Proposed Spirit Changes

Proposed Spirit Changes

in Ranger

Posted by: TheSwede.9512

TheSwede.9512

General
My propose might look a bit convoluted but I think it acts as a happy medium between the “Static” Spirits idea and the “Mobile” Spirits usefulness. In a nutshell, here’s a breakdown on the Changes I propose:

  • Instead of Outright Summoning the Spirit when activating a Spirit Skill, the Ranger instead places a Unique Buff on themself (Spirit Call). This Buff, while active, will cause the respective Spirit to be summoned Automatically when the Ranger Enters combat, within a 180 radius of the Ranger. For example: Having the Buff Spirit Call: Sun would cause a Sun Spirit to appear when the Ranger enters Combat.
  • The Spirit will then disappear once Combat is Over. However, should the Spirit Call Buff remain on the Ranger, then the Spirit will be called in once again if the Ranger enters Combat again.
  • Spirits, while summoned, remain Static and Targetable. If Killed, the Spirit Skill will go on Cooldown. The Skill will also go on Cooldown once the Spirit Call Buff runs out or is consumed.
  • Naturally, the Spirits will not Grant their own Unique Buffs (Such as a Chance to Burn enemies from Sun Spirit) Unless they’re Summoned. Spirit Call Only ensures that Spirits are summoned automatically when Rangers enter Combat.
  • The Activated Skills (Such as Aqua Surge) will however be Accessible as long as the Spirit Call Buff remains on the Ranger and will now be PBAoE skills Centered on the Ranger. Using the Activated Skill will Not kill the Spirit, but instead Consume the Spirit Call buff, ensuring that the Spirit Cannot be summoned again for a while.
  • The Visuals for Spirit Call Could be a simple Wisp following the Ranger, colour depending on which Spirit is prepared. (Orange=Sun, Deep Blue=Water, Cyan=Frost, Gold=Stone, Purple=Storm, Green=Nature)
Warrior – Wardancer | Guardian – Lorekeeper | Revenant – Vindicator |
Thief – Duelist | Ranger – Strider | Engineer – Technician |
Elementalist – Spellweaver | Necromancer – Warlock | Mesmer – Trickster |

Proposed Spirit Changes

in Ranger

Posted by: TheSwede.9512

TheSwede.9512

Spirit Skills

Water Spirit
Gain the “Spirit Call: Water” buff, which will Summon a Water Spirit when you enter combat. While “Spirit Call: Water” is active, you gain access to Aqua Surge. Activating Aqua Surge will consume the “Spirit Call: Water” buff.

  • Spirit Call: Water Duration: 60s
  • Water Spirit (6s): Nearby Allies have a chance to Heal (Base Healing: 805) when attacking.
  • Chance: 75%
  • Number of Targets: 5
  • Interval: 10s
  • Radius: 1000
  • Activation Time: 1 1/2s. Cooldown: 20s
    • Aqua Surge (Consumes Spirit Call: Water) Heal yourself and create a Water field to Heal nearby allies.
    • Initial Self Heal: 3.865
    • AoE Heal: 1.930 (x3)
    • Number of Targets: 5
    • Duration: 3s
    • Range: 600
    • Radius: 240
    • Combo Field: Water
    • Activation Time: 1/2s. Cooldown: 30s

Sun Spirit
Gain the “Spirit Call: Sun” buff, which will Summon a Sun Spirit when you enter combat. While “Spirit Call: Sun” is active, you gain access to Solar Flare. Activating Solar Flare will consume the “Spirit Call: Sun” buff.

  • Spirit Call: Sun Duration: 60s
  • Sun Spirit (6s): Nearby Allies have a chance to Burn (2 stacks, 3s) enemies when attacking.
  • Chance: 75%
  • Number of Targets: 5
  • Interval: 10s
  • Radius: 1000
  • Activation Time: 1 1/2s. Cooldown: 20s
    • Solar Flare (Consumes Spirit Call: Sun) Blind (8s) and Burn (3 stacks, 5s) enemies around you. Also Breaks Stun.
    • Number of Targets: 5
    • Range: 600
    • Radius: 240
    • Activation Time: Instant. Cooldown: 20s

Frost Spirit
Gain the “Spirit Call: Frost” buff, which will Summon a Frost Spirit when you enter combat. While “Spirit Call: Frost” is active, you gain access to Cold Snap. Activating Cold Snap will consume the “Spirit Call: Frost” buff.

  • Spirit Call: Frost Duration: 60s
  • Frost Spirit (6s): Nearby Allies have a chance to deal increased Damage (10%) when attacking.
  • Chance: 75%
  • Number of Targets: 5
  • Interval: 10s
  • Radius: 1000
  • Activation Time: 1 1/2s. Cooldown: 20s
    • Cold Snap (Consumes Spirit Call: Frost) Release a blast of Arctic air that Chills (3s) on creation and leaves behind an Ice Field that Chills (1s) enemies.
    • Number of Targets: 5
    • Duration: 5s
    • Radius: 240
    • Combo Field: Ice
    • Activation Time: 1/2s. Cooldown: 25s

Stone Spirit
Gain the “Spirit Call: Stone” buff, which will Summon a Stone Spirit when you enter combat. While “Spirit Call: Stone” is active, you gain access to Quake. Activating Quake will consume the “Spirit Call: Stone” buff.

