Spirit Vulture T2 Spirit Item 1750 - Ammo Scavenger Component

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Spirit Vulture
Components: Ammo Scavenger
Cost: 1750 Souls
Tier: 2
Shop Bonus: +8 Spirit Power

+15% Ammo
+80 Bullet Shield Health

Passive

Nearby troopers that die from non-Hero entities release neutral soul orbs that can be claimed for half its original soul value as unsecured souls. Neutral orbs must be secured before expiring in order to be claimed and are not visible to players without this item. Additionally, any time you secure or deny a Soul from an entity you get ammo back, heal, and gain stacking Spirit Power. At Max Stacks, gain bonus Sprint Speed and Health Regen.

+2 Ammo Per Soul+5 Heal Per Soul+1 Spirit Power Per Soul Conditional
+2m/s Sprint Speed, +3 Health Regen, 45s Duration, 18 Max Stacks​
 
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The heal from securing souls is WAY too much. Each wave has 4 troopers, which would be 100 bonus health per wave (minimum) along with the bonus health regen while at max stacks.

Ammo Scav, despite the recent nerf, is still one of the highest value T1 Spirit items in game. It gives, at max stacks, 22 Spirit. That's more than every single T2 Spirit item. Giving it an upgrade is both unnecessary and will always be inherently overtuned due to Ammo Scav being a component.
 
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The problem with orb securing items past 500 is that orb securing becomes a decreased part of the game later on. I think orb securing items need to go an entirely different route. That's why i suggested Mystic Bubbling a long time ago which turns the orbs you secure into explosions that damage nearby targets. So orb securing becomes a powerful area denial tool.
 
The problem with orb securing items past 500 is that orb securing becomes a decreased part of the game later on. I think orb securing items need to go an entirely different route. That's why i suggested Mystic Bubbling a long time ago which turns the orbs you secure into explosions that damage nearby targets. So orb securing becomes a powerful area denial tool.
You would likely be surprised at the number of souls you secure later on in the game (All neutral camps count automatically as well as any creeps you kill with a melee), but yes they are generally far less often contested as the game proceeds.

That said, I could see something that tried to scale into late game with soul securement as a scaling method, but you would have to either make the numbers scale into 50+ (which makes it functionally useless right after death) or it would have to scale 100+ but not fall off after death.

It would also be one of those things that I don't know would work well outside of unusually niche circumstances.
 
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