Spirit and Trap Traits

Spirit and Trap Traits

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Posted by: UnitedChaos.8364

UnitedChaos.8364

Two traits that I feel have no charm are Trapper’s Expertise and Nature’s Vengeance. They are traits that feel as if you’re going to do something, like traps, you’re going to go all the way and run the trait as well. It doesn’t give any play to the trait and makes it feel more of a shoehorn rather than a tactful choice. The whole spirit of the game is supposed to encourage multiple ways to play. Here’s a suggestion for making these two traits special.

Traps
Current.
Trapper’s Expertise — Boons and conditions caused by traps last longer. Traps recharge faster and offensive ones cause cripple.

Trap Base Changes
-Traps deal much lower damage.
-Traps persist much longer.
-Traps have naturally reduced CD.

Trait Changes.
Trapper’s Expertise —- Traps are now ground targetable, grant an additional chance to projectile finishers (^20% chance), but have an increased cooldown (^20% cooldown).

Reasoning.
In order to give play to this trait: you can choose between having quick recharging but slow and low damage; or having slower recharging but tactfully place-able traps that grant a bonus to projectiles. This could allow rangers to toss traps off a ledge and rain projectiles into the field. The actual range a trap could be thrown would be relatively small, like 600? This leads to a health give and take relationship that this trait, and all traits, deserves. I understand that removing the old trait of making traps ground targetable was to standardize traps, but I feel that this would create a unique niche for Ranger traps.

Spirits
Current.
Nature’s Vengeance — Your spirits have increased health and grant a boon to allies around them. Spirit-activated skills affect a larger area.

Spirit Base Changes.
-Spirits naturally pulse boons.
-Spirits naturally have increased health.
-Spirits naturally use their active upon death.

Trait Changes.
Nature’s Vengeance —- Your spirits are now ground targetable and can be placed on any surface, including walls. Your spirits no longer have an active ability.

Reasoning.
You could choose to use the base, boon pulsing, spirits which can’t be ground targeted, but they use their active upon death which could be useful for placing directly on a point; or you could choose to use the trait to tactfully place spirits on ledges or out of harm’s way on pvp maps which could grant their boons longer. Making traits summonable even on walls would give them unique charm and force players to shoot them down; while having the obvious downside of losing their active ability.

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(edited by UnitedChaos.8364)

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Posted by: Heimskarl Ashfiend.9582

Heimskarl Ashfiend.9582

Trappers Expertise is not that bad for a trap build, it’s the traps themselves that have no flavor. It could do with some tweaking though like removing the arming time from the traps, making Frost Trap scale 10x better with power (just to be comparable to Procession of Blades) and immob instead of cripple. Then you could actually play Healing Spring/Frost Trap in a power build. If the traps themselves then got some love, they would be a great option. I don’t think they will revert the throwable traps.

The NV changes; Just make them become an aura around the player when you use the trait and remove the active.

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Posted by: InsaneQR.7412

InsaneQR.7412

Well i can understand your trade off idea but first: I dont understand why you shpuöd lower the dmg on baseline and increase CD with the trait.
Second: Spirit shouöd be ground targeted baseline or should just walk with you and the boons should apply via trait as it is.

What i would suggest for the traits:
Trappers expertise:
1. Proposal: When you get stunned lay down a spiketrap. Reduce cd of traps.
2. Proposal: Throwable traps, 900 range, ground targeted. Reduce CD. (throwable traps wouöd be gold in WvW/PvP but just in prepreperation. Traps still have the 1 trigger time after laying down which is more than enough time for an enemy to respond, there is no balancing needed in incresing CD etc)

Natures vengeance:
Change the name of the trait to whatever that fits more.
Some changes i would made to spirits first:
Storm spirit: Chance that you and your allies strike your enemies with lightning on hit, does dmg and applies vuln as it did before.
Stone spirit: Give it a flat incoming dmg reduction, like frost spirit a flat outgoing dmg increase has that can be stacked with other buffs.
Traited stone spirit would have protection plus its original bonus which would further improve its capabbilities without double dipping in protection.
The boons the trait provides are now fury(storm) and protection (stone). All others keep the same boons as before.
Spirits are either ground targeted and their active is too or they can move. After death you can send them to a location(this is only possible for some seconds) to activate and they teleport there like staff 3 and activate.

