ArenaNet:Skill feedback/Ritualist/Communing spirits

Skye Marin's Issue -- Skye Marin 20:28, 21 February 2008 (UTC)
Discussion
 * Issue
 * Non-offensive spirits in the communing line are particularly weak.


 * Suggestion
 * Re-work all non-attacking communing spirits with a lower cost, lower recharge, and more viable effects, but only with "earshot range" so that turtling and passive defense isn't an issue. Look at suggestions for specific skills listed here:


 * Displacement - lower to 25% block, lower range to earshot
 * Shelter - lower cost to 15, change damage to 60, lower range to earshot, fix description text
 * Union - lower cost to 10, lower range to earshot
 * Soothing - lower cost to 10, lower range to earshot
 * Earthbind - lower recharge to 30
 * Armor of Unfeeling - also, rituals cannot be interrupted

Other attributes:


 * Recuperation - lower cost to 15, lower range to earshot
 * Preservation - increase healing range to earshot
 * Life - increase healing range to earshot, lower recharge to 15


 * Boon of Creation - Returns 1..10 energy, this enchantment ends if a binding ritual is interrupted, lower duration to 5..30, lower recharge to 20

Lann's Issue -- 12 June, 2008
Poor effect per energy cost
 * Issue
 * Suggestions
 * Reduce energy cost of spirits in the communing line
 * Make PvE versions of the skills with reduced energy cost

ShadowFog's Issue --ShadowFog 16:52, 15 July 2008 (UTC)
Awful skills compare to core classes skills. Poor effect for its energy cost. To play adequate with communing is with Ritual Lord skill and Soul Twisting, leaving it with no room for innovative builds. Skill Tranquil Was Tanasen is not effective since it will "drain" your mana when your weapon is away. Example of effectiveness:
 * Issue
 * Suggestions
 * Reduce their recharge time.
 * Re-work skill functions for spirits like Shelter, Displacement, Union,etc., because these are not preferable skills due to the fact that core classes benefit from skills that have better functions with low cost.
 * Make PvE only version of the spirits.

Protective Spirit (Core skill)

10                                       1⁄4 5 Note: It's an enchantment, last  seconds, target only one ally.

Shelter (Factions skill) 25                                     5 45 Note: It's a level 7 spirit, loses 54 health when it's effect its activated, loses health when attacked and by a foe's spell that causes damage, all allies withing its area of effect are affected.

Spawing Power at 12, 48% more health, spirit will have 207 health, max. of times it can activate is 3.87 ~ 4 times, Spawing Power at 0, 0% more health, max. of times it can activate is 2.47 ~ 2.

Falconeye's Proposal -Active Rituals- Falconeye 06:45, 24 January 2009 (UTC)
Discussion
 * Issue: See Above ^_^
 * Making Binding Rituals Active
 * Fortifies the role of the ritualist in Guild Wars and promotes active use of their binding rituals.


