steals a boon from the attached enemy and transfers it to the ally) or condition cleanse/conversion on affected allies would be very useful, in-theme, and avoid adding direct damage/healing to the wisp in exchange for more utility in certain situations. The CD of wisp would be increased to accommodate the additional utility, but I see it as a fair tradeoff given that wisp in its current state is generally useless even with its low CD.
I really love that boon theft idea. +1
I like the idea of the wisp transfering a condition from touched allies to the orbited foe on contact. I don’t care if the CD is increased. If it did that with something else, that would be amazing.
I think the reason the wisp does not affect enemies is because of potential griefing. It would be very important for the player to steer clear of his allies so they don’t get blinded, but instead he could deliberately stand in the middle of his zerg. He could also simply be completely unaware. Which is frustrating to his allies, since they have almost no control over it, but their ally is blinding them.
I like the idea of the wisp transferring boons and conditions between allies and his target. This has no potential for griefing.
It would also be nice if the wisp simply gave a good boon to allies it touches, like Aegis. So a defensive boons that are useful in melee combat. Or simply have it blind the attached enemy once every rotation.
Right now it offers nothing more than the auto attack does and this would really help a lot against reapers which kind of own us right now.
Just wanted to say that Reapers aren’t giving me any problems =)
I think the reason the wisp does not affect enemies is because of potential griefing. It would be very important for the player to steer clear of his allies so they don’t get blinded, but instead he could deliberately stand in the middle of his zerg. He could also simply be completely unaware. Which is frustrating to his allies, since they have almost no control over it, but their ally is blinding them.
I like the idea of the wisp transferring boons and conditions between allies and his target. This has no potential for griefing.
It would also be nice if the wisp simply gave a good boon to allies it touches, like Aegis. So a defensive boons that are useful in melee combat. Or simply have it blind the attached enemy once every rotation.
This doesn’t make sense. If the wisp were to effect enemies, how would that lead to allies getting blinded? I confus.
This doesn’t make sense. If the wisp were to effect enemies, how would that lead to allies getting blinded? I confus.
He doesn’t mean the allies of the druid, but the allies of the enemy. Imagine a WvW zerg fight. If the wisp would blind enemies around the target (so: the allies of the target), druids could shoot the wisp at a player. Counterplay would be for the target to not stay close to his allies. But if this guy isn’t aware, he would grief his own allies. The other players aren’t able to counterplay, because they can’t prevent their ally to stay close to them.
At least I think that is what he meant.
This doesn’t make sense. If the wisp were to effect enemies, how would that lead to allies getting blinded? I confus.
He doesn’t mean the allies of the druid, but the allies of the enemy. Imagine a WvW zerg fight. If the wisp would blind enemies around the target (so: the allies of the target), druids could shoot the wisp at a player. Counterplay would be for the target to not stay close to his allies. But if this guy isn’t aware, he would grief his own allies. The other players aren’t able to counterplay, because they can’t prevent their ally to stay close to them.
At least I think that is what he meant.
That is correct.
This doesn’t make sense. If the wisp were to effect enemies, how would that lead to allies getting blinded? I confus.
He doesn’t mean the allies of the druid, but the allies of the enemy. Imagine a WvW zerg fight. If the wisp would blind enemies around the target (so: the allies of the target), druids could shoot the wisp at a player. Counterplay would be for the target to not stay close to his allies. But if this guy isn’t aware, he would grief his own allies. The other players aren’t able to counterplay, because they can’t prevent their ally to stay close to them.
At least I think that is what he meant.
Gotcha, thanks.
I’m wishing this skill would transfer condi’s from touched allies to the target orbited.
I think it needs to apply some kind of damaging condition.
I think it needs to apply some kind of damaging condition.
Most of the weapons in this game have a high damaging #2 skill except for this one. Astral wisp should probably be something like orb of light on guardian staff which can hit like a truck if specced for zerker.
I think it needs to apply some kind of damaging condition.
The staff is dedicated to support. Astral Wisp if reworked should stay a supportive skill.
I think it needs to apply some kind of damaging condition.
The staff is dedicated to support. Astral Wisp if reworked should stay a supportive skill.
Guardian staff is also dedicated to support. Orb of Light is a supportive skill, but does more damage than Astral Wisp. Its not so black and white like that.
In all fairness… the only “Nature” skill there is the #4 skill the others are not natural apart from the naming. I would have liked to have more druidic theme though, like the item thieves steal from us… wtf is that, I have never spawned a tree as a ranger or druid… that said… I’d rather that over one of the other abilites. e.g. it could grant regen or pulse heal friendlies and weaken enemies due to pulsing a spore like cloud out.
how about summoning bees to inflict poison on the target and remove condis from friendlies in the path
I kinda like the idea of #5 but its visuals are more light than nature. make a vine wall but make it have the spirits glow and transparency?
the #1 skill works, but i cant help but think that streaming a swarm of bees at the target is better…
a bit of a rant but hey…