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Feedback:User/Yullive/mess up the Ritualist

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The Ritualist is not clearly/well-defined. This Profession is in a huge mess. He has some of all and does nothing right.
There is a need of clear image, what the Ritualist should be like. Some "rules" could be helpfull.

Contents

[edit] Attributes

The skills of the Ritualist are after many updates in a mess. The discriptions of the Attributes do not realy tell what the task of it is and some skills seem to be in the wrong Attribute. The Attributes need a new definition and the skills have to get a new order. The inherent effect of Spawning Power needs a buff at weapon spells and need to improve item spells.

  • Spawning Power:
supporting the use of Weapon Spells, Item Spells and Binding Rituals through improving skills
inherent effect:
Your Spirits, Minions and Pets have 8% more Health for every 2 points in Spawning Power.
Your weapon spells last 6% longer for every 2 points in Spawning Power.
If you hold an item spell you gain 1 stacking base damage reduction for every 2 points in Spawning Power.
  • Channeling Magic:
supporting allies with energy and buffs (interrupt, life steal, unblockable, etc) and dealing indirekt damage (mainly lightening and armor ignoring) through spells, weapon spells and spirits
offensive support
  • Communing:
potecting group by Binding Rituals, single allies by Weapon Spells and self by Item Spells; disturbing foes by Binding Rituals and hexes
protect
  • Restoration Magic:
healing over time, reducing duration/benefit of/from conditions and hexes on group by Binding Rituals, on single alies by Weapon Spells and on self by Item Spells; instant heal and condition remove by spells
heal
 arrange the whole skill list new (well, if you just cound the skills for every attribute like they are right now, you see, there is a need...)


[edit] Kinds of Abilities

[edit] Rit Trinity

The Ritualist has 3 kinds of skills, that only he owns. Item Spells, Weapon Spells and Binding Rituals. I like to call it the Rit Trinity.
These 3 special abilities should be the base of every Ritualist build. Everything the Ritualist does for the group or counter the foes, should be done by the use of these kinds of skills.
All other skills should support the Rit Trinity or be based on them.



[edit] Weapon Spells

Without Weapon of Aggression (right now) all weapon spells can be cast on allies and they all can't get removed by foes. Weapon spells are the perfect kind of skill for the active support. They should be nearly as strong as enchantments are, because they are spells like enchantments. Well, enchantments can get removed by foes but every player can just wear one weapon spell. So it does nearly offset the removal problem. And weapon spells turn your rare weapon skin into a glittering bone.^^


I have the idea of making Weapon Spells opposable, for an easier balance.


Weapon Spells should be the perfect support for allies in every task.

support the allies

[edit] Item Spells

Item spells are very important for the Ritualist. Many of them are good in use but some are simple too weak. Important to mention is that there are some problems a player gains by holding bundle. The most important is that he can't hold weapons while holding an item spell. So he is unable to attack foes and he loses every effect of his weapons. He drops the bundle if he takes a shadow step, or pickes up a flag. So holding a bundle is a handicap anyway. The two effects of the bundles: drop effect and hold effect have to be different in it's balance.

  • The drop effect should be a bit worse than normal spell, because the player can carry the bundle into fight and just has to drop the item for the effect. He can't be interupted (by interupting abilities) and he doesn't need energy at that moment.
  • The hold effect should be way stronger. It is hard to compare with stances or enchantments because the enemies can't remove the bundle. Better to compare it with a weapon spell. Weapon spells are kinda item spells without the mentioned handicaps. So the hold effect of item spells should be realy strong.

The Item Spells do only work on the caster himself (after the patch of Glaive), which weakens it a lot.


I have the idea of making Item Spells opposable, for an easier balance.

  • Weakness could decrease the duration of Item Spells by 30%.


The main task for item spells should be to fortify and defend the Ritualist him self.

fortify the caster

[edit] Binding Rituals

The long living and slow casted spirits aren't compatible for PvP. The Binding Rituals of the Ritualist have to become more activ. The Ranger's Natur Rituals don't have this problen, because they have a hughe range and effect all players.


Here is a list of things I would like to change for the Spirits of the Ritualist:


  • increase the lvl of the spirits; bring it up to 1 lvl for every attribut point (lvl 15 for 15 points in the Attribut)
Reason: With the lvl of a spirit mainly the armor grows. A lvl 15 spirit has only 300Hp but his armor counts 92.
A lvl 15 spirit is save from most aoe-spells, which kill today a spirit even without targeting the spirit in a few seconds. And a Warrior does need more than a few attacks by his autoattack.
But the spirits die fast of armor ignoring damage. If the foes use attack skills, or anti-summon-spells, they kill the spirits fast.
Because the strongest spirits lose health for using their abilities, every healthpoint they lose by an enemy attack hurts.
--> The enemies have to focus the spirits. But if they do, the spirits die quit fast.


