Feedback:User/Aquadrizzt/Skill rebalance/Ritualist3

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Goals of this component[edit]

  1. Differentiate the attribute lines more, instead of having every line do everything.
  2. Make primary Ritualists viable in PvE, through changes to Spawning Power and better options for energy management.
  3. Bring them back to balance with other professions, such as Monk, Necromancer and Air Elementalists.
  4. Add an extra level to spirit management, using a new skill effect (releases).

Spawning Power[edit]

  • Spawning Power: changed functionality to "For each rank of Spawning Power you have, creatures you create have 4% more Health and +1 Armor and your Weapon and Item Spells last 4% longer. Whenever you summon a creature or cast a Weapon or Item Spell, you gain 1 Energy per 5 ranks."

One of the primary problems with Ritualists, their Primary Attribute has a very limited scope when compared to the other caster Professions. Mesmers get faster spells across the board, Elementalists enjoy a maximum Energy of 70 or more and Necromancers get up to 15 energy whenever anything dies; Ritualists got only a small bonus to summoned creatures and a small duration bonus to a very specific skill type. This, compounded with the Ritualist's significantly limited Energy management forced players to search for Energy management in their choice of secondary profession (or from their primary profession, in the case of now ubiquitous Necromancer/Ritualists).

The changes to Spawning Power are designed to improve both viability of Ritualist as a primary profession, while also reinforcing the driving mechanics behind the profession. Creatures summoned by Ritualists get not only bonus health, but also bonus armor, making them much hardier than before. The duration boost to weapon spells has also been extended to item spells. The final, and perhaps most important change, is that Ritualists now gain Energy whenever they summon a creature or cast a Weapon or Item Spell. This is designed to be a steady source of Energy for Ritualists that utilize the profession's numerous unique mechanics to the fullest, while also offering some synergy for other summoner builds (such Minion Masters).

Binding Rituals, Spirits and Interaction[edit]

Binding Rituals are a unique and defining part of Ritualist builds. A variation of Minion Masters, Spirit Spammers were able to flood the area with aggressive Spirits that could inflict numerous Conditions, interrupt targets and deal massive amounts of Armor-ignoring damage and defensive Spirits that could mitigate damage, remove Conditions, and even resurrect allies. Thus, any Spirit downtime was discouraged, as when a Spirit was not alive, it was not doing the role it fulfilled. There were also several Ritualist skills that toyed with the idea of destroying friendly Spirits to gain some benefit (such as Healing or bonus damage). Unfortunately, the idea of destroying friendly Spirits was never a favorable one, as the goal of using Binding Rituals was to have your Spirits up as often as possible. These design ideas led to the creation of the Release mechanic.

Release[edit]

  • Release: a skill effect that destroys a friendly Bound Spirit to activate its Release effect.

Skills that Release ("Releases") can be used to trigger a friendly Bound Spirit's Release effect. Most Releases require an eligible Spirit to be cast. Targeting will default to eligible Bound Spirit that is closest to your current target.

