So with the new updates, most spirits have a cast time of one second or less. That means that in HM, they will take half the time to cast.
Since only a small amount of Mesmer interrupts can actually interrupt a summoning ritual, there were usually only one or two skills a Mes would carry that could stop them. Now, even with fast casting, the odds stopping a spirit cast in HM are almost nil.
I guess that's good for Rits, but not so much for the poor Mesmers who just want to stop them.
I know there are other classes that can interrupt, but a Fast Casting Mes is usually your best bet to interrupt. Even a hero with high fast cast would have a hard time interrupting a .75 second spell at half cast in HM.
I guess what I'm saying is that this is an update where the overall balance has been drastically changed, not to mention it doesn't quite fit with the lore (a 'ritual' casting fast).
So, any insight into how this may affect PvE play?
Monster Rits: Now tougher than ever in HM
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U r basically correct and lucky i did all the vanquish i had done or else vqin the asuran area would be a pain in the azz, but i do like how my rit can cast faster now since i being using it as storage.
but also since the casting of rit spirits and recharge time has decreased i believe rit lord will need to be changed too just some fft
but also since the casting of rit spirits and recharge time has decreased i believe rit lord will need to be changed too just some fft
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Mm, most of the spirits are passive anyway and without good coordination spirits it just means you'll have to deal with them.
I imagine the toughest would be Life... either kill it before time passes by or spike down before it heals the target.
We'll see if it becomes an issue (see Afflicted Monks).
I imagine the toughest would be Life... either kill it before time passes by or spike down before it heals the target.
We'll see if it becomes an issue (see Afflicted Monks).
Afflicted Ritualist, eh.
It is not really issue thou ... spirits are not going to WTFPWN party and if they become annoying, collateral damage takes care of them just like before. Makes HM a bit harder, but that is not really a problem.
Only thing is that spirit crapping bosses in Kurzick FFF now became issue because their spirits are now instant cast and old "let em crap spirits and move slowly backward out of range" does not really work well anymore.
It is not really issue thou ... spirits are not going to WTFPWN party and if they become annoying, collateral damage takes care of them just like before. Makes HM a bit harder, but that is not really a problem.
Only thing is that spirit crapping bosses in Kurzick FFF now became issue because their spirits are now instant cast and old "let em crap spirits and move slowly backward out of range" does not really work well anymore.
yes spiritual pain is yummy when u spend 50 energy killing 1 spirit nice joke, try consume soul
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it doesnt really bother me for 2 reasons.
First is anti-spirit skills, there are plenty counters to them.
The other is aoe's like splinter barrage, spirits casting faster simply means (to me anyway) i can kill the rit a lot faster. This mean the other part of rit mobs (healing or damage) is barely usable to them now because they go down a lot faster..
First is anti-spirit skills, there are plenty counters to them.
The other is aoe's like splinter barrage, spirits casting faster simply means (to me anyway) i can kill the rit a lot faster. This mean the other part of rit mobs (healing or damage) is barely usable to them now because they go down a lot faster..
AP + PvE skills + Unnatural Signet (I used to run Shatter Ench, CoF and something else in the 3 free slots).
That way you do some 140 damage against a spirit and US recharges immediately due to it's condition being fulfilled.
When used against normal foes - AP takes care of the recharge and you get lovely 70 free damage from it.
The only thing that bothers me now is that when everyone on the opposing team is dead, their spirits are still alive (due to new levels and not being priority targets) and your average Discord team needs to resort to wanding them ...
That way you do some 140 damage against a spirit and US recharges immediately due to it's condition being fulfilled.
When used against normal foes - AP takes care of the recharge and you get lovely 70 free damage from it.
The only thing that bothers me now is that when everyone on the opposing team is dead, their spirits are still alive (due to new levels and not being priority targets) and your average Discord team needs to resort to wanding them ...

If Spirits really are so common in some areas now, I guess I'll start having fun with this.
http://guildwars.wikia.com/wiki/Banishing_Strike
http://guildwars.wikia.com/wiki/Banishing_Strike
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