Oct 17, 2006, 05:56 PM // 17:56
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#1
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Forge Runner
Join Date: May 2005
Guild: The Etereal Guard
Profession: Me/Mo
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Draw Spirit - Why or why not to use it.
Personally, I regard it as one of the most powerful Ritualist spell. So I'm going to argue why use them.
- It will prevent your spirits getting slaughtered. Warriors and Assassins that target spirits will have a bad time chasing your spirits around, and most of the time, after 1 or 2 Draw Spirits they'll give up and stop chasing it.
- It will move spirit to offensive positions.
- Prevent interrupt in certain cases. For example, why a ranger has his/her eyes on you and you can't summon spirit on open ground. This is the time to go around the wall to get it summoned, and move it back out again.
- Move it for massive bomb heal/damage. Combining with Life/Destruction/Rupture Soul/Spirit to Flesh (I like best with Rupture Soul with Life, as both Rupture Soul and Life have large area)
Now, discuss!
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Oct 17, 2006, 06:19 PM // 18:19
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#2
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Hell's Protector
Join Date: Jul 2005
Guild: The Eyes of Texas [BEVO]
Profession: D/A
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Personally, I love the spell. It also works wonders in getting your spirits out of AoE spells, as they don't scatter like the normal AI.
The downside, IMO, is having to target the spirit, similar to the problems with targeting minions. If I find myself trying to do multiple things at once, I have a helluva time trying to locate my spirit and click on it, especially in mid battle.
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Oct 17, 2006, 06:31 PM // 18:31
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#3
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Wilds Pathfinder
Join Date: May 2006
Guild: Hooded Reavers of Eternal Life(Ankh)
Profession: R/
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Did they fix the bug with this where the spirit moves but the effect doesn't?
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Oct 17, 2006, 06:41 PM // 18:41
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#4
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Perfectly Elocuted
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I think it's more effective in builds that use alot of spirits.... Less so in a build with only one spirit.
I use a spirit to fuel certain skills in both my channeling and Restoration builds, but I've found that: 1.)The spirit usually has plenty of time to recharge in between engagements or 2.) I'm better off using the Elite Soul Twisting to give me more flexibility with when and where I place my spirits.
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Oct 17, 2006, 07:22 PM // 19:22
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#5
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Forge Runner
Join Date: May 2005
Guild: The Etereal Guard
Profession: Me/Mo
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Quote:
Originally Posted by Pkest
Did they fix the bug with this where the spirit moves but the effect doesn't?
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Nope...the bug is still there...
The bug is only known to effect ranger's nature ritual, but recently I found it also effecting my Shadowsong. As in...my Shadowsong stopped attacking after I moved it. Need a confirmation on this though.
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Oct 18, 2006, 01:57 AM // 01:57
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#6
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Furnace Stoker
Join Date: Mar 2006
Location: New Zealand
Profession: Me/R
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I don't usually play spirit spammers. My builds will generally consist of one or two spirits only.
On a good side, I've learnt enough to run away from a rit who is running up to you to try to get into melee range, getting tagged with draw and then rupture soul really hurts.
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Oct 18, 2006, 02:04 AM // 02:04
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#7
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Forge Runner
Join Date: Sep 2006
Location: Apartment#306
Guild: Rhedd Asylum
Profession: Me/
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^ That's true. People who know the class aren't going to stand there wondering why is that rit coming into melee range?
Maybe a nice build with Binding Chains can do something wicked. Or my Me/Rt can use some illusion speed hexes?
I gotta try that out some time.
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Oct 18, 2006, 01:30 PM // 13:30
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#8
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Forge Runner
Join Date: Feb 2006
Location: Thornill, ON, Canada
Guild: THE CANUCK MONKS (TCM)
Profession: W/R
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I don't consider it to be a powerful spell. I think its a nice utility spell though. I use it when I feel venturous. I cast Restoration, then run right behind the warriors and cast Draw Spirit. The I cast either: Spirit to Flesh, Rupture Soul, Spirit Burn, or Lamentation. The way I see it is, if you are going to lose a spirit, why not something that is almost useless. If a warrior dies in battle, Restoration will bring them back up.
I've never had to rez a warrior this way (they always survive), so I don't know if the effects of where the spirit originally created is transferred to where the spirit is moved to or not.