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Posted by: Wondrouswall.7169

Wondrouswall.7169

No thanks. I’d rather have Spirits altered in 3 ways:

  • Summoning Spirits is a ranged, ground-target.
  • Players cast the Spirit active as a ranged, ground-target which sacrifices the Spirit.
  • Nature’s Vengeance increases the passive range instead of the active.

Allows for better placement, the active skill to be in the hands of the player without placing the Spirit in harms way, and NV tweak so Spirits can have more battlefield coverage since mobile spirits returning is just not happening.

As for Traps, adding 1 non-damaging condition to offensive traps on-trigger baseline would help. Flame Trap blinds (3), Frost Trap slows (3s), Viper’s Nest weakens (4s), and Spike Trap immobilizes (2s).

Increase the base burning of Flame Trap from 2½s → 3s; Spike Trap’s bleeds from 6¼s → 8s; the poison field duration on Viper’s Nest from 2s → 3s; and Trapper’s Expertise to add Resistance (2s) on Healing Spring.

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Posted by: UnitedChaos.8364

UnitedChaos.8364

… It could do with some tweaking though like removing the arming time from the traps, making Frost Trap scale 10x better with power (just to be comparable to Procession of Blades)…

The NV changes; Just make them become an aura around the player when you use the trait and remove the active.

But see these ideas just make them copies of other professions without providing any distinct differences. You asked for DH traps and Rev boon auras.

No thanks. I’d rather have Spirits altered in 3 ways:

  • Summoning Spirits is a ranged, ground-target.
  • Players cast the Spirit active as a ranged, ground-target which sacrifices the Spirit.
  • Nature’s Vengeance increases the passive range instead of the active.

Allows for better placement, the active skill to be in the hands of the player without placing the Spirit in harms way, and NV tweak so Spirits can have more battlefield coverage since mobile spirits returning is just not happening.

I was never a big fan of the spirit zerg, although I did run it during pvp when it was hot. I think their range could be improved, but I find it hard to believe they would just hand out buffs without actual reason. Having their actives become ground targetable would be better than nothing; but I find their actives are rarely used and are so underpowered that they’re really not worth sacrificing. The only reason I sacrifice them is when we’re moving on and to put them into cooldown quicker.

As for Traps, adding 1 non-damaging condition to offensive traps on-trigger baseline would help. Flame Trap blinds (3), Frost Trap slows (3s), Viper’s Nest weakens (4s), and Spike Trap immobilizes (2s).

Increase the base burning of Flame Trap from 2½s -> 3s; Spike Trap’s bleeds from 6¼s -> 8s; the poison field duration on Viper’s Nest from 2s -> 3s; and Trapper’s Expertise to add Resistance (2s) on Healing Spring.

In my opinion, just asking for traps to be buffed is not a solution and doesn’t provide anything to the original issue I put forth. If you’re going to run traps or spirits you’re pretty much always going to run the corresponding trait. If you just buffed them, you’re just furthering the issue. I doubt they would buff spirits and traps just for the sake of it. I provided a trade off that doesn’t make them overpowered and provides reason to and not to take the trait; this makes the traits interesting and provides multiple ways to play with traps/spirits.

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Posted by: Lazze.9870

Lazze.9870

Don’t like any of these ideas.

Spirits should be ground targeted baseline, and so should their active skill (as I’ve repeated for years now). The health from the trait should be baseline. Trait is mostly fine as it, the idea of it anyway.

Traps need more utility, the trait itself is kinda boring but it doesn’t need a change. Frost trap could get a defensive boon and a stun break. Traps will never be as flavorful as the in GW1 anyway. It’s just another set of utility skills.

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Posted by: Heimskarl Ashfiend.9582

Heimskarl Ashfiend.9582

… It could do with some tweaking though like removing the arming time from the traps, making Frost Trap scale 10x better with power (just to be comparable to Procession of Blades)…

The NV changes; Just make them become an aura around the player when you use the trait and remove the active.

But see these ideas just make them copies of other professions without providing any distinct differences. You asked for DH traps and Rev boon auras.

Well, why not have a trap that works with power builds? We already have 3 that apply damaging conditions.

I agree on the aura though, it wasn’t well thought out, although they would be unique buffs.

