Ranger's Review (mostly about Spirits...)
Good suggestion and for the search and rescue ability I think it should be an instant rez.
Good suggestion and for the search and rescue ability I think it should be an instant rez.
Of course it should. Also, the cooldown of the ability shouldn’t be triggered until an actual res did take place. Currently, this skill is not only rather poor, but it also bugs out at least half the time, wasting a long cd on nothing. Poor game design – again.
I like suggestion about spirit, guardian have their spirit weapons that damage us, ranger can have spirit that buff him and don’t damage us but why we have to kill them in 3 hit?
And for ress yeah, give rangers usefull ress or leave/replace that useless skill.
-Thief
Spirits should be completely removed, they are basically useless, I would rather have access to more condition removal, mobility, stability (is there any other way to get this aside from the elite? not counting signet because it requires a trait -.-).
BUT if you really really REALLY want spirits I would like something like the Warrior banners, something that can’t be killed and has an effect in all party members or mobs close to it.
Ex:
Frost spirit, mobs near frost spirit have chill effect 2 secs every 5 secs
Sun spirit, allies next attack inflicts burn for 1 sec every 4 secs
Storm spirit, allies have quickness 2 secs every 12 secs
Stone spirit, allies near it gain a shield that reflects projectiles 3 secs every X secs
Spirit of nature, heals nearby allies and removes 1 condition every 3 secs
Spirits can’t be killed they last almost the same as theirs CD (unless you kill them for a bigger effect).
Spirits are actually tremendously useful in and of themselves, especially with that 50% buff in the last set of changes (stone spirit activates protection near-constantly with 50%, it’s amazing). But they’re too fragile, and unless you can heal them with a spring or regen via dwayna runes, 9 times out of 10, they’re dead or close to dying before they can be of any use to your party. It doesn’t matter if it’s PVP or PVE, either way, they rarely last long enough to do what they’re meant to do.
After trying spirits over and over again, trying to make them work in every possible way, I’ve come to the conclusion that until they’re either a) given more health & toughness, or b) made invulnerable like spirit weapons, they’re not worth the pain and frustration.
I recommend the following:
1) Give them either a lot more health & toughness, innate self-healing, or invulnerability. If invulnerability, could give the spirits a bigger cooldown.
2) Remove the idea of spirits being bound completely. It’s asinine to waste an entire grandmaster trait just to let them follow you. (Instead, maybe the grandmaster trait could be reducing cooldown if they’re invulnerable, or perhaps the trait itself giving them invulnerability… maybe on a critical hit, if that’s too OP. I’d happily spend 30 points for this either way).
3) Allow Natures Vengeance and the additional the 15% buff to be used at the same time in addition to the grand master trait if not using the other suggestions. Since spirits are fragile and Vigorous Spirits is near-worthless, Nature’s Vengeance seems the only viable alternative in most situations as this trait makes killing the spirit a tactic in itself, without sacrificing a buff to boons, which is 90% of the reason for summoning them in the first place.
4) Either shorten the cooldown on the elite (spirit of nature), or buff its secondary ability so it has a shorter cast time / larger aoe. SoN’s healing over time is amazing—you can’t argue with a 480 hot to everyone in the area—but it’s res ability and condition cure is difficult to manage because the aoe is small, the cast time is long, and while SoN has more health than the other spirits, it’ll still down quickly under fire, which is exactly what’s happening if allies are downed in the first place. Then again, this could be a nitpick…