User:Lancy1214/Falconeye's Ritualist Ideas

Revision Introduction
--Falconeye Auras/Enchantments A) Nice, you've decided to borrow some of my ideas and that of the Shaman's auras in order to tinker around and run with new ideas; Ironic that concept of being possessed by one's ancestors was left out (ever watch an episode of Shaman King? & http://www.anivide.com/search.html); could make monks & mesmers deadly for exorcism and ethereal jaunts. B) Several recent updates and minor edits are in process of addressing mobility issues. C) This is major breakaway from mechanics, so Ive posted your proposal under Expanded & Alternative Systems so it remains open as possible add-on for existing Active Ritual System.

Rit-Talk

 * Restoration Magic: Focused on Blind, Life steal, Protections and heals (To an extent) -- Energy-efficiency or sustainable healing over time have been rits strong points, now with current metagame shifts they need to greater adaptability.
 * Communing: Focused on Damage prevention, party wide buffs, spirit placing, Protections (To a greater extent than restoration magic)
 * Channeling Magic: Energy management, Supporting allies with weapons, low direct damage
 * Spawning Power: Strengthening restoration, communing and channeling through various skills/enchantments
 * (http://wiki.guildwars.com/wiki/User:Cursed_Angel/Shaman)
 * (http://wiki.guildwars.com/wiki/User:Shard/Alchemist)

Properties of ACTIVE BINDING RITUALs

 * Innate:
 * Non-fleshy.
 * Immune to enchantments, hexes, Soul Reaping, the passive effects of other spirits, weapon spells, any healing skills which do not specifically affect spirits and all conditions except burning.
 * All Spirits have approximately level*20 Health and approximately 2 + level*6 armor. In PvE-Hard Mode, spirits always have 100 armor regardless of levels.
 * All Spirits have 31 Energy, independent of Level and Spawning Power Rank. Skills and effects of spirits do not actually use any of the spirit's energy.
 * All Spirits have four pips of Energy regeneration.


 * Target & Skills:
 * Spirits are not spells; fast casting does not reduce their casting time. Skills or conditions that affect spells won't work against it, e.g. daze, Backfire and many of the mesmer's interruption skills.
 * Expertise will affect the cost of binding rituals.
 * Are affected by Chant and Shout skills that do not say "Does not affect Spirits".
 * Anthem of Disruption, Anthem of Weariness and Crippling Anthem are three chants that have an effect on attack spirits.


 * Can be affected by knockdown.
 * Often have a lower level than their attacker, and thus attacks against them are more likely to be critical hits since the crit % formula includes a level comparison.
 * Can attack hidden foes such as Snow Wurms and Stormcloud Incubi.
 * All spirits effects any skills earshot of them, or skills targeting earshot allies or foes.
 * They also respond to controller's skills within compass range.


 * Range & AI:
 * Unless otherwise specified, the effective radius of passive spirits is roughly 2.7 Danger Zone radii.
 * If a second allied spirit of the same name is created within the range of the first spirit, the first spirit will die without taking any damage. However, if one of the same name is teleported to within the range of the first spirit, the teleported spirit itself will die without taking any damage, rather than the original spirit.
 * With the exception of Bloodsong (1.75 seconds) and Vampirism (2.15 seconds), all spirit attacks are ranged attacks with no cost or recharge, an activation time of 2 seconds and a range of 1.2 Danger Zone radii (the same range as Hornbows).
 * Spirits need a clear line of sight to attack their target.
 * All spirits will face east when they are summoned. Attack spirits can change direction, but only when there is an enemy within range.
 * If attacked in melee by an enemy, Spirits will always attack that enemy to defend itself.
 * If an enemy is within attack range but outside of aggro-circle, a spirit will not attack unless an ally (including another spirit) hits with an attack against that enemy.
 * Spirits will not react to a called target if summoner does not perform an action on the target as well.
 * If multiple targets are available, Spirits' preference are given to target with the lowest armor, or to the target with the closest proximity to the spirit.
 * If an ally or foe in range drops below 50% health, the spirit gives preference to that ally or foe, even to the point of switching targets.


 * Types:
 * Attack - Shutdown - Support - Popper - Utility.
 * Spirits that cause a one-time effect upon allies or enemies (but not both) upon the spirits' death.
 * Spirits that cause triggered effects on all allies or enemies (but not both) within its range or earshot.
 * Spirits that cause constant effect on all allies or foes (but not both) within its range or earshot.
 * Spirits which actively target and attack enemies of the summoner and her allies.

optional

 * Cannot benefit from the passive effects of spirits, or any healing skills which do not specifically affect spirits.
 * Immune to hexes, enchantmets, and conditions (except burning).
 * Ethereal/Ghostly - You see the world as a dim, transparent place and all creatures see you as a transparent figure. You can only be targeted by nearby creatures (and vice verse); targets require larger amount of concentration. When affecting (casting a skill on, or attacking) a non-ethereal/ghostly creature, the "increased concentration" makes you cast or attack 60% slower. Movement becomes slightly random (twisting and turning at unexpected speeds and angles, thus you move 15% slower than normal speed. The spot representing you on the Minimap disappears.
 * You become ghostly & transparent by 80% so players that aren't nearby may be able to see you but may not target you.
 * Ethereal/Ghostly creatures can be affected by non-targeting skills and effects.
 * Amnesia - You cannot use skills unrelated to your profession's primary attribute, with the exception of unlinked skills.
 * Amnesia does not affect Minions. However it does disable Spirits' attack casting for the allotted time.

