User:Lancy1214/Ritualist Skills/Active Binding Rituals & Soulmelds

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[edit] Binding Ritual Talk

-Expect changes/revisions pending belated-August update! ^_^

[edit] Active Binding Rituals

[edit] Channeling Magic

Most of the direct damage spells -- including offensive Weapon Spells & Item Spells -- are linked to this attribute, as are a significant portion of the Ritualist's energy management skills. Although Channeling Magic only has five Binding Rituals, many Channeling Magic skills relate to spirits in some way. Channeling magic spells are also dependant upon conditional effects which trigger if you are wielding weapons or holding an item.

[edit] Binding Rituals

Non-Elites

[edit] Communing

An attribute line completely dependable upon your current Spawning Power rank -- most Binding Rituals are linked to the Communing attribute -- and can cause creatures to take-on certain aspects of the Spirit-type. Communing also includes several anti-caster skills and several offensive, defensive and supportive weapon spells and binding rituals. Fortifies the role of the ritualist in Guild Wars and promotes active use of their binding rituals.

[edit] Binding Rituals

Non-Elites

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[edit] Restoration Magic

Primary healing/protection & life-stealing line for ritualists. Restoration Magic is the primary source of a ritualist's ability to heal teammates. Similar to monks' Healing Prayers, Restoration magic has several important differences that must be taken into consideration in order to be used effectively.

Restoration healing is noticeably more efficient than Healing Prayers, in terms of energy spent per life gained. This is to compensate for the ritualist's lack of Divine Favor. However, because Restoration Magic is not directly influenced by a primary attribute, it is much more accessible to secondary ritualists.

Many Restoration skills are situational, meaning that they require a spirit, weapon spell, or item spell in order to perform optimally. Synergy is key in using Restoration skills effectively.

In addition to raw healing, Restoration magic offers several support skills in the form of blind infliction and life stealing. In-game description: No inherent effect. Many Ritualist skills, especially those related to healing, life stealing and defense, become more effective with higher Restoration Magic.

[edit] Binding Rituals

Non-Elites

[edit] Spawning Power

Spawning Power is the spirit enhancer/energy management attribute for primary ritualists. Ritualist skills, especially those related to Spirits and summoned creatures in genra;, become more effective with higher Spawning Power.

[edit] Binding Rituals

New Idea: If Wanderlust hits an attacking/moving foe, that foe shadow steps to a random location/your location.
Non-Elites

[edit] Soulmelds

Note
New Experimental Project:

