User:Bathory/Suggestions/Ritualist

The following skill suggestions are for Ritualist elite and non-elite skills. They are not actually implemented in the game.

Overview

 * Channeling Magic
 * Lightning Damage (Caretaker's Charge etc.)
 * Untyped Damage (Lamentation etc)
 * Offensive Life-stealing (Nightmare Weapon, Bloodsong)
 * Burning (Spirit Burn)
 * Energy gain (Offering of Spirit)
 * Damaging spirits (indirect) (Agony, Destruction)
 * Communing
 * Attacking Spirits (direct) (Pain, Shadowsong etc)
 * Maximum Health (Vital Weapon etc)
 * Damage Reduction (Shelter, Union)
 * Spirit buffing (Signet of Ghostly Might, Signet of Binding
 * Blocking (Displacement)
 * Block Bypassing (Guided Weapon etc)
 * Cracked Armor (Sundering Weapon)
 * Restoration Magic
 * Heal (Spirit Transfer, Spirit Light etc)
 * Remove Conditions (Mend Body and Soul, Pure Was Li Ming etc)
 * Grant regeneration (Recuperation, Resilient Weapon etc)
 * Blindness (Blind Was Mingson, Weapon of Shadow etc)
 * Defensive life-stealing (Weapon of Remedy, Vengeful Weapon etc)
 * Spawning Power
 * Powerful skills that shouldn't be accessible to secondary Ritualists. (Spirit's Strength, Attuned Was Songkai, Doom etc.)
 * Exceptions
 * There are always exceptions to guidelines and certain skills will do two things, each characterized above by different attributes. Like Shadowsong or Weapon of Warding, they're placed in whichever attribute suits it better.

Channeling Magic

 * PvE ; PvP 
 * Binding Ritual. Create a level Spirit. Causes  Health loss each second to foes in earshot. ''This Spirit loses  Health for each foe that loses Health.
 * Binding Ritual. Create a level Spirit. Causes  Health loss each second to foes in earshot. ''This Spirit loses  Health for each foe that loses Health.

I like this spirit, it's a neat indirect damage effect that's useful in 4v4 and in areas of PvE. Against a team of 8 it really would never be useful, but curving the health loss gives it more of a chance for use on someone who hasn't pumped their Channeling and Spawning really high for the sole purpose of this skill. (Level 8 spirits have 160 Health, allowing an Agony losing 7 Health to hit 20 times instead of 16. At 3 Spawning Power, it would hit 22 times. At 9, 27. At 12, after using all of the persons attribute points, it could hit 29 times. At first, you could say "But Bathory! That's almost 300 damage from one spirit. Spread over an area like earshot it's not that scary, and this spirit would still die very quickly. Now it just deals more damage than the health it has.)
 * Elite Spell. Deals lightning damage to target and nearby foes. You gain 10 Energy if you are within earshot of a spirit or holding a bundle item.
 * Elite Spell. Deals lightning damage to target and nearby foes. You gain 10 Energy if you are within earshot of a spirit or holding a bundle item.
 * Elite Spell. Deals lightning damage to target and nearby foes. You gain 10 Energy if you are within earshot of a spirit or holding a bundle item.

Increase the damage to match that of Caretaker's Charge.
 * Spell. Deal lightning damage to target foe. If you are holding an item, you gain  energy and this skill recharges twice as fast.
 * Spell. Deal lightning damage to target foe. If you are holding an item, you gain  energy and this skill recharges twice as fast.
 * Spell. Deal lightning damage to target foe. If you are holding an item, you gain  energy and this skill recharges twice as fast.

The main problem with this skill is that it's Flare with no Attunement. As the best energy management available in Channeling is centered around Spirits, not Items, this skill suffers after several casts, but will remain to recharge instantly. By adding energy gain it works like Soothing Memories and Caretaker's Charge by helping the Ritualist pay for it's cost and the item spell required to work it. Instant recharge can't be put on a skill that gives you energy without balance problems, so halving that should slow down the damage output enough to justify it, and when the condition is met it will recharge as fast as Spirit Burn, so it doesn't outclass other Channeling damage skills.
 * Spell. Deals lightning damage. Spirits near you gain  Health.'''
 * Spell. Deals lightning damage. Spirits near you gain  Health.'''
 * Spell. Deals lightning damage. Spirits near you gain  Health.'''

