ArenaNet:Skill feedback/Ritualist/Offering of Spirit

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Offering of Spirit Offering of Spirit

Falconeye's Proposal

Discussion

  • Proposal:
-See Offering of Blood
-See Double Dragon
  • Suggestion:

1 Energy¼ Activation time15 Recharge time - (Channeling Magic) - Elite Spell. "You gain 8...15...17 Energy. You have +0...2...2 to Channeling Magic (10...22...25 seconds)." You do not sacrifice Health if any spirits are within earshot.

--Falconeye 06:04, 28 April 2009 (UTC)

Krothal Issue -- 16:16, 3 March 2008 (UTC)

Discussion

Issue
Change spell behavior with that of Signet of Spirits, making it more fit to its name.
Suggestion
Elite Spell. You gain 8...15...17 Energy if you are within earshot of a Spirit. (5 energy, 1/4 sec cast, 15 sec recharge, no health loss).

Jette's Issue -- 06:58, 17 March 2008 (UTC)

Issue
Skill was originally designed to fit with Offering of Blood, but with slightly less energy gain in return for the sacrifice being lower and conditional. OoB has been buffed, leaving this skill a clearly inferior choice.
Suggestion
Reduce cost to 1 energy. Or increase energy gain by 4.

Ikimono's Issue 66.192.104.13 17:47, 21 May 2009 (UTC)

Issue
inferior energy management per-class. Ether Prism gives much more energy, has a faster recharge and gives instant protection. Offering of Blood costs less energy, this gives less energy and is conditional to meet it's no-sacrifice requirement.
Suggestion
Make it on par with these other spells.
Currently ritualists are being looked over even further because other classes have better energy gain elites that are easier to use and give better results. Perhaps: 5e, 1/4-1/2cast, 15rech "you gain "1...10 energy and create a lvl 1...5 spirit of offering, after 10...5 seconds this spirit dies and all allies in range of this spirit gain 1...5 energy." This would give a team a reason to take this spell and make higher channeling magic (ritualists) more valuable for more team energy gain. The few seconds that the spirit is alive would make the other team have to quickly get rid of that spirit to make sure the team doesn't gain that energy. Keep the casting time less than a second so the spirit cannot be aoe camped while the ritualist is casting as well as ensure that the energy gain is on par with other similar spells.