  • Reclaim Essence Reclaim Essence 5 Energy 0.5½ Activation time 30 Recharge time Elite Spell. Release all bound spirits you control. Release effect: for every spirit released, you gain 1...4...5 energy and foes near you take 10...50...60 dark damage. (Spawning Power)
  • Signet of Binding Signet of Binding 1 Activation time 30 Recharge time Signet. Assume control of target enemy-controlled bound spirit and release it. Release effect: create a level 1...10...12 aggressive spirit (60 second lifespan). Attack effect: deal 5...17...20 dark damage. Release effect: nearby foes take 10...34...40 dark damage. (Spawning Power)
  • Soul Twisting Soul Twisting 5 Energy 0.5½ Activation time 3 Recharge time Elite Enchantment Spell. Release target bound spirit you control. Release effect: your binding rituals are recharged and your next Binding Ritual casts 0...60...75% faster. (Spawning Power)
  • Offering of Spirit Offering of Spirit 5 Energy 0.25¼ Activation time 30 Recharge time Elite Spell. Release target bound spirit you control. Release effect: you are healed for 10...50...60% of that Spirit's health and gain 5...17...20 energy. (Channeling Magic)
  • Rupture Soul Rupture Soul 15 Energy 1 Activation time 20 Recharge time Spell. Release target bound spirit you control. Release effect: inflicts Blind for 1...4...5 seconds and deals 25...53...60 lightning damage to foes near that spirit's location. (Channeling Magic)
  • Spirit Burn Spirit Burn 5 Energy 1 Activation time 8 Recharge time Spell. Release target bound spirit you control. Release effect: inflicts Burning for 1...3...3 seconds and deals 10...34...40 fire damage to foes near that spirit's location. (Channeling Magic)
  • Spirit Rift Spirit Rift 10 Energy 10.5½ Activation time 20 Recharge time Spell. Release target bound spirit you control. Release effect: after 3 seconds, foes near that spirit's location take 40...88...100 lightning damage. (Channeling Magic)
  • Spirit Siphon Spirit Siphon 5 Energy 0.25¼ Activation time 3 Recharge time Spell. Release target bound spirit you control. Release effect: you gain 10...42...50% of that spirit's Energy. (Channeling Magic)
  • Ghostly Haste Ghostly Haste 5 Energy 1 Activation time 30 Recharge time Enchantment Spell. Release target bound spirit you control. Release effect: for 5...17...20 seconds, your spells recharge 10...26...30% faster. (Communing)
  • Spirit Transfer Spirit Transfer 10 Energy 1 Activation time 15 Recharge time Spell. Release target bound spirit you control. Release effect: your other bound spirits are healed for 30...54...60. (Communing)
  • Spirit Light Spirit Light 10 Energy 2 Activation time 10 Recharge time Enchantment Spell. Release target bound spirit you control. Release effect: your next 1...3...3 spells targeting a non-spirit ally heal for 10...42...50. (Restoration Magic)
  • Spirit to Flesh Spirit to Flesh 10 Energy 2 Activation time 10 Recharge time Spell. Release target bound spirit you control. Release effect: non-spirit allies near that spirit's location are healed for 20...56...65. (Restoration Magic)

Release effects are inherently powerful, but they also have the high cost of destroying a bound Spirit and the requirement of having to have a spirit available to release to trigger their effects.

Binding Rituals[edit]

The incorporation of a release effect affects all binding rituals. While some have also been changed in effect or cost, all Binding Rituals have been changed to include a release effect.

  • Release effect: a skill effect of a Bound Spirit that only triggers when the spirit is targeted by a Release spell. This effect does not trigger should the spirit be killed through damage or if it reaches its lifespan.

In addition, some Binding Rituals have been swapped around Attributes to encourage synergy within Attribute lines (for example, moving Anguish to the hex-heavy Channeling Magic line).

Attacking Spirits[edit]

