User:PanSola/The Spirit Challenge/0.05

unfinished

to do:
 * Revise effects of Chaotic Toes

General info
The Kormirian Chained Eternal Spirit of Spiritual Spam is level 22, with 440 health and 135 armor. The other 12 spirits are level 10, with 400 health (implied 15 Spawning Powers) and 63 armor. All spirits have 31 energy.

Spirit attacks deal 10 damage unless otherwise specified.


 * General naming convention (not universal) - [God] [Prefix] Spirit of [Suffix]
 * [God] hints at the general theme of the spirit's build
 * [Prefix], if any, hints at the spirit's attack/action
 * Generally speaking, [Suffix] hints at the spirit's range effect


 * Roster (position to be adjusted)
 * 1) Kormirian Chained Spirit Spammer of Holy Spirits
 * 2) Abaddonian Spirit of Chaotic Toes
 * 3) Lyssian Distracting Cry Spirit of Conundrum
 * 4) Lyssian Zealous Spirit of Shackles
 * 5) Lyssian Epidemical Spirit of Fragile Dreams
 * 6) Dwaynian Spirit of Spiritual Breeze
 * 7) Baltharzian Judging Spirit of Spiritual Bond
 * 8) Melandral Sprit of Tranquil Renewal
 * 9) Grentchy Rotting Spirit of Vampiric Spite
 * 10) Great Dwarven Hammering Spirit of Mines
 * 11) Ursan Raging Spirit of Echoing Roar
 * 12) Volfen Clawing Spirit of Bloodlust
 * 13) Raven Taloned Spirit of Wings

Descriptions
not necessarily ordered by position/number

Kormirian Chained Spirit Spammer of Holy Spirits

 * Description
 * "Chained" - This spirit cannot move. It will respawn 10 seconds after being killed if when it died there were any other spirit alive in its range.
 * Range effect "Holy Barrier" - All spirits in its range receive 50% less Holy damage.
 * Action - Resummons a new spirit at the Spirit's original location (Activation: 3 seconds; Recharge time: 10 seconds).
 * Notes
 * This is not a regular Spirit, but rather a Ghostly spirit. It'll take double damage from Holy (cancels out effect of Holy Barrier)
 * The summoning is a Skill and may be interrupted.
 * Highest priority for resummoning are the spirits that are destroyed or moved (does not distinguish between the two), then by the age of the spirit (if a spirit is recently resummoned, it has less priority).
 * A resummoned spirit will destroy the older counterpart if they are within range of each other. This can be exploited as energy-management tool for Necromancers.

Abaddonian Spirit of Chaotic Toes

 * Description
 * Range effect "Chaotic Toes" - Attacks by all creatures in range causes Weakness on Warriors, removes Stances from Rangers, Dazes Monks, cause Necromancers to sacrifice twice the health, removes a Glyph from Elementalists, teleports Assassins to random foe's location, removes an enchantment from Dervishes, sets Paragons on fire, removes Mesmers from the party, creates a Spirit of Dissonance at target Ritualist's position, and steals all health from single-profession creatures. (See Fingers of Chaos)
 * Action - none
 * Notes
 * This effect essentially buffs all attacking spirits and any masterless undead minions against your party.
 * Similar to Fingers of Chaos, this affects both primary and second professions.
 * Creatures without any profession (undead minions, summoned spirits) do not suffer any effects from attacks with Chaotic Toes.
 * Mesmers being hit will be removed from the party list for 3 seconds, and will not be able to benefit from party skills such as Heal Party or Light of Deliverance. However, they can be manually targeted with a mouse and healed or buffed using ally-targeting skills.  After 3 seconds they will reappear on the party list in a random position.
 * Effects on Warriors, Monks, Necromancers, and Paragons all last 3 seconds.
 * The Spirit of Dissonance is created instantly with 0 Communing Powers and naturally dies after 10 seconds. It prioritizes the closest target, which is usually the Ritualist.
 * Lightbringer skills and effects will consider this Spirit and any Spirits of Dissonances created by this Spirit as demonic servants of Abaddon.

Lyssian Distracting Cry Spirit of Conundrum

 * Description
 * Range effect "Conundrum" - All non-spirit creatures in range take twice as long to cast any skill. (See Arcane Conundrum)
 * Action - This spirits attack can hit anything in range. If its attack hits, the foe struck by its attack and all foes in the area are interrupted and any skill being used is disabled for 10 seconds. (See Cry of Frustration and Psychic Distraction)
 * Notes
 * This spirit will not attack anyone summoning a spirit. However somebody using Gaze of Fury still can get attacked because the skill only creates a spirit as a side effect.
 * The AI of this Spirit has the reflex to interrupt any 1/2 casting time (after delay) skill if it isn't in the middle of another attack.
 * The AI of this Spirit will prioritize targets casting a skill, followed by which target it hasn't interrupted recently. Thus it is possible to use have multiple decoy casters to manipulate the Spirit's targeting pattern to ensure a particular Spell will not be interrupted.
 * Unlike its namesake Arcane Conundrum (which only affects Spells), this Spirit slows down the casting of any skill type that has a non-zero cast time. Shouts and Stances are generally not affected since two times zero is still zero.