  • decrease the life span to about 20 seconds
Reason: long durating skills aren't pushing an active gameplay
  • decrease the recharge time to about 15 seconds
Reason: see above
  • decrease the binding time to 2-3 seconds (addicted to the strength of the spirit)
Reason: No one would take 5 seconds to cast a spirit that lives for 20 seconds.
  • decrease the energy of Binding Rituals (max 15 energy)
Reason: No one would spend 25 energy to cast a spirit that lives for 20 seconds.


  • decrease the range of some spirits (no spirit using "within range")
Reason: Spirits with such a hughe range can't get balanced.


  • add the circumstance that a spirit dies if it's energy pool reaches 0
Reason: To take a use of the spirit's energy can strengthen many abilities of the Ritualist. If the spirit dies when the player draw to much energy out of the spirit, the Ritualist has to
watch, that he does not use to many spells, which need the spirits energy.
  • the skills, the spirits use should use some energy (minor amounts for passive spirits; 3 energy for attack skills)
Reason: Active spirits have a minor bonus if they don't attack. While attacking they can't recharge their energy.
Passive spirits could die of their energy-lose, before their health-lose kills them beause the Ritualist draws some energy of it.




Channeling Magic

Communing

  • Displacement Displacement - 15 Energy3 Activation time15 Recharge time - (Communing) - Binding Ritual. Create a level 1...10...12 Spirit. Non-Spirit allies within earshot have a 75% chance to block incoming attack skills. Every time the Spirit prevents an attack, it takes 60 damage and loses 5 Energy. This Spirit dies after 5...17...20 seconds.
  • Shelter Shelter - 15 Energy3 Activation time20 Recharge time - (Communing) - Binding Ritual Create a level 1...10...12 Spirit. Non-Spirit allies within earshot cannot lose more than 20% maximum health from a single strike. When this Spirit prevents damage, 50% of the remaining damage will be directly transfered to it and the spirit loses 5 Energy. This Spirit lasts 5...17...20 seconds.
  • Union Union - 15 Energy3 Activation time15 Recharge time - (Communing) - Binding Ritual. Create a level 1...11...13 Spirit. Whenever a non-Spirit ally within Earshot takes damage, that damage is reduced by 10, the Spirit takes 15 damage, burns for 2 seconds and loses 1 Energy. If the Spirit already burns, it burns for 2 seconds longer. This Spirit dies after 5...17...20 seconds.

Restoration Magic


The Elite Rituals have 2 minor benefits:

  • they are lvl 20
  • they dont lose/use energy by their self

--> The Ritualist can trust in them more than in the normal spirits.

Reason: foes don't kill them easely and he can draw energy from the spirits without harming them



[edit] Enchantments

The Ritualist uses his Rit Trinity (Item Spells, Weapon Spells and Spirits) to support others and to fortify him self. But he still has some Enchantments. I want to use them, to improve his special abilities, or the use of them.
For that, I would pull them nearly all on Spawning Power.

Short durations and recharge times support active gameplay. ;)


[edit] other

[edit] Energy management

The spirits have 31 energypoints. The Ritualist could take a use of them.


For managing the energy storage of the Ritualist I would use the main attribute, like every other class (without Mesmer ôÔ). But not using the inherrent effect. This would be kinda lazy and not active. The spirits have 31 energypoint, they still don't use. The Ritualist could take a use of them.

  • Attuned Was Songkai Attuned Was Songkai - 10 Energy2 Activation time60 Recharge time - (Spawning Power) - Elite Item Spell. Hold Songkai's ashes for up to 45 seconds. While you hold her ashes, your spells and Binding Rituals cost -5...41...50% of the base Energy to cast.
  • Ritual Lord Ritual Lord - 5 Energy¼ Activation time15 Recharge time - (Spawning Power) - Elite Enchantment Spell. (10 seconds) Whenever a Spirit in earshot dies, Ritual Lord becomes the Ritual to this spirit for 4 seconds, using your Spawning Power attribute. Every time this happens, you gain 0...8...10 Energy and your non Ritual skills are deactivated for 3 seconds.
  • Reclaim Essence Reclaim Essence - 5 Energy¼ Activation time15 Recharge time - (Spawning Power) - Elite Spell. You gain 5% of the amount of the target, touched, controlled Spirit's health as energy. The spirit dies after 3 seconds.
  • Consume Soul Consume Soul - 5 Energy2 Activation time12 Recharge time - (Spawning Power) - Elite Spell. Steal up to 10...70...85 health from target foe. If you are within earshot to an allied spirit you also steal 0...5...6 energy from the target foe, and if you are in earshot to an adversarial spirit this spell casts and recharges 25% faster. If target foe was a Spirit, you steal the half of it's current health and energy.
  • Wielder's Zeal Wielder's Zeal - 10 Energy1 Activation time10 Recharge time - (Spawning Power) - Elite Enchantment Spell. For 10...26...30 seconds, whenever you cast a Weapon Spell on an ally, you gain 1...4...5 Energy.

Channeling Magic could be a good choice, for giving energy to team mates. Therefore the Ritualist again can use the energy of spirits, or give allies weapon spells, or could give them a buff from his Item Spells (on hold, or on drop).

