Will update once Path of Fire releases.
Nature's Vengeance Discussion
Will update once Path of Fire releases.
Just make them mobile again, the games balance is completely different now and almost every class has had several builds come out that are stronger than that build ever was, all that would happen if it was added back in would be to give people another viable build to use.
depends on if the cooldowns for the spirits change. If the range did get an increase with the trait, I foresee I likely increase in CD for the skills.
Just make them mobile again, the games balance is completely different now and almost every class has had several builds come out that are stronger than that build ever was, all that would happen if it was added back in would be to give people another viable build to use.
I use them now in fractals all the time. frost and sun have a short enough CD that I can drop them at each fight, and I drop SoN when we get to the boss fights, or if people are seriously struggling (pugs mostly).
and as normal is spirits were mobile again they will suffer from the Zoo effect and die to all the new Aoe damage thats the reason they are not comming back a dead spirit is a Useless spirit .
the Radius i think should effect the passive , these spirits are ment to be Area effects and 750 yards is not wide enough thats only one leap to clear its radius which isn’t very helpful on wider maps.
I also think of this is because of the Revs 50% boon duration buff (I hope this does effect spirits traited with natures vengence) the extra radius would pretty much mean if a Rev is on point with the rangers support that node becomes a Boon location of good duration, as the spirits are Stationary and spread out more , it would require more Tactics than just running in a spamming Aoes effects.
I use them now in fractals all the time. frost and sun have a short enough CD that I can drop them at each fight, and I drop SoN when we get to the boss fights, or if people are seriously struggling (pugs mostly).
I should have clarified, I meant mostly for WvW. Sometimes I forget I’m not posting in the WvW section.
I use them now in fractals all the time. frost and sun have a short enough CD that I can drop them at each fight, and I drop SoN when we get to the boss fights, or if people are seriously struggling (pugs mostly).
I should have clarified, I meant mostly for WvW. Sometimes I forget I’m not posting in the WvW section.
even if they did move they won;t make it through the first line of Red circles so it won’t make a difference unless they jacked up the toughness of spirits or Removed the HP bars but then we would have to nurf the Abilities to the level of Banners or worse.
I’d be fine if spirits were on a longer cooldown, but were a timed buff say like 6 secs.
If you don’t get it right the first time, keep on sucking until you do!
even if they did move they won;t make it through the first line of Red circles so it won’t make a difference unless they jacked up the toughness of spirits or Removed the HP bars but then we would have to nurf the Abilities to the level of Banners or worse.
Worked fine before, so much so that calls for nerfs were rampant.
Not every build or mechanic works great in zergs, but as a roaming or small scale build, Spirits were great when they moved.
If you make Nature’s Vengeance baseline and change it to a trait that allows movement then it could be optional and be a win-win for both situations.
If you make Nature’s Vengeance baseline and change it to a trait that allows movement then it could be optional and be a win-win for both situations.
THIS THIS THIS
I WANT THIS!!!!
If you make Nature’s Vengeance baseline and change it to a trait that allows movement then it could be optional and be a win-win for both situations.
THIS THIS THIS
I WANT THIS!!!!
While I too would love this, I also think the spirits by themselves may end up getting nerfed. Frost spirit giving 3 stacks of might on an interval and a 3 in 4 chance for a 10% damage boost?
Edit: forgot about the range increase, so they would all work at 1500 radius range, and have lower cooldowns.
I’ve actually tried so hard to run sun spirit in PvP, it’s basically worthless as a theif will just AA it down in 3 seconds. I already gave up on anet actually making ranger decent (much less good) and am resigned to the fact that we will always be subpar at everything and always nerfed when it is not called for.
As i said before this trait needs some changes:
- Buff for water spirit change to cleanse 1 condition every 3 seconds to affected allies. We have many other means to get regen. Not so many to cleanse.
- Vigorous training is moved as a minor in place of Fortifying bond. Fortifying bond is moved as a minor to BM that actually fits better.
- Trait to make spirits mobile and to cast the active when dead goes in place of Vigorous training.
- Water spirit active also cleanse up to 3 conditions to affected allies.
- All other buffs became 3 seconds boon applied every 3 seconds. 1 second application every 3 seconds is a disgrace. I said it at the beginning and i was right, maths do not lie.
Anet will never make spirits move again, asking for this over and over again will make this like the sword aa argument. mobile buffing spirits where too good so they made them stationary.
I think the buffs provided could be better, rangers have a ton of sources for vigor and regen we didn’t really need others and swiftness in combat is basically useless.
active abilities shouldn’t kill the spirit unless the active abilities get buffed to the point where using it could sway a fight. right now the actives are a joke.
spirit passive range is ok as it is, taking it to 1500 would be too much, what would be cool is if they increased the passive cap from 5 to 10 traited to make them more useful in raids, even if the boon limit was still 5. Or use the trait to increase the usefulness of the active ability, to make it worth even using it.
Nature spirit active effect needs a huge speed increase, it’s so slow right now people are usually dead by the time it activates. it could also provide healing ticks to the downed similar to the necro trait.
Anet will never make spirits move again, asking for this over and over again will make this like the sword aa argument. mobile buffing spirits where too good so they made them stationary.
I agree mostly with you, but Anet should roll back the change.
Spirits weren’t that good because they were mobile but because before they used to apply the buffs more often (except the frost that did not change).
They made them stationary because the Herald was coming so they did not want the ranger to shadow the revenant in any way. And that’s all.
And the same as the sword we have to keep bringing this topic up as much as we can until Anet realised they did it wrong. Same as the sword is so fraking bugged we need the choice to make spirits mobile again.