T4 Gun for spirit occultists- Enchanter's Ammunition

Rythis

Member
I've noticed that in late game scenarios when you run out of slots on gun heroes, you can condense your entire spirit 4.8k spike into a single useful item- Mercurial Magnum, Ethereal Shift, Lightning Scroll, Scourge, Cooldown, etc. However, the same is not true for spirit heroes. The closest you can get is Spellslinger which is only good on Geist and Celeste, and it's still a gun buff and not a utility item. To fill this niche, I think there should be an item that makes gun worth it on spirit builds. This would work like a Mercurial Magnum but for spirit heroes to make their gun better, while being a bad item for gun carries because of the ammo limit. This could also be a tier 3 with lower stats.

Enchanter's Ammunition
+25% Ammo
+10% Fire Rate

Passive: You can no longer reload, but your gun regenerates 15% of it's ammo per second. Your gun gains 0.25x Spirit Scaling gun damage.
 
I've noticed that in late game scenarios when you run out of slots on gun heroes, you can condense your entire spirit 4.8k spike into a single useful item- Mercurial Magnum, Ethereal Shift, Lightning Scroll, Scourge, Cooldown, etc. However, the same is not true for spirit heroes. The closest you can get is Spellslinger which is only good on Geist and Celeste, and it's still a gun buff and not a utility item. To fill this niche, I think there should be an item that makes gun worth it on spirit builds. This would work like a Mercurial Magnum but for spirit heroes to make their gun better, while being a bad item for gun carries because of the ammo limit. This could also be a tier 3 with lower stats.

Enchanter's Ammunition
+25% Ammo
+10% Fire Rate

Passive: You can no longer reload, but your gun regenerates 15% of it's ammo per second. Your gun gains 0.25x Spirit Scaling gun damage.
This would straight up kill active reload.
This also would allow for constant firing for Mirage. Same goes for Sinclair. This would be incredibly disgusting on Apollo. Look at his gun growth, and how heavy his spirit is. It would greatly eliminate the weakness of Silver as well. It can make Yamato a constant bullet throwing monster with right click build, and spirit haze would negate that massively if played around it.

Regeneration needs to be lowered. 9%. Should round up the ammo it gives per second. Manual reload also needs to be a thing as well - I would for example like to early reload.

Honestly, I was toying about with the spirit scaling - yeah, it seems okay. Perhaps put it to 18% to not create a potential intense power creep? You don't want the absolute best of both worlds and get able to spec to vitality on top of that.

Overall - good idea! Good concept!
 
The disabling of manual reload is kind of the point- you can't hold left click during fights and can only shoot a small portion of the time, hence why it would be good for spirit heroes and bad for gun carries like Mirage. It's an item for people who build spirit and aren't really using their gun anyways except when they need to.
 
I don't think this item is very well designed. Early game this is almost completely unpurchaseable by anyone but like...wraith. Late game its lunch is eaten by Ballistic Enchantment/Burst Fire/Toxic Bullets/etc that all provide more utility & comparable or superior damage without completely gutting your ability to reload. There are very few characters this would be good on except in ultra late scenarios where you have like 200 spirit and you're on a high base fire rate character, which is a very very short list.

Also not to mention if you are slot locked without having bought any gun items, even on a spirit carry, you're going about it very, very wrong. Spirit Rend/Mystic Shot/Cultists/Headhunter/Toxic Bullets/Ballistic Enchantment are all great pickups for spirit characters and can even replace some purple items in a number of builds on numerous characters on the roster. Part of the point of the 4.8k spike is that it is designed to force you to buy more than 1 item to reach it. Either that or achieve the spike incredibly late.
 
The disabling of manual reload is kind of the point- you can't hold left click during fights and can only shoot a small portion of the time, hence why it would be good for spirit heroes and bad for gun carries like Mirage. It's an item for people who build spirit and aren't really using their gun anyways except when they need to.
But that basically deletes active reload! That really is anti-synergistic. I don't think people would find that appealing, you know?

Perhaps increase manual reloading time to be 25%? The item is not something that can fit in by itself, not because it drastically changes how their power is expressed, but actively disencourages other itemisation. That... just guts the eco-system for items. It can be fine if it drastically overhauls how the stats/character expression is shifted, but it should not be pushing out the other items.

For example, an item idea that fits in the ecosystem but "majorly augments" is where attack speed increases weapon damage, and that attack speed gives you stacking speed per shot, that a stack's speed power is dependent on their pre attack speed (before it gets converted into weapon damage). That could work - thinking of Jhin's passive from League of Legends.

Not where it completely jams one category of their itemisation, and locks out an item completely all together.
 
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