  • Agony Agony 10 Energy 1 Activation time 30 Recharge time Binding Ritual. Creates a level 1...10...12 attacking spirit (60 second lifespan). Attack effect: deals 5...13...15 dark damage; damage is doubled against foes with Deep Wound. Release effect: inflicts Deep Wound for 1...3...3 seconds and deals 10...26...30 dark damage to nearby foes and on nearby foes. (Channeling Magic)
  • Anguish Anguish 15 Energy 1 Activation time 30 Recharge time Binding Ritual. Creates a level 1...10...12 attacking spirit (60 second lifespan). Attack effect: deals 5...13...15 dark damage; damage is doubled against hexed foes. Release effect: deals 10...26...30 dark damage to nearby foes; damage is doubled against hexed foes. (Channeling Magic)
  • Destruction Destruction 15 Energy 1 Activation time 30 Recharge time Binding Ritual. Creates a level 1...10...12 attacking spirit (60 second lifespan). Attack effect: deals 5...13...15 dark damage and inflicts Cracked Armor for 3...9...10 seconds on hexed foes. Release effect: foes in range take 3...9...10 lightning damage for every second this spirit was alive (maximum 50...170...200). (Channeling Magic)
  • Shadowsong Shadowsong 15 Energy 1 Activation time 30 Recharge time Binding Ritual. Creates a level 1...10...12 attacking spirit (60 second lifespan). Attack effect: deals 5...13...15 dark damage and inflicts Blind for 1...4...5 seconds. Release effect: inflicts Blind for 1...4...5 seconds and deals 10...26...30 dark damage to nearby foes. (Channeling Magic)
  • Bloodsong Bloodsong 10 Energy 1 Activation time 30 Recharge time Binding Ritual. Creates a level 1...10...12 attacking spirit (60 second lifespan). Attack effect: steals 5...17...20 health. Release effect: you steal 5...17...20 health from foes near this spirit. (Communing)
  • Disenchantment Disenchantment 15 Energy 1 Activation time 30 Recharge time Binding Ritual. Creates a level 1...10...12 attacking spirit (60 second lifespan). Attack effect: deals 5...13...15 dark damage and removes an enchantment. Release effect: removes an enchantment from and deals 10...26...30 dark damage to nearby foes. (Communing)
  • Dissonance Dissonance 15 Energy 1 Activation time 30 Recharge time Binding Ritual. Creates a level 1...10...12 attacking spirit (60 second lifespan). Attack effect: deals 3...9...10 dark damage and interrupts actions. Release effect: interrupts and deals 10...26...30 dark damage to nearby foes. (Communing)
  • Earthbind Earthbind 15 Energy 1 Activation time 30 Recharge time Binding Ritual. Creates a level 1...10...12 attacking spirit (60 second lifespan). Attack effect: deals 5...13...15 dark damage and inflicts Crippled for 1...4...5 seconds. Release effect: inflicts Cripple for 2...8...10 seconds and deals 10...26...30 dark damage to nearby foes. (Communing)
  • Pain Pain 10 Energy 1 Activation time 30 Recharge time Binding Ritual. Creates a level 1...10...12 attacking spirit (60 second lifespan). Attack effect: deals 5...13...15 dark damage; damage is doubled against foes with less than 50% health. Release effect: deals 10...26...30 dark damage to nearby foes; damage is doubled against foes with less than 50% health. (Communing)
  • Signet of Spirits Signet of Spirits 1 Activation time 15 Recharge time Elite Signet. Creates 3 level 1...10...12 attacking spirit (60 second lifespan). Attack effect: deals 10...22...25 dark damage. Release effect: deals 20...44...50 dark damage to nearby foes. (Communing)
  • Soothing Soothing 15 Energy 1 Activation time 30 Recharge time Binding Ritual. Creates a level 1...10...12 attacking spirit (60 second lifespan). Attack effect: deals 5...13...15 dark damage and drains 1 adrenaline. Release effect: deals 10...26...30 dark damage and drains all adrenaline from nearby foes. (Communing)
  • Wanderlust Wanderlust 15 Energy 1 Activation time 30 Recharge time Elite Binding Ritual. Creates a level 3...13...15 attacking spirit (60 second lifespan). Attack effect: knocks down. Release effect: knocks down nearby foes. Knock-down cost: this spirit loses 70...38...30 health.(Communing)

Passive Spirits[edit]

  • Displacement Displacement 15 Energy 1 Activation time 30 Recharge time Binding Ritual. Creates a level 1...10...12 passive spirit (60 second lifespan). Passive effect: allies in range have a 25...65...75% chance to block attacks. Release effect: the next attack against allies in range is blocked. Block cost: this spirit loses 40...20...15 health. (Communing)
  • Empowerment Empowerment 10 Energy 1 Activation time 30 Recharge time Binding Ritual. Creates a level 1...10...12 passive spirit (60 second lifespan). Passive effect: non-summoned allies in range gain 1 energy every 8...4...3 seconds. Release effect: nearby allies gain 2...4...5 energy. Energy gain cost: this spirit loses 40...20...15 health. (Communing)
  • Shelter Shelter 15 Energy 1 Activation time 30 Recharge time Binding Ritual. Creates a level 1...10...12 passive spirit (60 second lifespan). Passive effect: incoming damage cannot exceed 25...13...10% of maximum health for non-summoned allies in range. Release effect: the next time nearby allies take damage, that damage is negated. Damage reduction cost: this spirit loses 50...26...20 health. (Communing)
  • Union Union 15 Energy 1 Activation time 30 Recharge time Binding Ritual. Creates a level 1...10...12 passive spirit (60 second lifespan). Passive effect: allies in range take 5...13...15 less damage from attacks and skills. Release effect: nearby allies gain 5...13...15 damage reduction for 3 seconds. Damage reduction cost: this spirit loses 40...20...15 health. (Communing)
  • Life Life 10 Energy 1 Activation time 30 Recharge time Binding Ritual. Creates a level 1...10...12 passive spirit (60 second lifespan). Passive effect: allies in range gain 10...26...30% more health when healed. Release effect: non-spirit allies in range gain 1...6...7 health for every second this spirit was alive (maximum 50...170...200). Heal bonus cost: this spirit loses 40...20...15 health. (Restoration Magic)
  • Preservation Preservation 15 Energy 1 Activation time 30 Recharge time Elite Binding Ritual. Creates a level 3...13...15 passive spirit (60 second lifespan). Passive effect: once every 8...4...3 seconds, allies adjacent to the non-spirit ally in range with the lowest health are healed for 10...34...40. Release effect: allies in range are healed for 50...90...100. Heal bonus cost: this spirit loses 40...20...15 health. (Restoration Magic)
  • Recovery Recovery 10 Energy 1 Activation time 30 Recharge time Binding Ritual. Creates a level 1...10...12 passive spirit (60 second lifespan). Passive effect: conditions applied to non-spirit allies in range expire 10...34...40% faster. Release effect: non-spirit allies in range lose 0...2...2 conditions. Condition duration cost: this spirit loses 40...20...15 health. (Restoration Magic)
  • Recuperation Recuperation 15 Energy 1 Activation time 30 Recharge time Binding Ritual. Creates a level 1...10...12 passive spirit (60 second lifespan). Passive effect: non-spirit allies in range have +1...3...3 health regeneration. Release effect: non-spirit allies in range gain +3...6...7 health regeneration for 10 seconds. This spirit takes 5...3...3 damage per ally affected every second.(Restoration Magic)
  • Rejuvenation Rejuvenation 10 Energy 1 Activation time 30 Recharge time Binding Ritual. Creates a level 1...10...12 passive spirit (60 second lifespan). Passive effect: non-spirit allies in range have are healed for 3...7...8 every second. Release effect: non-spirit allies in range are healed for 20...44...50. Heal cost: this spirit loses 10...6...5 health. (Restoration Magic)
  • Restoration Restoration 15 Energy 1 Activation time 30 Recharge time Binding Ritual. Creates a level 1...10...12 passive spirit (60 second lifespan). Passive effect: once every 10...6...5 seconds, one non-spirit ally in range is healed for 20...44...50. Release effect: dead party members in the area are resurrected (20...60...70% health and 10...42...50% energy). Heal bonus cost: this spirit loses 40...20...15 health. (Restoration Magic)

