ArenaNet:Skill feedback/Ritualist/Signet of Spirits

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Signet of Spirits Signet of Spirits (previous update: December 11th, 2008)
Signet of Spirits Signet of Spirits (latest update: June 18th, 2008)
Signet of Spirits (PvP) Signet of Spirits (PvP)

Krothal Issue -- 16:05, 3 March 2008 (UTC)

Discussion

Issue
Improve Signet of Spirits to make it a viable alternative to Offering of Spirit
Suggestion
Elite Signet (15 seconds recharge time). Sacrifice 15% Health. You gain 3...10...12 Energy. If you are within earshot of a Spirit you do not sacrifice Health.

Wisteria's Issue -- Wisteria 04:44, 2 April 2008 (UTC)

Discussion

Issue
Inferior to Oos.
Suggestion
Elite Signet. 1c/20r. You gain 3...10...12 Energy. You gain 2 more energy for every spirit within earshot (max 3..10..12).


Suggestion for Improvement

Issue
This skill is not only not very powerful, it's also pretty boring.
Suggestion 1
Simply tweak the skill a bit, and give it a slight buff, like:
Signet of Spirits Signet of Spirits. 1 Activation time 15 Recharge time.
Elite Signet. All Spirits within earshot lose 5...13...15 Energy and 50 Health. You gain 25% of the total Health and Energy lost (max. 20...68...80 Health and 5...17...20 Energy).
I'm not sure quite how this would work, though, since with only a single spirit it would be pretty weak, but with lots it could be very powerful (hence the limits). A flat energy gain if within earshot of at least one spirit (more like Wisteria's suggestion above) could help address this, but I didn't want to make it too complicated.
Suggestion 2
Give it a new use, like FalconEye's proposal above. I would suggest:
Signet of Spirits Signet of Spirits. 1 Activation time 20 Recharge time.
Elite Signet. For 20 seconds, the next 1...3...4 Binding Rituals you use activate 10...22...25% faster and cost 25% less while within earshot of a Spirit. Whenever you successfully create a new Spirit, you gain 1 Energy and 5...17...20 Health for each other Spirit within earshot.
Suggestion 3
The PvE version of this skill currently heals spirits. I'm taking this idea further by making a signet which could be used to ensure an important spirit stays up. This could be used with a powerful one like Recuperation which would normally be taken down, or a particular nature ritual which you want to stay up (like if you build your team around it, the last thing you want is for someone to go kill it).
Signet of Spirits Signet of Spirits. 1 Activation time 10 Recharge time.
Elite Signet. For 10 seconds, the next Ritual you use cannot be interrupted and recharges 25% faster. Any spirit(s) created by this ritual have 2...8...10 more armour and 30...78...90 more health than normal, and +3 health regeneration.
Alternately, you could make it so that the next ritual you use casts as though you had +1...3...4 in the relevant attribute, or jsut make the spirit come in at a higher level.
This would allow you to make a single, powerful spirit which is a lot easier to keep alive, and if your foes do take it down, they at least have to waste more time and effort doing so. As this only affects one spirit, it's still not really that powerful (might need to make it affect more), and can't lead to OP spirit-spamming, but it could be used in a build where one particular spirit is important.

User Yullive Consume Soul.png Yullive's Issue -- 23:09, 14 December 2008 (UTC)

Discussion

Issue
After the patch (11.December 2008) the Skill is a good solution for the prot spirits. But if you want to prot with spirits you can' take points for Channeling Magic. Even in PvP the spirits do need a buff too.
Suggestion
Move the Signet to Communing.
Remove the split (PvE/PvP).
reduce heal --> condition remove
Proposal

Signet of Spirits Signet of Spirits - 0 Energy1 Activation time10 Recharge time - (Communing) - Elite Signet. Spirits within earshot gain 20...84...100 Health and get relieved of Burning.

Falconeye's (REVISED) Proposal -- Thank you Izzy! ^_^

Issue
-As of June 2009.
Suggestion
-Move to Communing

0 Energy3 Activation time30 Recharge time - (Communing) - Elite Signet. Creates three level 1...10...12 Spirits (60 seconds lifespan). These Spirits deal 5...27...32 with attacks.

--Falconeye 10:12, 28 June 2009 (UTC)

Bathory's Issue 13:33, 18 January 2009 (UTC)

Issue (PvE)
The new effect no longer fits in to the Channeling niche, and only has in-attribute synergy with Agony, as splitting between Communing or Restoration and Channeling as well as Spawning for the extra health is often too much strain on attribute points.
Suggestion (PvE)
This is most similar to Spirit Boon Strike, but that has damage which justifies it's placement in Channeling. This also resembles the Spawning Power skills Signet of Creation which heals summoned creatures with health regeneration. A move to Spawning Power would keep the synergy with Agony, as well as opening this up to skills such as Rejuvenation, Shelter, Union and Displacement while still forcing the Ritualist to split between two of it's attributes.

Azazel's Issue 11:05, 19 June 2009 (UTC)

Issue (PvE)
The new function is nice, however it is very overpowered. Especially compared to its twin skills. 0 energy, 1 second casting time, and 10 second recharge time (this may be a bug, as the update notes say 20 second recharge) for three spirits of equal power to Pain seems a bit much, even for an elite.
Suggestion (PvE)
Simply increase the recharge and/or casting time of the skill. Two second casting time (or three - three spirits, thrice the casting time) and a 30 second recharge (normal spirit recharge length) should keep the skill from being overpowered. Especially since energy cannot be changed.

84.30.68.180's Issue -- 17:44, 20 June 2009 (UTC)

Issue (PvE)
The new skill function is fantastic. The only problem it has, is the same problem 'Call to the Spirit Realm' had. Only one, or max. 2 spirits attack at a time.
Suggestion (PvE)
Well... I don't really know if you can change anything about this, but make all three spirits attack with their natural 'attack speed'.