User talk:Yullive/Players Who Want Rit challenge

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suggestions[edit]

Lancy1214[edit]

You are welcome! ^^
Of cause you never did know about such a page, because I still created it last week. xD User Yullive Consume Soul.png Yullive 17:34, 14 June 2009 (UTC)

Falconeye[edit]

"That way we can compare whats skills we would *love* to have vs. what can be done with existinge skills."
Why that?
I think you know, that Anet will not bring new skills into GW1. We can create a "want have"-list, but I wouldn't put it on the category-page. Maybe link it.
To the second point: Let's try, to write such a list of skill-changes we all want! I will create a something for it. Just look at the main-page! --User Yullive Consume Soul.png Yullive 12:05, 9 June 2009 (UTC)

Spawning Power - The current 'optimized' setup would be this:
-Your Summoned Creatures have 10% more Health for every 2 points in Spawning Power.
-Your Weapon Spells duration last 5% longer for every 2 points in Spawning Power.
-Your Item Spells grant base Damage Reduction 1 (stacking) for every 2 points in Spawning Power.
However, what if Spawning Power functions as this:
-Whenever you create a summoned creature, cast a weapon spell or hold an item spell, you gain 1 Energy for every 2 points in Spawning Power.
By merging -Boon of Creation- & -Weilder's Zeal- into an inherent-passive effect we could then impliment the following changes more easily:

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

5 Energy¼ Activation time12 Recharge time - (Spawning Power) - Enchantment Spell. (15...51...60 seconds.) You gain 5...41...50 Health and double your Spawning Power bonus in Energy whenever you create a creature.

5 Energy1 Activation time10 Recharge time - (Spawning Power) - Enchantment Spell. (10...26...30 seconds.) Weapon spells cost 10...30...35% less Energy. If you are holding a bundle item, your Weapon spells lasts 10...30...35% longer.

5 Energy¼ Activation time15 Recharge time - (Spawning Power) - Enchantment Spell. (8...18...20 seconds.) You are immune to Blindness. If you are holding a bundle item, your gain Damage Reduction 1...5...6 (stacking) and +1 maximum Energy.

10 Energy1 Activation time10 Recharge time - (Spawning Power) - Elite Weapon Spell. (10 seconds.) Target ally gains 1...5...6 health regeneration and 1...3...3 energy regeneration. End effect: ally gains 4...9...10 Health and 1 Energy for each successful hit while using Wielder's Zeal.

--Falconeye 06:16, 14 June 2009 (UTC)


I understand you that way: You think about swaping the use of Spawning Power (the attribute) and the skills of this attribute. The attribute would do the energy management and the skills improve the Rit-own skill types.
3 thoughts I want to drop.
  • To say, casting an Item Spell, a Weapon Spell or a Binding Ritual brings you the same amount of energy isn't balanced. If my spells cost 5 or 10 energy points and I have Spawning Power at 16, I never get out of energy, how ever I waste it.
    And the other point is, that you can't spamm Item Spells, neather Spirits like Weapon Spells (wright now). We would have to divide it.
  • I don't think, the energy management of the Ritualist should be that passive. If the Ritualist can maintain his energy storage that lazy, we veer away from an active gameplay.
  • We can't decide right now, what to do with the main attribute. Hit me, if I'm wrong (no, better don't do it), but don't we want to change the Rit-own skill types? As an example: If we turn the Binding Rituals spammable, they disorder the concept.
User Yullive Consume Soul.png Yullive 17:34, 14 June 2009 (UTC)
Better? ^_^ --Falconeye 19:14, 16 June 2009 (UTC)
It still is a bit lazy.^^
Why don't let the Ritualist manage his energy over his spirits? They have 31 energypoints, the just don't need. Some suggestions, how it could work are on my page (Spawning Power/Channeling Magic) --User Yullive Consume Soul.png Yullive 20:54, 16 June 2009 (UTC)



Spirit Form (Soulmeld)[edit]

Spirit Form (Underworld)

I am seriously psyched about the guantlet of possibilities that can be done with this mechanic. Anyone else here believe there's merit in terms of PvP-balance/PvE-general play? ^_^ --Falconeye 06:23, 24 November 2009 (UTC)


Yullive[edit]

Cornflakeboy[edit]



new Ritualist[edit]

attributes[edit]

Spawning Power[edit]

Channeling Magic[edit]

Communing[edit]

Restoration Magic[edit]

no Attribute[edit]

Sunspear Rank[edit]

Allegiance Rank[edit]

New Skill Ideas[edit]

The spell Accelerated Growth Accelerated Growth would be overpowered. To low costs for a very strong effect.

10 Energy¼ Activation time10 Recharge time - (Spawning Power) - Enchantment Spell. (5...13...15 seconds.) The next time you create a summoned creature, that creature maximum Health increases by +30...86...100% and lives +15...51...60% longer. User Yullive Consume Soul.png Yullive 08:20, 16 June 2009 (UTC)