Feedback:User/Damysticreaper/Channeling Magic

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Channeling Magic[edit]

Caretaker's Charge Caretaker's Charge 5 Energy1 Activation time4 Recharge time Elite Spell. Deals 20...64...75 lightning damage to target foe. Gain 1...7...8 energy if you are holding an item or are within earshot of a spirit. Your spirits are healed for 5...41...50.

Caretaker's Charge Caretaker's Charge (PvP) 5 Energy1 Activation time4 Recharge time Elite Spell. Deals 20...64...75 lightning damage to target foe. Gain 5 energy and 5...41...50 health if you are holding an item or are within earshot of a spirit.

Channeled Strike Channeled Strike 10 EnergyActivation time6 Recharge timeSpell. Deals 20...64...75 lightning damage to target foe. Deals 5...41...50 more lightning damage to target foe and foes adjacent to target foe if you are holding an item or are within earshot of a spirit.

Clamor of Souls Clamor of Souls 10 Energy1 Activation time8 Recharge time Elite Spell. Deals 10...82...100 lightning damage to target foe and foes nearby target foe. 20% armor penetration and inflicts cracked armor condition (1...16...20 second[s]) if you are holding an item or are within earshot of a spirit.

Cruel Was Daoshen Cruel Was Daoshen (PvE-only) 15 Energy2 Activation time30 Recharge time Item spell (15...51...60 seconds). Your ritualist skills have 10% armor penetration. Drop effect: inflicts deep wound condition (1...16...20 seconds) to nearby foes.

Grasping Was Kuurong Grasping Was Kuurong 15 Energy1 Activation time20 Recharge time Elite Item spell (15...51...60 seconds). Whenever you target a foe with a spell that foe is hexed with Grasping Chains for 3 seconds that reduce movement speed by 50% and deals 1...8...10 damage each second to moving foes. Drop effect: deals 15...63...75 damage and knocks down all nearby foes.

Lamentation Lamentation 10 Energy1 Activation time15 Recharge time Hex spell (15 seconds). Also hexes foes nearby target foe. Causes -1...3...4 health degeneration. Initial effect: deals 10...42...50 damage if you are holding an item or are within earshot of a spirit.

Nightmare Weapon Nightmare Weapon 5 Energy1 Activation time10 Recharge time Weapon spell (8 seconds). Target ally's next 3 attacks steal 10...42...50 health but do 10...42...50 less damage or target foe's next attack deals 10...42...50 less damage and causes target foe to lose 10...42...50 health.

Spirit Rift Spirit Rift 10 Energy2 Activation time8 Recharge time Spell. After 3 seconds, deals 25...85...100 lightning damage at the initial location of target foe and foes adjacent to target foe. 20% armor penetration and inflicts cracked armor condition (1...16...20 second[s]) if you are within earshot of a spirit.

Splinter Weapon Splinter Weapon 5 Energy1 Activation time5 Recharge time Weapon spell (20 seconds). Target ally's next 1...4...5 attack[s] deal 5...41...50 damage to 3 foes adjacent to target foe or target foe's next attack deals 5...41...50 damage to target foe and foes nearby target foe.

Splinter Weapon (PvP) Splinter Weapon (PvP) 5 Energy1 Activation time8 Recharge time Weapon spell (20 seconds).Target ally's next 1...4...5 attack[s] deal 5...25...30 damage to 3 foes adjacent to target foe or target foe's next attack deals 5...25...30 damage to target foe and foes nearby target foe.

Wailing Weapon Wailing Weapon 10 Energy1 Activation time10 Recharge time Weapon spell (5...17...20 seconds). Target ally inflicts bleeding condition (1...12...15 second[s]) to foes targetted by spells or target foe's next spell interrupts foes adjacent to target foe and inflicts bleeding condition (5...21...25 seconds) to target foe and foes adjacent to target foe.

Wailing Weapon Wailing Weapon (PvP) 10 Energy1 Activation time10 Recharge time Weapon spell (5...17...20 seconds). Target ally inflicts bleeding condition (1...12...15 second[s]) to foes targetted by spells or target foe's next spell interrupts foes adjacent to target foe and inflicts bleeding condition (5...21...25 seconds) to target foe and foes adjacent to target foe.

