Feedback:User/Falconeye/Ritualist Spells and Other Skills

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A[edit]

Spawning Power

10 Energy¾ Activation time15 Recharge time


Spawning Power

10 Energy¾ Activation time15 Recharge time

  • Theres few incentives in giving up spirit(s) for any benefit; its generally counter-productive for the destroy-target-allied-spirit effect on Ritualists.
  • Ritualist healing and resurrection skills are generally cheaper/faster/stonger then comparative skills; often with cost to the ritualist.
  • This skill's relatively low cost and recharge compared to the effect implies that the spirit is part of the cost.
  • Feast of Souls is a better option, especially with Ritual Lord, Signet of Spirits and Soul Twisting.
  • Heals earshot allies regardless of absent or existing dead party members.
  • Healing takes place before resurrection or any effects gained by destroying a spirit. (e.g. used on a Restoration spirit, living allies are healed, then dead party members are resurrected.)



-See Eternal Aura Eternal Aura-.
-See Heaven's Delight Heaven's Delight-.
-See Renew Life Renew Life-.
-See "We Shall Return!" "We Shall Return!"-.
-See "By Ural's Hammer!" "By Ural's Hammer!"-.
-See Unyielding Aura Unyielding Aura-.


Spawning Power

5 Energy¼ Activation time15 Recharge time

-=OR=-
Spawning Power

2% Sacrifice1 Energy¼ Activation time5 Recharge time

  • Shadowstep Spell. Shadowstep target allied spirit to your location. Shadowstep effect: Heals you and target spirit for 15...83...100.
  • Ritualists will always have one randomly selected, non-elite binding ritual.
  • Draw Spirit is always available in order to facilitate self-healing.
  • Monks have skill diversity span 3 attributes for garrantee self-heals even when randomnly generated;
  • Ritualists not so much diversity, with lesser reliable self-heal when randomnly generated.
  • If not this, then Generous Was Tsungrai which can double for meeting "if your holding item" requirement spells.



Spawning Power

5 Energy¼ Activation time5 Recharge time

  • Shadowstep Spell. Heals you and target ally for 35...95...110. Initial effect: Spirits you control within earshot shadowstep to target ally's location.
  • Allows you to draw a spirit to your location. (Same as current fuction.)
  • Summon Spirits is superior and obsoletes this skill.
  • Allows ritualists to create frontline damaging, healing and rez spirits with minimal risk in HM.


-=OR=-

2% Sacrifice1 Energy¼ Activation time15 Recharge time



See Ebon Escape


B[edit]

Restoration Magic

5 Energy¾ Activation time4 Recharge time


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



Spawning Power

5 Energy1 Activation time8 Recharge time

  • Elite Hex Spell. Also hexes foes adjacent to your target (5...13...15 seconds). Allies hitting these foes gain 5...17...20 health and 1...4...5 energy if they are using a weapon spell. If any of these foes dies while hexed, allies using a weapon spell are healed for 20...84...100.

~

Spawning Power

10 Energy1 Activation time10 Recharge time

~

Spawning Power

5 Energy1 Activation time5 Recharge time

~

Spawning Power

5 Energy1 Activation time15 Recharge time


Reason
  • Inferior to other elite ritualist skills and secondary non-elite energy-management alternatives.
  • See Weapon Support


Anomaly Anomaly.This skill affects the health loss of Shelter and Earthbind, but not that of Wanderlust or Agony.
-=OR=-
Spawning Power

5 Energy1 Activation time45 Recharge time


Spawning Power

5 Energy1 Activation time45 Recharge time

  • The short-lifespan issues with Wanderlust, Agony, Rejuvenation (and others) could be addressed if Armor of Unfeeling reduced both damage -and- health-loss of spirits (and have the pvp-version scale 20...34...50% for balance).
  • Or at least rework all Spirits functions from Health-loss to self-inflicted Damage-untype.



Spawning Power

5 Energy1 Activation time5 Recharge time

  • Elite Hex Spell. Also hexes foes adjacent to your target (5...13...15 seconds.) Allied attacks against these foes cannot be blocked and do +5...29...35 damage if they are wielding a weapon spell.

~

Spawning Power

10 Energy1 Activation time30 Recharge time

  • Elite Enchantment Spell. (15...39...45 seconds.) Your attacks deal +5...29...35 damage if you are under a weapon spell. You take 50% less damage and are immune to critical attacks while earshot of a spirit.

~

Spawning Power

10 Energy1 Activation time15 Recharge time


Reason
  • A caster profession behaving like martial profession -- though fun in theory -- is bad in practice in terms of high-end pvp/pve.
  • Very low synergy with Spawning Power and the other Ritualist skills.
  • Ineffective & outdated.





C[edit]

Spawning Power

5 Energy¼ Activation time45 Recharge time


See




Spawning Power

5 Energy2 Activation time45 Recharge time

  • Touch Spell. Destroy target Spirit. Heals allies for 30...198...240 within earshot of the destroyed spirit. Disables your other Spells and Binding Ritual skills (10...6...5 seconds).


Spawning Power

10 Energy¼ Activation time10 Recharge time

  • Touch Spell. Destroy one random earshot Spirit. Heals for 5...41...50% destroyed spirits' Health (maximum 300). Cannot self-target.


Spawning Power

10 Energy¼ Activation time10 Recharge time

  • Touch Spell. Heals for 100...129...136% of half spirit's current Health. Spirit loses half current Health. Cannot self-target.


-=OR=-


Spawning Power

5 Energy¾ Activation time5 Recharge time

  • Touch Spell. Destroy target Spirit. Heals allies for 30...198...240 within the area of the destroyed spirit. Disables your other Spells and Binding Ritual skills (10...6...5 seconds).


Spawning Power

10 Energy¼ Activation time10 Recharge time

  • Touch Spell. Destroy one random earshot Spirit. Heals target ally for 5...41...50% destroyed spirits' Health (maximum 300). Cannot self-target.


Spawning Power

10 Energy¼ Activation time10 Recharge time

  • Touch Spell. Heals for 100...129...136% of half spirit's current Health. Spirit loses half current Health. Cannot self-target.


-See old Consume Soul/Skill history-.