ArenaNet:Skill feedback/Ritualist/Make Binding Rituals active, not passive
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I don't use Binding Rituals because they are inconvenient to carry around and the slow casting time.
At the moment they are a bit borked. With a long casting time, a Ritualist specializing in binding rituals is useless against interrupting, but can be overpowered if not facing interruption, leading to teams camping in swarms of rituals.
The solution?
Make ritual skills active, not passive. Here are a few examples:
The skill "Pain" creates something that lasts up to 150 seconds with good attribute investment. It has a 3 second cast time though, ridiculous for a basic skill.
Here are fixed versions of a few binding rituals:
- Pain- 5e 1s 15r "Level 1...10...11 ritual inflicts 5...25...30 damage. It ends after 10...25...30 seconds".
- Recuperation- 15e 2s 15r "Level 1...10...11 ritual grants 1...3...3 health regeneration, ending after 8...18...20 seconds"
- Dissonance- 15e 2s 20r "Level 1...7...8 ritual does 5...17...20 damage with attacks and interrupting. Ends after 5...10...11 seconds"
In general, activation and recharge times are greatly reduced, but they expire more quickly. This encourages active use of binding rituals instead of camping builds.
As this would make the skill Ritual Lord obsolete, I would then recommend that it be changed to
- Ritual Lord-10e 20r "For 30 seconds, your Binding Rituals recharge 15...39...45% faster and last 10...30...35% longer."
[edit] Greenery's Issue
- Issues
- Slow casting
- Slow recharge time
- Short span of effect (with respect to recharge)
- Easily killed off
- Several Ritualist skills are dependent on spirit presence to have full or any effect
- Suggestions
- Reduce casting
- Decrease recharge time
- Reduce the casting time
- Fast expiration time
Some of the ritualist skills depend on the presence of spirits to have full or any effect in order to be gully functional. With the current Binding Rituals, which is hard on casting and recharge time (to some extent, energy) and also can be easily killed off, it is difficult to make full use of those spirit-conditional ritualist skills. For example, Spirit Transfer depends purely on spirit presence to have any effect and to get full effect of Mend Body and Soul presence of spirit is required.
It also leaves some spirit to be in a distasteful state, such as those in communing line like displacement, shelter, etc, which has nice effects but the recharge and side effects to some spirit makes them a turn-off. Ritualist do have potential as another prot/healer monk but it is greatly handicapped at its current state.
By reducing the casting and recharge time (and perhaps health of spirit), as the user above states that Ritualist will be more active rather than passive and this can make Ritualist be more interesting to play.
- Thanks for your support, in addition, I would like to point out that this would make Ritualists more useful in Alliance Battles instead of only being useful for camping shrines.

