Reduced Spirit cast time (PvP)
Spirits should work like necromancer minions do, die when killed, not after 60 seconds. Underwater cast time is faster than ground one. I don’t really see a point in changing the cast time, but both underwater and ground should be the same. And unbound spirits entering water and vice versa shouldn’t die, just like minions. That being said, in my opinion, guardian spirit weapons and elementalist elementals should also work like minions. And spirits should follow on default. Cheers ^^ .
I don’t think it is enough to bring them back into the meta.
The main problems are that they die too easy, and they don’t allow for a stun break.
Space Marine Z [GLTY]
Spirits should warp back to exactly what it was like before.
(Last until dead, CD recharging right after cast, immune to condition)
I would say that trait that allows them to move should be implemented in game for everyone. This way it would add much variety to our spec. It is silly that you have to invest something for so basic thing. It also is crucial for their viability for leveling PVE builds.
I also find cast time annoying really but they are very interested and unique mechanic.
YouTube channel RarizGaming Gw2/Heroes of the storm Beta
http://youtu.be/W7hWjRetPDo?list=PLDSrFjXKFzmkxIY-VsFFESqLFgrnBEFhg
Make spirits invulnerable, move/follow by default, affect a limited amount of attacks in their AoE (after which they die), a short CD and a 1s cast. Balance the benefit with the fact that they would be almost maintainable and have a 100% chance to affect the attack with an effect. Then replace the spirit traits with something good, like a major trait such as longer/stronger effect with each hit, then you can scrap the other traits for other things such as other benefits when using spirits.
Spirits in general need some sort of rework as a whole they are disjointed and
ill-conceived for any of the mode of play in the game. Also they are one of the best examples of the whack-a-mole design that Anet claimed to not want to do.