Improving Spirits[edit]

Ritualists possess 3 skills that affect the spirits they control. These skills were all originally placed in Communing or Restoration Magic. To give Ritualists an edge in controlling spirits, these skills have all been moved to Spawning Power and are now heavily impacted by rank in Spawning Power.

  • Armor of Unfeeling Armor of Unfeeling 5 Energy 1 Activation time 20 Recharge time Skill. For 3...13...15 seconds, spirits you control within earshot take 10...50...60% less damage and cannot be critically hit. (Spawning Power)
  • Signet of Ghostly Might Signet of Ghostly Might 1 Activation time 20 Recharge time Elite Signet. For 3...13...15 seconds, spirits you control within earshot attack 33% faster and deal +3...9...10 damage with attacks. (Spawning Power)
  • Spiritleech Aura Spiritleech Aura 5 Energy 1 Activation time 20 Recharge time Skill. For 3...13...15 seconds, spirits you control within earshot deal 5...17...20 less damage with attacks, but steal 5...17...20 life with attacks. (Spawning Power)

Item Spells[edit]

Another spell type mostly reserved for Ritualists, Item spells are typically not powerful enough to warrant losing auto-attack and all weapon bonuses. All Item spells have both a hold effect and a drop effect. The hold effect is passive (increasing damage, granting armor, etc.) while the drop effect is typically an area effect that aids nearby allies or hinders nearby foes. Furthermore, the limit on duration of holding has been removed to allow drop vs hold effects to be used strategically.

Item spell updates[edit]

