Immobile Spirits

Immobile Spirits

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Posted by: Soilder.3607

Soilder.3607

Was this an intended change, because I don’t really like. The other changes they made to spirits are great, but I don’t understand why this needed to happen.

Stormbluff Isle

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Posted by: Wondrouswall.7169

Wondrouswall.7169

Change was done to stop “Petting Zoos”…

PET PRECISION & DPS TESTS -OUTDATED-
Will update once Path of Fire releases.

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Posted by: kentender.3078

kentender.3078

It doesn’t stop “petting zoos”. They are just staked to the ground now!

It makes no sense to immobilze spirits. Rangers are vulnerable inside short range melee distances and when not able to move. You trigger your defensive spirits outside that range. Inside… it’s too late!

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Posted by: Morwath.9817

Morwath.9817

Was this an intended change, because I don’t really like. The other changes they made to spirits are great, but I don’t understand why this needed to happen.

I don’t like other changes:
-> They die after activation.
→ Since they are Immobile they are even easier to kill.
-> Passive pulse from Trait is too short (1,25s every 3s).
-> They don’t activate anymore when killed i think (?).

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Posted by: Yasha.5963

Yasha.5963

Oh my god, I just discovered this today- this is insane! How about making necro minions immobile as well. A complete joke, really wtf are you thinking.

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Posted by: Heimskarl Ashfiend.9582

Heimskarl Ashfiend.9582

Immobile is fine, assuming the Range is large enough to be able to affect the moving battle. Which it isn’t, therefore immobile is a massive nerf. Range needs to be increased dramatically.

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Posted by: Durzlla.6295

Durzlla.6295

Immobile is fine, assuming the Range is large enough to be able to affect the moving battle. Which it isn’t, therefore immobile is a massive nerf. Range needs to be increased dramatically.

They have a 1200 radius…

They sing dark, delicious notes about power and family.
As their mother, I have to grant them their wish. – Forever Fyonna

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Posted by: runeblade.7514

runeblade.7514

Immobile is fine, assuming the Range is large enough to be able to affect the moving battle. Which it isn’t, therefore immobile is a massive nerf. Range needs to be increased dramatically.

They have a 1200 radius…

Wrong, they have 360 radius. Its even in the tooltip. You can even test it out that they don’t have 1200 radius.

5x Warrior, 5x Ranger, 4x Elementalist, 4x Engineer,
4x Necromancer, 3x Mesmer, 4x Guardian, 4x Thief, 4 Revenant

Immobile Spirits

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Posted by: Soilder.3607

Soilder.3607

Immobile is fine, assuming the Range is large enough to be able to affect the moving battle. Which it isn’t, therefore immobile is a massive nerf. Range needs to be increased dramatically.

They have a 1200 radius…

Wrong, they have 360 radius. Its even in the tooltip. You can even test it out that they don’t have 1200 radius.

The radius of their passive effect is 1000, is what he meant to say.

If spirits are going to be able and sacrificial, then they should be immune to damage imo.

Stormbluff Isle

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Posted by: Pha.5693

Pha.5693

Was this an intended change, because I don’t really like. The other changes they made to spirits are great, but I don’t understand why this needed to happen.

I don’t like other changes:
-> They die after activation.
-> Since they are Immobile they are even easier to kill.
-> Passive pulse from Trait is too short (1,25s every 3s).
-> They don’t activate anymore when killed i think (?).

Agreed! They should at least move and when killed activate. To be honest, at the moment it is so bad, I would just be glad if they moved… They have legs and everything, it doesn’t look right.

I started a ranger because I really liked the moving spirits, I finally got my ranger leveled up, now there was a big update and my spirits are stuck to the ground, making all my efforts for nothing. I literally made a ranger because I loved the spirits so much!

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Posted by: Heimskarl Ashfiend.9582

Heimskarl Ashfiend.9582

Immobile is fine, assuming the Range is large enough to be able to affect the moving battle. Which it isn’t, therefore immobile is a massive nerf. Range needs to be increased dramatically.

They have a 1200 radius…

They are 1000 I thought. Anyway, even at 1200 it is far too small. 900-1200 units is teleport range and then you have ranged attacks on top of that to easily destroy a spirit and take it out of play. Don’t get me wrong, I agree with them being immobile and also easy to kill, but they should have a much larger range.

ie GW1 spirits had double the range of a LB. If it were the same here, you could lay the spirit somewhere safe to benefit your team. If the benefit is too great for the opposing team to deal with, they will need to move out of position to take down the spirit. With a 1200 range, a Mesmer/Ranger can just AA it for 2s and it is gone without any drawback to their play at all. Everyone else only needs to move 300 units towards it or shadowstep/teleport to it instantly to kill it.

That is why, imo, they need at least a 2000 range.

Oh yeah, also, remove the active skill and make them Shadow Walk; “You shadowstep to your spirit”.

(edited by Heimskarl Ashfiend.9582)

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Posted by: Durzlla.6295

Durzlla.6295

Immobile is fine, assuming the Range is large enough to be able to affect the moving battle. Which it isn’t, therefore immobile is a massive nerf. Range needs to be increased dramatically.

They have a 1200 radius…

They are 1000 I thought. Anyway, even at 1200 it is far too small. 900-1200 units is teleport range and then you have ranged attacks on top of that to easily destroy a spirit and take it out of play. Don’t get me wrong, I agree with them being immobile and also easy to kill, but they should have a much larger range.

ie GW1 spirits had double the range of a LB. If it were the same here, you could lay the spirit somewhere safe to benefit your team. If the benefit is too great for the opposing team to deal with, they will need to move out of position to take down the spirit. With a 1200 range, a Mesmer/Ranger can just AA it for 2s and it is gone without any drawback to their play at all. Everyone else only needs to move 300 units towards it or shadowstep/teleport to it instantly to kill it.

That is why, imo, they need at least a 2000 range.

Oh yeah, also, remove the active skill and make them Shadow Walk; “You shadowstep to your spirit”.

I think spirits are in a good place ATM, sure a Mesmer or ranger can deal with them quickly, but that’s IF they’re using a GS or LB respectively. And lately I haven’t seen a whole lot of either (no idea why for Mesmer, I know a lot of rangers have been condi lately though).

That being said, the reason they have a shorter range is because the active is there to essentially force people to not deal with it in melee range, which effectively leaves ranged as the only option.

I’d much rather they leave the actives as is (if anything increase their radius a little more, but it’s fine now) because they’re all strong enough to really punish people who get to close.

They sing dark, delicious notes about power and family.
As their mother, I have to grant them their wish. – Forever Fyonna