ArenaNet:Skill feedback/Ritualist/Spiritleech Aura

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Spiritleech Aura Spiritleech Aura

Erasculio's Issue -- 20:24, 23 June 2008 (UTC)

Discussion

Issue
This skill is too weak as it is. While it has been intended as a passive counter to spirits, and passive skills aren't meant to be strong anyway, there are just too many better ways to hurt enemy spirits, without risking to hurt your own.
Suggestion
Change it to, "For 5...41...50 seconds, whenever you cast a Spell on an ally, that ally steals 5...17...20 Health from one Spirit within earshot". It would then work like a small Divine Favor for ritualists.

Underpowered and niche use

Issue
This skill is good for healing you if there are spirits nearby but the only way to make sure it works is to take your own, which you don't want to do since it seems silly to put them up just for the health from this skill and then kill them again with it. It's just not worth it.
Equally, it also provides a counter to spirits but not everyone uses them, meaning it's too niche.
Suggestion
Make it a bit more powerful so that at least it's worth taking even if it is still a niche skill. E.g.:
Enchantment Spell. For 5...17...20 seconds, whenever you cast a Spell all Spirits within earshot lose 2...4...5 energy and 3...15...18 Health. You are healed 2 points per point of energy lost and 1 point per 2 points of health lost.
This might be a bit awkward and complicated I guess but the idea is the important thing. Here, the spirits lose energy which heals you, meaning that you can take your own spirit and still get heals out of them. The health loss is so that you can still use it to harm enermy spirits, but on the other hand if you overuse it your own spirits will die. Also, it's limited by the energy of the spirits as well so you won't get more than 62 health from any single spirit without letting its energy recharge.
As those numbers stand, with only 12 points in Restoration, you would get 15 health per spirit per spell, meaning that even with 5 spirits you're only getting 75 health so it's powerful but not imba (not when you bear in mind that it's limited as mentioned above).
It would also stop enemy rits using Spirit Siphon (not that that happens often, admittedly).
As an alternate suggestion, remove the health loss and add a 1 point energy loss to adjacent foes instead, which would give it something of an offensive use too and make it less reliant on spirits of power.

Lancy's Proposal

Issue
-weak skill, killing your own spirits to heal for a minimal amount is undesirable

Suggestion

5 Energy¼ Activation time20 Recharge time - (Spawning Power) - Enchantment Spell. "For 5...29...35 seconds, whenever you cast a spell, you steal 5...17...20 health and 0...2...2 energy from one spirit within earshot."

--Lancy1214 03:27, 13 September 2008 (UTC)

Kigamo's Suggestion

5 Energy¼ Activation time20 Recharge time - (Spawning Power) "For 5...18...21 seconds, whenever a creature dies within your earshot you gain 0...4...5 energy." This could serve as a minor soul reaping for ritualists, to challenge those annoying N/Rt's.--Kigamo 11:10, 23 January 2009 (UTC)

User Yullive Consume Soul.png Yullive's Issue --16:12, 25 February 2009 (UTC)

Issue
kills your spririts, but doesn't realy helps the Ritualist
Suggestion
increase the lvl of all spirits

5 Energy¼ Activation time20 Recharge time - (Spawning Power) - Enchantment Spell. For 5...17...20 seconds, whenever you cast a Spell you steal 5...41...50 Health and 0...1...1 energy from one Spirit within earshot.

Smøni's view -- 01:46, 31 July 2009 (UTC)

Issue
Restoration Magic is the wrong attribute for this skill.
Suggestion
Put it into Channeling Magic