Feedback:User/Talamare/Ritualist Active Spirits

 This is mainly a pvp change 

The current passive system of spirits isnt good in a game that is designed to be active.

I suggest heavily changing every spirit to have reduced energy, cast time and costs but lasts only a short duration

To also adjust to this, change/buff skills based on destroying spirits for their effects.


 * Increase the duration of spirits by 3-4% per rank in Spawning Power (if necessary).


 * Basic Outline of Spirits
 * Attack Spirits - Such as Bloodsong and Pain are designed to be able to do a decent amount of damage during their life time and have a longer life time with very short recharge, this is to make them key spirits in spells that destroy spirits... in particular bloodsongs life stealing helps the high spirit life cost that is added to the channeling line
 * AoE Spirit - Such as Agony and Destruction have higher levels to make up for the fact that they dont actively "attack", but also have low recharge to fuel the channeling line
 * Effect Attack Spirits - Such as Soothing and Shadowsong have lower damage, medium recharge, and fairly low survivability since they also have moderately powerful effects tied to them, not to mention that the communing line also has a good amount of defense to boot, which helps to seperate the communing line by being a bit less offensive, but with more utility.
 * Healing Spirits - Have the highest levels and fairly low recharge, this is to fuel the increased health sacrifice in the healing skills, not to mention give channeling the option of losing a bit of pressure by using the higher level more survivable spirits to fuel their spells as well
 * Protective Spirits - Such as Shelter and Displacement have slower cast times to be interruptable, and have extremely short durations since their effects affect the entire party, which would lead to dangerous "passive defense" webs that would be better prevented, which is why they're made to be fairly weak (but still usable).


 * Basic Outline of Spells
 * Most spells were changed so that to get their effects a nearby spirit would have to lose health, this is to provide an active cycle of self-destroying spirits, and quick creation of spirits, spirits will feel more like a precast benefit then a slow cast burden, not to mention the spawning power attribute which increases spirits max health will feel a tiny bit more important since getting 6-8 points in spawning power might mean that your spirits last a few more of your spirit damaging spells, the short duration on spirits


 * Channeling Was heavily changed. Almost all their spells/abilities hurt their spirits in some way, which should allow ritualists to be able to do fairly high damage but with a level of play that involves spirit managing.  Awareness of your spirits' healths and slight spirit planning are crucial, especially with these new lower levels.  To be able to provide a consistent dps, the spells that hurt their spirits also will help prevent ritualist spike teams, since it's made to be more difficult for groups with a large amount of Ritualists, and at the very least if a ritualist spike team does occur, the cost of a spike will probably be all the living spirits and quite a bit of reset time.  The higher damage spells have a 2 second cast-time to provide time for interrupts and 'pre killing' of necessary spirits to reduce spike potential.

(under construction)

Channeling

 * Agony - - Binding Ritual. Create a level  Spirit. Non-Spirit foes within its range take  lightning damage each second. This Spirit dies after  seconds.


 * Bloodsong - - Binding Ritual. Create a level  Spirit who dies after  seconds. Attacks by that Spirit steal up to  Health.


 * Destruction - - Binding Ritual. Create a level  Spirit that dies after 15 seconds. When this Spirit dies, all foes in the area take  lightning damage for each second this Spirit was alive.


 * Gaze of Fury - - Binding Ritual. Destroy target Spirit and create a level  Spirit of Fury. This Spirit's attacks deal  damage. This Spirit dies after  seconds.


 * Signet of Spirits (PvP) - - Elite Signet. Create a random level  Spirit. These Spirits deal  damage with attacks. These Spirits die after  seconds.
 * Spirits that can appear
 * Spirit of Hate - Also causes Blind for 5 seconds with its attack - because people tend to hate something thats blinding them
 * Spirit of Anger - Also interrupts with its attack - because people get angry when interrupted
 * Spirit of Suffering - Also removes enchantments with its attack - because people suffer when they lose important enchantments

Communing

 * Anguish - - Binding Ritual. Create a level  Spirit. This Spirit's attacks deal  damage and does double damage to Hexed foes. This Spirit dies after  seconds.