[edit] Soulbind Spells

  • Spirit's Strength Spirit's Strength - 5 Energy1 Activation time30 Recharge time (Spawning Power) - Elite Soulmeld Spell. Release all earshot Soulmelds. The next 1...3...3 Rituals you create instead possess your flesh and melds with your soul. Ritual soulmelds use your Spawning Power attribute instead of their normal. As long you remain soulmelded, you gain the Spirit-type.
Non-Elites
  • Boon of Creation Boon of Creation - 5 Energy2 Activation time20 Recharge time - (Spawning Power) - Soulbind Spell. "Soulmeld with target allied spirit. For 30 seconds, whenever you create a summoned creature, you gain 5...41...50 Health and 1...5...6 Energy. Skills which specifically interact with spirits and undead servants you control and within earshot activate 5...41...50% faster."
  • Explosive Growth Explosive Growth - 5 Energy2 Activation time20 Recharge time - (Spawning Power) - Soulbind Spell. "Soulmeld with target allied spirit. For 30 seconds, whenever you create a summoned creature or use skills which specifically interact with spirits and undead servants you control and within earshot, up to 5 foes near that creature are struck for 20...56...65 lightning damage."
  • -A-Spirit's Gift Spirit's Gift - 5 Energy2 Activation time20 Recharge time - (Spawning Power) - Soulbind Spell. "Soulmeld with target allied spirit. For 30 seconds, whenever you create a summoned creature or use skills which specifically interact with summoned creatures, affected spirits and all undead servants you control and within earshot are healed for 5...29...35 health and lose 1 Condition."
  • -B-Spirit's Gift Spirit's Gift - 5 Energy2 Activation time20 Recharge time - (Spawning Power) - Soulbind Spell. "Soulmeld with target allied spirit. For 30 seconds, whenever you cast a spell, all creatures you control are healed for 5...29...35 health and lose 1 Condition."
--Falconeye see (http://wiki.guildwars.com/wiki/Accelerated_Growth)
--Falconeye rit-style Blood of the Master + a reliable answer to burning; me like! ^_^ Also, the fun to be had with Anguished Was Lingwah *evil grin*
  • Spiritleech Aura Spiritleech Aura - 5 Energy¼ Activation time15 Recharge time - (Spawning Power) - Soulbind Spell. "Soulmeld with target allied spirit. For 5...29...35 seconds, whenever you cast a spell or chant, you steal 0...2...2 energy from one spirit within earshot."
  • Ghostly Haste Ghostly Haste - 5 Energy¼ Activation time20 Recharge time - (Spawning Power) - Soulbind Spell. "Soulmeld with target allied spirit. For 5...17...20, your Spells and Rituals recharge 25% faster. You are immune to Summoning Sickness." No effect unless earshot of a spirit.
  • Draw Spirit Draw Spirit - 5 Energy1 Activation time20 Recharge time - (Spawning Power) Soulmeld Spell. Your Soulmelds are released. You Soulmeld with nearest Spirit, using either allies/foes attribute ranks that created it. If your target was another Soulmeld-Rit, you steal that Soulmeld instead along with its remaining duration. (You can only soulmeld with one Spirit at any time. Obtaining another releases the old one.)

[edit] PvE-Only Skills

[edit] Ritualist Recycle Bin


old/outdated proposal
Recent revisions (and other profession skills). Spawning Power now has 3-4 reduncies giving energy to themselves or to allies. Discuss?
  • Gaze of Fury Gaze of Fury - 10 Energy1 Activation time20 Recharge time - (Channeling Magic) - Binding Ritual. Destroy target Spirit and create a level 1...10...12 Spirit of Fury. This spirit takes on the aspect of the attribute that the spirit belonged to and shadowsteps to your current location. Spirit of Fury dies after 6 seconds and affects all party members within earshot."For every 3 ranks in Spawning Power, Fury lasts 1 second longer.
  • Communing=Reduces incoming damage by 10 and absorbs the next 100 damage.
  • Restoration=Gain +4 health regeneration and 5 health each second.
  • Nature=+15 armor against elemental damage.
  • Channeling=All attributes are boosted by +2.
  • Spawning=+1 Energy Regeneration, +1 energy on successful cast/attack.--Lancy1214 22:48, 23 September 2008 (UTC)

--Falconeye 02:14, 5 January 2009 (UTC) Fresh new version! We now have another Metagame Paradigm-Shift in light of functionality changes such as Recurring Insecurity and Peace & Harmony's new function, increasing application/removal, so these tweaks take those into account.

Lamentation: Note that damages dealt upon ending, and not removal. Duration increase helps cancel this out while still being of generic-use.
Destruction: At Spawn15/Channel5, it deals 150 earshot-damage at 25seconds, vs. Channel4-150area for 30seconds or Channe15-100 area-damage for 10-60seconds with Destructive Was Glaive (I forsee an influx of bundled-suicide bombers).
Agony: I figured agony could do with extra conditional damage. Name/theme-wise it fits with Lamentation and Anguish.
Doom: New Version.
"...So what you're saying is "Fuck Tranquility!"? I admire you for putting out ideas whenever you get to a new skill's page, but some of them are just absurdly overpowered..." Bathory 09:44, 26 January 2009 (UTC)
Back to the drawning board! ^_^ --Falconeye 18:56, 7 February 2009 (UTC)