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Old Jun 22, 2009, 09:30 PM // 21:30   #1
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Uh, I don't know if you noticed, but you nerfed this when you buffed it, all in the same update. It would of been great pre-update, but post-update? wtf? Spirits are casting instantly, with the highest time being 1s. So... useless, gg.


Now if you changed this to Recharge. It would make much more sense and actually be viable, and earn a spot on rit bars. But currently... You made a useless skill even more useless.

If you changed this Shelter, Union, and Displacement would actually be useful (PvE). They just run out extremely fast in HM. There's just too much DMG happening. So they're effectively useless, leaving you with about 42seconds of downtime waiting on the recharge. Since they only last about 3-5 seconds.
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Old Jun 22, 2009, 10:38 PM // 22:38   #2
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Well, this is bugged and works for spells atm, so makes Sacrifice glyph a little lame. But I think this solution is a little more viable.
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Old Jun 22, 2009, 10:38 PM // 22:38   #3
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Quote:
Originally Posted by SimplyAmazing View Post
Uh, I don't know if you noticed, but you nerfed this when you buffed it, all in the same update. It would of been great pre-update, but post-update? wtf? Spirits are casting instantly, with the highest time being 1s. So... useless, gg.


Now if you changed this to Recharge. It would make much more sense and actually be viable, and earn a spot on rit bars. But currently... You made a useless skill even more useless.

If you changed this Shelter, Union, and Displacement would actually be useful (PvE). They just run out extremely fast in HM. There's just too much DMG happening. So they're effectively useless, leaving you with about 42seconds of downtime waiting on the recharge. Since they only last about 3-5 seconds.
I'm tempted to agree with everyone saying this was a wtf update for this certain skill, but I just have one thing bugging me in the back of my mind.

In HM interrupt speeds are INSANE and spirit recharge is nasty. I expect in interrupt heavy areas this would be worth it, and its one less skill to worry about for energy.

I dunno...Seems like its still useful in Niches to me.
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Old Jun 22, 2009, 11:08 PM // 23:08   #4
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Quote:
Originally Posted by ajc2123 View Post
I'm tempted to agree with everyone saying this was a wtf update for this certain skill, but I just have one thing bugging me in the back of my mind.

In HM interrupt speeds are INSANE and spirit recharge is nasty. I expect in interrupt heavy areas this would be worth it, and its one less skill to worry about for energy.

I dunno...Seems like its still useful in Niches to me.
It kinda would be useful if Summon Spirits didn't exist.
Nor the huge range of effect of spirits.
It's useless.

But the pre-nerf one - that would be interesting. HP regen for Shelter?
Sweet!
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Old Jun 22, 2009, 11:19 PM // 23:19   #5
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Its good for things like Meteor shower, instant cast with no penalty, but when they fix the bug i'd rather it to be a sort of glyph of lesser energy for ritualists. For example

The next 1...2..3 Binding Rituals cost 5...15..20 less energy.
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Old Jun 22, 2009, 11:20 PM // 23:20   #6
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Originally Posted by upier View Post
It kinda would be useful if Summon Spirits didn't exist.
Nor the huge range of effect of spirits.
It's useless.

But the pre-nerf one - that would be interesting. HP regen for Shelter?
Sweet!
Yeah but summon spirits doesn't move unsummoned spirits.

Granted you can cast spirits then run in and summon, but then if your in the middle of battle (Like vizunah square) and your spirits run out or get killed, then I can see the signet being useful.
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Old Jun 22, 2009, 11:35 PM // 23:35   #7
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They should fix it, and then make it work for any summoned or crated creature, including asura summons, animated minions and ranger spirits.
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Old Jun 23, 2009, 05:46 PM // 17:46   #8
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meh, offensive spirits getting rupted isn't a big deal, and defensive spirits like union, shelter, and displacement, are pretty much useless in HM as they only last about 3 seconds. Oh, and not too mention, they're aren't casted Instantly even though that's what the skill description states, it's actually cast at 1/4 second. so with the exception of a couple of spirits, that's what they're all casting at anyway... so, even more useless.

I do understand your point of view, but I would never bring it, I'd rather bring mindbender or something like that to take care of the problem. Or.. Mantra of Resolve which is what I've used in the past. Even if you do cast it, the recharge time is way too long for Defensive spirits to be effective or useful in HM. The downtime, compared to the actual uptime of these spirits, is definitely not worth it. Sure you may be able to cast it, but then you have to wait 40+ seconds un-protted, to be able to put it up again. The mob or your party will be dead before you even get shelter/union/etc up again.

I still vote for recharge, I mean you could Maintain Shelter and Union effectively, without having to use Ritual Lord, which takes up an Elite spot. If you could Maintain Shelter and Union, and still have a spot for an elite. You could put together one very useful and HM viable rit bar for full party prot.
Maybe increase the recharge on the signet, I'm not saying you should be able to keep shelter and union etc up indefinitely but, at least twice or even 3 times during HM combat. Like this, these spirits would definitely be useful, and a viable way of protting the party.

Otherwise I think shelter and union will never be on any of mine or my hero's bars, at least in HM.

Last edited by SimplyAmazing; Jun 23, 2009 at 06:31 PM // 18:31..
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