I like the ground targeting, i just hate that they are so static in a game that is so mobile.

…Traps will never be as flavorful as the in GW1 anyway. It’s just another set of utility skills.

Well, they don’t have to be! Yes Justine, I’m gonna link it again! Elite Trap kit!

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Posted by: Durzlla.6295

Durzlla.6295

No thanks. I’d rather have Spirits altered in 3 ways:

  • Summoning Spirits is a ranged, ground-target.
  • Players cast the Spirit active as a ranged, ground-target which sacrifices the Spirit.
  • Nature’s Vengeance increases the passive range instead of the active.

Allows for better placement, the active skill to be in the hands of the player without placing the Spirit in harms way, and NV tweak so Spirits can have more battlefield coverage since mobile spirits returning is just not happening.

As for Traps, adding 1 non-damaging condition to offensive traps on-trigger baseline would help. Flame Trap blinds (3), Frost Trap slows (3s), Viper’s Nest weakens (4s), and Spike Trap immobilizes (2s).

Increase the base burning of Flame Trap from 2½s -> 3s; Spike Trap’s bleeds from 6¼s -> 8s; the poison field duration on Viper’s Nest from 2s -> 3s; and Trapper’s Expertise to add Resistance (2s) on Healing Spring.

This is all I want for spirits, and then I think they’d be perfect.

They sing dark, delicious notes about power and family.
As their mother, I have to grant them their wish. – Forever Fyonna

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Posted by: Wondrouswall.7169

Wondrouswall.7169

In my opinion, just asking for traps to be buffed is not a solution and doesn’t provide anything to the original issue I put forth. If you’re going to run traps or spirits you’re pretty much always going to run the corresponding trait. If you just buffed them, you’re just furthering the issue. I doubt they would buff spirits and traps just for the sake of it. I provided a trade off that doesn’t make them overpowered and provides reason to and not to take the trait; this makes the traits interesting and provides multiple ways to play with traps/spirits.

Well that’s the thing: small buffs are realistic than doing what you proposed. They are dead set in what they want Ranger Traps and Spirits to be. Propose things that fall into that line or change something else that makes those things relevant.

Recall Soften the Fall. Useless trait for years and they altered it to activate on heal – now it gets slotted by more players due to synergy. If you want things to get interesting, think in those terms if you want them to budge.

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Posted by: mtpelion.4562

mtpelion.4562

I just wish that the trait would cause spirits to use their active when they are killed or despawned.

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Posted by: Heimskarl Ashfiend.9582

Heimskarl Ashfiend.9582

I just wish that the trait would cause spirits to use their active when they are killed or despawned.

I agree, so people cannot just kill them with impunity from range. That fact alone makes them pretty meh from a PvP standpoint.

Even if they don’t use it on expiry or when you trigger the active, if they are killed, they cast the active on the player that killed them.

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Posted by: Durzlla.6295

Durzlla.6295

You know what’d be cool? If the spirit active by default occurred on both yours (or your pets) location AND at the spirits location, would allow us to place the spirits way more intelligently without completely removing the access to their active

They sing dark, delicious notes about power and family.
As their mother, I have to grant them their wish. – Forever Fyonna

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Posted by: anduriell.6280

anduriell.6280

i play mostly wvw and pve openworld and static spirits are a no use to me or anybody else. Keep in mind most of the player base don’t play raids or pvp with rangers.

For obvious reasons i need those to have the option to be mobile and that could work also as an weak alternative to glint rev.

Actives as ground target would be great also.

Spirits would need am small rework also, and traps i can’t think how to make those work just that they are so sad.

Scratch that:
rework trait trappers expertise to:
traps don’t reduce CD now. Traps apply revealed (3 secs) on trigger. (no need for more immob in the game it is already too much as it is now…). Traps now apply boons to the ranger for each enemy\ally hit.
all durations are 1 sec and 1 stack for application.

- healing spring apply regen and stability for each ally affected.
- Flame trap apply might and vigor.
- Viper nest apply fury and might.
- Spike trap apply protection and vigor.
- frost trap apply swiftness and protection.

Healing spring: reduce base healing in 50%. Now the area heal up to 5 allies 600(0.3)\sec and cleanse 1 condition sec. Reduce CD to 20 secs.