 * Disenchantment - - Binding Ritual. Create a level  Spirit. This Spirit deals  damage and anyone struck by its attack loses one Enchantment. This Spirit dies after  seconds.


 * Displacement - - Binding Ritual. Create a level  Spirit. All non-Spirit allies within its range have a 50% chance to block incoming attacks. Every time an attack is blocked in this way, this Spirit loses  health. This Spirit dies after  seconds.


 * Dissonance - - Binding Ritual. Create a level  Spirit. This Spirit deals  damage and anyone struck by its attack is interrupted. This Spirit dies after  seconds.


 * Earthbind - - Binding Ritual. Create a level  Spirit. The next time a non-Spirit foe is knocked down within its range that foe is knocked down for at least 3 seconds and this spirit dies. This Spirit dies after  seconds.
 * Earthbind v2 - - Binding Ritual. Create a level  Spirit. The next  times any non-Spirit ally within range would be knocked down within its range that knockdown is prevented. This Spirit dies after  seconds or after  knockdowns have been prevented this way.


 * Pain - - Binding Ritual. Create a level  Spirit. This Spirit's attacks deal  damage. This Spirit dies after  seconds.


 * Restoration - - Binding Ritual. Create a level  Spirit. The next  times any non-Spirit ally within range is affected by a condition, that condition is removed after 3 seconds and that ally is healed for . This Spirit dies after  seconds or after  conditions have been removed in this way.


 * Shadowsong - - Create a level  Spirit. The Spirit's attacks deal  damage and cause Blindness for  seconds. This Spirit dies after  seconds.


 * Shelter - - Binding Ritual. Create a level  Spirit. Non-Spirit allies within its range cannot lose more than 10% maximum Health from a single attack When this Spirit prevents damage, it loses  Health.. This Spirit dies after  seconds.


 * Soothing - - Binding Ritual. Create a level  Spirit. The Spirit's attacks deal  damage and cause the target to lose all adrenaline. This Spirit dies after  seconds.


 * Union - - Binding Ritual. Create a level  Spirit. Whenever a non-Spirit ally in its range takes damage, that damage is reduced by  and this spirit loses  health. This Spirit dies after  seconds.


 * Wanderlust - - Elite Binding Ritual. Create a level  Spirit. This Spirit's attacks deal  damage. Whenever this Spirit's attack hits a stationary foe, that foe is knocked down. This Spirit dies after  seconds.

Restoration

 * Life - - Binding Ritual. Create a level  Spirit. When this Spirit dies, all non-Spirit allies within its range are healed for  Health for each second this Spirit was alive. This Spirit dies after 15 seconds.


 * Preservation - - Elite Binding Ritual. Create a level  Spirit. Every 3 seconds, this Spirit heals one non-Spirit ally under 90% within earshot for  Health. This Spirit dies after 20 seconds.


 * Recovery - - Binding Ritual. Create a level  Spirit. Conditions on allies within range of this Spirit expire % faster. This Spirit dies after  seconds.


 * Recuperation - - Binding Ritual. Create a level  Spirit. Non-Spirit allies within its range gain + Health regeneration. This Spirit dies after  seconds.


 * Rejuvenation - - Binding Ritual. Create a level  Spirit. Non-Spirit allies within its range gain  Health each second if they are under the effects of a condition or hex. This Spirit dies after  seconds.

Spawning Power

 * Empowerment - - Create a level  Spirit. All allies within its range holding an item gain  Health regeneration and  Energy regeneration. This Spirit dies after  seconds.

Channeling

 * Clamor of Souls - - Elite Spell. Destroy one allied spirit within earshot.  If a spirit was destroyed in this way, target foe and all nearby foes take  lightning damage. If you are holding a bundle item, you gain 10 Energy. the effects are seperate, so if you destroy a spirit without holding an item the damage occurs but you dont gain energy or if youre hold an item but a spirit is not destroyed you gain the 10 energy but dont deal damage


 * Essence Strike - - Spell. Target foe is struck for  lightning damage. If any allied Spirits are within earshot, you gain  Energy and the spirit closest to you loses  health.


