Feedback:User/Damysticreaper/Ritualist skills

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My ritualist suggestions merged into 1 suggestion.

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.

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 time5 Recharge time Elite Spell. Deals 10...54...65 lightning damage to target foe and foes near target foe. Deals 10...26...30 lightning damage to foes near the foes that 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 Energy2 Activation time30 Recharge time Elite Item spell (5...17...20 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 (2...3...3 seconds).

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.

Wailing Weapon Wailing Weapon 10 Energy¼ Activation time10 Recharge time Weapon spell (10 seconds). Target ally's next 3 spells targeting a foe interrupt an action and inflict bleeding condition (3...13...15 seconds) to each foe they hit.

Weapon of Fury Weapon of Fury 5 Energy¼ Activation time8 Recharge time Elite Weapon spell (20 seconds). Target ally gains 0...2...2 strike[s] of adrenaline for the next 5 attacks.

Communing[edit]

Ghostly Weapon Ghostly Weapon 5 Energy¼ Activation time5 Recharge time Weapon spell (10 seconds). The next attack inflict one of the following conditions at random: bleeding (5...21...25 seconds), cracked armor (1...8...10 second[s]), cripple (1...8...10 second[s]), deep wound (3...13...15 seconds), weakness (3...13...15 seconds).

Guided Weapon Guided Weapon 10 Energy¼ Activation time10 Recharge time Weapon spell (4...9...10 seconds). Removes blind condition from target ally and the next 1...3...3 attack[s] of target ally are unblockable.

Mighty Was Vorizun Mighty Was Vorizun 10 Energy2 Activation time30 Recharge time Item spell (5...25...30 seconds). Your binding rituals have +0...2...2 attribute points. Drop effect: you gain 1...6...7 energy for each binding ritual you have equiped.

Restoration Restoration 10 Energy1 Activation time30 Recharge time Binding ritual (30...78...90 seconds). Creates a level 1...10...12 spirit. Whenever a non-spirit ally within range takes damage that ally is healed for 5...25...30. Effect cost: this spirit loses 5...25...30 health when it heals an ally.

Restoration (PvP) Restoration (PvP) 10 Energy3 Activation time30 Recharge time Binding ritual (30...78...90 seconds). Creates a level 1...7...8 spirit. Whenever a non-spirit ally within range takes damage that ally is healed for 5...25...30 each second. Effect cost: this spirit loses 5...25...30 health when it heals an ally.

Wanderlust Wanderlust 10 Energy1 Activation time30 Recharge time Elite Binding ritual (30...126...150 seconds). Creates a level 1...16...20 spirit that deals 5...17...20 damage and causes a knock down with it's attacks. This spirit hits 2 more foes near it's target with it's attacks. Effect cost: this spirit loses 50...30...25 health.

Wanderlust (PvP) Wanderlust (PvP) 10 Energy3 Activation time45 Recharge time Elite Binding ritual (30...54...60 seconds). Creates a level 1...12...15 spirit that deals 5...17...20 damage and causes a knock down to moving foes with it's attacks. Effect cost: this spirit loses 75...55...50 health.

Weapon of Quickening Weapon of Quickening 5 Energy¼ Activation time8 Recharge time Elite Weapon spell (20 seconds). Target ally's next 1...4...5 spell[s] and binding ritual[s] recharge 33% faster.

Restoration Magic[edit]

Blind Was Mingson Blind Was Mingson 10 Energy1 Activation time30 Recharge time Item spell (4...9...10 seconds). Foes hitting you in melee are blinded for 5 seconds. Drop effect: nearby foes are blinded for 5 seconds.

Defiant Was Xinrae Defiant Was Xinrae 10 Energy1 Activation time15 Recharge time Elite Item spell (5...25...30 seconds). You cannot lose more than 20% maximum health when losing health from a single hit. Drop effect: steal 5...41...50 health from all nearby foes and you are healed for 50...70...75% of your maximum health. Reduces your maximum health by 50%.

Generous Was Tsungrai Generous Was Tsungrai 5 Energy1 Activation time10 Recharge time Item spell (15...51...60 seconds). Increases your maximum health by 50...130...150 health. Drop effect: you are healed for 100...260...300.

Ghostmirror Light Ghostmirror Light 5 Energy1 Activation time5 Recharge time Spell. Heals target ally for 20...96...115. Heals allies adjacent to your target for 15...75...90 if target ally is within earshot of a spirit.

Lively Was Naomei Lively Was Naomei 15 Energy5 Activation time20 Recharge time Item spell (45 seconds). Your spells heal for 5...25...30% more health. Drop effect: Resurrects party members in the area for 15...63...75 of their maximum health and 0 energy.

