Spirits can't die, OP for zergs?
it wouldnt be OP, but it would need balancing.
IMO, there is two solutions for spirits (if we are to keep the current system)
A: Make spirits invulnerable but last only X seconds (like moving warrior banners)
B: Make spirits destructible but last until destroyed (like pets)
Currently @ some T1 server in EU
B: Make spirits destructible but last until destroyed (like pets)
Chat: “Placed my spirit at the beginning of the dungeon, brb reloging to make it go away”…
B: Make spirits destructible but last until destroyed (like pets)
Chat: “Placed my spirit at the beginning of the dungeon, brb reloging to make it go away”…
hey, i want to introduce you to this cool concept calls “changing utilities out of combat to that of something else then back again”.
Here is how it works;
Step 1 – summon spirit
Step 2 – complete the fight
Step 3 – Once out of combat, change to a different spirit utility then change back to the original spirit utility to desummon former spirit
Step 4 – wait for cooldown
Step 5 – summon spirit again
Step 6 – repeat step 1 through 5 as many times as neccessary.
Currently @ some T1 server in EU
it wouldnt be OP, but it would need balancing.
B: Make spirits destructible but last until destroyed (like pets)
In my opinion, the B solution would be best with some changes.
Spirits would last 60 Seconds.
(To avoid the problem written in above reply)
Spirits would always provide their passive effect. ALWAYS
(Because, duh, this shouldn’t be a nerf)
Spirits would only be able to use their actives when not injured.
(The actives would receive a buff and be changed into targeted abilities. That is, when using the active, the spirits will move, if able, to the target and use the active, then return. Or just completely rework the abilities and make them ranged)
Let’s saaaay….
Spirits can’t die… That means they would be viable for zergs because the spirit buff would cycle through every single person, because those who activated the buff can’t receive it for 10 seconds, i.e. there are 10 seconds for others to activate it which leads to next point.
The whole zerg would have access to burning, protection, swiftness and healing. Would this be OP?
Assume 75% chance to activate and assume that two zergs start attacking eachother at roughly the same time. Almost every shot would activate one spirit so in about 1 or 2 seconds, there are 5 players who received protection, 5 who inflicted burning, 5 who got healing. In the next 1 or 2 seconds, another 15 activations happened……….
Why would you “‘assume’ 75% chance to activate” when the proc chances are given?
35% and 70% (traited)
Let’s saaaay….
Spirits can’t die… That means they would be viable for zergs because the spirit buff would cycle through every single person, because those who activated the buff can’t receive it for 10 seconds, i.e. there are 10 seconds for others to activate it which leads to next point.
The whole zerg would have access to burning, protection, swiftness and healing. Would this be OP?
Assume 75% chance to activate and assume that two zergs start attacking eachother at roughly the same time. Almost every shot would activate one spirit so in about 1 or 2 seconds, there are 5 players who received protection, 5 who inflicted burning, 5 who got healing. In the next 1 or 2 seconds, another 15 activations happened……….
Why would you “‘assume’ 75% chance to activate” when the proc chances are given?
35% and 70% (traited)
Because I remembered it as 75% but now you corrected it.
B: Make spirits destructible but last until destroyed (like pets)
Chat: “Placed my spirit at the beginning of the dungeon, brb reloging to make it go away”…
Just change the spirit skill to a signet then back. Problem solved.
*got locked for spamming then Prysin covered this already. Though, if you use a signet instead of another spirit it will skip the CD.
@Solrik:why is killing off your own spirits a problem?
(edited by Tman.6349)
i heard they upped spirit’s health a while back. But apparently it’s not enough, mine melts like 5 second after , despite me intentionally put it as back in the line as possible. If it only affects 5 allies at a time , i wouldnt say it’s OP.
it means THEY got me for " neg criticism in clever disguise".
Know that it has been fun and I love ya all.
Remove spirits and make them buffs on the normal Ranger pet. Always on until the pet dies or is swapped and at that point they’re put on a 20 second cooldown.
Then just give Ranger pets 50% less damage from AE in WvW only, make it so pets get .75 seconds of evade frames any time the ranger dodges or evades. Make it so all heals will resurrect a pet when cast or reset the pet swap cooldown.
Have I won the internets?
The whole zerg would have access to burning, protection, swiftness and healing. Would this be OP?
That’s basically how spirits worked in GW1. They covered a huge area, and everything inside was affected – enemies and allies alike. e.g. You could turn the tide of battle by dropping a spirit which turned physical damage into fire damage, making warrior armor the weakest and caster armor the best protection against melee.
http://wiki.guildwars.com/wiki/Nature_ritual
I thought GW1 spirits were brilliant. Skills and utilities played within the rules of the game, but ranger spirits changed the rules of the game and could make a bad skill good, or a good skill bad – if you were within range of the spirit. But for whatever reason, they decided to drop this approach in GW2. So no, I don’t think Anet would go for your idea.
GW1 spirits would be very troll-y in GW2. Even in GW1 they could be very troll-y, but in GW2 a lot more players would be affected.
i heard they upped spirit’s health a while back. But apparently it’s not enough, mine melts like 5 second after , despite me intentionally put it as back in the line as possible. If it only affects 5 allies at a time , i wouldnt say it’s OP.
