User:Cursed Angel/Communing
Issue[edit]
Communing is terrible.
The Defensive Spirits[edit]
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.
25 5 45 . At 15 communing; Shelter can reduce damage to 10% up to 4 times before it dies.
15 3 45 . At 15 communing; Displacement can block 4 attacks before it dies.
15 3 45 . At 15 communing; Union reduce 15 damage randomly 11 times before it dies.
The Offensive Spirits[edit]
- 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
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.
they're all level 8 or less.
15 5 45 . lives 30 seconds, deals 20 damage and blinds up to 6 seconds.
25 3 45 . lives 45 seconds, sucks hard without a hex.
25 5 45 . lives up to 25 seconds, deals up to 20 damage and interrupts.
25 5 45 . lives 35 seconds, deals 20 damage and removes enchantments.
- Pain:
10 5 45 . Deals no damage and dies after 4 knockdowns.
The completly pointless skills[edit]
Communing, unlike many other attributes, is filled with them.
- Dulled Weapon: wtf
- Armor of Unfeeling: reduce 10 damage while spawning spirits, and only while doing so.
- Restoration:
10 5 45 . 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.
- Binding Chains: ends on damage, and damage isn't that usual.
- Soothing:
25 5 60 . only works on adrenaline skills.
15 5 60 . useful to increase knockdown, owait.
- Signet of Binding: spirits dies before you can use it.
Suggestions[edit]
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.
15 3 45 . Binding Ritual. Create a level 1...7...8 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 30...54...60 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.
15 5 45 . Binding Ritual. Create a level 1...8...10 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 75...51...45). This Spirit lasts 30...54...60 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.
10 3 30 . Binding Ritual. Create a level 1...8...10 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 75...51...45 health. This Spirit dies after 30...54...60 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.
Spirit loses 50...34...30 Health.
15 3 30 . 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.
- Signet of Binding: ¾ 20
Signet. The next Binding Ritual you create gains +10...162...200 maximum Health for 15 seconds.
- much better designed.
5 1 20 . Enchantment Spell. For 10...30...35 seconds, you have 5...13...15 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.
10 1 20 . Hex Spell. For 8...18...20 seconds, target foe moves 50% slower. Binding Chains ends if damage drops that foe's Health below 50%.
- less conditional.