Mending Grip Mending Grip 5 Energy1 Activation time7 Recharge time Spell. Heals target ally for 15...63...75. Removes a hex and a condition if target ally is under the effect of a weapon spell.

Preservation Preservation 15 Energy1 Activation time30 Recharge time Elite Binding ritual (15...39...45 seconds). Creates a level 1...16...20 spirit. Reduces damage by 15...27...30% for non-spirit allies.

Preservation (PvP) Preservation (PvP) 15 Energy5 Activation time45 Recharge time Elite Binding ritual (10...30...35 seconds). Creates a level 1...12...15 spirit. Reduces damage by 15...27...30% for non-spirit allies within earshot.

Tranquil Was Tanasen Tranquil Was Tanasen 5 Energy1 Activation time10 Recharge time Elite Item spell (5...17...20 seconds). You gain +10...22...25 armor and cannot be interrupted. Drop effect: you are healed for 100...180...200.

Vengeful Was Khanhei Vengeful Was Khanhei 10 Energy1 Activation time20 Recharge time Elite Item spell (5...10...11 seconds). Steal 5...29...35 health from every foe that hits you with an attack. Whenever you take damage from a spell the caster takes 5...29...35 damage. Drop effect: steal 5...29...35 health from all adjacent foes.

Vital Weapon Vital Weapon 5 Energy1 Activation time2 Recharge time Weapon spell (5...25...30 seconds). Target ally has +40...148...175 maximum health.

Weapon of Remedy Weapon of Remedy 5 Energy¼ Activation time3 Recharge time Elite Weapon spell (8 seconds). The next time target ally takes damage or life steal from a foe, this ally steals 20...68...80 health from that foe and loses 2 conditions.

Spawning Power[edit]

Attuned Was Songkai Attuned Was Songkai 10 Energy1 Activation time60 Recharge time Elite Item spell (45 seconds). Your spells and binding rituals cost 5...41...50% less energy to cast. Your binding rituals and weapon spells have +1...2...2 attribute points. Drop effect: all other Ritualist spells and binding rituals are recharged. No effect unless Spawning Power is 4 or more.

Empowerment Empowerment 15 Energy1 Activation time30 Recharge time Binding ritual (5...37...45 seconds). Creates a level 1...12...15 spirit. Allies in range gain +2 attribute points to the secondary attributes of their primary profession.

Empowerment Empowerment (PvP) 15 Energy5 Activation time30 Recharge time Binding ritual (5...37...45 seconds). Creates a level 1...8...10 spirit. Allies in range gain +1 attribute points to the secondary attributes of their primary profession.

Offering of Spirit Offering of Spirit 5 Energy1 Activation time20 Recharge time Elite Enchantment spell (20 seconds). Your next 1...4...5 binding rituals cost 3...7...8 less energy and activate and recharge 33% faster but sacrifice 10% of your maximum health instead.

Reclaim Essence Reclaim Essence 15 Energy1 Activation time20 Recharge time Elite Skill. All your spirits die. Summons one level 1...16...20 spirit of each spirit that has died by the effect of this skill. These spirits last for 30 seconds and use your Spawning Power attribute instead of their normal attribute. You gain 1...4...5 energy (maximum of 20 energy) for each spirit summoned. All your binding rituals and nature rituals are disabled for 30 seconds.

Reclaim Essence Reclaim Essence (PvP) 15 Energy3 Activation time20 Recharge time Elite Skill. All your spirits die. Summons one level 1...16...20 spirit of each spirit that has died by the effect of this skill. These spirits last for 30 seconds and use your Spawning Power attribute instead of their normal attribute. You gain 1...4...5 energy (maximum of 20 energy) for each spirit summoned. All your binding rituals and nature rituals are disabled for 60 seconds.

Signet of Creation Signet of Creation 1 Activation time20 Recharge time Signet. Gain 4 energy (maximum 4...17...20 energy) for each summoned creature you control within earshot.

Signet of Spirits (PvP) Signet of Spirits (PvP) ¾ Activation time20 Recharge time Elite Signet. Your next 1...3...4 binding ritual[s] cast 1...3...4 second[s] faster (minumum of 1) and recharge 5...17...20 seconds faster (minimum of 10).

Weapon of Renewal Weapon of Renewal 5 Energy¼ Activation time10 Recharge time Weapon spell (4...9...10 seconds). Target ally's next spell recharges 33% faster.

Wielder's Zeal Wielder's Zeal 10 Energy1 Activation time10 Recharge time Elite Enchantment spell (10...26...30 seconds). You gain 1...4...5 energy whenever you cast a weapon spell. Your weapon spells recharge 50% faster.

