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Reflection on Spirits


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#1 Daisy Rogers

Daisy Rogers

    Asuran Acolyte

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Posted 20 December 2012 - 09:01 PM

Recently I've altered my build to become more dungeon oriented.

http://www.guildwars...ld/page__st__30 is a post concerning my previous build with minor alterations to bring spirits to play. Literally the only thing I changed was

I've dropped signet of stone, I kept it mostly for its active to keep my pets alive if I needed to buy time to swap. The more I played with my pets and the better I got at managing them I found I never used it. the toughness was laughable so I swapped it for stone spirit. With stone spirit you get 33% mitigation 33% of the time. Thanks to the Wilderness survival line I can keep it up roughly 75% of the time. Even more when I am vigor munching with my spring. With my regen and base armor I become a seriously tough cookie. Much better than the paultry base toughness that only cut off a few damage points.

sick'em is dropped for sun spirit. Advantage of Sun Spirit, through your pet and ranger you can get 6s burn duration every 10s. when playing in parties for dungeons WvW etc. you have even more people proc'ing the burn (3s each). If your group focus's targets you have 100% uptime on burn for extra damage source. More damage over time versus the burst potential of sick'em.

I keep signet of the wild because it is a corner piece of my build which allows it to survive just about everything I encounter.

Rampage as One is swapped for Elite Spirit for even more healing and the self rez/ party rez that is discussed at the end of the above mentioned topic discussion.

How I've managed to utilize my Spirits:

Funny thing is you don't really need to invest in the trait line to get the best potential. Even after grabbing the bonus health they are still quite squishy, so not worthy it. The actives for the most part are kind of bland, I carry them primarily for the passive buffs. 15% bonus proc chance, negated by internal cooldown. Since it already proc's 1 in 3 attacks you won't be waiting long for the effect especially since rangers have pretty fast attack animations.

Never get spirits unleashed. My opinion I know, but here is why I have found it to be a waste. The only thing it is good for is if you like to use the actives and need to keep them in range. But having them run with you is begging for them to be smashed to ribbons by AoE, why so many rangers complain about them.

To maximize the potential drop them on the outside of the battle. The passive buff range is really big and will reach just about every square inch of boss battle room. And then run away from them, stay away to minimize there chance of being splooted by AoE. Also inform your dungeon groups/ parties to not stand by them.

If you deploy them right you can keep them up 100% uptime for major fights. My typical deployment strategy, disengage with a roll, cast spirit, at end of cast roll and start next spirit, etc. and then one extra roll before reentering fray. they'll keep chasing you and when they finally close your spirits will be safe outside the fray.


Final Synopsis:

In the end it makes for an insanely supportive tankish as hell build that can still do great damage with its loyal and dependable pet. Great for solo and purely awesome when grouping and Even more Godly when used in Zerg battles where even more people are proc'ing the effects.

Edited by Daisy Rogers, 20 December 2012 - 09:09 PM.


#2 Daisy Rogers

Daisy Rogers

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Posted 20 December 2012 - 09:09 PM

Now some questions for other spirit rangers, I know we are in the minority. Curious as to how you have utilize the other two spirits to success.

Storm Spirit: I've always found swiftness meh inside combat when I can keep dodging with high endurance regen. Has anyone used its active? How great is its potential.

And frost spirit: How useful is the passive 10% bonus damage. For the ranger in solo play since our damage is split between us and pet neither of us really sees a huge bonus splash. That and with its random nature party members who focus damage can't use it reliably on their heavy punch attacks. Do you see noticeable difference in combat? Theory crafting here, but I can see it being great in zergs where sheer numbers proc'ing it would make it much more dangerous.  Freeze I've always found to be a fun condition to toss around, so its active field could be useful as a free trigger switch frost trap side effect.

any other useful tips on using Spirits? I'm just now beginning to explore its potential and am curious to see what jewels of knowledge pro spirit rangers have for me.

#3 Dahk

Dahk

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Posted 20 December 2012 - 09:23 PM

Storm Spirit: The active is enticing, but this spirit is the most hindered by spirit's limited survival.  This is because you really need Spirits Unbound to reach its potential.

Frost Spirit: If you have something like a fire ele, take this over Sun Spirit.  If you have someone running with high condition damage and they're already applying burning regularly, then Sun Spirit really isn't helping.  If you have a condition necro, on the other hand, Sun Spirit is awesome since it uses their condition damage when it applies burning.

Personally, I like Frost Spirit over Sun Spirit, but I tend to be biased towards direct damage in PvE over condition damage.




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