ArenaNet:Skill feedback/Ritualist/Signet of Ghostly Might

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Signet of Ghostly Might Signet of Ghostly Might (last update: December 11th, 2008)

Lancy1214 Proposal -- (Thank you Izzy! --Falconeye 10:35, 30 December 2008 (UTC))

Issue
This skill was updated for PvE (11 December 08)
PvP-version -Weak elite, buffing damage only to die in the short run (when really the damage could have been made up by the longer duration)
Suggestion
PvP Version

0 Energy¼ Activation time20 Recharge time - (Communing). "For 5...9...10 seconds, spirits you control within earshot attack 33% faster. Also deals +5...17...20 damage and recharges instantly if you control only 1 spirit. (Maximum 1 spirit within earshot, plus 1 additional spirit for every 3 ranks of Spawning Power you have.)"--Lancy1214 04:11, 13 September 2008 (UTC)

PvE Version

0 Energy1 Activation time15 Recharge time - (Communing). (5...9...10 seconds). Spirits you control within earshot have increased longbow range, attack 33% faster and deal 5...17...20 additional damage.

New buff suggestion

Issue
Same as above
Suggestion
I like the above suggestions but would like to suggest something a bit less aggressive.
Signet of Ghostly Might Signet of Ghostly Might. 1 Activation time 8 Recharge time
Elite Signet. For 10 seconds, all your allied Summoned creatures attack 25% faster and deal +5...13...15 damage, but whenever one of these creatures hits with an attack it loses 20 Health. For each affected creature which is not a passive spirit, you lose 1 Energy and Signet of Ghostly Might takes an additional 2 seconds to recharge.
This would make your spirits a lot more damaging, but would mean they slowly die (of course there would be a good synergy with Bloodsong), a little bit like Order of Undeath. It would also reward synergy with having a high Spawning Power and spirit-healing skills.
The extra recharge and energy loss (the latter probably not being necessary) limit its usefulness with multiple spirits. With just one you will of course be able to keep this up almost constantly, but with for, for example, it will take 16 seconds to recharge and so have a downtime of 70% of the uptime (59% uptime overall). To further prevent it being OP, I also toned the damage down quite a bit, but depending on how this played out it might not need to be set so low (especially since the uptime is limited).
My only worry is that an MM N/Rt could use it with minions (possibly with spirits as well) to get a lot of extra damage from it, while countering the health loss with BotM (and re-raising to replace minions which die) - however, with ten minions you would be looking at a recharge of 28 so I don't think that would be a problem.