User:PanSola/The Spirit Challenge

Goal: Design a theoretical 12-man team build that can destroy all the Godly Spirits in the least amount of time.

Spirit layout
There are a total of 13 spirits, positioned in triangular patterns, each a distance of nearby from the closest other spirits. Thus a spell that affects all nearby targets centered on Spirit #1 will also affect Spirits 2~7. Spirits 8~13 are outside of "in the area" of Spirit 1, but within earshot of Spirit 1.
 * Note that for the purpose of of this challenge, "nearby" range is defined to be half aggro circle radius. Thus
 * all spirits are within the aggro circle of Spirit #1
 * if you are nearby Spirit 13, then you are within effect range of all the spirits (including Spirit 10).
 * if you are barely in the area of Spirit 13, then you can be outside of the range of Spirit 10 but still within range of all other spirits.
 * if you are barely within earshot of Spirit 13, then you can be outside of the range of Spirits 9~11, but still within range of Spirits 3 and/or 4 (depending on exact position)

The above section needs to be checked against trigonometric robustness by math nerds.

Alpha draft, version 0.02
All Spirits are level 22, which means they have 440 health, 135 armor (rating), and 31 energy. They have energy regeneration of +5 (5 energy every 3 seconds).


 * 1) Kormirian Spirit of Spiritual Spam - Resummons a new spirit every 10-seconds at the Spirit's original location.
 * 2) * The summoning takes 3 seconds so the resummoning cycle is 13 seconds. This spirit will resurrect itself 13 seconds after being destroyed.  Thus if you cannot achieve an average kill rate of 1 spirit every 13 seconds you can never win.
 * 3) * The summoning is a Skill and may be interrupted.
 * 4) * Highest priority for resummoning are the spirits that are distroyed 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).
 * 5) * The Spirit of Spiritual Spam uses itself as the center to determine "original location". Thus if you move the Spirit of Spirit Spam away using skills such Swap, it will consider all other spirits as not being in their correct position, prioritize for such. Consider exploiting this AI to manipulate the resummon order.
 * 6) * 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.
 * 7) Abaddonian Spirit of Chaotic Toes - This Spirit's attack deals 10 damage, causes Weakness on warriors, removes Stances from Rangers, Dazes Monks, cause Necromancers to sacrifice twice the health when using skills (for 5 seconds), removes a Glyph from Elementalists, removes a Weapon Spell or item of Ritualists, Blinds Assassins, disables all Shouts, Chants, and Echos of Paragons for 5 seconds, removes an enchantment from Dervishes, and causes Mesmers to no longer be considered as Party members for 5 seconds.  (See Fingers of Chaos)
 * 8) * Similar to Fingers of Chaos, the professional effect of this Spirit's attack affect both primary and second professions.
 * 9) * Mesmers being hit by the skill will not be able to benefit from skills such as Heal Party or Light of Deliverance. However, skills that affect all allies will still affect Mesmers.
 * 10) Lyssian Spirit of Distracting Cry - This Spirit's attack deals 0 damage but 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)
 * 11) * 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.
 * 12) * 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.
 * 13) Lyssian Spirit of Conundrum - All creatures in range take twice as long to cast any skill. (See Arcane Conundrum)
 * 14) * 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.
 * 15) Lyssian Spirit of Languor - All Skills cast by creatures in range causes Exhaustion.
 * 16) * The Exhaustion occurs at the beginning of the casting, so even if your skill got interrupted, you'll still have Exhaustion.
 * 17) * Unlike its namesake Arcane Languor (which only affects Spells), this Spirit causes Exhaustion for any Skill used, including Shouts, Attack skills, and Signets.
 * 18) Lyssian Spirit of Shackles - All creatures in range loses 1 energy when attacking. (See Spirit Shackles)
 * 19) * Energy is lost even if the attack misses (such as when blinded or using Illusionary Weaponry).
 * 20) * If an attack tries to hit multiple target, the attacker will lose multiple energy.
 * 21) Lyssian Spirit of Burden - All creatures in range moves 50% slower. (See Imagined Burden)
 * 22) * Consider using Shadow Stepping to overcome this handicap, if you need to shave a few seconds off your score.
 * 23) Lyssian Spirit of Wrackage - All creatures in range take 30 damage whenever their energy drops to 0. (See Mind Wrack)
 * 24) * A possible way to avoid damage is to reduce your energy regeneration to 0 then use up your energy. If your energy stays at 0 then you won't take additional damage from this spirit.
 * 25) Lyssian Spirit of the Wastrel - All creatures in range, for every 3 seconds not using a Spell, take 5 damage for every Spell equipped. (See Wastrel's Worry and Wastrel's Demise)
 * 26) * The 3-second timer resets for each person when they finish casting a Spell. Casting a Spell that takes longer than 3 seconds guarantees damage from this Spirit.
 * 27) * Creatures with no skills equipped will take 0 damage, which can be exploited to trigger Essence Bond or other similar skills that react on damage.
 * 28) Dwaynian Spirit of Spiritual Breeze - All spirits in range gain +10 health regeneration when not attacking. (See Restful Breeze)
 * 29) Baltharzian Spirit of 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.
 * 30) * 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.
 * 31) Melandrian Sprit of 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)
 * 32) * "Expires 50% faster" means duration is cut in half.
 * 33) Grentchy Spirit of Vampiric Spite - Whenever any creature in range attacks or uses a skill, this Spirit steals 10 health from it and all its adjacent allies.  (See Spiteful Spirit)

Tips

 * Consider using Signet of Creation to destroy up to three spirits at once, if you can avoid getting it interrupted. However, keep in mind that a Spirit that is resummoned after the signet was cast will not be destroyed by the Signet.
 * Consider having your monks cast party-wide buffs from outside Spirit range.
 * To resurrect any dead party members, make sure you have a way to withstand interruptions.
 * Consider using armor-ignoring damage to counter the high armor.