  • Renewing Surge Renewing Surge -5 Energy1 Activation time15 Recharge time - (Channeling Magic) - Spell. Deals 5...49...60 lightning damage. Nearby alies steal 0...2...3 Energy of the spirit nearest them if they have less energy than target foe.
  • Essence Strike Essence Strike - no change - 10 Energy¼ Activation time15 Recharge time - (Channeling Magic) - Spell. If you hold a Bundle you dropp it and every foe without a bundle in the area loses 0...3...4 energy. For every effected foe, one ally in the area who is holding a bundle, gains 0...3...4 energy. No ally can be hit twice.
  • Weapon of Renewal Weapon of Renewal - 5 Energy1 Activation time10 Recharge time - (Channeling) - Weapon Spell. For 4...9...10 seconds, the next time target ally hits with an melee attack, that ally gains 1...6...7 Energy. If he hits with a projectile attack, he gains 0...5...6 energy.


[edit] Conditions

Removing, or using conditions by item spells, weapon spells, or spirits is a good remedy for the Ritualist. The way it is right now is quite ok.

[edit] Hexes

The Ritualist shouldn't be able to remove hexes. But he should be able to diminish their duration or their effect. Some more skills like Resilient Weapon and Resilient Was Xiko, which benefit from hexes on allies would be nice too.


[edit] Anti-spirit-skills

I want to improve anti-spirit-skills. Making spirits stronger and giving all professions stronger anti-spirit-spells gives them a good chance, to fight spirits spammers. But they need to react on them and that is what I do miss right now. They just ignore spirits spammers (or hit the spirits 2 times as warior), because the spirits die too fast. Some times ago, the spirits were too strong and couldn't be fight well.

[edit] other skills changes


[edit] Spawning Power


Energetic Was Lee Sa doesn't give enaugh energy for the price of holding a bundle and investing 10 energy first. Cost of 5 energy would fit at all.


[edit] Channeling Magic


Spirit's Strength is a nice idea but the Ritualist shouldn't attack with weapons. It just isn't what the Ritualist stands for. (What does the Skill with spirits? --> SPIRIT'S Strength?) Change it to a Weapon Spell to support allies and move it to Channeling magic.


Weapon of Aggression is the same case like Spirit's Strength.


Clamor of Souls is was a bad joke. After the change it even isn't worth an Elite. Maybe morph it to an Elite version of Ancestors Rage (PvE).


Spirit Rift costs to much energy for the effect, witch is easy to avoid. Because the enemies have 3 seconds to avoid the rift, the 2 seconds cast time aren't necessary.


Ancestors' Rage was a great skill in the past. But after the split it is pointless in PvP. I got a nice idea, which fits to it's name. It also gives a new possibility to harm a flagrunner.


Lamentation is useless because of the high recharge. Another spell that uses spirits to minor damage is a good choice I think.

  • Lamentation Lamentation - 5 Energy1 Activation time10 Recharge time - (Channeling Magic) - Spell. For each dead ally or allied spirit [[In the area|in the area] a foe within earshot takes 5...53...65 damage (The same foe cannot be struck more than once.). Deactivates your skills for 3 seconds.


Spirit Burn has a lack of use after the change, that gave it burning condition. Compared to Immolate it is a weak spell. My idea for a better user:


Spirit Boon Strike was never good in healing spirits. Once it was used for spikes, but now it just sucks. To heal spirits doesn't fit to my concept so I suggest a non-elite version of Caretaker's Charge.


[edit] Communing


Defiant Was Xinrae is a bad joke. It even was better before the "buff"-update. 10% cap and a defiant drop effect would be the right way.


Xinrae's Weapon is a boring copie. The 3rd spell that uses the same princip (Vengefull Weapon, Weapon of Remedy). Bring it back to it's old idea and move it back to Communing. Because it's effect gets easely activated by auto attacks, the skill-recharge-ability will not be overpowered.

  • Xinrae's Weapon Xinrae's Weapon - 5 Energy¼ Activation time3 Recharge time - (Communing) - Elite Weapon Spell. (8 seconds). The next time target ally takes damage from a foe, that damage is limited to 5% of target ally's max Health. If the ally becomes the target of a skill, that skill needs 0...12...15 longer to recharge.


Binding Chains is a good way to active protect the backline. But the data doesn't fit.


[edit] Restoration Magic


Offering of Spirit is a simple energy management spell. But I have a lot of energy management in my concept. This spell would need a nerf because spirits are easy to upkeep in my concept. I would prefer to change the whole skill and to give the Ritualist an Elite active-healing spell. Move it to Restoration Magic (even needs some Elites).

  • Offering of Spirit Offering of Spirit - 10 Energy¼ Activation time15 Recharge time - (Restoration Magic) - Elite Skill Target allied spirit loses 5 energy every second. Allies nearby the spirit are healed for 5...49...60 every second.


Mending Grip is a bit weak. Just compare it to Dismiss Condition!


Vital Weapon has a lack of use. My idea is a kind of preparation on the ally which allows the Ritualist (or the Monk) a better healing. Works better in an active gameplay.


[edit] no Attribute


Soul Twisting


Draw Spirit

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