QUOTE(drtylyssa @ Sep 24 2011, 19:37)

I'm not fond of having to reset AP to get back the point, especially since this patch does nothing to make shield (or barrier) a useful thing.
If you had a point into it already, and considered it to be worthless, then you aren't really "missing" a point, since what was taken away was something you didn't use anwyays.
So for you, nothing has changed, you have one point locked up into something you can't/won't use.
It's a bit worse if it is true for those that claim they haven't gotten a point returned to them after resetting.
QUOTE(Maximum_Joe @ Sep 24 2011, 19:49)

It only has a 75% chance to trigger at max AP and does not work on crits.
Still, it means that if you get hit by 10 special attacks, even counting in crits and a 75% chance, it should have triggered at least once.
Oh, and I tried it for far more than 10 special attacks, that was just an example.
But still, from non-boss mobs, it never triggered, not once.
QUOTE(Sardion @ Sep 24 2011, 21:16)

It would be ridiculous to got spirit shield at, lets say, tier6. Hi-lev player is supposed have adventages.
Advantages yes, but with the changes to damage dealt and received in the last patch, spark of life or spirit shield becomes a necessity if you wanna do an arena at anything harder than normal, due to the risk of being one-shotted.
It has changed from being a nice perk to have against gods and bosses to be something that you need in order to play at the harder difficulty levels.
Is that really an advantage that should be reserved for high-lvl players? Only they can play at harder difficulties?
QUOTE(Sardion @ Sep 24 2011, 21:16)

Normal Absorb affects only 75% magical attacks that are non-crits. Mana got from absorbing not helps at all because absorbtion cancels proc, and you need recast it again. Also, second magical attack in same turn and you are dead anyway. I have never heard about someone using Absorb because this spell is not reliable.
That's problem to fix - spell as castable sucks.
If we would put Absorb in IA spell would:
-absorb unlimited number of spell attacks in one turn
-as unkeep is per turn, if magical attacks hit you often enough, you would regain more mana than unkeep takes.
It still is unreliable because it have only 75% chance to trigger but you are not burdened to death with mama cost.
Also, as heavy armor not have resist chances, that woud be technicaly buff for heavy. Block from shield armors gives with natural evade same avoidance as evade from light but inferverence kills healing attempts.
But that means making some rather big changes to the spell itself. Which is something I suggested, except that my changes were a bit different from yours.
QUOTE(Sardion @ Sep 24 2011, 21:16)

Protection suffers anyway same problem like barrier and shield. At low levels you have shitty gear so it will give shitty profit. At high leves you have better spells so...
Better spells?
You have other spells, which give other bonuses and for that reason might be more cost-effective to use, but you do not have better spells as in having spells that make protection redundant.
So what is needed is what I am suggesting, making it a 5 AP spells with the same base duration, with the result that duration is doubled (5 AP compared to 1 AP) to what it is now, for the same costing, meaning that mana cost per turn is effectively halved.
At low levels it will be good for the simple reason that you don't really have much else to spend your mana on as a melee, and higher cost-efficiency will make it good for higher levels.
QUOTE(Sardion @ Sep 24 2011, 21:16)

As castalbe spell it shall have 100% chance to trigger and "can't absorb crits" should be changed to "crits hit you, but only for non-crit damage"
#1 priority is to make it actually work and absorb special attacks.
Without that, other changes becomes rather useless.
And I would prefer to see longer duration, and that crits go through, rather than have a guaranteed save from big hits.
That's what spirit shield/spark of life is for.
QUOTE(Sardion @ Sep 24 2011, 21:16)

Mana, yes. Spirit - only magical spirit attacks.
So only magical spirit attacks?
Which from a quick look at the bestiary means spirit attack from amphibious sperm whale and mutant peacock. None of the player created monsters and none of the minibosses, 1 of 4 bosses, 2 of 4 legendaries, none of the trio and the tree, possibly one of the dragons, and all of the gods.
And that's for their spirit attacks, not their special attacks.
So essentially, it is only marginally useful in the ring of blood, saving spirit points from not using spark of life/spirit shield for the odd spirit attack, but does nothing against their special attacks?
I'd suggest using silence instead, not only cheaper in mana, but also stops them from using special attacks.