Essense of Auras
-The spirit possesses you, infusing its power's into your soul (otherwise known as lengthened enchantments:P)
 * Spawning Power: "For every 3 points in Spawning Power, you are able to control one additional spirit."
 * For example, "Essence of Life". :* - - (Restoration Magic) - Soulmeld. "For 10 seconds, you are enchanted with Essence of Life. When this enchantment ends, all non-Spirit allies within range are healed for  Health for each second this enchantment was present."

-This is mainly done to address mobility issues with the ritualist class.--Lancy1214 17:11, 26 October 2008 (UTC)

Soulmelds

 * Ive been rolling ideas in my head and came up with this. Its an dual attempt to give new spin on this Elite while merging your 'mobility' issues. Send me your thoughts.


 * Soulmeld Rules: Soulmelded Rits give off a ghostly radiant mist-like aura, with transparent arcane symbols and deep-cyan in color that evokes the ghosts of christmas pasts ^_^
 * Benefit - Immune to Hexes & Conditions (except Burning). Spawning Power bonus calculates your Maximum Health. Synergy with Rit-skills (including weapon/item spells). You are still treated as Target Ally or Party Member, but are immune to non-Spirit skills and racial/creature-based abilities (i.e. Edge of Extinction). Passive Spirit effects centered on you (mobility). Attack Spirits attacks/conditions are added as bonus shadow damage to weapon/wand attacks. "Released Soulmelds" expel's spirits and continue to function as normal as if you created them (unless they were destroyed; see notes).
 * Penalty - Immune to Enchantments. Spells still target/effect you (including weapon/item spells). You neither grant/nor recieve the benefits/penalties from other spirits, or any other non-Spirit effects. Soulmeld follow same restrictions as Nature/Binding Rituals (i.e. Recup Soulmeld releases, then dies when entering range of an allied Recup Ritual); however soulmelds do overlap (but dont stack) with other soulmelds. Increased damage from Smiting as with any summoned creature.
 * Limits - Pop Spirits have cap on max damage (havent decided if spirits still have preset-durations). Bonus Attack-Spirit damage (i.e. Anquish's shadow damage doubles, not your normal damage).
 * Notes - Skills which specifically interact with summoned creatures(s) (such as Unnatural Signet, Signet of Creation or Consume Soul) function normally against any Soulmelded Ritualist, with one exception -- (or skills that directly harm/kill spirits) -- any skill that directly harms or triggers the death/destruction of Spirits (or would otherwise drop health below 25%) instead forces Ritualists in releasing the Soulmeld (or risk death from fatal damage) as safety-precaution against death by sudden drop in Maximum Health (Soul Reaping bonus) -- which makes them effective 'soulmeld removals' but are likely treated situational-skills due to restictive/specialized nature of Soulmeld(s).


 * Spirit's Strength - (Spawning Power) - - Elite Soulmeld. Release all earshot Soulmelds. The next  Rituals you create instead possess your flesh and melds with your soul. Ritual soulmelds use your Spawning Power attribute instead of their normal. As long you remain soulmelded, you gain the Spirit-type.


 * Draw Spirit - (Unlinked) - - Soulmeld. Your Soulmelds are released. You Soulmeld with nearest Spirit, using either allies/foes attribute ranks that created it. If your target was another Soulmeld-Rit, you steal that Soulmeld instead along with its remaining duration. (You can only soulmeld with one Spirit at any time. Obtaining another releases the old one.)

Binding Spells

 * Heres A Prime Synergy Example:
 * Sight Beyond Sight - Binding Chakra Spell. For 8...18...20 seconds, you cannot be blinded. Your Binding Rituals lasts seconds longer. No effect if not under the effects of an armor spell, weapon spell, or item spell.
 * Spirit's Strength - Elite Binding Chakra Spell. For 15...51...60 seconds, your phsysical attacks deal 5...29...35 more damage. No effect if not under the effects of an armor spell, weapon spell, or item spell.
 * Great Dwarf Weapon - Binding Weapon Spell. (20 seconds.) +15...20 weapon damage and 28...40% chance to cause knock-down with attacks. Cannot self-target.
 * Great Dwarf Armor - Binding Armor Spell. (22...40 seconds.) +24 armor and +60 maximum Health. Additional +24 armor against Destroyers.

