User:Yullive/Players Who Want Rit challenge

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Please poste all your suggestions for the category on this page!

Ceate a new heading under "suggestions" with your username and write down every suggestion you want to announce! If you add a suggestion, dont forget to note the date!
Every discussion is on the discussion page with the same system.
To keep it clearly arranged I will mess up.
User Yullive Consume Soul.png Yullive 11:53, 9 June 2009 (UTC)

We want to create a list of skill changes, we all can support.
I write a scheme of the skill list of the Ritualist as it is right now. If you want to change a skill which isn't allready changed in the list, than move the skill to the possition where you want it (attribute, elite/none) and write the new description and stats beneath it! An explanation of your proposal on the discussion side would be nice.
If the skill allready is changed, please check out the discussion-page and talk about your idea!
All changes should be supported from all members of the campaign, or I may erase it.
User Yullive Consume Soul.png Yullive 12:33, 9 June 2009 (UTC)

Rit-change - groß.jpg


suggestions[edit]

Talamare[edit]

23:03, 7 September 2009 (UTC)

Click here for full suggestion

  • Make spirits active by lowering cast time and recharge, and by changing ritualist spells to constantly heavily damage/kill their spirits


Lancy1214[edit]

21:26, 9 June 2009 (UTC)

Thank you Yullive for telling me about this page as I had never known such a page existed. Common issues I wanted to tackle with my ritualist skill proposals included:

1) Soulmelds. I believe its safe to say ritualists are pretty much useless, safe for gimmick builds. What Falconeye and I wanted to do was make spirits sort of like possessions in which they enter the ritualists body (this is really a creative way of making ritualists non susceptible to physical attacks). They could therefore still be removed via normal enchantment removal and would do much good to improving the survivability of our spirits.
2) Reducing cooldowns, energy costs and activation times. This is yet another attempt to make spirits more active in the sense that we actually want ritualists to take care of their spirits so that they aren't fire and forget. This would also make Communing a much more attractive attribute which also happens to be the only unique attribute of the ritualist (Channeling resembles the Ele and Restoration resembles the monk).
3) Miscellaneous skills (ie. healing spells, channeling spells, weapons...etc). I attempted to make weapon spells more favourable as opposed to enchantments as they are only limited to one. With this increase in power, the number of counters have increased for weapon spells as well. The channeling attribute has received many buffs and the restoration tree can now actually compete against their monk counterparts. Spells that required to be in earshot of a spirit have now also been modified to include the clauses of weapon spells and item spells. While we want ritualists to use spirits, we did not want to force them into bringing them.



Falconeye[edit]

06:36, 23 November 2009

SOULMELDS CAN BE DONE! ^_^

Disguise. You are a Ghost.

Concise description

Disguise. You are a Ghost.

Skills[edit]


04:36, 14 June 2009

  • Spawning Power:
supporting the use of Weapon Spells, Item Spells and Binding Rituals through improving skills
inherent effect:
Whenever you create a summoned creature, cast a weapon spell or hold an item spell, you gain 1 energy at ranks 3 and above, 2 energy at ranks 8 and above, and 3 energy at 13 ranks and above.

-

Whenever you create a summoned creature, cast a weapon spell or hold an item spell, you gain 1 Energy for every 3 points in Spawning Power.

-

Your Summoned Creatures have 10% more Hhalth for every 3 points in Spawning Power.
Your Weapon Spells duration last 5% longer for every 3 points in Spawning Power.
Your Item Spells grant base damage reduction 1 (stacking) for every 3 points in Spawning Power.



User Yullive Consume Soul.png Yullive[edit]

14:06, 9 June 2009 (UTC)

For accomplishing the idea of an shared concept we need to speak about aims and ways to achieve them.
What should happen with thw weapon spells? Make them removable? What about the spirits? More hp, or faster casted+shorter lifespan, etc.? What about the sense of the attributes? What shold be the effect of the main attribute like?



21:49, 16 June 2009 (UTC)
I want to poste some ideas, I want to discuss about.