Flame trap needs to last longer: trap last 6 secs. burning per pulse 4 seconds. Increase effective radius to 300. CD 15 secs. Role is mainly offensive.

Viper nest: CD 20 secs. trap last 3 seconds. Increase poison duration to 8 seconds. 1 stack\sec the trap. Immob 1 1\2 seconds\pulse. Role is soft CC while apply poison to weaken enemies.

Spike trap: CD 30 secs. Trap has 3 pulses in 2 seconds interval. Trap apply Knock down 1 sec, 3 bleed for 10 secs each pulse. Role is hard CC and active deffense. To make this very visual the animation of the spikes coming up could be played each pulse, like traps in pve.

Frost trap: CD 25 secs. Increase effective radius to 300. Trap applies chilled and weakness (6 secs\pulse). 3 pulses interval 1 sec.

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(edited by anduriell.6280)

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Posted by: Panda.1967

Panda.1967

Can’t say anything for trappers expertise as I don’t use traps… however changes I would like to see to Natures Vengance….

Baseline Spirit Change:

  • Spirit actives are now ground target
  • Spirits automatically use their active at their location if they last their full duration.
  • Stone Spirit buff provides a flat damage reduction instead of applying Protection on hit.
  • Storm Spirit procs deal damage in addition to apply Vulnerability

Natures Vengeance changes:

  • Spirits now follow you and have increased health
  • Spirit passive effect range in increased in addition to active range
  • Stone Spirit’s boon pulse changed to Aegis (2s)
  • Sun Spirit’s boon pulse changed to Fury (3s) (maybe even swap Frost Spirit to Fury and give Might to Sun Spirit)

These changes would make it so that you can keep your spirits up for their full duration without losing out, and gives you an interesting choice between sacrificing your spirits early to affect a targeted area or to wait and let them expire to make the most of their passives and restrict their active to their location.

Storm Spirit would actually have some real value, since Vulnerability alone is so abundant as is, adding some damage to it would give it some real value.

Stone Spirit’s current setup is utterly redundant and absurd… as it stands right now the pulsing protection from Natures Vengeance does nothing but extend your protection by 1s every 3s… and the 6s protection from Stone Spirit on hit doesn’t do much for your party, especially when you consider how many sources of Protection are available to nearly everyone as is… Changing it’s passive to a unique buff that provides damage reduction will make it valuable to the team to keep it up, and changing the traited boon pulse to Aegis gives it some real value.

Sun Spirit’s traited boon pulse is completely useless… 1 second of +50% endurance regen… gaining an extra 2.5% endurance every 3 seconds is not helpful… Changing this to pulsing Fury or even Might would be a huge boon to this trait. Honestly I’d change Sun Spirit’s boon pulse to Might, given the passive effect adds burning to everyone’s attacks, it’d be of more value to give Might for that Power and Condi damage buff on the spirit that does Condi damage. Frost Spirit can be changed to Fury which will synergize just as well with its passive as Might already does.

And of course, Spirits following you allows you to keep your spirit buffs on allies on the move… please give this back already… to address the old issues from cleave, just increase the distance at which spirits follow so they trail further back.

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Posted by: Lazze.9870

Lazze.9870

…Traps will never be as flavorful as the in GW1 anyway. It’s just another set of utility skills.

Well, they don’t have to be! Yes Justine, I’m gonna link it again! Elite Trap kit!

It’s not that I can’t imagine it, it’s that I know it will never happen.

People seem to repeat the spirit change I’ve proposed for a while now though. Ground targeted, both on spirit spawn and skill activation.

(edited by Lazze.9870)

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Posted by: Lazze.9870

Lazze.9870

And of course, Spirits following you allows you to keep your spirit buffs on allies on the move… please give this back already… to address the old issues from cleave, just increase the distance at which spirits follow so they trail further back.

As if having them follow you so you you also have them up versus trash mobs is gonna make a difference anyone cares about. It won’t.

Having them run after you in wvw isn’t gonna make any difference either. And even then once they see a ranger running around and they know 2-3 of his or her utility skills that would otherwise be invuln and stun breaks are spirits, they gank that ranger immediately.

Mobile spirits are dead. Deal with it.

