[PvP] Spirits

[PvP] Spirits

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Posted by: Morwath.9817

Morwath.9817

…are now useless. Not only because they are static, we could live with static Spirits, but because boons they provide last 1,25 sek [every 3 sek]…

Since they are stationary, have casting time and can be killed, shouldn’t their AoE boons given be strong enough to force enemy to focus them if Ranger decide to sacrifice his [or her] utility slots [and Traits] to use Spirits [read: provide team support]?

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Posted by: Kenny.3476

Kenny.3476

AGREE
completly useless now !!

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Posted by: Ryk.7289

Ryk.7289

B-But they have a far stronger active ability now, since theyre now immobile and it sacrifices them!

Now serious. Are the active abilities of the spirits so much stronger right now? I’ve never used spirits so idk

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Posted by: Tragic Positive.9356

Tragic Positive.9356

Not Really.

They need to be in melee range for the effect to take place.
And in melee range they are basically sacrificed on cooldown because of all the AoE bombing.

“Observe, learn and counter.”

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Posted by: Heimskarl Ashfiend.9582

Heimskarl Ashfiend.9582

I’ve said it before in other threads, but I agree with Morwath, the boons they provide should be OP by design simply because they can be killed easily and cannot move. The point then, would be placing them strategically, so that the enemy has to overextend or move away from the point to remove it (and the good advantage it gives) from your team.

They would at least be useful then, punishing unconscious play and rewarding strategy.

Frost Spirit doesn’t provide a lot of utility in PvP, but if it pulsed fury and one or more rangers have Remorseless, that would be killer. Stone spirit pulsing stability as well as giving protection on proc makes it a serious team assist. If you drop Nature spirit and it pulses 1.2s of Aegis every 3s, that is a ton of damage it is mitigating and also healing, your team needs to kill it. If it is placed well, you’ll have to fight your way there to do so. etc etc.

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Posted by: EthanLightheart.9168

EthanLightheart.9168

completely useless

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Posted by: mistsim.2748

mistsim.2748

I was afraid of this. when I didn’t see them reveal spirits and traps before release, I got worried. I knew they wouldn’t be able to get it right without massive feedback from the ranger community. whoever tested this out internally didn’t do their jobs obviously.

on a more positive note, our two (or three) shouts and Resounding Timbre are pretty cool. despite the other 3 not getting the revamps they needed.

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Posted by: Tragic Positive.9356

Tragic Positive.9356

Still… They couldn’t have believed that 1sec. might on a 3 sec pulse is valid.
It’s too late for April the 1st.

33% protection uptime sounds fine by me. 33% regeneration uptime, too.
33% stability from Elite Spirit probably too.
But the might >.> Who in the world was the one to come up with this? If it was 3-5 might, that I’d find balanced. But 1 might definitely is a joke.

“Observe, learn and counter.”

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Posted by: ItIsFinished.9462

ItIsFinished.9462

Throw on Runes of Balth, Sun Spirit, Torch, Ambidexterity trait, and a Rabid amulet. You can easily get 9-12 stacks of Burn on someone. Kinda gimmicky and not practical. Fun in duels though.

But yeah, Spirits are ….meh atm.

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Posted by: Paprikaspice.8462

Paprikaspice.8462

I like the idea of spirits having mediocre boons but they really need to buff the actives a bit more, particularly the range. I think it’s too much like how signets used to be, the actives aren’t good enough to sacrifice the spirit. So a vast majority of the time, the best way to use the spirit will probably be just use the active at the last second (if at all). I think these things need to be given the signet treatment now where you may actually be motivated to blow up the spirits earlier.

My suggestion would be to make a trait that makes spirits heal on death, something small but significant. Maybe 2 spirits = 1 virtue of resolve activation or something. This will give ranger incentive to use the active a little more.

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Posted by: Tragic Positive.9356

Tragic Positive.9356

I just wish it was more than a 20 second CD ability.

With all the condi stacking they die on sight.
In PvE they are kind of fine. Their body stays active for around 12 seconds so the spirit can be shut down earlier (before the fight is over) and the benefit will stay to the end – and I like this sort of spirit re-activation.

But in PvP – abilities that take all the space for condi clear and other utilities – they need to be meaningful. A lot more meaningful than they are now.
An effect on their death is a good start.

“Observe, learn and counter.”

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Posted by: ProtoMarcus.7649

ProtoMarcus.7649

Suggested reworks

Doubling their base health could make them much more viable too, since they are vulnerable to crits and conditions

And I thought they mentionned the active would proc on death whether player-induced death or killed by foes…

They should definitely activate on death no matter the source, or maybe play around that; When killed by a foe, it procs its active, but a more powerful version of its active. So they’ll become dangerous when alive, but equally dangerous when killed

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Posted by: Paprikaspice.8462

Paprikaspice.8462

I think that would make spirits really boring..since it would never be worth it to kill them yourself. I like that your opponents are rewarded for killing them rather than punished, but I agree they should be more difficult to kill, either by increasing their range so they can be placed in a different location or by giving them more health.

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Posted by: Tragic Positive.9356

Tragic Positive.9356

If the spirits are going to survive more than 10 seconds in a PvP combat (on point, not behind a rock) than I’m fine with no effect on their death.

But currently players are not even paying attention – and aren’t punished by any means at all. The players would be punished at least passively if the effect triggered on death. Currently spirits die because of no-brainer AoE.

If the spirits are made meaningful and would require people to focus them down as a strategic game-play – than I’m fine with blank-death system.

“Observe, learn and counter.”

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Posted by: kentender.3078

kentender.3078

My primary character from game release day has been a ranger that specialized in traps and spirits… my favorite way to play. Since the dread June 23 update that character dies twice as fast and does half the damage. Please stop #4$%$% “balancing” Anet and get back to building content.