I’ve been trying out a variety of different spirit builds in open world PvE and dungeons lately and I’ve come to the conclusion that they’re extremely lackluster in comparison to everything else available to the Ranger.
When it comes down to it, they are simply not worth the expenditure of trait points or utility slots, because there are a number of fundamental problems with how they work.
First, the spirits themselves are extremely vulnerable to damage. Even traited for additional health, they have virtually zero survivability in any dungeon encounter — often being one- or two- shot by enemies seconds after they’ve been summoned.
Traiting Spirits Unbound (to allow the spirits to follow you) and then staying at range does not help their survivability in the least. Many mobs will simply chase them down and kill them or simply attack them with their own ranged options and kill them. Either way, they still end up dead — and you miss out on their effects.
I could understand the lack of survivability if the cooldown were lower or the effects of the spirits themselves were better, but in most dungeons I’ve run they provide their bonus to characters in the vicinity once before being killed. Twice, if you’re lucky.
Which brings me to point two on why spirits are so lackluster…
Quite simply, the effects of the spirit are relatively unreliable for characters with slower attack rates. They work fine if you’ve got a fast auto-attack or if you’re using Rapid Fire or Unload or something similar — especially if you’ve traited to increase the chance of the effects being applied.
But if you or your teammates are using something slower, the effective “up time” on the boons granted by the spirit is pretty abysmal. It’s definitely not something that you’d want to waste a utility slot on — or base an entire build around.
To my mind, that’s a bit of a problem. I can’t think of many other support-style utilities that rely as heavily on group composition and that are appreciably worse based on profession/weapon selection.
Pretty much every other utility in the game benefits everyone about the same, regardless of how they’ve chosen to build. So why don’t the spirits?
Between the lack of survivability and the unreliability of applying their effects to characters with slower attacks, the spirits really are lackluster compared to every other utility skill available to the Ranger (including the Shouts)..
It’s true that you can trait heavily to make spirits moderately more useful, but that in itself requires a considerable investment of trait points which could otherwise be spent on things that are significantly more effective overall.
Hopefully, at some point in the near future, when we get those Ranger “quality of life” changes that were talked about a while back., we’ll see some love for the Spirits. Until then, though… I’m going to make some suggestions as to how I’d personally re-work things.
So… Here goes…
Let’s scrap the idea of spirits being separate entities altogether and instead treat them as a kind of transformational shamanic mask. Essentially, the ranger would take on the spiritual characteristics of a particular element, animal, or whatever and would so manifest subtle changes in his appearance to reflect that nature.
So… Instead of a spirit being summoned as a separate entity, it would instead appear on, near, or around the ranger himself. Perhaps as some kind of ghostly-looking aura or effect — in a manner similar to how you get the ghostly animal animations when using certain weapons.
Aesthetically, this would do away with one of the things that bugs a lot of people about the spirits: that they appear pretty much identical to a scaled down oakheart with some kind of ghost effect applied to it — almost like placeholder art.
In gameplay terms, it would effectively remove one of the biggest problems with the spirits while staying true to the general vibe of the ranger itself.
To simplify the aesthetics and to compensate for the balance issues that might be created by not being able to destroy the spirits (and thus deprive the Ranger of his buffs), you’d probably want to restrict rangers to having only one spirit active at a time (like the Stances of the Warrior).
The secondary skill for each of the spirits could remain essentially the same, effectively allowing you to dismiss the spirit early for the usual situational effect.
Traits that affect spirits as separate entities would, of course, need changing. Vigorous Spirits might instead increase the duration (or lower the cooldown) on the spirit skill itself, while Nature’s Vengeance might allow the situational effect to be used without dismissing the spirit, and Spirit’s Unbound might grant vigor to allies affected by the spirit or periodically remove chilled, crippled, and immobilize from the Ranger.
Anyway… Just an idea.