User:Cursed Angel/Communing

Issue
Communing is terrible.

The Defensive Spirits
Most spirits levels up to 8, which is 50 armor and 160 health, so most spirits that lose health whenever they trigger their effect dies within a second.


 * : . At 15 communing; Shelter can reduce damage to 10% up to 4 times before it dies.


 * : . At 15 communing; Displacement can block 4 attacks before it dies.


 * : . At 15 communing; Union reduce 15 damage randomly 11 times before it dies.

The Offensive Spirits
Most of the spirits are pretty cool and doesn't afraid of anything, shadowsong requires a non-caster, disenchantment an enchanted target and anguish a hexed target, these skills are worse than pain without.
 * Pain 15 communing - 160 health, 50 armor, 30 damage, can have 1, cannot move.
 * Bone Horror 15 death magic - 420 health, 68 armor, 15-43 damage, can have 9 of them, requires corpses.
 * lol

they're all level 8 or less.
 * : . lives 30 seconds, deals 20 damage and blinds up to 6 seconds.
 * : . lives 45 seconds, sucks hard without a hex.
 * : . lives up to 25 seconds, deals up to 20 damage and interrupts.
 * : . lives 35 seconds, deals 20 damage and removes enchantments.
 * : . ok.
 * : . Deals no damage and dies after 4 knockdowns.

The completly pointless skills
Communing, unlike many other attributes, is filled with them.
 * : wtf
 * : reduce 10 damage while spawning spirits, and only while doing so.
 * : . tell people to die within the area of a spirit and then hope that it dies when people have done so. or when your whole team is dead and you're getting hunted down, stand still for 5 seconds and cast a spirit and then wait until it dies.
 * : ends on damage, and damage isn't that usual.
 * : . only works on adrenaline skills.
 * : . useful to increase knockdown, owait.
 * : spirits dies before you can use it.

Suggestions
I'm not into some revolutionary idea on how to make spirits more active, because that's stupid. I'm not suggesting buffing them to godlike powers, because they annoy me in PvP. Binding Ritual. Create a level Spirit. Whenever a non-spirit ally in its range takes damage, that damage is reduced by 10 and the Spirit is set on fire for 1 second. This Spirit dies after seconds.
 * Union doesn't last long if cast within a fight, if burning it'd live at least 11 seconds, maybe a bit much but well needed.

Binding Ritual. Create a level Spirit. Each time non-spirit allies within its range lose more than 10% maximum Health from a single attack, the damage over 10% is redirected to the spirit (maximum ). This Spirit lasts seconds.
 * This spirit lose 45 health even when it reduce 5 damage from a 65 damage hit with a weapon, this change would deal as much damage to the spirit as it reduce, any damage redirected to the spirit that is over 75-45 would be reduced to 0.

Binding Ritual. Create a level Spirit. All non-Spirit allies within its range have a 75% chance to block Physical attacks. Every time an attack is blocked in this way, this Spirit lose health. This Spirit dies after seconds.
 * this spirit blocks and lose health on wanding, making it only block physical attacks would increase its usefulness alot.


 * 25->15, ritualists don't have energy storage.
 * 25->15, ritualists don't have energy storage.
 * 25->15, ritualists don't have energy storage.

Spirit loses Health. Now spawns a spirit of bloodsong.
 * Two ways to spawn Pain when bloodsong got changed to channeling, would be a pretty cool way to put down 2 attack spirits at once.


 * in line with nature rituals, even if these only affect your foes.
 * in line with nature rituals, even if these only affect your foes.

Signet. The next Binding Ritual you create gains + maximum Health for 15 seconds.
 * : 3⁄4 20
 * : 3⁄4 20
 * much better designed.

Enchantment Spell. For seconds, you have  armor and cannot be knocked down or interrupted while casting Binding Rituals.
 * 10 less damage won't save you when people have 5 seconds to interrupt your damn spirit.

Hex Spell. For seconds, target foe moves 50% slower. Binding Chains ends if damage drops that foe's Health below 50%.
 * less conditional.