Beddo.1907 Posted July 5, 2022 Share Posted July 5, 2022 Follow up to this: https://en-forum.guildwars2.com/topic/117642-pet-changes-for-group-content/Signets -Signet of Renewal, Active: pet gain 4s Resistance and Resolution and pulls all conditions from 5 nearby allies every 1s, for 3s. Pull stops early if the pet is swapped or dies. -Signet of the Wild, Active: radius increased to 360, applies 1s immobilize and 2s slow every 1s for 3s to up to 5 targets in the field. (no idea what to do with this one to be honest since the passive is too good while the active sucks) Survival -Quickening Zephyr: quickness and superspeed are applied to 5 ally targets. -Sharpening Stone: buff applies to 5 ally targets. Traps -Trapper's Expertise: Increase the duration of boons and conditions applied by traps by 60%. Traps gain reduced recharges by 20% and offensive ones cause 3s cripple and 1s immoblize. -Global Trap change: traps reveal the target who triggered the trap for 3s. Spirits -Global changes: Spirits don't take damage outside of decay, if unsummoned by force (range limit due to teleportation, game decided to just do it for some reason) the CD is 50% lower. Boons pulse from the player not the spirits. Spirits with 1s boon get buffed to 2s (all boons going away instantly when spirits are gone is just dumb). Summoning spirits has 0.5 uncancelable cast and active in instant (the spirits slam animation stay the same). -Spirit of Nature: Pulses Stability. -Frost spirit: 2 might per pulse for 12s. That's all I guess. 2 Link to comment Share on other sites More sharing options...
RainbowTurtle.3542 Posted July 5, 2022 Share Posted July 5, 2022 9 minutes ago, Beddo.1907 said: Spirits -Global changes: Spirits don't take damage outside of decay, if unsummoned by force (range limit due to teleportation, game decided to just do it for some reason) the CD is 50% lower. Boons pulse from the player not the spirits. Spirits with 1s boon get buffed to 2s (all boons going away instantly when spirits are gone is just dumb). Summoning spirits has 0.5 uncancelable cast and active in instant (the spirits slam animation stay the same). -Spirit of Nature: Pulses Stability. -Frost spirit: 2 might per pulse for 12s. That's all I guess. Spirits could definitely use a bit more of a kick. Frost spirit has too much rampup. Increasing the total time per might while decreasing the rampup would be better than increasing the might, imo. 1s per pulse for Frost spirit due to how might works. Overall a small increase would be warranted I feel for the pulse buffs. 3s minimum on the non-frost spirits, 5s for frost? 12s seems too much (factoring in 100% bd means 24s of might per pulse). While druid definetly has suffered a lot of healing output for might generation over the years, I'd like to see the healing return, and making frost spirit better will just give a certain someone another reason to nerf it. Link to comment Share on other sites More sharing options...
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