Channeling Magic (Binding Spells)

 * - - (Channeling Magic) - Elite Weapon Spell. "For 10 seconds, target ally gains double adrenaline from the next  attacks. These attacks cannot be blocked and deal + damage. Weapon of Fury has no effect if that ally is Enchanted."
 * - - (Channeling Magic) - Weapon Spell. "For 10 seconds, target ally gains  Energy the next time that ally strikes a foe. Cannot self-target."

Communing (Binding Spells)

 * - - (Communing) - Weapon Spell. "For  seconds, your next  binding rituals activate instantly. The next time you are interrupted, your non-elite Ritualist skills are recharged and Weapon of Quickening ends."
 * - - (Communing) - Weapon Spell. "For 3 seconds, whenever target ally takes damage from an attack or spell, that damage is limited to 5% of the target ally's maximum health and that ally also gains + maximum health."
 * - - (Communing) - Weapon Spell. "For 3 seconds, target ally has a Vital Weapon that redirects 75% of the damage to you. The damage you receive this way is reduced by . Cannot self-target."
 * - - (Communing) - Weapon Spell. For 8 seconds, target foe cannot be the target of a Weapon Spell and can't achieve critical hits. That foe and nearby foes' attacks deal -% less damage.
 * - - (Communing) - Weapon Spell. For  seconds, target ally's attack(s) cannot be blocked, miss or interrupted, but attack 25% slower." see Reckless Haste
 * - - (Communing) - Weapon Spell. For  seconds, target ally is immune to Enchantments, Hexes and Conditions (except Burning). Cannot self-target."

Restoration Magic (Binding Spells)

 * - - (Restoration Magic) - Elite Weapon Spell. "For 3 seconds, whenever target ally takes damage from an attack or spell, that damage is limited to 5% of the target ally's maximum health and that ally also steals  health when struck in combat."
 * -A- - - (Restoration Magic) - Elite Weapon Spell. "For  seconds, target ally gains  Health per second and an additional  Health per second if that ally is within earshot of a Spirit. For every 3 seconds while this weapon spell is active, target ally also loses one condition."
 * -B- - - (Restoration Magic) - Elite Weapon Spell. "For 5 seconds, target ally has a 75% chance to block attacks and gains  health each second if within earshot of a spirit."
 * - - (Restoration Magic) -Weapon Spell. "For 5 seconds, the next time target ally is struck by physical damage, the attacker is blinded for  seconds."

Spawning Power (Binding Spells)

 * - - (Spawning Power) - Elite Weapon Spell. "For 10 seconds, all allies within earshot gain  energy the next time they strike with an attack."

New Ritualist Skill Ideas
A collection of interesting functions introduced from previous updates, remove/altered/unimplemented content, and innovative suggestions by fellow Ritualist users. With only 25 elite skills and approximately 85 non-elite common skills -- not counting PvP-only/PvE-only/Duplicate skills -- there is room for a few niche skills.

The 5 Most Wanted Elites

 * (Under Construction)
 * Elite Ritual


 * Elite Ritual


 * Elite Item Spell


 * Elite Weapon Spell


 * Elite Signet/Spell

The 15 Most Wanted Non-elites

 * (Under Construction)

-
 * Defiance - - (Communing) - Binding Ritual. Create a level  Spirit. Non-spirit allies earshot of Defiance are not affected by any conditions and hostile actions dealt by spirits, weapon spells, or item spells. Defiance dies after 6 seconds." For every 3 ranks in Spawning Power, Defiance lasts 1 second longer.
 * Cry of Lament.jpg Fear - - (Channeling Magic) - Elite Binding Ritual. Create a level  Spirit. Non-spirit foes earshot of Fear cannot be influenced by -any- Spirit-based aura-effects -- except Fear which effectively overides all other aura-effects. Fear dies after 15 seconds." For every 3 ranks in Spawning Power, Fear lasts 3 seconds longer.
 * - - (Restoration Magic) - Elite Item Spell. Hold Saidra's ashes for up to  seconds. While you hold her ashes, your gain + to Restoration Magic. When you drop her ashes, all party members are healed for  Health.
 * - - (Spawning Power) - Enchantment Spell. ( seconds.) Whenever you create a summoned creature, that creature's maximum Health increases by +% and lives +% longer.

Ritualist Recycle Bin
(Reserved for Falconeye's Comments)


 * Binding Spells:
 * Weapon Binds:
 * Armor Binds:
 * Item Binds:
 * Chakra Binds:
 * Binding Rituals:
 * Attacker Rituals:
 * Shutdown Rituals:
 * Supporter Rituals:
 * Popper Rituals:
 * Utility Rituals:
 * Popper Rituals:
 * Utility Rituals: