ArenaNet:Skill feedback/Ritualist/Communing spirits

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Skye Marin's Issue -- Skye Marin 20:28, 21 February 2008 (UTC)

Discussion

Issue
Non-offensive spirits in the communing line are particularly weak.
Suggestion
Re-work all non-attacking communing spirits with a lower cost, lower recharge, and more viable effects, but only with "earshot range" so that turtling and passive defense isn't an issue. Look at suggestions for specific skills listed here:
  • Displacement - lower to 25% block, lower range to earshot
  • Shelter - lower cost to 15, change damage to 60, lower range to earshot, fix description text
  • Union - lower cost to 10, lower range to earshot
  • Soothing - lower cost to 10, lower range to earshot
  • Earthbind - lower recharge to 30
  • Armor of Unfeeling - also, rituals cannot be interrupted

Other attributes:

  • Recuperation - lower cost to 15, lower range to earshot
  • Preservation - increase healing range to earshot
  • Life - increase healing range to earshot, lower recharge to 15
  • Boon of Creation - Returns 1..10 energy, this enchantment ends if a binding ritual is interrupted, lower duration to 5..30, lower recharge to 20

Lann's Issue -- 12 June, 2008

Issue

Poor effect per energy cost

Suggestions
  • Reduce energy cost of spirits in the communing line
  • Make PvE versions of the skills with reduced energy cost

ShadowFog's Issue --ShadowFog 16:52, 15 July 2008 (UTC)

Issue

Awful skills compare to core classes skills. Poor effect for its energy cost. To play adequate with communing is with Ritual Lord skill and Soul Twisting, leaving it with no room for innovative builds. Skill Tranquil Was Tanasen is not effective since it will "drain" your mana when your weapon is away.

Suggestions
  • Reduce their recharge time.
  • Re-work skill functions for spirits like Shelter, Displacement, Union,etc., because these are not preferable skills due to the fact that core classes benefit from skills that have better functions with low cost.
  • Make PvE only version of the spirits.

Example of effectiveness:

Protective Spirit (Core skill)

10Tango-energy.png 0.25¼ Tango-activation-darker.png 5 Tango-recharge-darker.png Note: It's an enchantment, last 5...19...23 seconds, target only one ally.

Shelter (Factions skill)

25Tango-energy.png 5Tango-activation-darker.png 45Tango-recharge-darker.png Note: It's a level 7 spirit, loses 54 health when it's effect its activated, loses health when attacked and by a foe's spell that causes damage, all allies withing its area of effect are affected.

Level 1 2 3 4 5 6 7 8 9 10 11 12 13
Armor 8 14 20 26 32 38 44 50 56 62 68 74 80
Base Health 20 40 60 80 100 120 140 160 180 200 220 240 260

Spawing Power at 12, 48% more health, spirit will have 207 health, max. of times it can activate is 3.87 ~ 4 times, Spawing Power at 0, 0% more health, max. of times it can activate is 2.47 ~ 2.


Falconeye's Proposal---- -Active Rituals- ----Falconeye 06:45, 24 January 2009 (UTC)

Discussion

  • Issue: See Above ^_^
Making Binding Rituals Active
Fortifies the role of the ritualist in Guild Wars and promotes active use of their binding rituals.
  • Suggestion:
Change Functionalities to:

10 Energy1 Activation time20 Recharge time - (Communing) - Elite Binding Ritual. "Create a level 1...12...15 Spirit. Enemy spells fail when targeting non-spirit allies earshot of Soul Twisting. Increase recharge of enemy spells cast on allies by +5...17...20 seconds. Soul Twisting dies after 6 seconds." For every 3 ranks in Spawning Power, Soul Twisting lasts 1 seconds longer.

5 Energy¼ Activation time8 Recharge time - (Spawning Power) - Elite Binding Ritual. "Create a level 1...5...6 Spirit. The next 1...5...6 times Wanderlust strikes a foe, that foe is knockdown and dealt 5...17...20 damage. Knockdown adjacent foes if target was hexed. Wanderlust dies after 1...5...6 knockdowns have been made. Wanderlust dies after 12 seconds." For every 3 ranks in Spawning Power, Wanderlust lasts 1 second longer.

25 Energy3 Activation time60 Recharge time - (Communing) - Item Spell. Hold Lingwah's ashes for up to 60 seconds. While you hold her ashes, Enchantments and Hexes on you expire 33% faster. Dropping her ashes summons a Spirit of Anger, a Spirit of Hate and a Spirit of Suffering. These level 1...5...6 spirits use the Pain attack skill and deal 5...17...20. These Spirits dies after 60 seconds.

10 Energy1 Activation time20 Recharge time - (Communing) - Binding Ritual. "Create a level 1...8...10 Spirit. Every 3 seconds, non-spirit foe within earshot arecrippled at random for 3...5...6 seconds. Knockdown foes earshot of Earthbind are crippled for 3...7...8 seconds. When Earthbind dies, all earshot foes are crippled for 3...7...8 seconds. Earthbind dies after 12 seconds." For every 3 ranks in Spawning Power, Earthbind lasts 3 seconds longer.