  • Attuned Was Songkai Attuned Was Songkai 10 Energy 2 Activation time 30 Recharge time Elite Item Spell. Hold effect: Your Ritualist attributes are increased by +1...3...3 and your Spells and Binding Rituals cost 5...41...50% less Energy. Drop effect: nearby allies gain 0...4...5 Energy. (Spawning Power)
  • Energetic Was Lee Sa Energetic Was Lee Sa 10 Energy 2 Activation time 30 Recharge time Item Spell. Hold effect: you have +2...4...4 Energy regeneration. Drop effect: you gain 3...7...8 Energy. (Spawning Power)
  • Mighty Was Vorizun Mighty Was Vorizun 10 Energy 2 Activation time 30 Recharge time Item Spell. Hold effect: your spells deal +5...21...25% damage. Drop effect: [UNKNOWN]. (Spawning Power)
  • Tranquil Was Tanasen Tranquil Was Tanasen 10 Energy 2 Activation time 30 Recharge time Item Spell. Hold effect: enemy spells targeting you take 20...64...75% longer to cast. Drop effect: nearby foes lose 1...3...3 enchantments. You cannot cast spells or have enchantments cast on you while holding Tanasen's ashes. (Spawning Power)
  • Anguished Was Lingwah Anguished Was Lingwah 10 Energy 2 Activation time 30 Recharge time Item Spell. Hold effect: your hexes cost 1...4...5 less Energy and last 10...42...50% longer. Drop effect: hexed foes in the are take 10...34...40 dark damage. (Channeling Magic)
  • Blind Was Mingson Blind Was Mingson 10 Energy 2 Activation time 30 Recharge time Item Spell. Hold effect: whenever you cast a spell on a hexed foe, you inflict Blind for 1...4...5 seconds. Drop effect: nearby foes are Blinded for 1...4...5 seconds. (Channeling Magic)
  • Cruel Was Daoshen Cruel Was Daoshen 10 Energy 2 Activation time 30 Recharge time Item Spell. Hold effect: whenever you deal lightning damage t oa foe with Cracked Armor, you deal +3...9...10 lightning damage and inflict Deep Wound for 2...4...5 seconds. Drop effect: nearby foes take 20...52...60 lightning damage. (Channeling Magic)
  • Destructive Was Glaive Destructive Was Glaive 10 Energy 2 Activation time 30 Recharge time Item Spell. Hold effect: your spells have 5...25...30% armor penetration and spells you cast against foes with Cracked Armor ignore armor. Drop effect: deal 20...52...60 lightning damage to all foes in the area and inflict Cracked Armor for 3...9...10 seconds. (Channeling Magic)
  • Grasping Was Kuurong Grasping Was Kuurong 10 Energy 2 Activation time 30 Recharge time Item Spell. Hold effect: your spells knock down moving foes and inflict Cripple for 3...9...10 seconds on stationary foes. Drop effect: deal 10...66...80 earth damage and knock down nearby foes. (Channeling Magic)
  • Defiant Was Xinrae Defiant Was Xinrae 10 Energy 2 Activation time 30 Recharge time Item Spell. Hold effect: your skills cannot be disabled or interrupted and you cannot be knocked down or lose more than 30...18...15% of your max Health from a single hit. Drop effect: adjacent foes are Dazed for 3...7...8 seconds. (Restoration Magic)
  • Generous Was Tsungrai Generous Was Tsungrai 10 Energy 2 Activation time 30 Recharge time Item Spell. Hold effect: Hold effect: whenever you heal other allies, you heal for +5...21...25% more. Drop effect: nearby non-summoned allies are healed 20...52...60. While held, you sacrifice 2% maximum health every time you cast a spell. (Restoration Magic)
  • Lively Was Naomei Lively Was Naomei 10 Energy 5 Activation time 30 Recharge time Item Spell. Hold effect: your spells targeting allies below 25...45...50% max Health heal for 10...26...30. Drop effect: nearby dead party members are resurrected (20...60...70% health and 10...42...50% energy). (Restoration Magic)
  • Protective Was Kaolai Protective Was Kaolai 10 Energy 2 Activation time 30 Recharge time Item Spell. Hold effect: you gain +10...22...25 armor. Drop effect: nearby allies lose Cracked Armor and gain +5...17...20 armor for 3 seconds. (Restoration Magic)
  • Pure Was Li Ming Pure Was Li Ming 10 Energy 2 Activation time 30 Recharge time Item Spell. Hold effect: your spells targeting allies with at least 4...2...1 conditions remove 1...3...3 conditions. Drop effect: nearby allies lose 1...3...3 conditions. (Restoration Magic)
  • Resilient Was Xiko Resilient Was Xiko 10 Energy 2 Activation time 30 Recharge time Item Spell. Hold effect: you have +1...3...3 Health regeneration plus +1...3...3 Health regeneration for every condition or hex on you. Drop effect: nearby allies are healed for 3...13...15 for every hex or condition on them. (Restoration Magic)
  • Vengeful Was Khanhei Vengeful Was Khanhei 10 Energy 2 Activation time 30 Recharge time Item Spell. Hold effect: whenever a foe deals damage to you, you steal 5...25...30 Health. Drop effect: steal 10...42...50 health from nearby foes. (Restoration Magic)
  • Vocal Was Sogolon Vocal Was Sogolon 10 Energy 2 Activation time 30 Recharge time Item Spell. Hold effect: your shouts and chants last 20...44...50% longer and return 1...3...3 energy. Drop effect: nearby allies under the effects of a chant or shout are healed for 15...51...60. (Restoration Magic)

Weapon Spells[edit]

This section is incomplete.