User talk:Yullive/skill improvement/Ritualist

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Hi, I find this page lately and found it really interesting ;). One thing particularly : the spirit level. I made a suggestion in Spawning power attribute few days ago (well in fact 2 suggestions but the second one was better for me). I wanted to keep the inherent bonus of primary attribute quite simple to use :

Fore each rank in spawning power, weapon spell you cast last 2% longer. Every two (or three) ranks in spawning power, the creatures you summon have an additional level.

Well, I saw you were also thinking about the spirits' level. Of course, with such a change, the level of binding rituals should be a bit nerfed (at least for some of them) but there would be a REAL difference between primary and secondary Ritualists (not just one more strike more like shelter or displacement). Maybe it shouldn't concern minions ... And with this I couldn't think about any bonus for item spells.Cornflakeboy 09:16, 23 February 2009 (UTC)

Nice idea. I never thought about increasing the lvl by SP. It definitely is a nice suggestion, but may too hard for balancing.^^ Even think about the armor of the spirits.^^ --User Yullive Consume Soul.png Yullive 16:38, 23 February 2009 (UTC)
Yeah I know armor may be a problem... but most of sprits are level 10 or less which means 62 or so for armor... well it's not that high. Spirits are really time consuming to be summoned on any battle field. Moreover Ritualist don't have a huge energy pool (some skills give back a bit of the energy spent like soothing memories, caretaker's charge and very few give more energy like essence strike, spirit siphon) which means that summoning an ally must worth something ^^. We don't summon an army like minion masters, we have to know who we have to call from outter world... and where!!
Personally I feel really frustrated when I plant a spirit that cost 15 energy and 5 seconds of immobility (seeing teamates's hp drecreasing) to see it dying with the first searing flame...
I made some calculations and an additional level every three ranks makes spirits weaker when you have more than 10 points or so and if you have an additional level every two points, well HP curves of spirits tend to be the same beyond 14 points ... that seems a better choice :p. On top of that, higher level would mean more damage from the creature (or more heal^^). I really think the time bonus of weapon spells isn't enough for a primary attribute.
I'll try during the next days to see what binding rituals are really broken (I mean those I find broken) and see if there is any way to improve them in the same way of my proposal for shelter... I hope you'll find it interesting ;). Cornflakeboy 13:49, 24 February 2009 (UTC)
You just gave me an idea! Current version dictates certain Binding Rituals inflict self-damage whenever their abilities trigger; which makes them near useless when they too are taking damage and suffering degen. Instead, what if they suffer Burning for 3-5 seconds (as an example) when triggering? Spawning Power (15 ranks) reduces duration to about 1 second.... making gradual damage more manageable instead of 'poppping'. Then your version of Signet of Spirits becomes truly awesome. --Falconeye 20:40, 1 March 2009 (UTC)
My mind about the signet.^^ --User Yullive Consume Soul.png Yullive 21:41, 1 March 2009 (UTC)
btw, item spells dont reduce movement speed, carrying some items in specific (flag and map objective) does, but not ritualist item spells Talamare 22:50, 8 September 2009 (UTC)

You have some really nice suggestions here (I have already read many of them but never taken time to tell it ^^). Your suggestion to spawning power (I mean damage reduction for item spells) seems quite balanced for me and relatively fair. I just don't really understand the need to add 8% of HP for spirit every to level compared to the actual 4% every level?
Ok I don't have to much time right now so I'll just make some comements about spawning power skills:

@spirit channeling : 30% armor penetration is really high (too much I'd say)especially with a small 5 Energy, but I like the sacrifice part...it fits with how I (and probably you) see the Rits.
@boon of creation : this change fits with your binding rituals' cost but I (this is just personnal ;) )think that 15 Energy for binding should be the maximum. With your change the skill is buffed for summoning that cost more than 10, for the other it's quite strongly nerfed.
Apparently Sight beyond Sight seems as puzzling for you as it was for me ^^. I don't know how strategic this "Now I am like a rock in the battlefield" skill would be. One thing is that it would be a really nice anti-spike change but disabling everything for 8 seconds is really dangerous, especially when there's a lot of caster foes. What about a global damage reduction or a damage cap (5 or 10%)?

I'll be back soon to give some more feedbacks ^^. Cornflakeboy 13:50, 10 March 2009 (UTC)

I thought long about Spirit Channeling. I compared the armor penetration to other similar skills and i think it is fair for losing your elite.
Please just compare Boon of Creation with Aura of Restoration and Water Attunement! I think it's fair and if you have to invest 5 energy for a Spirit, you shouldn't get problems with your energy budget.^^

5 Energy0 Activation time10 Recharge time - (Spawning Power) - Skill. For 1...8...10 seconds all of your skills are disabled and you move 90% slower. You have 75% chance to block attacks. If you hit with an attack, Sight Beyond Sight ends and all your skills aren't disabled anymore.

The Sight Beyond Sight I "invented"^^, is kinda stance, which defents you well, but makes you unable to akt on. But remind 2 things:
  • You can end it simply be attacking enemies (well you have to hit^^).
  • If you wait on recharge of your skill, the disable doesn't hit you.^^ --User Yullive Consume Soul.png Yullive 18:25, 10 March 2009 (UTC)

Hi, I just saw your Ritual Lord suggestion and I find it amazing... it's a really nice thought. It's really strategical now. The only drawback is that with such an update the only way to reduce binding ritual recharge time would be Weapon of Quickening... but it's not not a big deal as this weapon would be maybe looked at (I like that skill a lot ^^). Nice job Cornflakeboy 12:14, 14 April 2009 (UTC)



New Skill! ^_^ --Falconeye 08:05, 16 June 2009 (UTC)

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.

Wrong page? ^^ The spell 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)
I actually meant that you can post this along with "SG" and "EC" that you 'borrowed'. ^_^ --Falconeye 21:58, 16 June 2009 (UTC)




You should place said suggestions on the new ritualist skills suggestion page at http://wiki.guildwars.com/wiki/Feedback:Guild_Wars_skills_suggestions#Ritualist_skills_suggestions. ^_^ --Falconeye 08:57, 7 September 2009 (UTC)

The way to do that is to copy/paste any original ideas as suggestions via your Feedback homepage using the Create a Suggestion box provided. You can't just "add" things to the lists. Also, please keep in mind ArenaNet is not allowed to read or comment on any of your skill improvement pages here in userspace, so you may want to rethink your See Also links on your feedback homepage. -- Wyn User Wynthyst sig icon2.png talk 22:21, 10 September 2009 (UTC)
Well, my page and my talkpage are in the "see also"-List from the example. These pages and the other links are for users, who want to know anything about me. My suggestion page on Anets site has nearly the same content. -User Yullive Consume Soul.png Yullive 22:33, 10 September 2009 (UTC)

Offering of Spirit[edit]

is balanced. 101 of balancing: don't fix what isn't broken. Also, Spirit Siphon will become the worst energy management skill a rit can ever possibly have. Did you even bother to count before writing that? Pika Fan 19:10, 14 October 2009 (UTC)

Looking at Essence Strike and Anguished Was Lingwah tells me that you are trying to make the rit profession more terrible than it already is(excepting the same 4-5 rit skills that are used). Thanks, but no thanks. If you don't know how to make good suggestions, don't. Pika Fan 19:20, 14 October 2009 (UTC)
You watch a site that isn't up-to-date. Take a look here: new ArenaNet pages. And now shut up. --User Yullive Consume Soul.png Yullive 22:15, 14 October 2009 (UTC)