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Oct 19, 2006, 02:36 PM // 14:36
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#9
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Wilds Pathfinder
Join Date: Sep 2005
Location: Room V
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I've only really used Draw Spirit a few times. Usually, it was to pull up my recuperation when the group would engage a mob and move slightly out of spirit range. Other than that, I found my binding rituals recharge by the time I wanted to move them along anyway.
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Oct 19, 2006, 11:10 PM // 23:10
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#10
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Krytan Explorer
Join Date: May 2006
Guild: SAW
Profession: D/
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1) it requires manually targeting a single spirit
2) skill slot could be used to something more helpfull in any spirit build
3) spirit doesn't last long enough for it to trully be effective energy casting time and targeting wise
4) same as above cept that the party is ready to move on and its a pain in the ass to keep targeting a spirit and make it hop with you
5) multiple spirit moving is a pain in the ass and usually results in answer 1,3, and 4
now if they added a skill that mobilized the spirit that would trully be beneficial to me though this spell is about effective as siphon spirit with energy cost of 5 to gain 10 by targeting a spirit and sucking the energy out of it... that skill btw would be much more usefull if it had a longer recharge with the benefit of sucking a better amount of energy out of the spirit versus the cast time cost and recharg...just as draw spirit would be better if it was a signet or it could draw more than one spirit at a time... like an AoE or shout "come to me"
Last edited by sinican; Oct 19, 2006 at 11:19 PM // 23:19..
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Oct 19, 2006, 11:19 PM // 23:19
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#11
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Lion's Arch Merchant
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I've seen it used very effectively to teleport a destruction bomb into the opposing team in GvG. A thumper team we ran into on burning isle had a channelling rit who put destruction down at the back, let it charge up for like 28 seconds, then drew it into us and blew it up with rupture soul and i think also did ancestor's on himself at the same time. Until we figured it out it really hurt (and still did after tbh...it's such a small map there's no room to spread, and with draw he could put it too far back to kill while it was still harmless).
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Oct 19, 2006, 11:48 PM // 23:48
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#12
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Lion's Arch Merchant
Join Date: Oct 2005
Location: Mehtani Keys
Guild: The Extraordinary Revolution [ReVo]
Profession: P/W
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Quote:
I've seen it used very effectively to teleport a destruction bomb into the opposing team in GvG. A thumper team we ran into on burning isle had a channelling rit who put destruction down at the back, let it charge up for like 28 seconds, then drew it into us and blew it up with rupture soul and i think also did ancestor's on himself at the same time. Until we figured it out it really hurt (and still did after tbh...it's such a small map there's no room to spread, and with draw he could put it too far back to kill while it was still harmless).
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Indeed with Grasping was Kuurong and those 3 skills you can inflict a high damage spike of 463 dmg on soft targets. You can use some shadow stepping skills, self target, draw spirit, drop Kuurong (best thing is to HOTKEY the drop button) dropping it so will inflict knockdown and 79 dmg, then quickly cast Rupture Soul and Ancestors.
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Oct 20, 2006, 12:17 AM // 00:17
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#13
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Forge Runner
Join Date: May 2005
Guild: The Etereal Guard
Profession: Me/Mo
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Quote:
Originally Posted by sinican
1) it requires manually targeting a single spirit
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Sometimes, but not always. Targeting yourself or any allies will draw the spirit closest(assuming that spirit is in your casting range) to the target to your position.
Quote:
Originally Posted by sinican
2) skill slot could be used to something more helpfull in any spirit build
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There aren't any more helpful skill! Draw Spirit will save your spirit from getting killed.
Quote:
Originally Posted by sinican
3) spirit doesn't last long enough for it to trully be effective energy casting time and targeting wise
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For time they last, Binding Rituals are the most effective skill in the game.
Quote:
Originally Posted by sinican
4) same as above cept that the party is ready to move on and its a pain in the ass to keep targeting a spirit and make it hop with you
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Not all spirit need to be moved, only spirits that have 45-60 second recharge time need to be moved. Those with 20-30 second recharge will be recharged already by the next time your team engage in battle. But I can see Soul Twisting maybe more effective on this.
Quote:
Originally Posted by sinican
5) multiple spirit moving is a pain in the ass and usually results in answer 1,3, and 4
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As above, not all spirit need to be moved. In PvP, it's even more so. I like to call it the "Spirit Push", as in the same way Siege Tanks push in StarCraft. Move spirits one by one and slowly advance will corner to a corner where they'll have to engage with spirits around them. But the most effect way against Ritualist is still to kill their spirits, Unnatural Signet makes a quick job out of this.
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