Moving spirits! Please!
It would be very nice to see this return… I really despise that my spirits have to stand hopelessly still and wait to be slaughtered by 1 well placed aoe
2015-2016
Fort Aspenwood
I agree also. Never really understood why they made them stationary in the first place.
Especially when they’re taking 95% less damage now, we don’t have to place them down in awkward places in FOTM/Dungeons.
The design of this utility goes against how HoT events work, meta or not. Please reconsider following spirits.
please note that the 95% damage reduction on spirits just means attacks with cleave Still do the Maximum amount as the attack is Cleave damage and Aoe damage still damages its maximum amount if targeted .
so if the spirits are moving with you the ranger , the spirits will still take the maximum damage as they are targeted with a cleave or the Aoe being planted ontop of them (aka again targeted) the results are still the same , Cleaves and planted Aoes ontop of spirits or ranger they follow will still be in radius/cleave range dealt full damage .
so no to moving spirits , just increase the radius to gw1 standards these spirits were ment to be field altering effects not just a silly damage boost/ condi damage effect.
over all the way spirits function right now is perfect , the radius they have sucks.
please note that the 95% damage reduction on spirits just means attacks with cleave Still do the Maximum amount as the attack is Cleave damage and Aoe damage still damages its maximum amount if targeted .
so if the spirits are moving with you the ranger , the spirits will still take the maximum damage as they are targeted with a cleave or the Aoe being planted ontop of them (aka again targeted) the results are still the same , Cleaves and planted Aoes ontop of spirits or ranger they follow will still be in radius/cleave range dealt full damage .
so no to moving spirits , just increase the radius to gw1 standards these spirits were ment to be field altering effects not just a silly damage boost/ condi damage effect.
over all the way spirits function right now is perfect , the radius they have sucks.
That sounds fair. And besides, spirits rarely draw aggro. So I wouldn’t mind that.
please note that the 95% damage reduction on spirits just means attacks with cleave Still do the Maximum amount as the attack is Cleave damage and Aoe damage still damages its maximum amount if targeted .
so if the spirits are moving with you the ranger , the spirits will still take the maximum damage as they are targeted with a cleave or the Aoe being planted ontop of them (aka again targeted) the results are still the same , Cleaves and planted Aoes ontop of spirits or ranger they follow will still be in radius/cleave range dealt full damage .
so no to moving spirits , just increase the radius to gw1 standards these spirits were ment to be field altering effects not just a silly damage boost/ condi damage effect.
over all the way spirits function right now is perfect , the radius they have sucks.
I find the spirit utility to be closer in like with banners than turrets, spirit weapons, and Necro pets that attack from melee/range plus support/boon. Why Ranger Spirits don’t follow the pick-up and place, and indestructible mechanics of banners I don’t know.
I would still prefer follow+Indestructible though.
(edited by Wetpaw.3487)
It would be cool if they weren’t targetable and actually followed the ranger around like actual spirits. Also, they should just round up the percent chance proc for frost spirit to 100% to just make it consistent.
I would love having my little zoo again but Anet is probably afraid of this happening-
See you in Tyria.
Likewise. Then again, if they did return Spirits Unbound, I wouldn’t mind them removing the health buff and increased active radius from Nature’s Vengeance as a trade off so they can delude the mobile petting zoo scenario.
Will update once Path of Fire releases.
I’d never be a fan of returning to moving spirits. It just breeds a build about as unimaginative kitten signet warriors. Sadly 5 signet warriors have more to offer the player.
Imagination has nothing to do with stronger support.
Imagination has nothing to do with stronger support.
Stronger passive gameplay we do not need.
Imagination has nothing to do with stronger support.
Stronger passive gameplay we do not need.
Why didn’t you say that in he first place? Its a much better argument then “Imagination”.
As for the spirits themselves, its not their fault they are passive. They have a 10s ICD now, (bar frost) the only thing they do is provide boons and a bit extra every 10s. Ele constantly kittens out boons and “a bit extra” with Tempest. (As well as a plethora of other things.)
The issue now with them is they dont work, they aren’t used at all and would be a great addition to a dedicated support. If you would be so kind as a way to suggest “active” play to spirits I’d love to hear it. But saying “no, no one should use them ever in pvp again” isn’t a compelling argument.
(edited by Aylpse.6280)
Imagination has nothing to do with stronger support.
Stronger passive gameplay we do not need.
Why didn’t you say that in he first place? Its a much better argument then “Imagination”.
As for the spirits themselves, its not their fault they are passive. They have a 10s ICD now, (bar frost) the only thing they do is provide boons and a bit extra every 10s. Ele constantly kittens out boons and “a bit extra” with Tempest. (As well as a plethora of other things.)
The issue now with them is they dont work, they aren’t used at all and would be a great addition to a dedicated support. If you would be so kind as a way to suggest “active” play to spirits I’d love to hear it. But saying “no, no one should use them ever in pvp again” isn’t a compelling argument.
I said unimaginative because it is a synonym for passive gameplay.
