ArenaNet talk:Skill feedback/Ritualist/Restoration

recovery does a better job at being anti condition 76.26.189.65 00:37, 31 March 2008 (UTC)
 * Change the skills functionality to be proactive instead of reactive. I.E. "The next time non-spirit ally would take fatal damage, that damage is negated and this spirit takes X Damage. Dies after X Seconds." Makes the skill extremely effective at stopping spikes, while still not providing complete immunity, since the spirit will die fast or will be killed by the opposing team. I suggest allowing it to stop 1-4 fatal damage packets with no spawning, since Spawning is not generally very high. --Angelic Loki 06:07, 6 April 2008 (UTC)
 * loki, thats a great suggestion, you should put it up on the front page 76.26.189.65 10:19, 6 April 2008 (UTC)
 * added --Angelic Loki 01:33, 9 April 2008 (UTC)
 * I'd actually use this Binding Ritual if it was changed to anything like Loki's suggestion. And the best part is the effect is similar to Shelter, Union, and Displacement so it would stay in the Communing attribute. RitualDoll 11:50, 14 August 2008 (UTC)

Math: Upon creation by a Spawn15/Commune15 rit within GvG, an ally spiked at 2 second mark and rezed 3 seconds later with 25% of his current Health. That same ally dies at 7th sec-mark and rezzes with 50% current Health. At 15 seconds, ally dies again and is rezzed with 90% Health and Total of minus 45 Death-Penalty; that ally is not having a good day (or he needs better teamates ^_^). Each time Healing earshot party members for 60 health. That sounds like fun and balanced when compaired to other rez's; Unyeilding Aura, when used properly, is the -Only- rez that can heal 2 party members in 1 second, and recasts every 10 seconds. --Falconeye 17:59, 20 September 2008 (UTC)
 * The problem with this skill is that it's actually really hard to use. "In the area" sounds like a big range but once someone's dead you can't move their corpse, and once the spirit's up you can only move it with Swap or Draw Spirit. Thus to use this you have to put the spirit up after someone dies, then kill it with, say, Gaze of Fury, for example (which takes longer than better rez skills) or put this up and either hope people die near it, or use Draw Spirit. Either way this is going to take up 2-3 skill slots if you want it to be reliable at all. Giving it a "within earshot" range would solve this, but it might then have to be limited to the nearest Party Members instead of as many as you want.