No Attribute[edit]

Draw Spirit Draw Spirit 5 Energy¼ Activation time10 Recharge time Spell. All spirits you control shadow step to your location.

Summary[edit]

Channeling Magic[edit]

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

  • 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.
  • 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.
  • 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.
  • Wailing Weapon no longer is a spell that buffs the martial classes but the caster classes. It now inflicts bleeding for a short duration to foes within earshot whenever the wielder casts a spell. This gives the ability for some pressure to multiple foes.
  • 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 gain i increased that function to make it more effective. The adrenaline also has been changed from a percentage increase to strikes.

Communing[edit]

For Communing i decided to improve some of the weapon spells and binding rituals to make them a bit more playable. Right now Communing is used for 2 purposes; first being the offensive spirits for damage often combined with the elite Signet of Ghostly Might or Ritual Lord, seconds being it's defensive spirits combined with the elite Soul Twisting to give the party superior protection.

  • Ghostly Weapon now inflicts a random condition like Desperation Blow and Drunken Blow instead of being unblockable for a single hit. This let's it work much better with the martial classes since they very often rely on such conditions to take out their foes.
  • Guided Weapon has received a simple change. It's cost has been reduced and the ammount of attacks that are unblockable now scale making it a weapon spell version of Guiding Hands and like Guiding Hands it removes blind as well. Normally i'm not the type to copy skill functions but in this case i see it as a very suitable function for this weapon spell. The duration of blocking skills is often limited amd the ammount of them that are encountered as well. The high energy cost and long casting time against the limited use it has do not make it a viable skill to use.
  • Mighty Was Vorizun has been overhauled in function. Instead of being a self-managment skill it now is a skill that supports binding rituals. While holding the was your spirits are buffed by an incease of their attributes making them stronger and letting them last longer. As drop effect you gain energy for each binding ritual you have, this allows you to recover some of your energy lost by the often high costs of the binding rituals. Altough it seems like a function more suitable for Spawning Power i let it remain in Communing to give secondary Spirit Lords a good spirit managment skill but not being superior or losing out to the skills in Spawning Power.
  • Restoration has been turned into a spirit that heals your allies whenever they take damage giving it decent synergy with Shelter and Union when it comes to damage reduction, or in this case healing damage. As a resurrection skill it is completely unused and simply does not work or can it be balanced properly to work without overpowering it like Eternal Aura and "We Shall Return!".
  • Wanderlust since the buffs to Signet of Spirits, Signet of Ghostly Might, Ritual Lord and Soul Twisting has been unused almost entirely. To make it see use again i gave it the ability to attack 3 foes at once for PvE and made it's knock down unconditional and reduced the health it loses. For PvP the health loss remain the same and only hits one foe instead of 3. I also increased it's level and greatly increased it's duration for PvE. With the level increase it can last longer in battle since it will take less damage and since it's health also increases with the increase of it's level it can also attack more often when it hits, wich is quite important since it hits multiple foes now meaning it will lose health faster. With these buff i aim to make it a strong offensive spirit worth taking and is a proper match in power to the previous mentioned elites.
  • Weapon of Quickening also has received some changes to make it more playable. I decreased it's cost, casting time and it's duration has been set to 20. It no longer affects all spells and binding rituals but has a scaling ammount of the spells and binding rituals affected by it. Right now it's long casting time is holding back the use of this elite while it's actually a very good elite skill, and unique since there are no other targetable skills that reduce the recharge of spells without having a drawback.

Restoration Magic[edit]

Adjustments to some underused and underpowered skills.

