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View Full Version : Draw spirit, worth "wasting" a skill slot?



Deadly Hawkeye
03-04-2006, 17:01
What do you think of draw spirit? I think it is not really good, I was expecting a skill/spell that draw all the (allied) spirits (in the aggro circle maybe?) to my current location. What I find really difficult is selecting the right spirit to draw. Please post what you think about it!

Artemis Shadowhawk
03-04-2006, 18:06
What do you think of draw spirit? I think it is not really good, I was expecting a skill/spell that draw all the (allied) spirits (in the aggro circle maybe?) to my current location. What I find really difficult is selecting the right spirit to draw. Please post what you think about it!I think that Draw Spirit is useful esp. if you don't have anything such as Ritual Lord and Soul Twisting. I found it worked well when I needed to move one of my spirits out of an AoE effect spell or drawing it away from a mob. It's not really great for moving your spirits long distances as the recharge takes too long to effectively keep spamming it at spell range. However, inside of combat, it worked for taking some pressure off of my spirits.

Selecting the right spirit is difficult for any spirit-selection spell currently. Hopefully, they create some method for easyily monitoring and selecting spirits. My idea was to add interface commands. I'm going to start a petition for that in a few seconds actually.

Erasculio
03-04-2006, 20:06
I think Draw Spirit is going to prove itself very useful for a Ritualist in a PUG. There most players wouldn't like to wait for the Ritualist to cast a spirit and then lure the enemies to them (see how hard it is to do that with Rangers' Traps in most PUGs). With Draw Spirit, if the Warrior aggros just a bit ahead of your spirits, you can still pull all of them into proper range.

I don't think Draw Spirit works for long ranges - as in, teleporting spirits across more than one map - but it really doesn't need to. Recharge isn't that long.

Erasculio

JeanDeathwish
03-04-2006, 22:38
I think its a great skill. There are those spirits that dont take damage by themselves like Pain and they usually last a while and can be taken along with you.

I for one think its a great combo with Destruction. People wont stand near enough to it for the damage, so bring it to them! Then use Clamor of Souls and Rupture Soul for a ton of damage... Now that I think of it... your version of Draw Spirit(s) + Clamor of Souls would be a bit overpowered... maybe... Then some AoE skill would kill them all and you have no way to stop it...

Rakgar
03-04-2006, 23:33
...a great combo with Destruction. People wont stand near enough to it for the damage, so bring it to them! Complete agreement on that point for it's use, but I would also toss in that I feel it is not useful for the purpose of actually making any of your spirits mobile for keeping up with a party. However, this effect could be duplicated by making use of the Urn/Ash aggro effect, which I still believe was part of Anet's intention with these items. Destruction (let it stew for a bit), cast Cruel Was Daoshen (draws aggro), use Rupture Soul on your destruction spirit when everything is in range and you'll trigger roughly 120 (destruction) + 100 (cruel) + 140 (rupture) spike to a small area. More effective use than simply drawing the spirit I should think.

The other great use mentioned was pulling it out of a damaging situation, which is also valid, but for that use soul twisting + recasting would serve you better.

To be honest, I'd rather have room for another spirit then to spend a slot on this skill. I could be biased though since, during the FPE, I used Soul Twisting almost the entire time with my ritualist.

Siru
03-04-2006, 23:39
simple-as-this.com

I for one think its a great combo with Destruction
Very usefull and will be used alot.. atleast by me :wink:

Archangel Raguil
04-04-2006, 00:53
I completely agree with Erasculio; this spell will be incredibly useful for PUGs, and not as necessary if you're running with a guild who knows better than to rush ahead. I think that it might have a place in PvP as well, but definitely would see more limited use. Not only could you use it for a number of spirit bursting combos (teleport it to your party for a massive heal, or to an enemy for massive damage), but it can protect spirits from AoE, and from Warriors or other melee fighters. Simply draw it to you, run and repeat.

For me, the biggest trouble is that I have a skillbar that's too full already (8 skills without a resurrect), so I'm not sure how I can fit that one in!!!

Viti Ligo
04-04-2006, 12:40
:rolleyes:
I would make it Draw SpiritS... then it would be maybe even woth elite... would draw all allied spirits to your location... that would really be something:shocked:

Reikai
04-04-2006, 13:19
Draw Spirit
Spirit Walk (assassin SKill)

make use of this.

Master Zimmy
04-04-2006, 14:22
I think that this skill could also be utilized in the GvG arena. Most GvG battles stay within a basic area for a while, with a little ebb & flow. As your team pushes up, move a couple spirits with you...exact same as your team falls back (although, as you fall back you may want to Rupture Soul your spirits just for a little damage or a counter-spike :grin: ).

Yes, I will use this skill & I do find it useful.

JeanDeathwish
05-04-2006, 02:39
Draw Spirit
Spirit Walk (assassin SKill)

make use of this.

Just not at once...

Nozzie
22-04-2006, 20:05
Draw spirit is a great skill but I think that it is going to start off as a situational skill until people really grasp the point of using it.

Lady Lozza
23-04-2006, 00:29
Draw spirit is adding an interesting dynamic into the game. Most matches/fights be it PvP or PvE are best when you control the territory. That is to say that you pick the area which is most advantageous to your team. Frequently the best area is changing. Ritualists are not always going to be able to cast the minute they get to another area, so being able to draw a ready spirit to them is going to be a huge advantage.

Shadowed Sun
02-05-2006, 00:47
This is a nice skill, but I was hesitant on taking out one of my spirits to take this along. It's not very useful though, being a spell, you'll only bring it the distance of spell range (about the aggro bubble.) Although i could see it bring useful when bringing it through walls, or up to other levels, or a bridge below or above you.


ss

sephirrah
02-05-2006, 01:24
i found it useful for PvE. what i used it for most was to move spirits up to get casters who where out of range once the melee mobs had died. sometimes i used to to bring a spirit along (mainly for fun, as i think the female rit casting animation is pretty sweet.)

Siggy
07-06-2006, 02:17
It's rather unfortunate that it only targets one spirit at a time and that you can really only target spirits inside or just out of your "aggro range," but it can still be pretty helpful. I usually use it in PvE when there are a bunch of scattered mobs about. I can cast Pain to help me take care of one batch, but he lives for such a long time - it seems like a waste of resources to make a new one nearer the next batch. Draw Spirit lets your ethereal buddies work to their fullest.

Bobross
07-06-2006, 20:00
Before I had ritual lord, this never left my skillbar in any communing build, in PUGs. The reason? People are always rushing forward. So I can plop down my 3 or 4 spirits and then the warriors run ahead, and don't pull and the spirits just sit there. Or I can use draw spirits to get them in firing range.

I'd often do something like this before a battle. Destruction, shadowsong...by now someone's run into battle. run forward, draw spirit on the shadowsong (if necessary...its nice to have in the backlines for when enemy melee rushes our casters), cast pain, run near a cluster of monsters, draw destruction over. Then rupture soul. So 250ish aoe lightning damage and an aoe blind. Not bad. And You can always draw spirit and rupture something else (like shadowsong, right before it expires), if you don't have any destructions available. I loved it cos it served as a dual role offensive/defensive tactic, and I could use draw spirit to carry either pain or bloodsong with me from one battle to the next. It would recharge just about when I had run to its max range. So I could almost chain cast it while running with a group. And that meant that during the battle I'd be able to cast pain/bloodsong again, because it would be recharged by then. A very nice utility skill...like sprint, the effects can be subtle, yet very meaningful.

ccrazool
07-06-2006, 21:09
I think that if Draw Spirit did not exist, people would complain that there is no way to move a spirit around if you needed/wanted to. :smiley:

It's handy, and I'm glad they implemented it. I've never used it, but I like knowing that it's there.

Mistress Jakira
07-06-2006, 22:09
I like it a lot, and often have it on my bar, but as has been said in a different thread, it would be much more viable with a good tool for selecting and monitoring spirits.

Oh, and I do agree that a skill drawing all allied spirits to your location would be an interesting elite!

Aiiane
07-06-2006, 23:20
This might actually be handier (at least pvp-wise) on a R/Rt, due to the longer duration of most ranger spirits and the fact that they don't take damage and die unless targetted - so you could drop a long lasting spirit and move it around the battlefield as the fight moved.

Tozen
07-06-2006, 23:22
You need it in order to use skills like rupture soul.

Destruction + Draw Spirit + Rupture Soul = 250 instant AOE damage + 10 second blind. GG

Kjentei
08-06-2006, 05:40
For Destruction, I used to use Gaze from Beyond, because of its armor-ignoring propreties. When that was nerfed, I replaced it with Draw Spirit, as PvE foes very often move away from it during a fight. It's helpful, but I don't think a Spiritualist should bother having it.