User talk:Cornflakeboy/Ritualist improvements

Some nice ideas. You appear to mind the character of the Ritualist and the names of the skills.^^ Two hints:
 * Weapon of Renewal needs a longer rechargetime. If you draw 10 energy from the foe, it is realy hard. No enemy wants to attck a foe, if he loses 10 energy. So he has 2 joices: a) lose 10 energy every 10 seconds and give an enemy 10 energy (wich is much, every 10 seconds) b) Don't to attack that foe for 10 secs. If he has bad luck, after this 10 seconds the foe has again this weapon. And now think about the possibilities! You could use Echo, Arcane Echo and the actual version of Ghostly Haste plus Renewing Memories. It would mean to draw about 37 from the enemy team to your team in 10 seconds. So it would be 3.7 energy transfer per second. With Wielder's Remedy you remove conditions too.^^


 * Your concept of Weapon of Aggression would be hard for ANETs balance. It would be the only skill, which increases the as of allies.

Yullive 16:17, 27 February 2009 (UTC)


 * You are so right : it was the two things I was most hesitating on!!! For Weapon of Renewal, I stood in an inner debate (less energy stolen or longer recharge time) so deeply that I forgot to decide ^^.
 * As for weapon of aggression I first thought about an adrenaline buff, but was convinced it already exists. I just checked and it doesn't !! So I will change this to an non elite Weapon of Fury. Thanks ;) Cornflakeboy 16:32, 27 February 2009 (UTC)

@Blind Was Mingson: You can drop a weapon spell? xD -- Yullive 17:03, 4 March 2009 (UTC)
 * lol thx copy paste ^^... And thanks to mister Hawk eye ;) Cornflakeboy 19:55, 4 March 2009 (UTC)

@Sight Beyond Sight: There exist better skills like Mantra of Concentration and Mantra of Resolve. What about helping against knock down? -- Yullive 16:21, 9 March 2009 (UTC)
 * Well yes there are already skills preventing interruption but with different drawbacks. In this case the drawback is the fact it is strippable and is only useful for binding rituals. On the other side, even if you are struck by several interuption skill during the 3 sec cast(you know those rangers that are using D-shot Savage shot and sometimes Interruption Shot altogether) you are sur to perform the summoning entirely without losing energy which wouldn't be the case with the other two ;). Btw, now I'm almost finished with this page so I'll have time to spend on yours and other's ^^.Cornflakeboy 18:18, 9 March 2009 (UTC)

Sorry for lack of comments (been busy with life and playing GW) but I do plan to comment in your ideas and perhaps redouble effort updating suggestions after the next 'Big-Skill' update (which should be between June and August). Otherwise, great job! Also be sure to check Bathory's Ritualist Suggestions. ^_^ --Falconeye 05:10, 2 June 2009 (UTC)

Please visit this site! If you dont want to be part of that campaign, tell me! If you support the campaign, than add the template on your page and do some merchandizing!^^ Any suggestions and critics are wellcome. -- Yullive 00:09, 3 June 2009 (UTC)
 * If you want, you can categorize your suggestionpage by adding following.

lease visit this site! -- Yullive 14:12, 10 June 2009 (UTC)

Hi! Well I was also a bit busy, especially in game with the joining to my new "full of players" guild so I must admit I let this page on the side... But yeah I'm in for your project especially now that I see that not only necros run Rit bars but also Ele... I more than ever want to see a bit of change ^^.Cornflakeboy 11:48, 15 June 2009 (UTC)