Enchantments.
The Ritualist uses Weapon Spells and Spirits to support others. But he still has some Enchantments. I want to use them, to improve his special abilities.
For that, I would pull them on Spawning Power. I created some ideas for Spirits (no, not summoned creatures, we don't want to improve the MM -.-). Short durations and recharge times support active gameplay. ;)

5 Energy1 Activation time12 Recharge time - (Spawning Power) - Enchantment Spell. (5...25...30 seconds.) You are healed for 150...350...400% of the Energy cost and you gain 1 Energy plus 30% of the Energy cost whenever you use a Binding Ritual.

5 Energy1 Activation time12 Recharge time - (Spawning Power) - Enchantment Spell. (5...25...30 seconds.) You cast your Binding Rituals 50% faster.

5 Energy1 Activation time12 Recharge time - (Spawning Power) - Enchantment Spell. (5...25...30 seconds.) Whenever you create a Spirit, party members are healed for 5...41...50 Health and lose 1 Condition.

5 Energy1 Activation time12 Recharge time - (Spawning Power) - Enchantment Spell. (5...25...30 seconds.) Your Spirits within earshot attack the enemy you target and cannot be blocked.

5 Energy1 Activation time12 Recharge time - (Spawning Power) - Enchantment Spell. (5...25...30 seconds.) Whenever you cast a Spell you steal 5...41...50 Health and 0...1...1 energy from one Spirit within earshot.

5 Energy1 Activation time12 Recharge time - (Spawning Power) - Enchantment Spell. (5...25...30 seconds.) Whenever you use a Binding Ritual, up to 5 foes near that Spirit are struck for 20...64...75 lightning damage.
The same can be done for Weapon Spells and Item Spells.


Weapon and Items Spells.
I want Weapon Spells and Item Spells to be opposable. If you want to know the reason, please take a look at my suggestion page!

  • Cracked Armor and Weakness should decrease the duration of Weapon Spells by 30% each. So with both on the player the duration is 1/3 of the normal.
  • Weakness should decrease the duration of Item Spells by 30%.


Spirits.
The great word active.^^ I like the suggestions of you, Falconeye+Lancy and Cornflakeboy. Lets try to mix all up!
important points:

  • decrease range of passive spirits
  • decrease duration
  • decrease cast time
  • increase health points


Remember, we can use Enchantments, Items Spells, Spawning Power (inherent effect) and changes of the Binding Rituals to reach the aims!
I want to recreate nearly all passive Spirits. I like the idea of Lancy+Falconeye here a lot. Strong effects in a small area for a short duration (or the spirits could be getting quick killt by foes, so the enemy has to react fast) for short cast time (and low energy?).


Anti-spirit-skills.
Even like I wrote on my page, 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.


Energy management.
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.

5 Energy¼ Activation time8 Recharge time - (Spawning Power) - Spell. You draw 0...7...9 Energy from target allied spirit.

5 Energy1 Activation time12 Recharge time - (Spawning Power) - Enchantment Spell. (5...25...30 seconds.) Whenever you cast a Spell you steal 5...41...50 Health and 0...1...1 energy from one Spirit within earshot.
As 2 examples. He also can get energy from using special Weapon Spells, or Items Spells (maybe by them self, or by enchantments on the Ritualist).
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).
2 examples again.^^

5 Energy1 Activation time15 Recharge time - (Channeling Magic) - Spell. Deals 5...49...60 lightning damage. Allies within earshot steal 5 Energy of the spirit nearest them if they have less energy than target foe.

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...2...2 energy. For every effected foe, one ally in the area who is holding a bundle, gains 0...2...2 energy. No ally can be hit twice.


Aim of attributes.

  • Spawning Power:
supporting the use of Weapon Spells, Item Spells and Binding Rituals
  • Channeling Magic:
offensive support + energy support
  • Communing:
protect
  • Restoration Magic:
heal


11:23, 19 June 2009 (UTC)

I would like to discuss about the last update. I open a new page for it. Please, click here!