If I were to rework spirits I would:
- give the spirits their own stats where appropriate, example: sun spirit has 1250 condi dmg for ALL burns originating from it. 1500 traited?
- Create a non moving spirit at target location that area buffs/debuffs.
- Interacting with spirit picks it up instantly recharging its creation CD.
- It’s flip over skill would be ground targeting movement with an area attack or defensive effect with a short CD of maybe 5-10sec.
- only 1 spirit can be out at a time. Choose the right spirit for the job.
Just allowing spirits to be cast at target location and also frequently moved with its flip over skill would make them more active than “follow me around”.
It’s my little opinion that every ranger should be highly encouraged to take one spirit and/or trap. They are just two items that form my idea of guild wars rangers. I do not think a ranger (or any player really) should be pigeonholed into feeling that a solid build is the one that stacks all skills of the same type into the healing, 3 utility slots and elite slot. I love /hate the weapon and skill- type traits for promoting this.
Imagination has nothing to do with stronger support.
Stronger passive gameplay we do not need.
The ranger is all about stronger passive gameplay. Ranger does not have any other choice than provide unique boons to allies/himself. Not that they are any good anyway.
DPS or condi is not an option.
Even Irenio or someone decide to overhaul the ranger and remake it in a class i actually can play with seriously, we still need mobile spirits.
Imagination has nothing to do with stronger support.
Stronger passive gameplay we do not need.
The ranger is all about stronger passive gameplay.
That has to be the saddest thing you have written on the forums to date.
Imagination has nothing to do with stronger support.
Stronger passive gameplay we do not need.
The ranger is all about stronger passive gameplay.
That has to be the saddest thing you have written on the forums to date.
I don’t follow your beef with me dude, you should take a break and breath. White knights are always tiresome.
Longbow is passive gameplay. Immobile spirits are passive gameplay.
Sword AA is passive gameplay. Staff is passive gameplay.
Spotter is passive gameplay. Our pet is designed to be used as meatwall aka passive gameplay. The other choices like moving spirits have been deleted or nerfed to oblivion. Common sense you see?
Do i like it? No. Will this dudes from Anet change it? After 3 years i don’t think so.
Imagination has nothing to do with stronger support.
Stronger passive gameplay we do not need.
The ranger is all about stronger passive gameplay.
That has to be the saddest thing you have written on the forums to date.
I don’t follow your beef with me dude, you should take a break and breath. White knights are always tiresome.
Longbow is passive gameplay. Immobile spirits are passive gameplay.
Sword AA is passive gameplay. Staff is passive gameplay.
Spotter is passive gameplay. Our pet is designed to be used as meatwall aka passive gameplay. The other choices like moving spirits have been deleted or nerfed to oblivion. Common sense you see?Do i like it? No. Will this dudes from Anet change it? After 3 years i don’t think so.
I don’t think you quite understand what I mean by passive gameplay.
Imagination has nothing to do with stronger support.
Stronger passive gameplay we do not need.
Why didn’t you say that in he first place? Its a much better argument then “Imagination”.
As for the spirits themselves, its not their fault they are passive. They have a 10s ICD now, (bar frost) the only thing they do is provide boons and a bit extra every 10s. Ele constantly kittens out boons and “a bit extra” with Tempest. (As well as a plethora of other things.)
The issue now with them is they dont work, they aren’t used at all and would be a great addition to a dedicated support. If you would be so kind as a way to suggest “active” play to spirits I’d love to hear it. But saying “no, no one should use them ever in pvp again” isn’t a compelling argument.
I said unimaginative because it is a synonym for passive gameplay.
If I were to rework spirits I would:
- give the spirits their own stats where appropriate, example: sun spirit has 1250 condi dmg for ALL burns originating from it. 1500 traited?
- Create a non moving spirit at target location that area buffs/debuffs.
- Interacting with spirit picks it up instantly recharging its creation CD.
- It’s flip over skill would be ground targeting movement with an area attack or defensive effect with a short CD of maybe 5-10sec.
- only 1 spirit can be out at a time. Choose the right spirit for the job.
Just allowing spirits to be cast at target location and also frequently moved with its flip over skill would make them more active than “follow me around”.
It’s my little opinion that every ranger should be highly encouraged to take one spirit and/or trap. They are just two items that form my idea of guild wars rangers. I do not think a ranger (or any player really) should be pigeonholed into feeling that a solid build is the one that stacks all skills of the same type into the healing, 3 utility slots and elite slot. I love /hate the weapon and skill- type traits for promoting this.
Although all this ideas sound amazing, we don’t need so much work.
How the spirits worked before all the nerfing (for the newcomers it happened something similar to the druid) was fine and a lot of fun.
There was a couple of traits that made them mobile, improved the health pool and also make them cast the active ability when they die. This was important because no having any other means to know how long is left for the spirit to die this trait made them actually useful.
I would bring back:
- One trait to make them mobile and also to trigger the active ability when they die.
- Remove all those iCD they added. The spirit to pulse the buff to up 5 allies every 8 seconds. While the boon it active you have a chance of 70% to trigger the passive effect.
- Right now the passive effect trigger once every 10 seconds and what can i say, that’s sad.