You are right but we can elaborate on it further.
Whenever an ally out of those 5 proc a spirit, the ally won’t be able to receive the buff for 10 seconds which means that the buff will go to a new ally. In a battle, everyones attacking full-speed and the spirit buffs would quickly cycle over many people.
In a zerg if wouldn’t be OP really.. just because there so much stuff flying around already most people probably wouldnt notice the extra protection, certainly wouldnt notice the swiftness, and probably not the burning either.
The healing from Elite and Water spirit are probably the only once which could make a difference since they are unique heals, which is always awesome.
Gunnar’s Hold
Ha, unkillable nature spirit would be insane in a zerg.
I thought the spirits gave the buff out every 10 seconds instead of constantly giving it out with each player having a 10sec cooldown.
I think they pump them out every 2 (6? I have both numbers in my head) seconds. I believe their cooldown is way lower than their effect in order to affect people that are out of range in a dungeon that come in to range. I.e. if you’re out of range of the frost spirit, you run to the boss and in to range of the frost spirit you almost instantly gain the FS effect. Don’t listen to me though I’m just posting to hear myself type, not 100% sure.
(edited by Fluffball.8307)
Sun spirit ect yes they have internal cooldowns of 10secs between each buff.
Frost spirit is an Exception from this rule.
Sun spirit ect yes they have internal cooldowns of 10secs between each buff.
Frost spirit is an Exception from this rule.
No no, not the effect, the proccing on the player. So if the proccing is super short it can affect a lot of players. Aso check my masterful use of affect vs effect.
Sun spirit ect yes they have internal cooldowns of 10secs between each buff.
Frost spirit is an Exception from this rule.No no, not the effect, the proccing on the player. So if the proccing is super short it can affect a lot of players. Aso check my masterful use of affect vs effect.
ah i see, yes well since the player Procs the effect and its cooldown is on the player between buffs.
any new players that enters the Radius can instantly proc the buff.
B: Make spirits destructible but last until destroyed (like pets)
Chat: “Placed my spirit at the beginning of the dungeon, brb reloging to make it go away”…
Just change the spirit skill to a signet then back. Problem solved.
*got locked for spamming then Prysin covered this already. Though, if you use a signet instead of another spirit it will skip the CD.
@Solrik:why is killing off your own spirits a problem?
I don’t understand why you’d need to even bother switching utilities at all? I’ve never played spirits on my Ranger but I assumed they worked like the old Ritualist spirits in GW1 – creating a new one destroys the old one.
At least that’s how they’d have to make it work if they were permanent.
B: Make spirits destructible but last until destroyed (like pets)
Chat: “Placed my spirit at the beginning of the dungeon, brb reloging to make it go away”…
Just change the spirit skill to a signet then back. Problem solved.
*got locked for spamming then Prysin covered this already. Though, if you use a signet instead of another spirit it will skip the CD.
@Solrik:why is killing off your own spirits a problem?
I don’t understand why you’d need to even bother switching utilities at all? I’ve never played spirits on my Ranger but I assumed they worked like the old Ritualist spirits in GW1 – creating a new one destroys the old one.
At least that’s how they’d have to make it work if they were permanent.
The problem there is because spirits are chain skills. Sure, it could be made to work like that if the active effects were removed, but the active skills are what make Spirit of Nature good and also really improve Spirit of Earth.
B: Make spirits destructible but last until destroyed (like pets)
Chat: “Placed my spirit at the beginning of the dungeon, brb reloging to make it go away”…
Just change the spirit skill to a signet then back. Problem solved.
*got locked for spamming then Prysin covered this already. Though, if you use a signet instead of another spirit it will skip the CD.
@Solrik:why is killing off your own spirits a problem?
I don’t understand why you’d need to even bother switching utilities at all? I’ve never played spirits on my Ranger but I assumed they worked like the old Ritualist spirits in GW1 – creating a new one destroys the old one.
At least that’s how they’d have to make it work if they were permanent.
The “problem” is the spirit can’t be moved for 1 minute after you’ve placed it. Switching the spirit skill to another utility skill kills the spirit, after which it goes on a 20 sec cooldown before you can reposition it.
i.e. You only have to wait 20 sec to move it, instead of 1 min 20 sec. Or in the context of the original suggestion (indestructible spirits), you wouldn’t have to logout to reposition it. You’d only have to temporarily swap skills.
With the fast paced AoE play style of GW2, they really need to make spirits follow you and also be invulnerable – untraited. Also, make them stay alive indefinetly, as in, no duration on the skill.
To balance this, I would give it a count of charges (x) that are used up as the effect affects someone’s attack. ie only a certain number of attacks will be affected before the spirit dies and the skill goes on CD. I would also like to see the CD be short, say 20s, balanced with the amount of charges available.
Vigorous Spirits would be changed to the chance % only, Spirits Unbound could then be used as an increase to the amount of charges available on the spirit and Nature’s Vengeance could be changed to make spirit effects X% more effective.
The Ranger spirits then become just like an ele conjured weapon, but affect more people and are passive buffs.
My $0.02
Edit: I forgot to add that I would remove the spirit secondary skills altogether also or perhaps make the secondary a “kill spirit” skill.