ArenaNet:Skill feedback/Ritualist/Spirit Channeling

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Spirit Channeling Spirit Channeling

Anon's issue 90.58.223.59 08:25, 16 June 2008 (UTC)

Discussion

Issue
While it is a pretty bad skill, the main point I want to make here is a suggestion to improve mobility at the cost of your elite. Any skill could do (preferably in Spawning Power), this one is just the one I see as the more replaceable with this suggestion.
Suggestion
Enchantement. For X seconds, you are within earshot of one additional spirit.
Idea
You give up your elite to be able to trigger spirit-related effects at will (as long as you are able to keep your enchantment up). I let more competent people decide the numbers and how it would handle skills that damage or heal spirits.


Lancy's and Gordon Eckers Proposal

Discussion

Issue
-Its suicidal in PvP to self-inflict degeneration. An elite should not be risky in causing degen -and- having an unsure conditional heal.
-Any reasonable spiking-build can kill quickly, and that degen could mean living or dying even with a monk.
-Could make it trigger only if a spirit is shadowstepped. It will still have a conditional "Catch" (as is common among rit skills), but the benefits outway the risk of the spirit being killed before its use.
Suggestion

5 Energy¼ Activation time20 Recharge time - (Spawning Power) - Elite Enchantment Spell. "All spirits you control shadowstep to your current location. Both you and your teleported spirits gain 60...108...120 Health. For each spirit teleported, gain + 0...2...3 energy regeneration for 10 seconds. -=OR=-

5 Energy¼ Activation time15 Recharge time - (Spawning Power) - Elite Enchantment Spell. Initial effect: spirits you control shadowstep to your current location. (10 seconds.) You gain + 1...5...6 Energy regeneration. End effect: you are healed for 100 Health if you are within earshot of a spirit.

See
--Falconeye 20:55, 21 April 2009 (UTC)

User Yullive Consume Soul.png Yullive's issue __ 20:54, 9 December 2008 (UTC)

Discussion

Issue
The spell does give a hp-degeneration and only gives 11Energy every 30 seconds. To less Energy, even Signet of Spirits gives more Energy and is no spell (can't become interupted that easy). Spirit Channeling is an enchantment and foes can deprive it.
After the change (cant heal you anymore) it is even worse than before.
Suggestion
The name gives me a hint how the spell could work.

5 Energy¼ Activation time15 Recharge time - (Spawning Power) - Elite Enchantment Spell. For 1...15...19 seconds, if you use a skill on an ally, he gains 20 health for every spirit within earshot to you (maximum 75). Spells you cast on a foe have 30% armor penetration, if you are within earshot of a spirit. If you are not within earshot of a spirit you sacrifice 7% of your maximum health whenever you use a skill.

Kigamo's Issue

Discussion

Issue

Bad e-management. OoS>This.

Suggestion

10 Energy¼ Activation time20 Recharge time - (Spawning Power) Elite Enchantment Spell. For 9...19...21 seconds, you gain 0...2...3 energy whenever you use a spell within the earshot of a spirit.

Gutti's Suggestion

  • Issue:
Really weak energy management
  • Suggestion

5 Energy¼ Activation time20 Recharge time - (Spawning Power) Elite Enchantment Spell. (2...6...7 seconds.) You gain 1 energy per second for every spirit you control within earshot.

OR

5 Energy1 Activation time25 Recharge time - (Spawning Power) Elite Skill. (1...20...25 seconds.) You gain 1 energy per second if you are within earshot of your spirit. All spirit you controls lose 1 energy per second. -Gutti Loh 06:38, 5 July 2009 (UTC)