I would bring back:
- One trait to make them mobile and also to trigger the active ability when they die.
- Remove all those iCD they added. The spirit to pulse the buff to up 5 allies every 8 seconds. While the boon it active you have a chance of 70% to trigger the passive effect.
- Right now the passive effect trigger once every 10 seconds and what can i say, that’s sad.
So, you would bring back the brain-dead auto proc on death trait and nerf the % to trigger passives by 5%. Swell.
Will update once Path of Fire releases.
Imagination has nothing to do with stronger support.
Stronger passive gameplay we do not need.
Why didn’t you say that in he first place? Its a much better argument then “Imagination”.
As for the spirits themselves, its not their fault they are passive. They have a 10s ICD now, (bar frost) the only thing they do is provide boons and a bit extra every 10s. Ele constantly kittens out boons and “a bit extra” with Tempest. (As well as a plethora of other things.)
The issue now with them is they dont work, they aren’t used at all and would be a great addition to a dedicated support. If you would be so kind as a way to suggest “active” play to spirits I’d love to hear it. But saying “no, no one should use them ever in pvp again” isn’t a compelling argument.
I said unimaginative because it is a synonym for passive gameplay.
If I were to rework spirits I would:
- give the spirits their own stats where appropriate, example: sun spirit has 1250 condi dmg for ALL burns originating from it. 1500 traited?
- Create a non moving spirit at target location that area buffs/debuffs.
- Interacting with spirit picks it up instantly recharging its creation CD.
- It’s flip over skill would be ground targeting movement with an area attack or defensive effect with a short CD of maybe 5-10sec.
- only 1 spirit can be out at a time. Choose the right spirit for the job.
Just allowing spirits to be cast at target location and also frequently moved with its flip over skill would make them more active than “follow me around”.
It’s my little opinion that every ranger should be highly encouraged to take one spirit and/or trap. They are just two items that form my idea of guild wars rangers. I do not think a ranger (or any player really) should be pigeonholed into feeling that a solid build is the one that stacks all skills of the same type into the healing, 3 utility slots and elite slot. I love /hate the weapon and skill- type traits for promoting this.
The definition of imagination and passive are in no way related, I would suggest rewording.
As for this spirit idea, I’d be fine with it, its pretty good actually.
I’m against moving spirits.
They should have an even bigger range than they already have and their CD should start when you cast them, not when they die/vanish. That’s it.
I’m against moving spirits.
They should have an even bigger range than they already have and their CD should start when you cast them, not when they die/vanish. That’s it.
the problem with the spirits is not the passive that is actually quite large. the active is too small, but you can blind everyone within 1000 units.
with the trait you have the choice to make them mobile. there is the same guy with alt accounts posting that he doesnt want them but in general people want mobile spirits
it cant be wrong to have the choice to make them mobile or not. only reason you would be against this is because you dont pvp with a ranger and just come here to troll.
and roll them back before all the absurd nerfs: every 8 seconds they give you the boon and for those 8 seconds you have a chance to burn your target on hit.
right now the boon is applied every 8 seconds but the effect has an icd of 10 seconds. so you most probably you will trigger the effect every 16 seconds. 1 stack of burning for 2 seconds every 16 seconds…. that even sounds sad.
the only spirit Aney didnt touch is the frost spirit, and we all know that is the only passive that people is happy with.
Aney should bring the other spirits in line of frost instead keep nerfing the crap out of them.
(edited by anduriell.6280)
I’m against moving spirits.
They should have an even bigger range than they already have and their CD should start when you cast them, not when they die/vanish. That’s it.
the problem with the spirits is not the passive that is actually quite large. the active is too small, but you can blind everyone within 1000 units.
with the trait you have the choice to make them mobile. there is the same guy with alt accounts posting that he doesnt want them but in general people want mobile spirits
it cant be wrong to have the choice to make them mobile or not. only reason you would be against this is because you dont pvp with a ranger and just come here to troll.
Wot? I’m about to reach diamond playing extremely casually. Whatever.
I don’t like moving spirits becouse more pets create unecessary clutter to our screens. They also act as annoying bodyblocks in PvP, they screw up targeting and can potentially be an incredible annoyance if they ever become viable again. Yes it can be wrong if they ever become (meta) viable.
Also, what’s the problem on placing them strategically? Buff the actives for all I care.
You have your reasons, I have mine. By how spirits work right now, Anet may agree more with me.
(edited by Khenzy.9348)
Wot? I’m about to reach diamond playing extremely casually. Whatever.
_I don’t like moving spirits becouse more pets create unecessary clutter to our screens. _…They also act as annoying bodyblocks in PvP*…
Also, what’s the problem on placing them strategically? Buff the actives for all I care.
i guess… main ele?
yep, you just gave another reason why mobile spirits must come back. Another way for the ranger to support their team aka my class is rewarding. we have reaper minion master and we know its fun. ranger spirit master cant be wrong.
you should change your integrated intel graphic card for one designed for games, ati or nvidia, i dont get any clustering anywhere with mine. And my card is like 2 years old.