Weapon of Aggression
Spirit's Strength does not require Weapon of Aggression. You can use any weapon spell and Vital Weapon was popular before EotN. I barely ever use Sight Beyond Sight on Spirit's Strength Ritualists. Weapon of Aggression is pretty niche and requires that you, the person using it, be using a weapon as your main damage. You do not need to be a Ritualist. Same with Sight Beyond Sight, you do not need to be a Ritualist. Changing Weapon of Aggress would fix nothing as ally targeted IAS would be mind-breakingly imba and another effect that worked with the name would probably increase adrenaline gain on yourself. Which is more worthless and niche then it is now. Having it increase adrenaline on others nullifies Weapon of Fury. Just because something doesn't offer every build something does not mean it's a bad skill. Also, your Spawning Power suggestion looks to me like a nerf. Some of your suggestions are also out-dated because of the recent update (Ghostly Haste suggestion, see Signet of Creation the PvE version). And finally, you've made some suggestions for adding Energy stealing to Spawning Power skills while saying that life-stealing is not characteristic of a Ritualist. That is false. Energy stealing is quite un-characteristic of them, though. Bathory  talk  05:56, 22 June 2009 (UTC)
 * Also, I missed your non-Spawning suggestions. All your Binding Ritual suggestions are nerfs, with or without your Spawning power. Having to stop and recast in both PvE (where casts are now short) or PvP where they are original lengths kills the whole point of many of them, such as Pain and Bloodsong. The point is to not have to cast them on recharge. Most of your bundles are so OP they will be nerfed, or you've introduced an OP function and nerfed them yourself (Blind was Mingsong suggestion, added unremovable block, added Energy and nerfed duration by a lot). [[Image:User Bathory Spirit to Flesh.jpg|18px]] Bathory   talk  06:06, 22 June 2009 (UTC)
 * Try not this: "While you hold Mingson's ashes, you are Blinded (20 seconds)" -=OR =- "you are Blinded ( seconds) each time you cast a spell"... Plague Touch synergy. ^_^ --Falconeye 08:46, 23 June 2009 (UTC)
 * Mingsong is one of the best item spells out there. It's 5 Energy, which is a huge deal with these types of spells because they make you lose your weapon's Energy bonus. It lasts for longer than it's recharge with only two points in Restoration. Due to this, it's great for spells like Caretaker's Charge, Renewing Surge, Soothing Memories and Renewing Memories. The drop effect can help you prevent physical spikes on yourself, your spirits and your party members. It simply doesn't need a change and the change suggested would not only make me stop using it because it would no longer work in either of the ways above - the new OP holding effect would get it nerfed more. Please look at Defensive Anthem if you don't believe me. Block + unable to be removed = Nerf [[Image:User Bathory Spirit to Flesh.jpg|18px]] Bathory   talk  07:23, 24 June 2009 (UTC)
 * Ok a lot of things to answer here. For weapon of aggression I know I've made a narrow minded suggestion which started from the fact that no ritualist needs an IAS with staves. Basically if they have other weapons in hand then they tend to use spirit's strength. Of course a primary warior or any melee class can be interested at using it but my first point was "This is a ritualist skill that few ritualists can play..."
 * Same goes for sight beyond sight. I know, for having played it tons of time on a dervish in gvg, that it may be useful for other profession. But again I don't see the point to have a skill (especially here in the primary attribute line) that is more useful to other professions...
 * Apart that I know that some of the suggestions are kinda outdated, but I don't have time to update this page right now. And yes I know some (maybe lot of) are nerfs. In fact I never claimed Ritualists are underpowered. To be honest I've always found they needed to be played in a tactical way to be efficient. When I created my page I just wanted to add a bit more tactics. My SP change was just a way to add armor to spirit in order to make them viable longer (Yullive was first to write about spirit level in fact) but yes a lot of spirit were already strong enough. Now, in PvE there is no challenge anymore because you know every spirits will always be here a soon as you want (and I won't mention the "3 guys in a signet" trick). That's is why I wanted a shorter recharge on skills : rituals more frequently available means you cast them more easily when you have to move. In fact spirit spam (in both pve or pvp) is for me the exact same thing as bloodspam for necros, or searing flames spike for Eles and that's why I never put my thoughts in the way of always having an army of gostly friends.Cornflakeboy 17:36, 26 June 2009 (UTC)
 * So you're suggesting nerfs for skills that you also think are "ok" and "balanced" to force people to use them with more tact? And trying to remove skills that have clear uses but you feel aren't useful to enough builds? Or adding effects that would cause over-use and nerfs of perfectly fine skills? There's nothing further to gain from this argument, as your logic is making no sense to me. =\ I'll check again once you've had the time to update your page.[[Image:User Bathory Spirit to Flesh.jpg|18px]] Bathory   talk  00:01, 27 June 2009 (UTC)
 * Huh you'd make a good politician you know... just summing up people's positions simply in a way that discredit them. I've never written I want to change skill I find balance, nor that I want skills to be used in every builds....
 * 1) I suggest something for SP to make spirits live a bit longer, to match their recharge time. In the meantime somme spirits are already OP in their form and the way found to make them "balance" is a 25 energy cost which can barely be afforded by Rits (almost no e-management skills) or a 5 seconds cast (just to be sure in PvP that you won't perform the ritual). My point of view (I know you disagree me but the whole point of a debate is to be able to share other ideas) is to change functionnality of spirits to make them used by Rits. For example my suggestion to restauration is a nerf (shorter area of effect) but for me a way to make ritualist a bit more active is to plant a bit less powerful (but more resistant) spirits more often. And yes I know that my suggestions make spirits more powerful for primary Rits only, but it's something inherent to the fact that SP is linked to a skill type.
 * 2)Yes I think spirit's strength and sight beyond sight need a change because they aren't really useful to ritualists. It's again a matter of attribute!!! Only Ritualists can power up those skills and still won't use them... it is a problem for me. Apparently not for you but my conception of primary attribute doesn't seem to be the same as yours.
 * 3)Don't be focus on Mingson! I've never claimed I can't make any mistake in evaluation. I just wanted to follow a guideline that was : add an holding effect to ashes to compensate the loss of weapon bonus.Cornflakeboy 11:05, 27 June 2009 (UTC)
 * Plenty of Ritualists use Spirit's Strength and Sight Beyond Sight. Have you ever considered that not everything is meant for PvE and GvG? They're powerful in 4v4 and CMs. It's not the skill's fault you're trying to use it with a wand. And the only reason that N/Rt healers and E/Rt Prisms exist has nothing to do with the Spirits they use. They use Ritualist skills because they contain powerful heals that don't depend on Divine Favor. For example, compare Spirit Light with any direct heal in Healing Prayers. It heals for more because it can't expect to have that extra help from DF. The reasons that they're N/ and E/ is because Soul Reaping was broken as energy management when it was made and Ether Prism was broken for Energy management until it was recently changed. And the ability to use skills that require an item spell should be holding effect enough. You said yourself you want to make spirits stronger, so I don't see how you're trying to accomplish this by suggesting a bunch of nerfs. Then again, you'd get along great with Izzy.  [[Image:User Bathory Spirit to Flesh.jpg|18px]]  Bathory   talk  05:03, 28 June 2009 (UTC)

New Feedback
You should place said suggestions on the new ritualist skills suggestion page at http://wiki.guildwars.com/wiki/Feedback:Guild_Wars_skills_suggestions#Ritualist_skills_suggestions. ^_^ --Falconeye 08:57, 7 September 2009 (UTC)

Ritualist Skill History
Formally requesting your assistance with this wiki-project. --Falconeye 20:37, 27 April 2010 (UTC)