  • Spirit Call: Stone Duration: 60s
  • Stone Spirit (6s): Nearby Allies have a chance to gain Protection (3s) when attacking.
  • Chance: 75%
  • Number of Targets: 5
  • Interval: 10s
  • Radius: 1000
  • Activation Time: 1 1/2s. Cooldown: 20s
    • Quake (Consumes Spirit Call: Stone) Cripple (3s) nearby enemies with a series of earthquakes. Each Quake is a Blast Finisher.
    • Number of Targets: 5
    • Pulses: 3
    • Intervall: 1 1/2s
    • Radius: 240
    • Combo Finisher: Blast
    • Activation Time: 3/4. Cooldown: 40s

Storm Spirit
Gain the “Spirit Call: Storm” buff, which will Summon a Storm Spirit when you enter combat. While “Spirit Call: Storm” is active, you gain access to Call Lightning. Activating Call Lightning will consume the “Spirit Call: Storm” buff.

  • Spirit Call: Storm Duration: 60s
  • Storm Spirit (6s): Nearby Allies have a chance to gain Quickness (2s) when attacking.
  • Chance: 75%
  • Number of Targets: 5
  • Interval: 10s
  • Radius: 1000
  • Activation Time: 1 1/2s. Cooldown: 20s
    • Call Lightning (Consumes Spirit Call: Storm) Call down a Lightning Strike on nearby enemies, damaging and Dazing (3s) them.
    • Base Damage: 560
    • Number of Targets: 5
    • Radius: 240
    • Activation Time: 1/2s. Cooldown: 30s

Nature Spirit
Gain the “Spirit Call: Nature” buff, which will Summon a Nature Spirit when you enter combat. While “Spirit Call: Nature” is active, you gain access to Nature’s Renewal. Activating *Nature’s Renewal" will consume the “Spirit Call: Nature” buff.

  • Spirit Call: Nature Duration: 60s
  • Nature Spirit (6s): Nearby Allies have a chance to Remove 1 Condition and Gain Stability (2 stacks, 3s) when attacking.
  • Chance: 75%
  • Number of Targets: 5
  • Interval: 10s
  • Radius: 1000
  • Activation Time: 1 1/2s. Cooldown: 120s
    • Nature’s Renewal (Consumes Spirit Call: Nature) Revive nearby Allies, curing Conditions while Channeling.
    • Conditions Cured: 6 (2 per pulse)
    • Pulses: 3 (Once on creation, then every second)
    • Number of Targets: 5
    • Radius: 600
    • Activation Time: 2s. Cooldown: 180s
Warrior – Wardancer | Guardian – Lorekeeper | Revenant – Vindicator |
Thief – Duelist | Ranger – Strider | Engineer – Technician |
Elementalist – Spellweaver | Necromancer – Warlock | Mesmer – Trickster |

Proposed Spirit Changes

in Ranger

Posted by: Dadnir.5038

Dadnir.5038

Why bother… They show that they can do it with the utilities of the revenant elite specialization “the Herald”. Just do the same thing to the ranger’s spirits and the spirits will be all fine in every game mode.

Well, let’s say that for “thematic” purpose the spirits will reside into our pet. Honestly, with this the only spirit that would need work would be the elite spirit.

No core profession should be balanced around an optional elite specialization.

Proposed Spirit Changes

in Ranger

Posted by: Tragic Positive.9356

Tragic Positive.9356

All sounds like a lot of work.
While the only real change needed would probably be increased HP, instant response to active component and that’s it.

Fix for Elite Spirit HP (nature’s vengeance) would be rather appreciated, too.

“Observe, learn and counter.”

Proposed Spirit Changes

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Posted by: HotHit.6783

HotHit.6783

This isn’t a “happy medium”, the problem with mobile spirits is that they cannot be placed away from combat. Meanwhile the problem with static spirits is they cannot be relocated. In this solution, you would be unable to prepare your spirits in a safe spot for teamfights or point defence, but you’d trade that off for the ability to have all your spirits die to a lava font placed at your feet when combat starts. Sure, a staff ele could probably coincidentally kill all your spirits regardless with meteor shower, but that’s not the point I’m trying to illustrate.

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

Proposed Spirit Changes

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Posted by: Heimskarl Ashfiend.9582

Heimskarl Ashfiend.9582

I think that spirits just need a 2000 range, removal of the active ability and instead make it a spirit teleport to your location with 30s CD. Then improve the boons on NV and we have a build.

Proposed Spirit Changes

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Posted by: coax.2951

coax.2951

I think that spirits just need a 2000 range, removal of the active ability and instead make it a spirit teleport to your location with 30s CD. Then improve the boons on NV and we have a build.

This right here.
I feel like the Stone Spirit & Elite have alright boons from Nature’s Vengeance, but all the other spirit boons are lackluster. 1/3 stack of might from Frost Spirit and redundant Swiftness on Storm Spirit being the worst offenders. Make one of the spirits apply Fury and boom, you even get synergy with Remorseless.

Sukkla
Probably still playing ranger.

Proposed Spirit Changes

in Ranger

Posted by: Dadnir.5038

Dadnir.5038

I think that spirits just need a 2000 range, removal of the active ability and instead make it a spirit teleport to your location with 30s CD. Then improve the boons on NV and we have a build.

Well, this idea would also work.

Personnaly, I don’t like the fact that they are just helpless standing chunck of health point. That’s mainly why I’d prefer the spirit skill to act like signet but on the ranger’s pet. The passive would simply proc an AE buff/effect around the pet when the pet hit a foe. And the Active may remain the same right now.
Obviously, to promote intelligent gameplay, the spirits would all goes on CD if the pet happen to die.

No core profession should be balanced around an optional elite specialization.