 * Gaze from Beyond - - Spell. The allied Spirit nearest you loses  Health. Target foe is struck for 2 lightning damage for each point of Health lost.


 * Lamentation - - Spell. Destroy 1 allied spirit within earshot. If a spirit is destroyed this way, Target foe takes  damage.
 * v2 Lamentation - - Spell. Deal  Lightning damage for each allied Spirit within earshot (max 120), and each allied spirit within earshot loses  health.


 * Painful Bond - - Hex Spell. For  seconds, target foe and all nearby foes are Hexed with Painful Bond and take  damage whenever they are hit by a Spirit's attack.  The attacking spirit loses  health each time it hits a foe in this way.


 * Renewing Surge - - Spell. Target foe is struck for  lightning damage. If you are holding an item, this Skill recharges instantly. If you are within earshot of an allied spirit, you gain  energy.


 * Spirit Boon Strike - - Spell. Target foe is struck for  lightning damage and all allied Spirits near you gain  Health.


 * Spirit Burn - - Target foe is struck for  lightning damage. If any allied Spirits are within earshot, Spirit Burn causes burning for  second(s), and the allied spirit nearest you burns for  seconds.


 * Spirit Rift - - Spell. The allied Spirit nearest you loses  Health.  If health is lost this way, open a Spirit Rift at target foe's location. For 3 seconds, foes adjacent to that location take  lightning damage each second. After 3 seconds, all foes nearby that location are struck for  lightning damage.


 * Spirit Siphon - - Enchantment Spell. The allied spirit nearest you loses  Health.  If health is lost this way, For 6 seconds you gain  Health Regeneration and  Energy Regeneration.

Communing

 * Anguished was Lingwah - - Item Spell. Hold Lingwah's ashes for up to  seconds. While you hold her ashes you have +1 to your Communing attribute. Dropping her ashes summons a level  Spirit of Pain that does  damage. This Spirit dies after  seconds.


 * Armor of the Unfeeling - - Enchantment Spell. For 8 seconds, damage target ally receives is reduced by, each time damage is reduced this way a nearby allied spirit loses  health. This spell ends if no spirit loses health.


 * Binding Chains - - Hex Spell. For  seconds, target foe moves 33% slower. If target foe is within earshot of a Spirit, that foe moves 66% slower instead.


 * Signet of Binding - - Signet For  seconds all damage allied spirits within earshot take is reduced by %. (Note that this does not apply to health lost from skills or effects that require or cause Spirits to lose health.)


 * Signet of Ghostly Might - Elite Signet. For  seconds, Target allied Spirit attacks 25% faster and deals an additional  damage. Each time target spirit deals damage, it loses  health.

Restoration

 * Ghostmirror Light - - Spell. Target other ally is healed for  Health. If you are within earshot of an allied Spirit, you are also healed for  Health and an allied spirit within earshot loses  health.


 * Mend Body and Soul - - Spell. Target ally is healed for  Health. That ally loses one Condition for each allied Spirit within earshot, and each allied spirit within earshot loses  health.


 * Spirit Light - - Spell. Target ally is healed for . If any allied Spirits are within earshot, that ally is healed for an additional  and an allied spirit within earshot loses  health.


 * Spirit Transfer - - Spell. The allied Spirit nearest you loses  Health, and target ally is healed for 4 for each point of Health lost.


 * Spirit Leech Aura - (Changed to spawning power) - Enchantment Spell. For  seconds, Every time you cast a spell on an ally, an allied spirit within earshot loses  health, if a spirit loses health this way that ally is healed for.
 * Spirit Leech Aura v2 - - Enchantment Spell. For 30 seconds, each time target ally attacks or casts a Spell, a spirit within earshot loses  Health and that ally is healed for 4 for each point of Health lost.

