Feedback:User/Talamare/Ritualist Active Spirits

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This is mainly a pvp change

The current passive system of spirits isnt good in a game that is designed to be active.

I suggest heavily changing every spirit to have reduced energy, cast time and costs but lasts only a short duration

To also adjust to this, change/buff skills based on destroying spirits for their effects.

  • Increase the duration of spirits by 3-4% per rank in Spawning Power (if necessary).


  • Basic Outline of Spirits
  • Attack Spirits - Such as Bloodsong and Pain are designed to be able to do a decent amount of damage during their life time and have a longer life time with very short recharge, this is to make them key spirits in spells that destroy spirits... in particular bloodsongs life stealing helps the high spirit life cost that is added to the channeling line
  • AoE Spirit - Such as Agony and Destruction have higher levels to make up for the fact that they dont actively "attack", but also have low recharge to fuel the channeling line
  • Effect Attack Spirits - Such as Soothing and Shadowsong have lower damage, medium recharge, and fairly low survivability since they also have moderately powerful effects tied to them, not to mention that the communing line also has a good amount of defense to boot, which helps to seperate the communing line by being a bit less offensive, but with more utility.
  • Healing Spirits - Have the highest levels and fairly low recharge, this is to fuel the increased health sacrifice in the healing skills, not to mention give channeling the option of losing a bit of pressure by using the higher level more survivable spirits to fuel their spells as well
  • Protective Spirits - Such as Shelter and Displacement have slower cast times to be interruptable, and have extremely short durations since their effects affect the entire party, which would lead to dangerous "passive defense" webs that would be better prevented, which is why they're made to be fairly weak (but still usable).
  • Basic Outline of Spells
  • Most spells were changed so that to get their effects a nearby spirit would have to lose health, this is to provide an active cycle of self-destroying spirits, and quick creation of spirits, spirits will feel more like a precast benefit then a slow cast burden, not to mention the spawning power attribute which increases spirits max health will feel a tiny bit more important since getting 6-8 points in spawning power might mean that your spirits last a few more of your spirit damaging spells, the short duration on spirits
  • Channeling Was heavily changed. Almost all their spells/abilities hurt their spirits in some way, which should allow ritualists to be able to do fairly high damage but with a level of play that involves spirit managing. Awareness of your spirits' healths and slight spirit planning are crucial, especially with these new lower levels. To be able to provide a consistent dps, the spells that hurt their spirits also will help prevent ritualist spike teams, since it's made to be more difficult for groups with a large amount of Ritualists, and at the very least if a ritualist spike team does occur, the cost of a spike will probably be all the living spirits and quite a bit of reset time. The higher damage spells have a 2 second cast-time to provide time for interrupts and 'pre killing' of necessary spirits to reduce spike potential.

(under construction)

Spirits[edit]

Channeling[edit]

  • Agony -

10 Energy1 Activation time12 Recharge time - Binding Ritual. Create a level 1...8...10 Spirit. Non-Spirit foes within its range take 2...7...8 lightning damage each second. This Spirit dies after 1...12...15 seconds.


  • Bloodsong -

5 Energy1 Activation time10 Recharge time - Binding Ritual. Create a level 1...7...8 Spirit who dies after 4...17...20 seconds. Attacks by that Spirit steal up to 5...21...25 Health.


  • Destruction -

5 Energy1 Activation time12 Recharge time - Binding Ritual. Create a level 1...8...10 Spirit that dies after 15 seconds. When this Spirit dies, all foes in the area take 2...6...7 lightning damage for each second this Spirit was alive.


  • Gaze of Fury -

5 Energy1 Activation time15 Recharge time - Binding Ritual. Destroy target Spirit and create a level 1...8...10 Spirit of Fury. This Spirit's attacks deal 5...17...20 damage. This Spirit dies after 2...12...15 seconds.

  • Signet of Spirits (PvP) -

1 Activation time20 Recharge time - Elite Signet. Create a random level 1...7...8 Spirit. These Spirits deal 5...17...20 damage with attacks. These Spirits die after 1...10...12 seconds.

