ArenaNet:Skill feedback/Ritualist/Communing spirits

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[edit] 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

[edit] Lann's Issue -- 12 June, 2008

Issue

Poor effect per energy cost

Suggestions
  • Reduce energy cost of spirits in the communing line
  • Make PvE versions of the skills with reduced energy cost

[edit] ShadowFog's Issue --ShadowFog 16:52, 15 July 2008 (UTC)

Issue

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.

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.

Example of effectiveness:

Protective Spirit (Core skill)

10Image:Tango-energy.png 0.25 ¼ Image:Tango-activation-darker.png 5 Image:Tango-recharge-darker.png Note: It's an enchantment, last 5...19...23 seconds, target only one ally.

Shelter (Factions skill)

25Image:Tango-energy.png 5Image:Tango-activation-darker.png 45Image:Tango-recharge-darker.png 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.

Level 1 2 3 4 5 6 7 8 9 10 11 12 13
Armor 8 14 20 26 32 38 44 50 56 62 68 74 80
Base Health 20 40 60 80 100 120 140 160 180 200 220 240 260

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.

Anyone interested, I've place a comment in "Izzy"'s place, you can check it here, the players of GW would be grateful by contributing in any way, message to Izzy, an idea to Izzy, etc., currently Izzy been busy with GW2 and we need unoccupied NC staff to keep the Updates for this class and others alike alive.

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