Lyssian Zealous Spirit of Shackles

 * Description
 * Range effect "Shackles" - All non-spirit creatures in range loses 1 energy when attacking. (See Spirit Shackles)
 * Action - This Spirit's attack deals 0 damage but steals 1 energy.
 * Notes
 * Energy is lost even if the attack misses (such as when blinded or using Illusionary Weaponry).
 * If an attack tries to hit multiple target, the attacker will lose multiple energy.

Lyssian Epidemical Spirit of Fragile Dreams

 * Description
 * Range effect "Fragile Dreams" - All creatures in range take 10 damage whenever suffering from a condition, and their nearby allies also suffer from the same condition. All creatures in range take 10 damage whenever recovering from a condition.
 * Action - Attacks by this spirit causes all conditions on the target to spread to foes adjacent to target.
 * Notes
 * A possible way to avoid damage due to energy depletion is to reduce your energy regeneration to 0 then use up your energy.

Dwaynian Spirit of Spiritual Breeze

 * Description
 * Range effect "Spiritual Breeze" - All spirits in range gain +10 health regeneration when not attacking. (See Restful Breeze)
 * Notes
 * This affects your spirits (if any) too

Baltharzian Judging Spirit of Spiritual Bond

 * Description
 * Range effect "Spiritual Bond" - All spirits in range cannot lose more than 5% maximum Health from a single attack. When this Spirit prevents damage, it loses 3 Energy or instead of preventing damage it will only redirect half the damage to itself.
 * Action - Attacks by this spirit causes knockdown.
 * Notes
 * When the Spirit has at least 3 Energy it will behave like Protective Bond; when this Spirit has less than 3 energy, it will behave like Life Bond with 0 reduction.

Melandral Sprit of Tranquil Renewal

 * Description
 * Range effect "Tranquil Renewal" - For all creatures in range, Enchantments and Hexes take twice as long to cast, expires 50% faster, and it costs twice as much Energy to maintain Enchantments. (See Nature's Renewal and Tranquility)
 * Notes
 * "Expires 50% faster" means duration is cut in half.

Grentchy Virulent Spirit of Vampiric Spite

 * Description
 * Range effect "Vampiric Spite" - Whenever any creature in range attacks or uses a skill, the Grentchy Spirit of Vampiric Spite steals 30 health from it and all its adjacent allies. (See Spiteful Spirit)
 * Action - Attack by this spirit causes Disease, Poison, and Weakness for 3 seconds if the target already has a condition.
 * Notes
 * Most of your party members will likely be under multiple other conditions most of the time, so the attack of this spirit is almost gaurenteed to cause Disease and Poison until you have removed a number of other key spirits.

Great Dwarven Hammering Spirit of Mines

 * Description
 * Range effect "Miner's Field" - All creatures in range have 50% chance every second of triggering Heavy Black Power Mine when moving. When triggered, all nearby allies of the creature are struck for 10 damage, knocked down, become Blinded, and begin Bleeding for 3 seconds.
 * Action - This Spirit's attack causes knockdown.

Ursan Raging Spirit of Echoing Roar

 * Description
 * Range effect "Echoing Roar" - All non-spirit creatures in range suffer from constant weakness.
 * Action - This spirit's attack will hit target foecauses knockdown
 * Notes
 * The weakness can be removed, but will be reapplied the next second.
 * Unlike Ursan Rage, this spirit's attack is not restricted to touch-range.

Volfen Clawing Spirit of Bloodlust

 * Description
 * Range effect "Bloodlust" - All creatures in range attack 33% faster.
 * Action - This spirit's attack causes Deep Wound for 3 seconds
 * Notes
 * Bloodlust affects your party as well.
 * Unlike Volfen Claw, this spirit's attack is not restricted to touch-range.

Raven Taloned Spirit of Wings

 * Description
 * Range effect "Winged Spirits" - All spirits in range have has 25% chance to block attacks.
 * Action - This spirit's attack causes Bleeding and Crippled for 3 sectonds.
 * Notes
 * "Winged Spirits" affects your party's spirit as well
 * Unlike Raven Talons, this spirit's attack is not restricted to touch-range.

Conditions/Effects Quick Reference

 * Lyssian Epidemical Spirit of Fragile Dreams
 * Allies nearby each other will be sharing all their conditions, until that spirit is removed.
 * Many conditions are quickly/easily reapplied, so condition removal/immunity might cause a lot of extra damage, be careful.


 * Knockdown sources
 * 50% when moving in range of Great Dwarven Hammering Spirit of Mines
 * Attacks by Ursan Raging Spirit of Echoing Roar
 * Attacks by Baltharzian Judging Spirit of Spiritual Bond
 * Attacks by Great Dwarven Hammering Spirit of Mines

General notes

 * Players using Avatar of Melandru may be taking damage every second due to reapplied conditions combined with Fragile Dreams.
 * Having too many Ritualists may become spawn an unmanageable number of Spirits of Dissonance.
 * If you bring a significant number of Mesmers, make sure your healers have enough non-party-wide heals.