Quote:
Originally Posted by frojack
You misunderstand me...
In a general sense, sure you can call defense spirits active because you actually have to 'do something' to use them. I could also say just pressing keys on my keyboard is also 'active'. That isn't the right context at all.
Reversal of Fortune, Guardian, Weapon of Remedy... These are active defense skills. They don't accomplish much if they are not used at the right time within a window of opportunity that is pretty small. Aegis, Defensive Anthem, Shelter etc.... These are passive defense skills.
They are too slow to preempt or react to that window but have a duration that allows them to deal with any potential windows that crop up within that time, while the player does something else or just picks their nose. They are also called 'fire and forget' skills. These skills are generally bad for skill-based games. They can promote lazy play and generally make for a dull experience for all involved.
That's not to say they are completely undesirable. Used in the right, they can offer variety and differing flavour to primarily active game play types(eg. a gun platform in an FPS). The main rule is they can not be 'better' than the active type if things are to be balanced.
Defensive spirits are more or less at the top of the list of skills which broke the rules. They were horrible. They used to allow a ritualist to pre-prot the entire team for very little effort, from half a mile away without a care in the world.
Defense Spirits can not be considered 'active' at all. They were the prime opposite. 5 second creations times were hopeless at catching windows and 60 second durations just reinforced this point more so (regardless of how much hp a spirit had).
They were Ultra-passive, Ultra lazy, and Ultra dull. They can't come back as anything like that...
I agree that a ProtSpirt RT can be a mile away, but I disagree the "Lazy protector part" when Protecting I'm always bussy, spirits die to fast to sit back. I'm always recasting them and keeping an eye on [skill=text]Signet Of Creation[/skill] to keep them as long alive as possible casting it at the right time for max result.
When I play Attack spirits then I only "fire and forget" all I need to worry about is that I don't get killed. There is no tactic just keep [skill=text]Boon Of Creation[/skill]up and summon like hell, even the chance of killing can be evaded cheaply, summon then lure. Starting a battle with a big advantage.
That's why I consider Protect spirits far more active then attack spirits.
I DO agree that spirit spammer never gets really active anyhow, no matter what.