User:Cursed Angel/Communing

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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 Energy5 Activation time45 Recharge time. At 15 communing; Shelter can reduce damage to 10% up to 4 times before it dies.

10 Energy¼ Activation time5 Recharge time


15 Energy3 Activation time45 Recharge time. At 15 communing; Displacement can block 4 attacks before it dies.

5 Energy1 Activation time4 Recharge time


15 Energy3 Activation time45 Recharge time. At 15 communing; Union reduce 15 damage randomly 11 times before it dies.

5 Energy¼ Activation time15 Recharge time


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 Energy5 Activation time45 Recharge time. lives 30 seconds, deals 20 damage and blinds up to 6 seconds.

25 Energy3 Activation time45 Recharge time. lives 45 seconds, sucks hard without a hex.

25 Energy5 Activation time45 Recharge time. lives up to 25 seconds, deals up to 20 damage and interrupts.

25 Energy5 Activation time45 Recharge time. lives 35 seconds, deals 20 damage and removes enchantments.

5 Energy3 Activation time30 Recharge time. ok.

10 Energy5 Activation time45 Recharge time. Deals no damage and dies after 4 knockdowns.


The completly pointless skills[edit]

Communing, unlike many other attributes, is filled with them.

10 Energy5 Activation time45 Recharge time. 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.

25 Energy5 Activation time60 Recharge time. only works on adrenaline skills.

15 Energy5 Activation time60 Recharge time. useful to increase knockdown, owait.


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 Energy3 Activation time45 Recharge time. 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 Energy5 Activation time45 Recharge time. 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 Energy3 Activation time30 Recharge time. 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.

15 Energy3 Activation time45 Recharge time.

15 Energy5 Activation time45 Recharge time.

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

Spirit loses 50...34...30 Health.

15 Energy3 Activation time30 Recharge time. 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.

5 Energy3 Activation time30 Recharge time.

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

5 Energy1 Activation time10 Recharge time.

Signet. The next Binding Ritual you create gains +10...162...200 maximum Health for 15 seconds.

much better designed.

5 Energy1 Activation time20 Recharge time. 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 Energy1 Activation time20 Recharge time. 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.