Warmonger's Weapon Warmonger's Weapon 10 Energy1 Activation time30 Recharge time Weapon spell (3...11...13 seconds). Target ally's attacks interrupt skills or target foe's skills interrupt 1...4...5 adjacent foes.

Weapon of Fury Weapon of Fury 5 Energy1 Activation time8 Recharge time Elite Weapon spell (5...17...20 seconds). Target ally gains 0...120...150% more adrenaline with non-skill attacks or allies hitting target foe with an attack gain 1 strike of adrenaline.

Summary[edit]

An adjustment to make these skills a bit more playable and to give the ritualist some good AoE damage. And a large adjustment to the weapon spells

  • For Caretaker's Charge i increased the energy gain and it now heals spirits instead of the user. It's energy gain now also triggers if there is a spirit in earshot. Being a combination of Essence Strike and Spirit Boon Strike it offers some bar compression making it more flexible to use. For PvP it's effect remains unchanged with the exception that it also triggers when there is a spirit in range.
  • Channeled Strike now deals AoE damage when it's condition is met instead of dealing aditional damage to the target. It's conditional damage now also triggers if there is a spirit within earshot like Caretaker's Charge to make it a bit more flexible.
  • Clamor of Souls no longer has it's damage greatly increased and no longer returns energy, it now has 20|% armor penetration and inflicts cracked armor instead. By increasing the damage this skill can deal instead of letting it return energy it should make it an elite worth taking again, and one that does not lose out to other popular and more used elites.
  • Cruel Was Daoshen has it's drop effect changed. Instead of dealing lightning damage to nearby foes it now inflicts deep wound to nearby foes. This gives the ritualist a unique way of inflicting deep wound altough at a high cost and recharge and only for PvE since PvP monks would complain about not being able to deal with the mere presence of an AoE deep wound skill.
  • Grasping Was Kuurong now has the ability to snare foes with a hex for a short duration wich also deals a modest ammount of damage. This new function gives it better snaring abilities matching the word Grasping and let it have some offensive abilities as well. It's drop effect remains the same.
  • Lamentation now has it's hex duration set to 15 seconds and it's degeneration has been increased, it's initial and total damage and range still remain the same. Increasing the degeneration over a shorter perdiod of time should make is a better skill for dealing AoE damage and give Anguished Was Lingwah more potential when combined with this skill.
  • Spirit Rift It's initial damage has been reduced matching Clamor of Souls but like Clamor of Souls it now has 20% armor penetration as well, however it only takes effect if the caster is within earshot of a spirit matching the spirit theme.

Weapon Spells

I gave the weapon spells the ability to be cast on both friend and foe giving either a positive to the allies or a negative effect to the foes. It also opens up the ability to counter weapon spells on foes by replacing them with your weapon spells.

  • Nightmare Weapon can now negate the damage of an attack from a foe and cause that foe to lose health instead of the damage it would deal. No changes to it's original function.
  • Splinter Weapon now has the ability to deal damage to nearby foes without a cap to the ammount of foes when it is cast on a foe. The effect however only triggers on one attack and does not scale. No changes to it's original function.
  • Wailing Weapon no longer is a spell that buffs the martial classes but the caster classes. It now inflicts bleeding to foes targetted by spells instead of interrupting attacking foes. It also gives a weapon spell that can easily meet the requirment of Wielder's Strike, something that is currently missing. It's effect to inflict bleeding may be weak but it's long duration gives it good synergy with skills that require a weapon spell for their effects to trigger. For the reason of the PvP version see the talk page.
  • Warmonger's Weapon has gained a Panic like effect. It interrupts foes adjacent to the target foe but the ammount of foes that it can interrupt is limited by a scaling cap. No changes to it's original funcion.
  • Weapon of Fury has it's adrenaline gain on it's attacks increased but no longer offers energy gain. Since it would be used for adrenaline i gain i increased that function to make it better. The effect it has on foes also benefits allies instead of having a negative on the targetted foe. Allies hitting a foe under the effect of Weapon of Fury gain 1 strike of adrenaline further improving their adrenaline gain on attacks.

Well thats Channeling Magic for now.