  • Blind Was Mingson now is more similar in function to Weapon of Shadow, blinding foes that hit the wielder. Since it now has a passive effect that blinds as well i greatly reduced it's duration to 10 seconds max and increased it's recharge up to 30. The blind durations of both the passive effect and the drop effect have been set to 5 seconds and can keep foes blinded for roughly 50% of the time. I gave it a change to give it better defense against attackers.
  • Defiant Was Xinrae. It's not that bad of a skill but a damage reduction to 20% of you max health does't really work all that great. To make it work better as a damage reduction skill for the user i added an effect that reduces the maximum health of the user by 50%. Since the average health of player lies between 500 and 600 a 20% max health damage reduction would cap the damage between 100 and 150 wich is still a very large ammount. With a maximum health reduction of 50% reducing average maximum health to 250-300 a maximum health damage reduction from 20% would reduce it up to 50-60 making it much more effective as a protective skill. I also reduced it's recharge a bit to make it more playable as an offensive elite as well.
  • Generous Was Tsungrai has only it's recharge reduced to 10 seconds and it's maximum health increase and it's healing increased a bit to make it more effective as a self-heal and worthy of taking again.
  • Ghostmirror Light has it's initial healing increased to match the healing capacity of Mend Body and Soul. It's conditional heal has been changed completely, it now heals adjacent allies giving the ritualist an AoE healing spell. It can now be self-targetted as well.
  • Lively Was Naomei has also received a passive effect. It now let's the user's spells heal for more health making it in function similar to Unyielding Aura. Giving it a small healing buff should let it see play again. As a resurrection skills it loses out to Flesh of My Flesh badly.
  • Mending Grip is a spell that is not very favored due to the requirement of a lasting weapon spell wich in the Restoration Magic are cheap one shot skills lasting very short or costly and lasting for a moderate duration. When it comes to healing and conditional effect Mending Grip is outplayed by Mend Body and Soul. To improve it's use I added a hex removal ability, the ritualist currently lacks a hex removal so it should improve it's play with that added ability.
  • Preservation has been changed into a spirit that offers defense instead of healing. It's new effect reduces damage for allies by a percentage and should prove to be useful in Restoration Magic wich has limited defensive capabilities.
  • Tranquil Was Tanasen isn't a bad skill but misses a drop effect. Since it's effect is designed to function when being targetted by the enemy and will be taking damage i gave it a large self-heal as drop effect. It's recharge has been reduced quite a bit as well.
  • Vengeful Was Khanhei has been given 2 new effects to make it's play less conditional. It now deals damage when you take damage from spells to the caster of that spell and has gained a drop effect stealing life like Defiant Was Xinrae does but at a smaller ammount and smaller range. It's casting time and cost have been increased a bit. Dealing damage to both attackers and casters should make it a bit more varsetile to play.
  • Vital Weapon has been moved to Restoration Magic to let Mending Grip and Wielder's Boon conditional effects be met easier.
  • Weapon of Remedy has been balanced out a bit better in both life steal and and condition removal to Xinrae's Weapon and Life Sheath.

Spawning Power[edit]

An adjustment to some underused/underpowered skills.

  • Attuned Was Songkai: I gave it an aditional effect that buffs binding rituals and weapon spells, it also gained a drop effect. Increasing the power of weapon spells and binding rituals makes it a bit more varsetile and more apealing to make a build with both type of skills in them. As drop effect i gave it a recharge ability, it can now recharge all other skills. It fails to recharge skills unless spawning power is at least at rank 4 to prevent abusal from secondary rits.
  • Empowerment: Watching at the word power i gave it a different effect than it currently has. It now buffs the attributes of the secondary attributes of the main profession lowering break points and allowing players to makes use of multiple attributes much easier. It's effect is similar to the flux Hidden Talent and seeing what it can do i decided to keep the effect limited to only the main profession, the reason i left out the primary attribute is to prevent effects from them getting too strong. It's PvP version only gives + 1 to prevent break points from getting too low. The ability to support your allies by increasing their attributes and increasing their power should give some new play regarding certain builds as it lowers break points and weapon requirements and increases the effectivenes of their skills.
  • Reclaim Essence: This skill has been changed a bit but still does roughly the same job. Still killing all your spirits it now summons new and stronger spirits instead of recharging all your binding rituals. The energy gain has also been changed a bit; instead of giving a large ammount of energy if a spirit has died it now gives a lower ammount of energy per spirit that has died but it capped at the ammount it currently gives. Giving it the ability to renew your spirits at a higher level should make it on par again with the current elite spirit support skills. Since it basicly activates all the skills that summon a spirit at once they are disabled for the duration of their recharge as if they were activated normally. The spirits that are summoned this way however last for a set duration of 30 seconds, wich can be useful for certain nature rituals wich last shorter than their recharge. The use of Spawning Power instead of the normal attribute allows the use of spirits from multiple attributes to be used in one build with little comprimise to their full effect.
  • Signet of Creation: A simple change. It's maximum energy gain has now been increased to 20 matching the energy gain of other energy managment skills that return energy.
  • Signet of Spirits (PvP): I moved it to Spawning Power and gave it the ability to reduce the activation time and cost of the PvP spirits. This function should allows ritualists to summon their spirits more easily in PvP.
  • Weapon of Renewal: Looking at the word renewal it now recharges a spell 33% faster instead of giving back energy when attacking. It can now best be seen as a non-elite Weapon of Quickening. The new recharge ability supporting casters should allow to see play it more play.
  • Wielder's Zeal: I added an additional function to it. It now reduces the recharge of weapon spells allowing them to be used more often. Just an energy gain does just justify it's elite status.

Well that's my merged ritualist suggestion.