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Posted by: UnitedChaos.8364

UnitedChaos.8364

And of course, Spirits following you allows you to keep your spirit buffs on allies on the move… please give this back already… to address the old issues from cleave, just increase the distance at which spirits follow so they trail further back.

As if having them follow you so you you also have them up versus trash mobs is gonna make a difference anyone cares about. It won’t.

Having them run after you in wvw isn’t gonna make any difference either. And even then once they see a ranger running around and they know 2-3 of his or her utility skills that would otherwise be invuln and stun breaks are spirits, they gank that ranger immediately.

Mobile spirits are dead. Deal with it.

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Posted by: jcbroe.4329

jcbroe.4329

I particularly like the idea of summoning spirits at range.

However, it might be time we just remove the idea of summoned, targetable entities altogether.

Something like you invoke an active effect based on the spirit theme that you then carry on you for a duration, buffing allies in a radius around you because you’ve received the associated spirits blessing/aura/whatever would be a much more updated concept for the state of the game, 5 years later.

But there’s a million ideas that work. Any improvement would be a welcome one at this point.

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Posted by: InsaneQR.7412

InsaneQR.7412

Can’t say anything for trappers expertise as I don’t use traps… however changes I would like to see to Natures Vengance….

Baseline Spirit Change:

  • Spirit actives are now ground target
  • Spirits automatically use their active at their location if they last their full duration.
  • Stone Spirit buff provides a flat damage reduction instead of applying Protection on hit.
  • Storm Spirit procs deal damage in addition to apply Vulnerability

Natures Vengeance changes:

  • Spirits now follow you and have increased health
  • Spirit passive effect range in increased in addition to active range
  • Stone Spirit’s boon pulse changed to Aegis (2s)
  • Sun Spirit’s boon pulse changed to Fury (3s) (maybe even swap Frost Spirit to Fury and give Might to Sun Spirit)

These changes would make it so that you can keep your spirits up for their full duration without losing out, and gives you an interesting choice between sacrificing your spirits early to affect a targeted area or to wait and let them expire to make the most of their passives and restrict their active to their location.

Storm Spirit would actually have some real value, since Vulnerability alone is so abundant as is, adding some damage to it would give it some real value.

Stone Spirit’s current setup is utterly redundant and absurd… as it stands right now the pulsing protection from Natures Vengeance does nothing but extend your protection by 1s every 3s… and the 6s protection from Stone Spirit on hit doesn’t do much for your party, especially when you consider how many sources of Protection are available to nearly everyone as is… Changing it’s passive to a unique buff that provides damage reduction will make it valuable to the team to keep it up, and changing the traited boon pulse to Aegis gives it some real value.

Sun Spirit’s traited boon pulse is completely useless… 1 second of +50% endurance regen… gaining an extra 2.5% endurance every 3 seconds is not helpful… Changing this to pulsing Fury or even Might would be a huge boon to this trait. Honestly I’d change Sun Spirit’s boon pulse to Might, given the passive effect adds burning to everyone’s attacks, it’d be of more value to give Might for that Power and Condi damage buff on the spirit that does Condi damage. Frost Spirit can be changed to Fury which will synergize just as well with its passive as Might already does.

And of course, Spirits following you allows you to keep your spirit buffs on allies on the move… please give this back already… to address the old issues from cleave, just increase the distance at which spirits follow so they trail further back.

Jupp, this for spirits, similar to my idea but better. +1

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Posted by: InsaneQR.7412

InsaneQR.7412

And of course, Spirits following you allows you to keep your spirit buffs on allies on the move… please give this back already… to address the old issues from cleave, just increase the distance at which spirits follow so they trail further back.

As if having them follow you so you you also have them up versus trash mobs is gonna make a difference anyone cares about. It won’t.

Having them run after you in wvw isn’t gonna make any difference either. And even then once they see a ranger running around and they know 2-3 of his or her utility skills that would otherwise be invuln and stun breaks are spirits, they gank that ranger immediately.

Mobile spirits are dead. Deal with it.

1. You dont to need to run all spirits all at once
2. Its more of a zerg thing than a roaming thing.
3. It would give HUGE QoL in PvE.

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Posted by: Cufufalating.8479

Cufufalating.8479

This might be wishful thinking but I’m hoping the addition of Soulbeast might let traps see some more play. They aren’t terrible for condition builds (though still need much more to work on power builds) but the problem they’ve always had is they take up your utility slots which kills your survivabilty with the lack of stunbreaks, signets, etc.