Remember Heaven's Delight and Divine Healing? They had high energy costs, long cast times and a huge recharge - making them unwieldy and pointless to bring on any bar. This skill is like that. The same fix can be applied, cut everything in half.
 * Spell. Target spirit loses Health. You gain 1 energy for each  points of Health lost.
 * Spell. Target spirit loses Health. You gain 1 energy for each  points of Health lost.
 * Spell. Target spirit loses Health. You gain 1 energy for each  points of Health lost.

This would allow this skill to be used on the same spirit more than once, without suffering from it's depleted energy pool. At 15 Channeling, you'd gain 10 energy, putting it in line with other non-elite energy gain skills. The increased recharge is for the increased dependability.
 * Weapon Spell. ( seconds) Attacks interrupt skills. Interruption effect: All nearby foes are interrupted and Wailing Weapon ends.
 * Weapon Spell. ( seconds) Attacks interrupt skills. Interruption effect: All nearby foes are interrupted and Wailing Weapon ends.
 * Weapon Spell. ( seconds) Attacks interrupt skills. Interruption effect: All nearby foes are interrupted and Wailing Weapon ends.

Would require that the ally hit to interrupt, and would be useful on Warriors, Rangers, Paragons, Assassins and Dervishes as they all auto-attack often. Nearby isn't that large of an area, and wouldn't be effective on teams that spread out (concerning PvP), but would have use on AI that like to clump up.

Communing

 * PvE ; PvP
 * Item Spell. ( seconds) Drop effect: summons a level Spirit of Lingwah ( second lifespan) that deals  damage. ''This spirit dies after  seconds.
 * Item Spell. ( seconds) Drop effect: summons a level Spirit of Lingwah ( second lifespan) that deals  damage. ''This spirit dies after  seconds.

Having an alternative to a binding ritual is nice, but not very convenient. Making this a different spirit could allow Communing Ritualists that choose to stick with spirit spamming (what else can they do anyway) another pure damage spirit. It could still use the same attack as Pain, but would be able to fight alongside it.
 * (PvP)
 * Enchantment Spell. For 20 seconds, you have a 50% chance to block while casting Binding Rituals. No effect unless you are holding an Item.
 * Enchantment Spell. For 20 seconds, you have a 50% chance to block while casting Binding Rituals. No effect unless you are holding an Item.

As a non-elite should never protect against all Melee and some Caster damage constantly. Also, as the best item offered in Communing to fulfill an Item requirement, Mighty Was Vorizun, gives armor, there is little point in having another Communing spell do it when it needs the other to work right. The lower energy is because this skill would require two other skills in order to work completely, which is something that needs to be worked around. (ex: 15 energy for Shadowsong and 5 energy for Vorizun would make this cost 25 to get an effect.)
 * Weapon Spell. (8 seconds) Target Other Allies' next Attack Skill has % armor penetration.
 * Weapon Spell. (8 seconds) Target Other Allies' next Attack Skill has % armor penetration.
 * Weapon Spell. (8 seconds) Target Other Allies' next Attack Skill has % armor penetration.

This change would simulate an ethereal weapon passing through an enemies armor. The exact numbers could be changed of course, and the higher armor penetration (at higher levels) makes it more powerful than Sundering Weapon in that respect - but balances it out by not causing a condition. And, while this would assist in spikes - it no longer helps bypass block, just armor.
 * Weapon Spell. ( seconds.) Attacks are unblockable.
 * Weapon Spell. ( seconds.) Attacks are unblockable.
 * Weapon Spell. ( seconds.) Attacks are unblockable.

15 energy is a lot for a Ritualist, and Communing is a rather useless attribute for secondary Ritualists. Giving this a one second cast time but keeping the unwieldy cost should make it a better choice when buffing an ally's attacks.
 * PvE ; PvP 
 * Binding Ritual. Creates a level spirit. If a party member within range dies, they are resurrected after 3 seconds with % Health and % of the spirits Energy and the spirit dies. This spirit dies after 30 seconds.
 * Binding Ritual. Creates a level spirit. If a party member within range dies, they are resurrected after 3 seconds with % Health and % of the spirits Energy and the spirit dies. This spirit dies after 30 seconds.

Originally suggested by Yullive, I believe this change makes this spirit much more useful. It would retain the ability to resurrect the caster, and making up for it's target specificity, it only has one use. Plus, it would also make sense to have them resurrected at the spirit's location, which could be useful if put on this skill as it doesn't resurrect them with a lot of health. Put it far back, and when someone does die they're teleported safely behind the healers to be healed. =P

Restoration Magic

 * Elite Item Spell. (20 seconds) You have + maximum Health and can not take damage more than 5% your maximum health.
 * Elite Item Spell. (20 seconds) You have + maximum Health and can not take damage more than 5% your maximum health.
 * Elite Item Spell. (20 seconds) You have + maximum Health and can not take damage more than 5% your maximum health.