Spawning Power

 * Feast of Souls - - Destroy one allied spirit within earshot. If a spirit is destroyed this way, all party members are healed for  Health.


 * Ghostly Haste - - Enchantment Spell. For  seconds, your spells and Binding Rituals cast % faster while you are within earshot of a Spirit.


 * Reclaim Essence - - Elite Spell. Destroy Target Spirit. If a spirit is destroyed this way, You gain  Energy
 * v2 Reclaim Essence - - Elite Spell. Destroy Target Spirit. If a spirit is destroyed this way, All your Binding ritual are recharged. (50% failure chance with Spawning Power 4 or less.)


 * Ritual Lord - - Elite Skill. For 30 seconds, your Binding rituals recharge % faster and you gain  energy whenever you create a spirit.


 * Rupture Soul - - Spell. Destroy one allied spirit within earshot. If a spirit is destroyed in this way, Target foe takes  lightning damage and becomes blinded for.


 * Signet of Creation - - Signet. Your next  binding rituals uses your spawning power attribute instead of its normal attribute.


 * Spirit Channeling - - Elite Enchantment Spell. For 10 seconds, you have + Energy regeneration. This enchantment reapplies itself every time you cast a Binding ritual.


 * Spirit to Flesh - - Spell. Destroy one allied spirit within earshot. If a spirit is destroyed this way, Target ally is healed for.
 * Spirit to Flesh v2 - - Enchantment Spell. Destroy one allied spirit within earshot. If a spirit is destroyed this way, For 15 seconds, the next  damage target ally would take is negated.

No Attribute

 * Soul Twisting - - Elite Skill. Destroy target allied Spirit. The next Binding Ritual you perform casts and recharges instantly.

Channeling

 * Ancestors Rage - - Spell. For 8 seconds, all foes adjacent to target ally are struck for  lightning damage each second.


 * Channeled Strike - - Spell. Target foe is struck for  lightning damage. That foe is struck for an additional  lightning damage if you are holding an item.


 * Cruel was Daoshen - - Item Spell. Hold Daoshen's ashes for up to  seconds. While you hold his ashes, whenever you are the target of a hostile Spell or attack, one nearby foe is struck for  lightning damage. When you drop his ashes, all nearby foes are struck for  lightning damage.


 * Wailing Weapon - - Weapon Spell. For  seconds, target ally has a Wailing Weapon. If that ally strikes an attacking foe, that foe is interrupted. Wailing Weapon ends after  attacks.


 * Warmonger's Weapon - - Weapon Spell. For  seconds, target ally has a Warmongers Weapon. If that ally attacks a foe who is not attacking, that foe is interrupted. Warmonger's Weapon ends after  attacks.


 * Wielders Strike - - Spell. Target foe is struck for  lightning damage. If you are under the effects of a Weapon Spell, you deal an additional  lightning damage.


 * Weapon of Fury -  - Elite Weapon Spell. For  seconds, target ally has Weapon of Fury. That ally gains % more adrenaline and 1 Energy whenever they successfully hit with an attack. Weapon of Fury ends after  attacks.

Communing

 * Dulled Weapon - - Hex Spell. For  seconds, target foe and all nearby foes cannot achieve a critical hit. If target foe is within earshot of a Spirit, that foe attacks 25% slower.


 * Guided Weapon - - Weapon Spell. For  seconds, target ally's next   attacks cannot be blocked.


 * Mighty was Vorizun - - Item Spell. Hold Vorizun's ashes for up to  seconds. While you hold his ashes, you gain + armor, + maximum Energy and + to your Spawning Power attribute.

Restoration

 * Mending Grip - - Spell. Target ally is healed for  Health. If that ally is under the effects of a weapon Spell, that ally loses one Condition.


 * Wielder's Boon - - Spell. Heal target ally for  points. If that ally is under the effects of a weapon spell, Wielder's Boon heals for an additional  Health.