Maybe we’ll be able to get some of that survivabilty from BM skills.

Spirits need a total rework, there’s just nothing interesting or good about them IMO, though I don’t know how I’d do them.

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Posted by: Lazze.9870

Lazze.9870

1. You dont to need to run all spirits all at once
2. Its more of a zerg thing than a roaming thing.
3. It would give HUGE QoL in PvE.

It’s kittening pointless. The “huge” QoL for PvE is barely relevant, the uptime is large enough as is when it actually matters. Boss fights.

I never said all. I said 2-3. The point obviously flew far above you head. Or are you really going to trait yourself for spirits, and only bring one with you? I can tell you right here and now that that build wouldn’t be anything better than what you can run now. Zergs? Mobile spirits alone aren’t gonna do anything worthwhile in zerg fights. Run shareable stances with the soulbeast instead.

For every spirit a ranger would run in a pvp enviroment, the fewer stun breaks and other useful utilities he or she has, the more the reasons to gank that ranger first the other players get.

Seriously. This begging for mobile spirits is getting ridiculous. There are easier ways to improve the static spirits as they are now, like giving them ground targeted summons and active skills, improve their passive effect range, make the improve health from the trait baseline etc.

(edited by Lazze.9870)

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Posted by: Artemis Thuras.8795

Artemis Thuras.8795

I’m not going to comment too much on the specific traits/suggestions.

However the idea of traits that are particularly strong, but come with a tradeoff (traitoff? amusing typo..) such as more damage, but longer cd, or losing a certain effect is extremely interesting. It’s a shame it seems so unlikely for this idea to be read by the balance devs.

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Posted by: cafard.8953

cafard.8953

I know most people don’t care about it, but in underwater combat, moving spirits were pretty awesome, given the lack of ground targeted aoe nukes. Plus the swimming with spirit dolphins looked great. If even just the UW spirits were made to move again, I’d be a happy bunny.

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Posted by: Durzlla.6295

Durzlla.6295

I know most people don’t care about it, but in underwater combat, moving spirits were pretty awesome, given the lack of ground targeted aoe nukes. Plus the swimming with spirit dolphins looked great. If even just the UW spirits were made to move again, I’d be a happy bunny.

Screw spirit dolphins, our elite is a spirit WHALE! I do kinda miss swimming with my pod of spirits though, but spirits don’t need to be mobile…. even if it means I can’t have my whale swim with me…

They sing dark, delicious notes about power and family.
As their mother, I have to grant them their wish. – Forever Fyonna

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Posted by: mtpelion.4562

mtpelion.4562

Here’s a thought:

What if Spirits were updated to use the new Ammo system?

Using the skill places the spirit at your location.

The icon switches to the Active skill and ammo is added (2-5 uses, depending on the spirit).

Using the Active will then:
1. Consume 1 charge of ammo,
2. Teleport the spirit to your location, and
3. Cause the Active effect

Alternately, steps 2 and 3 could be swapped so that the effect triggers and then the teleport happens.

In this version, Spirits DO NOT DIE when using the active, only when their life timer expires.

In this version you:
A. Get more uses of the Active making Spirits much more useful and
B. Can move the Spirits to you on demand, preventing them from going out of range while their life timer still has time on it.

Thoughts?

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Posted by: anduriell.6280

anduriell.6280

1. You dont to need to run all spirits all at once
2. Its more of a zerg thing than a roaming thing.
3. It would give HUGE QoL in PvE.

It’s kittening pointless. The “huge” QoL for PvE is barely relevant, the uptime is large enough as is when it actually matters. Boss fights.

I never said all. I said 2-3. The point obviously flew far above you head. Or are you really going to trait yourself for spirits, and only bring one with you? I can tell you right here and now that that build wouldn’t be anything better than what you can run now. Zergs? Mobile spirits alone aren’t gonna do anything worthwhile in zerg fights. Run shareable stances with the soulbeast instead.

For every spirit a ranger would run in a pvp enviroment, the fewer stun breaks and other useful utilities he or she has, the more the reasons to gank that ranger first the other players get.