Move to Communing. A person with 600 health would have 800 health (assuming 15 Communing) while holding these ashes and could take a maximum of 40 damage. 15 Communing and 480 health would have 680 and take a maximum of 34 damage. Additional health and damage reduction belong in Communing, not Restoration.
 * Spell. Heals for . Removes one condition if target ally is under a Weapon spell.
 * Spell. Heals for . Removes one condition if target ally is under a Weapon spell.
 * Spell. Heals for . Removes one condition if target ally is under a Weapon spell.

This spell doesn't do anything special, and does not deserve it's unwieldy stats.
 * PvE ; PvP 
 * Elite Binding Ritual.Creates two level Spirits (90 second lifespan). Every 4 seconds they each heal one non-spirit ally for.
 * Elite Binding Ritual.Creates two level Spirits (90 second lifespan). Every 4 seconds they each heal one non-spirit ally for.

"Conservation" is just a word taken from the word Preservation's synonyms. The effect is throw away, it can change or it could even do the same thing. This skill would be much more useful if it spawned two spirits, not only fueling skills like Mend Body and Soul easier but making it harder for someone to eat through a Ritualist's spirits.
 * PvE ; PvP
 * Binding Ritual.Creates a level spirit ( second lifespan). Heals party members in earshot for  each second. Healing cost: this spirit loses  Health.
 * Binding Ritual.Creates a level spirit ( second lifespan). Heals party members in earshot for  each second. Healing cost: this spirit loses  Health.

Like with Agony, making this health loss slightly lower than the benefit gives it an ability to be used more without throwing all your attributes in to this skill.
 * Elite Item Spell. + armor. + maximum Energy. You can not be interrupted.
 * Elite Item Spell. + armor. + maximum Energy. You can not be interrupted.
 * Elite Item Spell. + armor. + maximum Energy. You can not be interrupted.

Move to Communing. Would be an elite version of Mighty Was Vorizun, while keeping it's original interruption negation effect. As it can not be removed, it should be no where near maintainable by itself, as it could potentially keep the Ritualist permanently immune to interrupts. Needs fixin'.
 * Elite Weapon Spell. (3 seconds) Target ally can not take more than 5% damage. Hostile skills used against that ally take an additional seconds to recharge.
 * Elite Weapon Spell. (3 seconds) Target ally can not take more than 5% damage. Hostile skills used against that ally take an additional seconds to recharge.
 * Elite Weapon Spell. (3 seconds) Target ally can not take more than 5% damage. Hostile skills used against that ally take an additional seconds to recharge.

Move to Communing. This would give it part of it's new functionality and some of it's old to stop spikes and hinder their next spike attempt. If used correctly, it could double the time between an enemy team's spike attempts.

Spawning Power

 * Spell. Deals damage (maximum 135) for each of your recharging binding rituals.
 * Spell. Deals damage (maximum 135) for each of your recharging binding rituals.
 * Spell. Deals damage (maximum 135) for each of your recharging binding rituals.

By making the damage armor ignoring, this skill is much more useful on bars that have enough Binding Rituals to use it effectively. Currently the lightning damage with no armor penetration makes it rather useless against anything but un-proted casters.
 * Elite Spell. Destroy target allied Summoned creature. You gain Energy.
 * Elite Spell. Destroy target allied Summoned creature. You gain Energy.
 * Elite Spell. Destroy target allied Summoned creature. You gain Energy.

Revert. The current version is worse. It's not even fun.
 * Weapon Spell. (10 seconds) +1 Energy regeneration. End effect: Gain 1 energy for each successful hit (maximum Energy)
 * Weapon Spell. (10 seconds) +1 Energy regeneration. End effect: Gain 1 energy for each successful hit (maximum Energy)
 * Weapon Spell. (10 seconds) +1 Energy regeneration. End effect: Gain 1 energy for each successful hit (maximum Energy)

It would still have use on non-casters, and would work like Zealous Renewal when it ended. It wouldn't be too powerful since it would disallow other weapon spells and the end energy gain is dependent on Spawning Power, which stop it from being used on secondary Ritualists to too strong an effect.