ArenaNet:Skill feedback/Ritualist/Shelter

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Shelter Shelter

Gordon Ecker's Issue 23:51, 22 May 2008 (UTC)

Last updated: 06:33, 16 October 2008 (UTC)

Discussion

Issue
Nerfed to death in PvE, not even remotely competitive with Protective Spirit.
Solution
Split off PvP version, make one of the following changes to the PvE version:
  1. Restore PvE version to its' old stats cost and stats.
  2. Drop PvE version's cost to 10~15Energy, make PvE version lose health once at the end of each second in which it has prevented damage rather than losing health for every instance of damage prevention, possible raise damage cap to 15% or 20%.
  3. Eliminate health loss on PvE version, raise damage cap to 20~30% (or a specific damage amount such as 100 or 150 health rather than a health percentage to prevent abuse by 55 builds).

Lancy's Proposal -- -Active Rituals-

Issue
part of my campaign of making binding rituals viable again
too weak, not competitive at all with other protective enchantments from the monk line

Suggestion

10 Energy2 Activation time20 Recharge time - (Communing) - Binding Ritual. "Create a level 1...5...6 Spirit. Allies within its earshot cannot lose more than 10% maximum health from an attack or spell. Shelter dies after 6 seconds." For every 3 ranks in Spawning Power, Shelter lasts 1 second longer.--Lancy1214 23:18, 23 September 2008 (UTC)

Yullive's Issue 21:56, 15 October 2008 (UTC))

Issue
The spirit loses too much health by preventing insignificant damage. It dies too quickly, the effect does not justify the high energy cost and activation and recharge times.
Idea
Same effect, but only for dangerous damage. Follow: Spirit lasts longer, energy and recharge are justified. Possibly an additional activation-reduction. If the spirit prevents damage, the allie only loses 10% of his maximum health (not 20%), because the spirit takes 50% of the remaining damage.
The Spirit shouldn't life much longer than 3/4 of it's recharge time. So you do need more skill to use him.
Suggestion

25 Energy4 Activation time45 Recharge time - (Communing) - Binding Ritual Create a level 1...11...13 Spirit. Non-Spirit allies within earshot cannot lose more than 20% maximum health from a single strike. When this Spirit prevents damage, 50% of the remaining damage will be transfered to it. This Spirit lasts 20...32...35 seconds.

Darth's Idea Darth The X 05:40, 30 November 2008 (UTC)

Issue
Complete crap compared with Protective Spirit Protective Spirit and has high energy cost and activation making it useless in PvP
Suggestion
Change to something like this

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.

Changes like this to other spirits would make them more viable in PvP by making them more mobile.

Cornflakeboy's brainstorming, 20 Feb 2009

Issue
Totally useless because of long casting time, long recharge and short duration
Solution
Ok I don't know if it's viable but maybe it's an opening to a new point of view

Shelter 10 Energy3 Activation time20 Recharge time Binding Ritual. Create a level 1...10...12 spirit that lasts for 30 seconds. Every 3 seconds Sprit cast Protective Spirit at 1...10...12 in protection prayer on a nearby ally. Each time the spirit loses 70 health point. The same ally cannot be protected twice.

EDIT after Discussion : casting Protective Spirit is a bad idea. It's better to have a buff called Shelter which would either avoid more than 10% health loss or nullify damage during 3 seconds.

Tounaku's Issue

Completely useless in PvP. Made bulky by its high energy cost and long cast time and it's flimsy when actually put to the test in a fight. Protective Spirit and Spirit Bond outclass this lame skill on so many levels. The worst part of it all is the fact that in order to make it viable at any level, you need to put so many attribute points into Communing that you are left with hardly anything for more useful spells in Channeling or Restoration.
Suggestion:

Move to Restoration Magic Shelter 15 Energy3 Activation time30 Recharge time Binding Ritual. Create a level 1...8...10 spirit. Non-spirit allies within range of this spirit cannot lose more than 10% of their health from a single strike. Whenever this spirit prevents damage, this spirit burns for 6...4...3 seconds. This spirit dies after 45 seconds.

You would half to check the math on that in order to give it ample strikes while not making it overpowered due to sheer amount of health by someone simply dumping all of their attribute points into Spawning Power and Restoration Magic. However, I think this way, the spirit will last a decent amount of time, can be set-up before a fight begins (and during one much easier), and overall simply provide the type of hitpoint protection that the Ritualist is often denied.

-- Tounaku

euphoracle's idea

Issue
It effects summons. In pve, you have to choose "take a mm or the rit" and the mm will always get the vote because meat shields are more effective than weak party prot.
Solution
Make it not affect summoned creatures.
-- euphoracle | talk 20:13, 27 August 2009 (UTC)