ArenaNet:Skill feedback/Ritualist/Restoration

The Sins We Die By's Issue
Discussion
 * Issue
 * Spirit Version of Lively Was Naomi, not practical when another skill is superior at this effect. Plus it's just a bad effect.


 * Solution
 * Similar to preservation, but instead increase the area to earshot and have it remove a condition randomly every 4 seconds.

Angelic Loki's Issue
Discussion
 * Issue
 * Same as above, the spirit is not effective as a reactive skill, and has no use as a proactive skill without using draw spirit to move it


 * Solution
 * Change the skill to be proactive, but with close to the same effect. I am not sure on the exact numbers, but a general idea of how it would work:
 * The next time non-spirit ally would take fatal damage, that damage is negated and this spirit takes X Damage. Dies after X Seconds.


 * Notes
 * 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.

76.26.189.65 00:59, 12 April 2008 (UTC) Issue

 * Issue
 * Very bad spell, and the lack of Divine Favor makes it hard for ritualist to become primary healers


 * Solution
 * Whenever a Restoration magic spell is cast, Target Ally is healed for 5~40 and this spirit takes 40~10 damage

Very limited effectiveness

 * Issue
 * This skill has uses as it can res multiple allies and can bypass Frozen Soil, also works quite nicely with Gaze of Fury when you can get it to work. However, it's the getting it to work that's the tough bit, it's just too hard to use. Either you put it up before someone dies, in which case they will probably die somewhere else, you put it up afterward, in which case you have to wait ages for it (not viable in PvP at all, being a man down for that long will probably cause a wipe) or you have to take an extra skill (eg Gaze of Fury) to make it work.


 * Solution
 * Decrease the duration the spirit lives to 20 seconds, decrease the recharge to 30 or better, 25 (important because if you miss with this skill, which is easy, you have to wait 45 seconds to try again, by which time you are all dead), and decrease the casting time, at the very least to 4 (compare to Lively and LoD, this is the slowest if you count the time taken to cast gaze of fury for example, plus the time you take to target the spirit etc).
 * Secondly, add a heal effect when the spirit dies (as well as the res) like "All party members in the area are healed for points." This would mean if it died when your team was still alive or it was outside a dead person's range you would still get a benefit from it. This might allow people to use it as a secondary res or at least give them something to make up for the fact that they wasted two skills slots, 40 energy and 6+ seconds attempting to res someone while their teammate used a res sig.

Lancy1214 & Falconeye's Proposal
Discussion


 * Issue:
 * -Part of ongoing campaign to make binding rituals Active.
 * -Spirits self-inflicting damage is impractical. Triggers offer a more precise/balance means.
 * -Perfect example of why Communing have problems.


 * Suggestion:
 * - - (Communing) Binding Ritual. Creates a level  Spirit. "The next  times party members within earshot receive fatal damage, the damage is negated and party members are healed for  Health. Restoration resurrects one random earshot party member with 5% Health and 5% Energy for each second this spirit was alive. (Party members resurrected in this manner are restored to life at your location and Restoration dies.) Restoration dies after 10 seconds." For every 3 ranks in Spawning Power, Restoration lasts 2 seconds longer.


 * Notes:
 * As with Lively Was Naomei, there is a 3 second delay between party members' death and resurrection.
 * This skill can bypass Frozen Soil's effect since this skill can indirectly resurrect party members and the caster.
 * Cannot be summoned in the area of a Frozen Soil spirit.
 * Can be combined with Frozen Soil's effect to prevent enemy resurrection (unless they have Restoration) while still enabling the indirect resurrection of the user's party and the caster.
 * This skill is effective when using Death Pact Signet since, if it results in your death, you or your ally will be resurrected given they are in range.
 * Your team will still lose an annihilation round even if your last remaining party member is within Restorations earshot after being killed


 * Reason:
 * Restoration is to Communing line is what Rebirth is to Protection line. Lets compare to other Res-Skills.
 * 1) Essentially non-elite version of Unyielding Aura . But unlike UA, it A) does not prevent Death-Penalty, B) does not Teleport Allies to the caster's location of safety, and C) is not capable of rezzing 2 random allies in less then 1 second (by pre-casting enchantment, then cast again after 10 seconds).
 * 2) Lively Was Naomi, Death Pact Signet , Flesh Of My Flesh . These give precise control of when to res allies, all three at a significant cost to Ritualist. Lively as Item Spell is Pro/Con in itself.
 * 3) Rebirth, the best non-elite Monk rez, also inflicts severe penalty. Resurrection Chant , Restore Life , Renew Life , all offer superior res but divert time/energy away from what healing monk should be doing.
 * --Falconeye 06:14, 2 May 2009 (UTC)

[[Image:User_Yullive_Consume_Soul.png]] Yullive's Issue -- 22:46, 22 February 2009 (UTC)

 * Issue
 * not senseful --> unused


 * Suggestion
 * - - (Restoration Magic) - Binding Ritual. Creates a level  spirit. If a party member within range dies, he gets resurrected after 3 seconds with % Health and % of the spirits Energy and the spirit dies. This spirit dies after 30 seconds.