Seriously. This begging for mobile spirits is getting ridiculous. There are easier ways to improve the static spirits as they are now, like giving them ground targeted summons and active skills, improve their passive effect range, make the improve health from the trait baseline etc.

Lazze although i agree in some degree with you, the spirits at first sight don’t seems like the most optimal choice let me share some ideas just with the actual effects (which i think some need to be reworked)

Lets say we have two new traits: mobile spirit(Adept) and the GM for aoe extra boons. We are saying here we have the actives ground targeted.
And then we grab the dodge cleanses just because. All this in a wvw scenario

So: you can use storm spirit for the swiftness(mobility) and the active to trigger the AoE daze so you can proc Ancient seeds with whatever.
Sudenly you don’t need BM to keep the swiftness and can go for another more offensive traitline.

Another example: You take WK and stone spirit. You even choose another GM in NM as you can trigger more oftenly protection for the extra heal. Also you have access to another CC.

Here is another: you proc sun spirit and go with an hybrid build WK-NM. Sudenly using LB to inflict conditions has more sense (just from utilites\traits you’ll inflict poison, bleeds and burning + sigils)

And all that having access to another elite which you can use while moving. And getting the extra boon duration and more importantly the boon pet sharing thing.

You see? You don’t need to carry more than one spirit which doesn’t hinder your survivality but actually improve it. As it is not about having the best builds but having more options available to experimentation.
Spirits would need a rework\redesign anyway because the effects actives and passives are kinda underwhelming. But at least it would be an step in the good direction.

Obviously it wouldn’t be a low effort task anyway.

I TOLD YOU SO
Inverse to Apple: SBeast is the worst yet.. jurl jurl
I’m all in for Team Irenio!

Spirit and Trap Traits

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Posted by: Heimskarl Ashfiend.9582

Heimskarl Ashfiend.9582

Here’s a thought:

What if Spirits were updated to use the new Ammo system?

Using the skill places the spirit at your location.

The icon switches to the Active skill and ammo is added (2-5 uses, depending on the spirit).

Using the Active will then:
1. Consume 1 charge of ammo,
2. Teleport the spirit to your location, and
3. Cause the Active effect

Alternately, steps 2 and 3 could be swapped so that the effect triggers and then the teleport happens.

In this version, Spirits DO NOT DIE when using the active, only when their life timer expires.

In this version you:
A. Get more uses of the Active making Spirits much more useful and
B. Can move the Spirits to you on demand, preventing them from going out of range while their life timer still has time on it.

Thoughts?

I reckon ground targeting for placement as well as active skill use with a couple of shots via the ammo system would go a LONG way into making them better.

Spirit and Trap Traits

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Posted by: Kishandreth.2798

Kishandreth.2798

For me, the only changes I would love to see for spirits would be to have their boons and pulse boons be affected by the rangers boon duration. Second would be to double the hit points on the elite spirit (8.6k is nothing). Third would be to have the recharge start even when the spirit is alive.

Spirit and Trap Traits

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Posted by: Rashagar.8349

Rashagar.8349

No thanks. I’d rather have Spirits altered in 3 ways:

  • Summoning Spirits is a ranged, ground-target.
  • Players cast the Spirit active as a ranged, ground-target which sacrifices the Spirit.
  • Nature’s Vengeance increases the passive range instead of the active.

Allows for better placement, the active skill to be in the hands of the player without placing the Spirit in harms way, and NV tweak so Spirits can have more battlefield coverage since mobile spirits returning is just not happening.

As for Traps, adding 1 non-damaging condition to offensive traps on-trigger baseline would help. Flame Trap blinds (3), Frost Trap slows (3s), Viper’s Nest weakens (4s), and Spike Trap immobilizes (2s).

Increase the base burning of Flame Trap from 2½s -> 3s; Spike Trap’s bleeds from 6¼s -> 8s; the poison field duration on Viper’s Nest from 2s -> 3s; and Trapper’s Expertise to add Resistance (2s) on Healing Spring.

The first point for spirits isn’t particularly important to me but I like points 2 and 3.
I remember thinking up once when bored and waiting in an airport some changes to spirit skills I’d like to see, but the details completely escape me now. Might see if I can find/remember them. The general concept of them was making the effects a bit thematically tidier and to have a bit more “take” from enemies to go with the “give” to allies.