ArenaNet:Skill feedback/Ritualist/Spirit Siphon

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Spirit Siphon Spirit Siphon

Cursed Angel's Issue -- 23:58, 24 March 2008 (UTC)

Discussion

Issue
the energy gain is too low (about 3-4 energy) and it's in channeling where u mostly dont use more than 2 spirits. so a skill like this is retarded to throw around. oh, and it already autotarget if u don't, the guy above havent even tried the skill.
Suggestion
increase the energy gained to around 12-13 with 15 channeling (as the skill cost 5 energy you gain 7-8 energy) and increase the recharge to 8-10 sec, it'd make it a more viable energy management skill, maybe change it to communing/spawning.


Falconeye's Proposal

Issue
See Above
Suggestion
Change function entirely.

5 Energy1 Activation time10 Recharge time - (Channeling Magic) - Spell. "You steal 1...3...4 Energy from earshot spirits (maximum 5...11...12 energy). Target foe takes 1...3...3 lightning damage for each point of Energy gained."

5 Energy¼ Activation time3 Recharge time - (Channeling Magic) - Spell. "Spirit loses all Energy and you gain 15...43...50% of that Energy. Target foe takes 1...3...3 damage for each point of Energy gained."

5 Energy¼ Activation time8 Recharge time - (Channeling Magic) - Spell. Spirit loses 10...26...30 Health. You gain 1 energy for each 5...3...3 points of Health lost. Target foe is dealt 2 damage for each point of Health lost.

Comments
At rank 0, you would need 5 spirits to break even, (I have never seen any party (PvP or PvE) yank out more then 8 spirits at any time.)
At rank 3, you only need 3 spirits for net-gain of 1 energy. At rank 8, you only need 2 spirits for net-gain of 1 energy.
At rank 12, if used religously, 2 earshot spirits offer net-gain of 8 energy upon recharge... and spirits would have regnerated 4 energy between casting... making this a reliable & renewable source of energy -- provided at least 2 spirits are present.
In theory, a Team-Arena match with all players on both sides using Siphon Spirit at 12 ranks (all at the same time) will suck any earshot spirit dry in an instant. So its a very good idea to coordinate with teamates when equiping this skill.
Notes

Nice synergy with Spiritleech Aura. --Falconeye 17:52, 26 September 2008 (UTC)

Kigamo's Suggestion

Issue
There^
Suggestion

5 Energy¼ Activation time10 Recharge time - (Channeling Magic) - Spell. "Closest spirit loses all energy, tagret ally gains 5...24...29% of that energy.

Akirai's Issue

Issue
Too weak
Suggestion
Buff the energy gain to 20..60..85%. That's about as powerful as GoLE but harder to stop and less of a big alarm that an important spell is coming up above your head.