ArenaNet:Skill feedback/Ritualist/Make Binding Rituals active, not passive

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I don't use Binding Rituals because they are inconvenient to carry around and the slow casting time.

At the moment they are a bit borked. With a long casting time, a Ritualist specializing in binding rituals is useless against interrupting, but can be overpowered if not facing interruption, leading to teams camping in swarms of rituals.

The solution?

Make ritual skills active, not passive. Here are a few examples:

The skill "Pain" creates something that lasts up to 150 seconds with good attribute investment. It has a 3 second cast time though, ridiculous for a basic skill.

Here are fixed versions of a few binding rituals:

  • Pain- 5e 1s 15r "Level 1...10...11 ritual inflicts 5...25...30 damage. It ends after 10...25...30 seconds".
  • Recuperation- 15e 2s 15r "Level 1...10...11 ritual grants 1...3...3 health regeneration, ending after 8...18...20 seconds"
  • Dissonance- 15e 2s 20r "Level 1...7...8 ritual does 5...17...20 damage with attacks and interrupting. Ends after 5...10...11 seconds"

In general, activation and recharge times are greatly reduced, but they expire more quickly. This encourages active use of binding rituals instead of camping builds.

As this would make the skill Ritual Lord obsolete, I would then recommend that it be changed to

  • Ritual Lord-10e 20r "For 30 seconds, your Binding Rituals recharge 15...39...45% faster and last 10...30...35% longer."

Greenery's Issue

Issues
  • Slow casting
  • Slow recharge time
  • Short span of effect (with respect to recharge)
  • Easily killed off
  • Several Ritualist skills are dependent on spirit presence to have full or any effect
Suggestions
  • Reduce casting
  • Decrease recharge time
  • Reduce the casting time
  • Fast expiration time


Some of the ritualist skills depend on the presence of spirits to have full or any effect in order to be gully functional. With the current Binding Rituals, which is hard on casting and recharge time (to some extent, energy) and also can be easily killed off, it is difficult to make full use of those spirit-conditional ritualist skills. For example, Spirit Transfer depends purely on spirit presence to have any effect and to get full effect of Mend Body and Soul presence of spirit is required.

It also leaves some spirit to be in a distasteful state, such as those in communing line like displacement, shelter, etc, which has nice effects but the recharge and side effects to some spirit makes them a turn-off. Ritualist do have potential as another prot/healer monk but it is greatly handicapped at its current state.

By reducing the casting and recharge time (and perhaps health of spirit), as the user above states that Ritualist will be more active rather than passive and this can make Ritualist be more interesting to play.

Thanks for your support, in addition, I would like to point out that this would make Ritualists more useful in Alliance Battles instead of only being useful for camping shrines.

Ritualist Coalition

ALL -RITUALISTS- WELCOMED! --Falconeye 06:40, 17 June 2009 (UTC)


  • I am -- [Your Username/Signature] -- do here'by fully support Lancy's Campaign of making Binding Rituals 'Active' and add my [/Sign] to make our voice heard to the good folks of Anet! Hi, I am Lancy1214 and I approve of this message.AB

Darth's Suggestion Darth The X 11:24, 29 November 2008 (UTC)

Issues

Same as above, slow cast, high energy cost, long duration.

Suggestion

There seems to be a clash of PvP and PvE ideals. While many spirits in their current state are very useful for PvE most are utterly useless in PvP. I think that each spirit should have a PvP version which makes it active not passive like above. This would make spirits worth taking to PvP For example:

Recuperation (PvP) 15 Energy2 Activation time10 Recharge time Binding Ritual. Create a level 1...8...10 spirit that lasts for 5...17...20 seconds giving all allies within its range +1...4...5 health regeneration.

Shelter (PvP) 10 Energy2 Activation time15 Recharge time Binding Ritual. Create a level 1...10...12 spirit that lasts for 5...17...20 seconds which prevents allies within it's range from losing more than 10% of their maximum health. Each time damage is prevented the spirit takes 100...36...20 damage.

Displacement (PvP) 5 Energy1 Activation time10 Recharge time Binding Ritual. Create a level 1...10...12 spirit that lasts for 1...12...15 seconds which gives all allies within its range a 75% chance to block incoming attacks. Each time an attack is blocked this spirit takes 60...32...25 damage.

Union (PvP) 5 Energy1 Activation time5 Recharge time Binding Ritual. Create a level 1...7...8 spirit that lasts for 1...8...10 seconds which reduces the damage taken by allies within its range by 15. Each time damage is reduced the spirit takes 30...10...5 damage.

Changes similar to these would make spirits more useful in PvP and would make it worthwhile to kill spirits like shelter and displacement as opposed to having them die after preventing damage 3 or 4 times.

Change the Crap Prime Attrib

Issue
Lower the casting time of Binding Ritual just lead the overuse of other professions, we've see enough N/Rt or E/Rt with everlasting energy. Rit's prime attrib is totally inferior than others, it would be better if it works like a fast casting to Binding Rituals.
Suggestion
For each rank of Spawning Power you have, creatures you create (or animate) have 4% more Health, and weapon Spells you cast last 2% longer. Spawning Power also decreases the casting time of your Binding Rituals (same rate as fast casting). --紅茶喵._. 08:55, 9 June 2009 (UTC)