Feedback:User/Falconeye/Ritualist Elite Skills

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Info-Logo.png Note:

See: Feedback:User/Falconeye/Item Spells
See: Feedback:User/Falconeye/Better Ritualist Hexes Synergy
See: Feedback:User/Falconeye/Doublecast For All Professions
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Attuned Was Songkai[edit]

Spawning Power

10 Energy1 Activation time30 Recharge time

- See Elemental Attunement Elemental Attunement -
- See Anguished Was Lingwah Anguished Was Lingwah -

~

-See Energetic Was Lee Sa-
-See Glyph of Renewal-
-See Assassin's Promise-
-See Spirit Channeling-
-See Reclaim Essence-
-See Ritual Lord-
-See Soul Twisting-
-See My Old Rant-

~

Example
Ritualist Ritualist / Ranger Ranger
Restoration Magic 11+1+3
Spawning Power 12+3
Wilderness Survival 6
Dwarven Stability.jpg
Dwarven Stability
Serpent's Quickness.jpg
Serpent's Quickness
Attuned Was Songkai.jpg
Attuned Was Songkai
Soothing Memories.jpg
Soothing Memories
Mend Body and Soul.jpg
Mend Body and Soul
Weapon of Warding.jpg
Weapon of Warding
Recuperation.jpg
Recuperation
Death Pact Signet.jpg
Death Pact Signet


Reclaim Essence[edit]

Spawning Power

5 Energy0 Activation time30 Recharge time


Reasons[edit]


  • Gives a severe but temporary penalty to keep it comparable to Ritual Lord & Soul Twisting. Makes skills such as Siphon Spirits unnecessary.
  • Allows synergy with and Nature Rituals and Ebon Vanguard Rituals; effectively giving rangers an elite non-attribute ritual-buff skill.
  • Requires minimum rank 10 Spawning Power to have negligible effect on activation times; at 0 ranks, it forces user to wait out duration.
Current skill is useless simply because of it's recharge. It doesn't shorten anything. It makes you restart, and most of the time your Spirits were close to recharging anyway.
For a ritualist, using an Elite skill to deliberately "kill off" their bodyguards and spell buffers with poor incentives -- , other then a selfish gain in addition to starting over while energy starving oneself -- is no different then asking a Monk to use an Elite skill to resurrection fallen comrades, when that same elite could be have prevented that death.
  • Inferior to Spirit Channeling. --> This skill offers nearly unrivaled active e-management, provided a spirit is present. Allows you the option to use non-elite skills to kill spirits.
  • Inferior to Soul Twisting. --> This skill has built in hard e-management, and the option to recast the same spirit 3x. Allows you the option to use non-elite skills to kill spirits.
  • Inferior to Ritual Lord. --> This skill offers +4 attribute bonus, making it the stongest of these elite skills. Allows you the option to use non-elite skills to kill spirits.


Alternatives[edit]


Spawning Power

5 Energy1 Activation time30 Recharge time

  • Elite Spell. All of your Spirits die. You gain 5...17...20 Energy and all of your Binding Rituals are recharged. Recharges 3...10...12 seconds faster for each destroyed spirit (maximum 10 seconds).


-=OR=-

Spawning Power

5 Energy0 Activation time30 Recharge time

  • Elite Skill. Recharges your Ritual skills. Your Ritual skills take 1 second to cast instead of their normal casting time (30 seconds). Recharge effect: you gain 5...17...20 Energy for each skill recharged.


-=OR=-

Spawning Power

5 Energy0 Activation time30 Recharge time

  • Elite Spell. All of your Spirits die. Your Ritual skills take 1 second to cast instead of their normal casting time (30 seconds). Death effect: you gain 5...17...20 Energy and all of your Binding Rituals are recharged.


-=OR=-

Spawning Power

5 Energy0 Activation time15 Recharge time

  • Elite Skill. Recharges your Ritual skills. Your Ritual skills take 10...4...3 seconds to cast instead of their normal casting time (10 seconds). Recharge effect: you gain 5...17...20 Energy for each skill recharged.


-=OR=-

Spawning Power

5 Energy0 Activation time15 Recharge time

  • Elite Skill. Recharges your Ritual skills. Your non-Ritual skills are disabled (10 seconds). Recharge effect: you gain 5...17...20 Energy for each skill recharged.


-=OR=-

Spawning Power

5 Energy0 Activation time30 Recharge time

  • Elite Skill. Recharges your summoned creature skills. Your summoned creature skills take 1 second to cast instead of their normal activation time (30 seconds). Recharge effect: you gain 5...17...20 Energy for each skill recharged.


-=OR=-

Spawning Power

5 Energy0 Activation time30 Recharge time

  • An upgrade to current version without the killing off your bodyguards/spell buffers.
  • New functionality in contrast to existing Elite skills. Slows activation time of Rituals.
  • Alternatively The recharge and activation time of these skills increases by 100...52...40% (10 seconds).
  • Alternatively You have +3...1...1 second(s) increases in activation time of Binding Rituals (10 seconds).



See Also[edit]




Ritual Lord[edit]

Spawning Power

2% Sacrifice45 Recharge time

Description
For 5...29...35 seconds, the attributes of your next Ritualist skill are boosted by 2...4...4 and Ritual Lord recharges instantly. If that skill is a Binding Ritual, it recharges 10...50...60% faster and the created spirits' lifespan is increased by 10...122...150% longer.
Concise description
  • Elite Skill. (5...29...35 seconds.) You have +2...4...4 to all Ritualist attributes; Ritual Lord ends and recharges instantly on your next skill. Binding Ritual effect: 10...122...150% longer duration and recharges 10...50...60% faster.

~

- See Extend Enchantments Extend Enchantments - Adding this effect increases utility; it currently cannot compete with Soul Reaping. This version also makes it idiot proof.

Offering of Spirit[edit]

Channeling Magic

17% Sacrifice5 Energy¼ Activation time15 Recharge time

  • Elite Enchantment Spell. If any spirits are within earshot, you do not sacrifice Health. You invoke the power of the Ancestors. For 8 seconds, you and target ally are enchanted with Offering of Spirit. Adjacent foes are dealt 5...25...30 lightning damage each second. When this enchantment is first applied, you and your target gain 1...10...12 Energy. You gain an additional 1 Energy for every 2 points you have in Spawning Power.
Concise description
  • Elite Enchantment Spell. (8 seconds.) Foes adjacent to you and target ally are dealt 5...25...30 lightning damage each second. Initial effect: both you and ally gain 1...10...12 Energy. You gain +1 Energy for every 2 points of Spawning Power. You do not sacrifice Health if any spirits are within earshot.

Clamor of Souls[edit]

Channeling Magic

10 Energy1 Activation time8 Recharge time

~

-See Lamentation-

Caretaker's Charge[edit]

Channeling Magic

5 Energy1 Activation time4 Recharge time

  • Elite Spell. Both you and target ally gain 5...41...50 Health. You gain 5 Energy if within earshot of a spirit or holding a bundle item. Initial effect: adjacent foes take 20...64...75 lightning damage.
-=OR=-
Channeling Magic

5 Energy1 Activation time4 Recharge time

-=OR=-
Channeling Magic
  • The current function is almost identical to a signet.


See Needling Shot, Renewing Smash, Renewing Surge/Skill history


Soul Twisting[edit]

Spawning Power
  • Elite Skill. (5...37...45 seconds.) Your Binding Rituals cost 15 less Energy (minimum 10) and recharge instantly. Ends after 1...3...3 Binding Ritual[s]. Initial effect / Release effect: Release all bound spirits you control; you gain 5...17...20 Energy and all of your Binding Rituals are recharged.