Feedback:User/Falconeye/Ritualist Spells and Other Skills
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Ritualist Spells and Other Skills | |
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User | Falconeye |
Categories | Skill feedback → Ritualist → Spawning Power Player vs. Player → Codex |
A[edit]
- Spirit to Flesh (-PvP-)
- Spawning Power
- Spirit to Flesh (-PvE-)
- Spawning Power
- Resurrect Touch Spell. Destroy target touched allied Spirit. Resurrect one random earshot party member with Health and Energy amount equal to destroyed spirit. Party members resurrected in this manner are restored to life at the location of destroyed spirit. Heals allies within earshot for 55...115...130.
- Theres few incentives in giving up spirit(s) for any benefit; its generally counter-productive for the destroy-target-allied-spirit effect on Ritualists.
- Ritualist healing and resurrection skills are generally cheaper/faster/stonger then comparative skills; often with cost to the ritualist.
- This skill's relatively low cost and recharge compared to the effect implies that the spirit is part of the cost.
- Feast of Souls is a better option, especially with Ritual Lord, Signet of Spirits and Soul Twisting.
- Heals earshot allies regardless of absent or existing dead party members.
- Healing takes place before resurrection or any effects gained by destroying a spirit. (e.g. used on a Restoration spirit, living allies are healed, then dead party members are resurrected.)
- -See Eternal Aura-.
- -See Heaven's Delight-.
- -See Renew Life-.
- -See "We Shall Return!"-.
- -See "By Ural's Hammer!"-.
- -See Unyielding Aura-.
- -A- Draw Spirit (-PvP-)
- Spawning Power
- Spell. Destroy target spirit you control. (5...29...35 seconds.) Your next 1...3...3 Binding Rituals casts instantly.
- -=OR=-
- -B- Draw Spirit (-PvP-)
- Spawning Power
- Shadowstep Spell. Shadowstep target allied spirit to your location. Shadowstep effect: Heals you and target spirit for 15...83...100.
- Ritualists will always have one randomly selected, non-elite binding ritual.
- Draw Spirit is always available in order to facilitate self-healing.
- Monks have skill diversity span 3 attributes for garrantee self-heals even when randomnly generated;
- Ritualists not so much diversity, with lesser reliable self-heal when randomnly generated.
- If not this, then Generous Was Tsungrai which can double for meeting "if your holding item" requirement spells.
- Draw Spirit (-PvE-)
- Spawning Power
- Shadowstep Spell. Heals you and target ally for 35...95...110. Initial effect: Spirits you control within earshot shadowstep to target ally's location.
- Allows you to draw a spirit to your location. (Same as current fuction.)
- Summon Spirits is superior and obsoletes this skill.
- Allows ritualists to create frontline damaging, healing and rez spirits with minimal risk in HM.
- -=OR=-
- Teleport Enchantment Spell. (5...37...45 seconds.) Your Binding Rituals are summoned at your target ally's location. Ends after 1...3...3 Binding Ritual[s].
- Teleport Hex Spell. (5...37...45 seconds.) Your Binding Rituals are summoned at your target foe's location. Ends after 1...3...3 Binding Ritual[s].
- See Ebon Escape
B[edit]
- Restoration Magic
- Spell. Heals target ally for 10...82...100 Health. You gain 3 Energy and Soothing Memories recharges instantly if you are within earshot of a spirit or holding a bundle item. Your other spells are disabled (2 seconds).
- Even with conditional energy gain, still has difficulty competing with Mend Body and Soul or Spirit Light.
- Spawning Power
- Elite Hex Spell. Also hexes foes adjacent to your target (5...13...15 seconds). Allies hitting these foes gain 5...17...20 health and 1...4...5 energy if they are using a weapon spell. If any of these foes dies while hexed, allies using a weapon spell are healed for 20...84...100.
~
- Spawning Power
- Elite Weapon Spell. (10 seconds.) Target ally gains 1...5...6 health regeneration and 1...3...3 energy regeneration. End effect: ally gains 4...9...10 Health and 1 Energy for each successful hit while using Wielder's Zeal.
~
- Spawning Power
- Elite Enchantment Spell. (10...50...60 seconds.) Whenever you cast a weapon spell or item spell, you gain 1...5...6 Energy and target ally is healed for 200...440...500% of the Energy cost.
~
- Spawning Power
- Elite Skill. (20 seconds.) Your weapon spells and item spells gain double Spawning Power bonus. Initial effect: Recharges your weapon spells and item spells. You gain 2...6...7 Energy for each skill recharged.
- Reason
- Inferior to other elite ritualist skills and secondary non-elite energy-management alternatives.
- See Weapon Support
Anomaly.This skill affects the health loss of Shelter and Earthbind, but not that of Wanderlust or Agony.
- -=OR=-
- Armor of Unfeeling (-=PvP=-)
- Spawning Power
- Signet. (5...29...35 seconds.) Your spirits within earshot take 20...44...50% less damage and health loss. They are immune to critical attacks. Recharges 1...7...8 second[s] faster for each affected spirit (maximum 25 seconds).
- Armor of Unfeeling (-=PvE=-)
- Spawning Power
- The short-lifespan issues with Wanderlust, Agony, Rejuvenation (and others) could be addressed if Armor of Unfeeling reduced both damage -and- health-loss of spirits (and have the pvp-version scale 20...34...50% for balance).
- Or at least rework all Spirits functions from Health-loss to self-inflicted Damage-untype.
- Spawning Power
- Elite Hex Spell. Also hexes foes adjacent to your target (5...13...15 seconds.) Allied attacks against these foes cannot be blocked and do +5...29...35 damage if they are wielding a weapon spell.
- See Asuran Scan.
~
- Spawning Power
- Elite Enchantment Spell. (15...39...45 seconds.) Your attacks deal +5...29...35 damage if you are under a weapon spell. You take 50% less damage and are immune to critical attacks while earshot of a spirit.
- See Spirit Shield.
~
- Spawning Power
- Elite Weapon Spell. (15...39...45 seconds.) Target ally attacks 33% faster and deal +5...29...35 damage. No effect unless spirits are within earshot.
- See Great Dwarf Weapon.
- Reason
- A caster profession behaving like martial profession -- though fun in theory -- is bad in practice in terms of high-end pvp/pve.
- Very low synergy with Spawning Power and the other Ritualist skills.
- Ineffective & outdated.
C[edit]
- Spawning Power
- Skill. (10 seconds.) Your spells and binding rituals deal +25% more damage and you have +1...5...6 Health regeneration. Lasts 10 more seconds for each earshot spirit.
- See
- Spiritual Healing (-PvP-)
- Spawning Power
- Spiritual Healing (-PvP-)
- Spawning Power
- Spiritual Healing (-PvP-)
- Spawning Power
- -=OR=-
- Spiritual Healing (-PvE-)
- Spawning Power
- Spiritual Healing (-PvE-)
- Spawning Power
- Spiritual Healing (-PvE-)
- Spawning Power
- -See old Consume Soul/Skill history-.