Feedback:User/Life Infusion/Passive Ritualist attack spirits

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Attack spirits[edit]

0 Energy2 Activation time30 Recharge time - (Channeling) - Elite Signet. "Create 3 level 1...10...12 spirits. These spirits deal 5...17...20 damage with attacks and die after 60 seconds."

Increased cast time. Lowered damage slightly. As it is already bar compression and 0 energy, it should have 2 second cast (2.25 seconds) if each spirit is accounted for as a 3/4 second cast time.

0 Energy1 Activation time15 Recharge time (Communing) Elite Signet. "For 5...13...15 seconds, all spirits you control within earshot attack 33% faster and deal 5...9...10 additional damage. Spirits lose 5...9...10 health every time they hit with an attack and take double damage from holy and chaos damage."

No reason to make it more than the maintainable duration. Once it is up , it is permanently on. The skill is basically the inverse of Spiritleech Aura..

15 Energy2 Activation time30 Recharge time - (Communing) - Binding Ritual. "Create a level 1...8...10 Spirit. Its attacks deal 1...8...10 damage and any non-attacking foes are interrupted. Shouts, Chants, and Echoes cost 1...4...5 more energy. This spirit loses this spirit loses 25...17...15 Health every time it hits with an attack. Dissonance dies after 3...9...10 seconds." For every 3 ranks in Spawning Power, Dissonance lasts 1 second longer.

Something that interrupts on hit with damage akin to daggers, should not be cast in 1 second. Needs to be interruptible by a ranger since it is not a spell. By reducing duration and recharge, it makes it more active and also less dependent on things like Ritual Lord. A lower spirit level makes it more fragile. It cannot be blinded/ miss hexed so that is why it should be killable. The 15 energy cost synergizes with Soul Twisting to lock it to Ritualist Primaries.

15 Energy2 Activation time30 Recharge time - (Communing) - Binding Ritual. "Create a level 1...8...10 Spirit. Its attacks deal 1...8...10 damage and remove 1 enchantment. This spirit loses this spirit loses 25...17...15 Health every time it hits with an attack. Disenchantment dies after 3...9...10 seconds." For every 3 ranks in Spawning Power, Disenchantment lasts 1 second longer.

Increased cast to 2 seconds.

15 Energy2 Activation time30 Recharge time - (Communing) - Binding Ritual. "Create a level 1...8...10 spirit. The spirit's attacks cause Blindness for 1...4...5 seconds. This spirit loses this spirit loses 25...17...15 Health every time it hits with an attack. This spirit dies after 3...6...7 seconds." For every 3 ranks in Spawning Power, Shadowsong lasts 1 second longer.

Worse than a Blinding surge Elementalist when locked on a warrior so it shouldn't be up 100% of the time. Needs to be interruptible by a ranger since it is not a spell. By causing health loss, it doesn't become an instant win against melee, since it would drain energy and force use of skills like Spiritleech Aura or Spirit Boon Strike.

10 Energy1 Activation time45 Recharge time - (Communing) - Binding Ritual. "Create a level 1...9...11 spirit. This spirit's attacks deal 5...17...20 damage and deal double damage to hexed foes. This spirit dies after 15...39...45 seconds."

Increase cast to 1 second, decreased energy to 10. Its potential damage is approximately double that of Pain, to make it competitive with Pain it could use lower energy cost.

5 Energy1 Activation time30 Recharge time - (Communing) - Binding Ritual. Create a level 1...10...12 spirit who dies after 30...42...45 seconds. Attacks by that spirit steal up to 5...21...25 Health.

Minor change: increased cast time to 1 second and decreased insane duration. It's low enough energy cost such that it shouldn't need that duration.

5 Energy1 Activation time30 Recharge time - (Communing) - Binding Ritual. "Binding Ritual. Create a level 1...10...12 spirit. This spirit's attacks deal 5...25...30 damage. This spirit dies after 30...42...45 seconds."

Increased cast time to 1 second to make it interruptible by human players. Decreased duration from insanely long to reasonable. On its own it already outclasses DPS skills but is manageable. It's low enough energy cost such that it shouldn't need that duration.

Note[edit]

Some people might say "oh, but it doesn't matter since people can precast spirits and use Summon Spirits". That is besides the point. Trying to shutdown an enemy ritualist in PvE has turned into hell for people that use Rangers, since the 3/4 cast means once it is up, then it is up. Meanwhile, Mesmers/elementalists reign free killing spirits with AoE and Spiritual Pain and/or Fireball.

Utility spirits such as Dissonance, Disenchantment, Shadowsong should have the health loss of Wanderlust so they don't stay up permanently.