    • Spirits that can appear
      • Spirit of Hate - Also causes Blind for 5 seconds with its attack - because people tend to hate something thats blinding them
      • Spirit of Anger - Also interrupts with its attack - because people get angry when interrupted
      • Spirit of Suffering - Also removes enchantments with its attack - because people suffer when they lose important enchantments

Communing[edit]

  • Anguish -

10 Energy1 Activation time15 Recharge time - Binding Ritual. Create a level 1...6...7 Spirit. This Spirit's attacks deal 5...17...20 damage and does double damage to Hexed foes. This Spirit dies after 1...12...15 seconds.


  • Disenchantment -

15 Energy2 Activation time20 Recharge time - Binding Ritual. Create a level 1...6...7 Spirit. This Spirit deals 2...12...15 damage and anyone struck by its attack loses one Enchantment. This Spirit dies after 1...7...8 seconds.


  • Displacement -

10 Energy2 Activation time20 Recharge time - Binding Ritual. Create a level 1...8...10 Spirit. All non-Spirit allies within its range have a 50% chance to block incoming attacks. Every time an attack is blocked in this way, this Spirit loses 120...48...30 health. This Spirit dies after 0...3...4 seconds.


  • Dissonance -

15 Energy2 Activation time20 Recharge time - Binding Ritual. Create a level 1...6...7 Spirit. This Spirit deals 2...12...15 damage and anyone struck by its attack is interrupted. This Spirit dies after 1...7...8 seconds.


  • Earthbind -

5 Energy¾ Activation time10 Recharge time - Binding Ritual. Create a level 1...6...7 Spirit. The next time a non-Spirit foe is knocked down within its range that foe is knocked down for at least 3 seconds and this spirit dies. This Spirit dies after 1...12...15 seconds.

  • Earthbind v2 -

10 Energy1 Activation time20 Recharge time - Binding Ritual. Create a level 1...6...7 Spirit. The next 1...2...2 times any non-Spirit ally within range would be knocked down within its range that knockdown is prevented. This Spirit dies after 1...8...10 seconds or after 1...2...2 knockdowns have been prevented this way.


  • Pain -

5 Energy1 Activation time10 Recharge time - Binding Ritual. Create a level 1...7...8 Spirit. This Spirit's attacks deal 5...25...30 damage. This Spirit dies after 4...17...20 seconds.


  • Restoration -

5 Energy1 Activation time12 Recharge time - Binding Ritual. Create a level 1...8...10 Spirit. The next 1...3...3 times any non-Spirit ally within range is affected by a condition, that condition is removed after 3 seconds and that ally is healed for 15...63...75. This Spirit dies after 1...12...15 seconds or after 1...3...3 conditions have been removed in this way.


  • Shadowsong -

10 Energy1 Activation time15 Recharge time - Create a level 1...6...7 Spirit. The Spirit's attacks deal 2...12...15 damage and cause Blindness for 0...4...5 seconds. This Spirit dies after 1...7...8 seconds.


  • Shelter -

15 Energy1 Activation time15 Recharge time - Binding Ritual. Create a level 1...8...10 Spirit. Non-Spirit allies within its range cannot lose more than 10% maximum Health from a single attack When this Spirit prevents damage, it loses 120...48...30 Health.. This Spirit dies after 0...3...4 seconds.


  • Soothing -

5 Energy1 Activation time15 Recharge time - Binding Ritual. Create a level 1...6...7 Spirit. The Spirit's attacks deal 2...12...15 damage and cause the target to lose all adrenaline. This Spirit dies after 1...7...8 seconds.


  • Union -

5 Energy2 Activation time20 Recharge time - Binding Ritual. Create a level 1...8...10 Spirit. Whenever a non-Spirit ally in its range takes damage, that damage is reduced by 5...17...20 and this spirit loses 5...17...20 health. This Spirit dies after 1...4...5 seconds.


  • Wanderlust -

10 Energy1 Activation time20 Recharge time - Elite Binding Ritual. Create a level 1...6...7 Spirit. This Spirit's attacks deal 5...25...30 damage. Whenever this Spirit's attack hits a stationary foe, that foe is knocked down. This Spirit dies after 1...10...12 seconds.

Restoration[edit]

  • Life -

5 Energy1 Activation time12 Recharge time - Binding Ritual. Create a level 1...8...10 Spirit. When this Spirit dies, all non-Spirit allies within its range are healed for 1...4...5 Health for each second this Spirit was alive. This Spirit dies after 15 seconds.