15 Energy1 Activation time25 Recharge time - (Communing) - Binding Ritual. "Create a level 1...8...10 Spirit. This spirit deals 1...4...5 damage and anyone struck by it's attack, loses 1...2...2 enchantments. Disenchantment removes one enchantment from each earshot foe when it dies. Disenchantment dies after 6 seconds." For every 3 ranks in Spawning Power, Disenchantment lasts 2 seconds longer.

15 Energy2 Activation time30 Recharge time - (Communing) - Binding Ritual. "Create a level 1...8...10 Spirit. It's attacks dealss 1...8...10 damage and any non-attacking foes action are interrupted. If interrupted foe was casting a spell or chant, it is Dazed for 1...5...6 seconds. Dissonance interrupts all earshot foes when it dies. Dissonance dies after 6 seconds." For every 3 ranks in Spawning Power, Dissonance lasts 2 seconds longer.

10 Energy1 Activation time20 Recharge time - (Communing) - Binding Ritual. "Create a level 1...8...10 Spirit. It's attacks deal 1...12...15 damage and cause Blindness for 1...5...6 seconds. All blinds adjacent foes. When Shadowsong dies, all earshot foes are blinded for 1...5...6 seconds. Shadowsong dies after 6 seconds." For every 3 ranks in Spawning Power, Shadowsong lasts an additional 2 seconds.

5 Energy1 Activation time15 Recharge time - (Communing) - Binding Ritual. "Create a level 1...10...12 Spirit. It's attacks deal 2...28...35 damage and cause Cracked Armor for 1...5...6 seconds. When Pain dies, all earshot foes are cracked armor for 1...5...6 seconds. Pain dies after 10 seconds." For every 3 ranks in Spawning Power, Pain lasts 2 seconds longer.

15 Energy1 Activation time20 Recharge time - (Communing) - Binding Ritual. Create a level 1...8...10 Spirit. It's attacks deals 10 (maximum 10...34...40 damage) for each condition on a foe and cause Weakness for 1...5...6 seconds. When Doom dies, all earshot foes are weakness for 1...5...6 seconds. Doom dies after 15 seconds. For every 3 ranks in Spawning Power, Doom lasts 3 seconds longer.

25 Energy1 Activation time25 Recharge time - (Communing) - Binding Ritual. Create a level 1...10...12 Spirit. It's attacks deal 5...17...20 damage. If it stikes a hexed foe, adjacent foes are dealt 5...17...20 damage. Also deals double damage to Hexed foes. Anguish dies after 20 seconds. For every 3 ranks in Spawning Power, Anguish lasts 3 seconds longer.

15 Energy2 Activation time20 Recharge time - (Communing) - Binding Ritual. "Create a level 1...8...10 Spirit. Foes in Soothing's range take twice as long to build Adrenaline and attack skills take an additional +3...7...8 seconds to recharge. Soothing dies after 6 seconds." For every 3 ranks in Spawning Power, Soothing lasts 1 second longer.

15 Energy1 Activation time25 Recharge time - (Communing) - Binding Ritual. "Create a level 1...8...10 Spirit. Damage taken by non-spirit allies Union's range are reduced by 20. Hexed allies gain damage reduction 30 instead. Union dies after 6 seconds." For every 3 ranks in Spawning Power, Union lasts 1 second longer.

10 Energy2 Activation time25 Recharge time - (Communing) - Binding Ritual. "Create a level 1...8...10 Spirit. Non-spirit allies within Displacement's earshot gain 50% chance to block incoming attacks. Hexed allies gain 75% chance to block instead. Displacement dies after 6 seconds." For every 3 ranks in Spawning Power, - Displacement lasts 1 second longer.

10 Energy2 Activation time20 Recharge time - (Communing) - Binding Ritual. "Create a level 1...8...10 Spirit. Non-spirit allies within Shelter's earshot cannot lose more than 10% maximum health from an damage source. Hexed allies gain 5% maximum health lose instead. Shelter dies after 6 seconds." For every 3 ranks in Spawning Power, Shelter lasts 1 second longer.

10 Energy2 Activation time30 Recharge time - (Communing) Binding Ritual. Creates a level 1...8...10 Spirit. "The next 1...2...2 times party members within earshot receive fatal damage, the damage is negated and party members are healed for 15...103...125 Health. Restoration resurrects one random earshot party member with 5% Health and 5% Energy for each second this spirit was alive. (Party members resurrected in this manner are restored to life at your location and Restoration dies.) Restoration dies after 10 seconds." For every 3 ranks in Spawning Power, Restoration lasts 2 seconds longer.


Metal Sazz issue

Issue
Spirits attacking random targets make some spirit awkward to use, spirit like anguish and disenchantment may or may not attack targets they are meant for, it's hard to get a strategy going if if there alot of target, but you only want to attack a certain one,
suggestion
either have it where the spirit attacks your called target if there is one, or have the spirit prioritizes it's target, like anguish attacking hexed foes more often, or shadowsong attack melee if one is within range of it, something along that nature