 * Suggestion:
 * Change Functionalities to:
 * - - (Communing) - Elite Binding Ritual. "Create a level  Spirit. Enemy spells fail when targeting non-spirit allies earshot of Soul Twisting. Increase recharge of enemy spells cast on allies by + seconds. Soul Twisting dies after 6 seconds." For every 3 ranks in Spawning Power, Soul Twisting lasts 1 seconds longer.
 * - - (Spawning Power) - Elite Binding Ritual. "Create a level  Spirit. The next  times Wanderlust strikes a foe, that foe is knockdown and dealt  damage. Knockdown adjacent foes if target was hexed. Wanderlust dies after  knockdowns have been made. Wanderlust dies after 12 seconds." For every 3 ranks in Spawning Power, Wanderlust lasts 1 second longer.
 * - - (Communing) - Item Spell. Hold Lingwah's ashes for up to 60 seconds. While you hold her ashes, Enchantments and Hexes on you expire 33% faster. Dropping her ashes summons a Spirit of Anger, a Spirit of Hate and a Spirit of Suffering. These level  spirits use the Pain attack skill and deal . These Spirits dies after 60 seconds.
 * - - (Communing) - Binding Ritual. "Create a level  Spirit. Every 3 seconds, non-spirit foe within earshot arecrippled at random for  seconds. Knockdown foes earshot of Earthbind are crippled for  seconds. When Earthbind dies, all earshot foes are crippled for  seconds. Earthbind dies after 12 seconds."  For every 3 ranks in Spawning Power, Earthbind lasts 3 seconds longer.
 * - - (Communing) - Binding Ritual. "Create a level  Spirit. This spirit deals  damage and anyone struck by it's attack, loses  enchantments. Disenchantment removes one enchantment from each earshot foe when it dies. Disenchantment dies after 6 seconds." For every 3 ranks in Spawning Power, Disenchantment lasts 2 seconds longer.
 * - - (Communing) - Binding Ritual. "Create a level  Spirit. It's attacks dealss  damage and any non-attacking foes action are interrupted. If interrupted foe was casting a spell or chant, it is Dazed for  seconds. Dissonance interrupts all earshot foes when it dies. Dissonance dies after 6 seconds." For every 3 ranks in Spawning Power, Dissonance lasts 2 seconds longer.
 * - - (Communing) - Binding Ritual. "Create a level  Spirit. It's attacks deal  damage and cause Blindness for  seconds. All blinds adjacent foes. When Shadowsong dies, all earshot foes are blinded for  seconds. Shadowsong dies after 6 seconds." For every 3 ranks in Spawning Power, Shadowsong lasts an additional 2 seconds.
 * - - (Communing) - Binding Ritual. "Create a level  Spirit. It's attacks deal  damage and cause Cracked Armor for  seconds. When Pain dies, all earshot foes are cracked armor for  seconds. Pain dies after 10 seconds." For every 3 ranks in Spawning Power, Pain lasts 2 seconds longer.
 * - - (Communing) - Binding Ritual. Create a level  Spirit. It's attacks deals 10 (maximum  damage) for each condition on a foe and cause Weakness for  seconds. When Doom dies, all earshot foes are weakness for  seconds. Doom dies after 15 seconds. For every 3 ranks in Spawning Power, Doom lasts 3 seconds longer.
 * - - (Communing) - Binding Ritual. Create a level  Spirit. It's attacks deal  damage. If it stikes a hexed foe, adjacent foes are dealt  damage. Also deals double damage to Hexed foes. Anguish dies after 20 seconds. For every 3 ranks in Spawning Power, Anguish lasts 3 seconds longer.
 * - - (Communing) - Binding Ritual. "Create a level  Spirit. Foes in Soothing's range take twice as long to build Adrenaline and attack skills take an additional + seconds to recharge.  Soothing dies after 6 seconds." For every 3 ranks in Spawning Power, Soothing lasts 1 second longer.
 * - - (Communing) - Binding Ritual. "Create a level  Spirit. Damage taken by non-spirit allies Union's range are reduced by 20. Hexed allies gain damage reduction 30 instead. Union dies after 6 seconds." For every 3 ranks in Spawning Power, Union lasts 1 second longer.
 * - - (Communing) - Binding Ritual. "Create a level  Spirit. Non-spirit allies within Displacement's earshot gain 50% chance to block incoming attacks. Hexed allies gain 75% chance to block instead. Displacement dies after 6 seconds." For every 3 ranks in Spawning Power, - Displacement lasts 1 second longer.
 * - - (Communing) - Binding Ritual. "Create a level  Spirit. Non-spirit allies within Shelter's earshot cannot lose more than 10% maximum health from an damage source. Hexed allies gain 5% maximum health lose instead. Shelter dies after 6 seconds." For every 3 ranks in Spawning Power, Shelter lasts  1 second longer.
 * - - (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.
 * - - (Communing) - Binding Ritual. "Create a level  Spirit. Non-spirit allies within Displacement's earshot gain 50% chance to block incoming attacks. Hexed allies gain 75% chance to block instead. Displacement dies after 6 seconds." For every 3 ranks in Spawning Power, - Displacement lasts 1 second longer.
 * - - (Communing) - Binding Ritual. "Create a level  Spirit. Non-spirit allies within Shelter's earshot cannot lose more than 10% maximum health from an damage source. Hexed allies gain 5% maximum health lose instead. Shelter dies after 6 seconds." For every 3 ranks in Spawning Power, Shelter lasts  1 second longer.
 * - - (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.

Metal Sazz issue

 * Issue
 * Spirits attacking random targets make some spirit awkward to use, spirit like anguish and disenchantment may or may not attack targets they are meant for, it's hard to get a strategy going if if there alot of target, but you only want to attack a certain one,


 * suggestion
 * either have it where the spirit attacks your called target if there is one, or have the spirit prioritizes it's target, like anguish attacking hexed foes more often, or shadowsong attack melee if one is within range of it, something along that nature