Cornflakeboy[edit]

15:27, 15 June 2009 (UTC)

Great I'll try to sum up some of what I wrote as generalities on my suggestion page. I already like ritualists and I think it's because of the actual way to play it. At some point one see that some of the mechanics are broken and that's why I'm not for a total change of the profession but some slight changes which could make it come in line with the others.
Spirits. One of the most important things is to make ritualists special skills better played by a ritualist than anybody else. Of course the effect of spawning power on spirits is not sufficient. I'd like to see spirits (and weapon spells) a bit weaker than now but stronger with some investments in SP. In previous skill updates we've seen how spirits can go from overpowered to underpowered with very minor changes...adjusting E/A/R values is not the right way to do. That's what drove me to this suggestion for Spawning power : For every rank in spawning power, you're weapon spells last 2% longer and every two ranks, spirits and creatures you summon have an additional level. One a side note, I would also make recast shorter for spirits but to compensate that their range would be limited to earshot... which would keep the ritualist really strategic on the battlefield while making him a bit more active.
Energy. Most of the professions have a dedicated attribute related to energy management, only Warriors, Ritualists and Monks don't. On the other hand ritualist skills have longer activation time which is like passive management (you basically gain 4 energy while performing a binding ritual). For that reason, shorter activations would mean lack of energy management which is for me just a shift of the actual problem... Finally (and sorry to repeat that but this is really something I find ridiculous) there are 6 skills (spirits to be exact) that cost 25 energy !!! When you have some ashes in your hands you really can't afford such an amount of energy while taking the risk to be interrupted. On the contrary those skills aren't any problem for Elementalists (huge mana pool) or for Necros ... there is a problem on those skills.
Item and Weapon spells. Item spells are quite well designed for me although some base durations (before application of SP) could maybe a bit be reduced. Item spells aren't really worth the sacrifice of weapon/focus bonus and need some buffs, especially have all of them having a benefit while hold and one when dropped.



new Ritualist[edit]



Attributes[edit]


Spawning Power

Channeling Magic

Communing

Restoration Magic





Spawning Power[edit]




Channeling Magic[edit]




Communing[edit]




Restoration Magic[edit]




Non-Attributed[edit]




Sunspear Rank[edit]



Allegiance Rank[edit]




New Skill Ideas[edit]

10 Energy1 Activation time20 Recharge time - (Communing) - Binding Ritual. Create a level 1...8...10 Spirit. Non-spirit allies earshot of Defiance are not affected by any conditions and hostile actions dealt by spirits, weapon spells, or item spells. Defiance dies after 6 seconds." For every 3 ranks in Spawning Power, Defiance lasts 1 second longer. -

5 Energy1 Activation time15 Recharge time - (Channeling Magic) - Elite Binding Ritual. Create a level 1...8...10 Spirit. Non-spirit foes earshot of Fear cannot be influenced by -any- Spirit-based aura-effects -- except Fear which effectively overides all other aura-effects. Fear dies after 15 seconds." For every 3 ranks in Spawning Power, Fear lasts 3 seconds longer.

5 Energy1 Activation time15 Recharge time - (Restoration Magic) - Elite Item Spell. Hold Saidra's ashes for up to 10...50...60 seconds. While you hold her ashes, your gain +0...2...2 to Restoration Magic. When you drop her ashes, all party members are healed for 50...170...200 Health.

5 Energy¼ Activation time12 Recharge time - (Spawning Power) - Enchantment Spell. (15...51...60 seconds.) Whenever you create a summoned creature, that creature's maximum Health increases by +15...51...60% and lives +15...51...60% longer. -

  • Ritualist-tango-icon-20.png Morphling -

10 Energy1 Activation time35 Recharge time - (Spawning Power) - Binding Ritual Create a level 1...12...15 Spirit. Morphling allways gains the abilities of the spirit standing next to him. This Spirit dies after 15...39...45 seconds.

  • Ritualist-tango-icon-20.png Copiecap -

15 Energy2 Activation time35 Recharge time - (Spawning Power) - Binding Ritual Create a level 1...12...15 Spirit. Copiecap gains the next spell a foe uses in his range and uses this spell till he dies. This Spirit dies after 15...39...45 seconds.