ArenaNet:Skill feedback/Ritualist/Preservation

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Preservation Preservation

Lancy's Proposal -- -Active Rituals-

Issue
-In high end PvP, even with High Spawning power, spirits are usually destroyed as soon as they go up
-I'm moving to make elite Binding Rituals worth bringing by making them create two versions of the spirit so that they have a higher chance of surviving on the battelfield
-Making this spirit more active, hence the reduced cast, recharge time and duration

Suggestion

5 Energy2 Activation time20 Recharge time - (Restoration Magic) - Binding Ritual. "Create two level 1...13...16 Spirits. Every 3 seconds, Preservation heals non-spirit allies within earshot for 15...83...100 Health. Salvation gives non-spirit allies within earshot +0...2...2 health regeneration for each hex and condition. Preservation and Salvation die after 9 seconds." For every 3 ranks in Spawning Power, both Preservation spirits last 3 seconds longer.

--Lancy1214 23:22, 23 September 2008 (UTC)
--Falconeye 08:27, 7 February 2009 (UTC)

Gordon Ecker's proposal -- 02:36, 21 October 2008 (UTC)

Issue
Not competitive with Light of Deliverance in PvE.
Suggestion
Split off PvP version, change PvE version to "

15 Energy3 Activation time20 Recharge time Elite Binding Ritual. Create a level 1...8...10 Spirit. Every second, this Spirit heals all party members for 1...8...10 Health. This Spirit dies after 20 seconds. The spirit lasts an additional second for each rank of Spawning Power."

Chieftain Alex's proposal -- 02:36, 21 October 2008 (UTC)

Issue
Heals random allies.
Suggestion
Make it heal the ally within earshot with the lowest health. Also add that this spirit cannot heal summoned creatures.

Darth's Idea Darth The X 04:25, 30 November 2008 (UTC)

Issue

Heal is random. Spirit dies easy. Unreliable in most pvp and pve settings

Suggestion

Similar to what has been suggested above however I do feel preservation should do more to actually preserve allies.

Preservation Preservation - 5 Energy1 Activation time10 Recharge time Create two level 1...10...12 spirits Sanctuary and Preservation that last for 1...12...15 seconds. Preservation provides an additional 1...12...15 armour to all allies within range. Sanctuary heals all nearby allies for 5...53...65 and all allies within earshot for 5...29...35 every 3 seconds.

The spirits would need to spawn a good distance apart so they could not be destroyed by the same AoE spell forcing enemies to choose which one they want to die first. This might been an extreme change but I believe elite spirits need an overhaul.

User Yullive Consume Soul.png Yullive's Proposal --14:59, 13 January 2009 (UTC)

Issue
same like abothe

Suggestions

  • 15Energy3Activation time20Recharge time Binding Ritual. Create a level 0...16...20 Spirit. Enchantments cast upon allies within range last 20...52...60% longer and Hexes on allies within range of this Spirit expire 10...26...30% faster. This Spirit dies after 30...54...60 seconds.
maybe add: When this spirit dies, all allies within range lose all Enchantments and a Hex.
  • 15Energy3Activation time20Recharge time Binding Ritual. Create a level 0...16...20 Spirit. Any Hex cast on allies within range of this Spirit takes 5...60...74% more activation time as normal to cast. When this spirit dies, all allies within range lose a Hex. This Spirit dies after 30...54...60 seconds.
  • 15Energy3Activation time20Recharge time Binding Ritual. Create a level 0...16...20 Spirit. For each Hex or Condition allies within range are suffering from, they gain +0...2...2 Health regeneration. When this spirit dies, allies within range lose 0...1...1 Condition. This Spirit dies after 30...54...60 seconds.