Spirits are mediocre. Water Spirit is atrocious and Storm Spirit has a very limited and niche use. Here are some suggestions to make each Spirit viable and effective in all game modes.
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Notes about the suggestions:
- Spirits provide 2 passive benefits, one is a “%” increase that is continuous (no ICD) while the other is a trigger effect that happens once every 10 seconds guaranteed.
- Water Spirit trigger effect has no ICD. It heals for a small amount on attack.
- Some Spirit actives have been re-imagined as a buff that applies to the Ranger’s next attack. Buff lasts for 10 seconds – Spirits can no longer deal damage (Q.Q)
- Spirit actives are instant and can be used as long as the Spirit is alive.
- Spirit summons are ground-target. No more worries about odd placements or moving to one spot to place a Spirit only to move back to where you were before.
- Some actives apply to only 1 target while a secondary effect applies as an AOE (Coldsnap and Call Lightning specifically).
- Water Spirit active will occur around the Ranger instead of the target so you can heal your friends that are sniping with you.
- One Spirit active provides a Stun Breaker (cray).
- Nature’s Vengeance boons were changed, application interval changed, and has something powerful attached to it that enhances the trigger effects on Spirit passives. (Inspiration taken from a Reaper trait).
Disclaimer: Some balance was taken into account. The rest was thrown down the skritt hole.
PET PRECISION & DPS TESTS -OUTDATED-
Will update once Path of Fire releases.