Spirit Rework Ideas

Spirit Rework Ideas

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Posted by: Treetoptrickster.4205

Treetoptrickster.4205

Spirit rework idea

This was just for fun so don’t bash me for anything OP or UP XD
If you liked or hated something please let me know! Which of these spirits would you use, if any?

Spirits now emit a pulse every 5 seconds in a radius of 360. The pulse can effect allies, enemies, or both. Spirits can no longer move by any means and are still targetable and fairly fragile if focused however spirits now gain 70% aoe damage reduction.
Spirits still have active effects which can be used twice over the spirits lifespan. The actual actives only have a cool-down of 5s but once you’ve used it twice that’s it until you summon another.

Spirits actually have to be focused now and have noticeable and frequent effects however in order to see them both you, your allies, and your enemies have to be near your spirits.

Water Spirit

Pulse: Heals nearby allies and grants 5s of regeneration.

Active: Heals nearby allies for a chunk and slows enemies for 3s.

Frost Spirit

Pulse: Chills nearby enemies for 2s and grants allies 2.5s of retaliation.

Active: Damages nearby enemies and inflicts 3s of chill and 10x vulnerability for 5s.

Sun Spirit

Pulse: Inflicts 3s of burning and grants allies 3x might for 10s.

Active: Blinds enemies for 10s and creates a fire field for 5s that burns foes.

Stone Spirit

Pulse: Cripples enemies for 2 seconds and grants allies 1.5s of protection.

Active: Grants spirit 5s of protection and taunts nearby enemies for 1.5s. Grants allies 2x stability for 3s.

Storm Spirit

Pulse: Inflicts 2s of weakness and grants 4s of fury to allies.

Active: Dazes foes for 1s and strips 2 boons. Grants allies 5s of swiftness.

Nature Spirit

Pulse: Grants 5s of vigor and removes 2 conditions. Destroys enemy projectiles.

Active: Heals allies (including downed allies) and removes up to 5 conditions, granting 2s of resistance per condition removed.

Possible traits:

Spirits have retaliation and regeneration.

Spirits pulse every 4s instead of 5 and recharge 20% faster.

Gain 5% boon duration and 5% condition duration for each spirit you have active.

(edited by Treetoptrickster.4205)

Spirit Rework Ideas

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Posted by: Lethal Njection.8741

Lethal Njection.8741

I feel that spirit balance needs to be based on large area effects especially due to them no longer moving with you. 360 just wont cut it, but there are some interesting concepts here that I wouldn’t mind seeing if done correctly.

I save Ascalon against another Charr invasion, and my father trifles with doors!

Spirit Rework Ideas

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Posted by: Treetoptrickster.4205

Treetoptrickster.4205

I feel that spirit balance needs to be based on large area effects especially due to them no longer moving with you. 360 just wont cut it, but there are some interesting concepts here that I wouldn’t mind seeing if done correctly.

360 is the size of Barrage. I actually think any higher range would be too strong. The changes were meant to make spirits powerful, long lasting moderately sized area affects. Their limitation is that they have a set range and can’t move. Consider this… Imagine 50% retaliation uptime and 40% chill uptime for 1 minute with the current spirit aoe size. The size is meant to help with counter play. You can zone enemies out of it by dropping a meteor shower or a barrage on top of it or just stay out of it yourself. It would be very hard to deprive opponents of the boons or avoid the conditions with a huge area say the size of Warrior banners. However I do agree that there needs to be some way of moving the area. Hmmm.

How about this, NEW TRAIT!

Spirit actives are ground targeted and teleport your spirit to the selected zone. Spirit effects are unblockable.

Maybe that could be baseline.

I also want to say that spirits would be quite obvious. The pulse would be a visible wave and you could see the spirit charging it up. So like, the pulse animation would begin about one and a half seconds before the effect and spirits would raise their fist and smash it down. That way you would know to run into the effect or get out of it. The same kind of thing would happen before they use the active effects.

Thanks for taking the time to provide feedback!

Spirit Rework Ideas

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Posted by: Wondrouswall.7169

Wondrouswall.7169

I’m with Lethal on this one; 360 range is too small. Consider Engineer’s Experimental Turret trait that allows turrets to grant boons within a 600 radius, equal to an untraited Warrior Banner. You would be better off separating the radius of boons to allies and conditions on nearby enemies.

PET PRECISION & DPS TESTS -OUTDATED-
Will update once Path of Fire releases.

Spirit Rework Ideas

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Posted by: Paprikaspice.8462

Paprikaspice.8462

I think spirit passives should remain the same, their range should increase significantly so they cant easily be cleaved if they are well placed and their health should stay the same or decrease. They should be instant cast also. The largest difference would be that all the actives are instant and centered around the ranger if the ranger is within range of the spirit. If not in range the active cannot be used. This makes spirits and the ranger extremely powerful in the ideal situation. Since the spirits are fragile, they will be important points of focus. Good placement may ensure they dont get easily cleaved bu random melee but well placed aoes or focus fire from opponents will still kill your spirits.

This ranger will be very powerful 1v1 if given time to set up a killzone. Roamers will have to down the earth spirit fast. The ranger will have to defend it. At the same time, it will be a pretty poor roaming 1v1 fighter since poor positioning of spirits will make them vulnerable.

Spirit Rework Ideas

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Posted by: Heimskarl Ashfiend.9582

Heimskarl Ashfiend.9582

I think they are going to need a huge range to be at all effective, if the passive buffs remain anything like they are now, the spirits would need a range of 1200 imo. Any smaller and you cannot really place them where they will not be killed immediately.