  • Preservation -

5 Energy1 Activation time8 Recharge time - Elite Binding Ritual. Create a level 1...8...10 Spirit. Every 3 seconds, this Spirit heals one non-Spirit ally under 90% within earshot for 20...60...70 Health. This Spirit dies after 20 seconds.


  • Recovery -

10 Energy1 Activation time12 Recharge time - Binding Ritual. Create a level 1...8...10 Spirit. Conditions on allies within range of this Spirit expire 20...44...50% faster. This Spirit dies after 1...10...12 seconds.


  • Recuperation -

15 Energy1 Activation time15 Recharge time - Binding Ritual. Create a level 1...8...10 Spirit. Non-Spirit allies within its range gain +1...3...3 Health regeneration. This Spirit dies after 1...10...12 seconds.


  • Rejuvenation -

15 Energy1 Activation time15 Recharge time - Binding Ritual. Create a level 1...8...10 Spirit. Non-Spirit allies within its range gain 2...7...8 Health each second if they are under the effects of a condition or hex. This Spirit dies after 1...10...12 seconds.

Spawning Power[edit]

  • Empowerment -

5 Energy1 Activation time15 Recharge time - Create a level 1...13...16 Spirit. All allies within its range holding an item gain 0...1...1 Health regeneration and 0...1...1 Energy regeneration. This Spirit dies after 1...16...20 seconds.

Spells that are affected by spirits[edit]

Channeling[edit]

  • Clamor of Souls -

10 Energy1 Activation time10 Recharge time - Elite Spell. Destroy one allied spirit within earshot. If a spirit was destroyed in this way, target foe and all nearby foes take 10...90...110 lightning damage. If you are holding a bundle item, you gain 10 Energy. the effects are seperate, so if you destroy a spirit without holding an item the damage occurs but you dont gain energy or if youre hold an item but a spirit is not destroyed you gain the 10 energy but dont deal damage


  • Essence Strike -

5 Energy1 Activation time8 Recharge time - Spell. Target foe is struck for 15...63...75 lightning damage. If any allied Spirits are within earshot, you gain 1...7...8 Energy and the spirit closest to you loses 15...63...75 health.


  • Gaze from Beyond -

10 Energy2 Activation time12 Recharge time - Spell. The allied Spirit nearest you loses 10...50...60 Health. Target foe is struck for 2 lightning damage for each point of Health lost.


  • Lamentation -

10 Energy2 Activation time15 Recharge time - Spell. Destroy 1 allied spirit within earshot. If a spirit is destroyed this way, Target foe takes 20...84...100 damage.

  • v2 Lamentation -

10 Energy2 Activation time12 Recharge time - Spell. Deal 4...25...30 Lightning damage for each allied Spirit within earshot (max 120), and each allied spirit within earshot loses 2...12...15 health.


  • Painful Bond -

10 Energy1 Activation time12 Recharge time - Hex Spell. For 10...18...20 seconds, target foe and all nearby foes are Hexed with Painful Bond and take 8...18...20 damage whenever they are hit by a Spirit's attack. The attacking spirit loses 8...18...20 health each time it hits a foe in this way.


  • Renewing Surge -

5 Energy1 Activation time8 Recharge time - Spell. Target foe is struck for 20...56...65 lightning damage. If you are holding an item, this Skill recharges instantly. If you are within earshot of an allied spirit, you gain 0...2...3 energy.


  • Spirit Boon Strike -

5 Energy1 Activation time8 Recharge time - Spell. Target foe is struck for 15...63...75 lightning damage and all allied Spirits near you gain 15...63...75 Health.


  • Spirit Burn -

5 Energy1 Activation time6 Recharge time - Target foe is struck for 20...56...65 lightning damage. If any allied Spirits are within earshot, Spirit Burn causes burning for 1...3...3 second(s), and the allied spirit nearest you burns for 1...3...3 seconds.


  • Spirit Rift -

10 Energy1 Activation time12 Recharge time - Spell. The allied Spirit nearest you loses 10...82...100 Health. If health is lost this way, open a Spirit Rift at target foe's location. For 3 seconds, foes adjacent to that location take 5...17...20 lightning damage each second. After 3 seconds, all foes nearby that location are struck for 15...63...75 lightning damage.


  • Spirit Siphon -

5 Energy¼ Activation time6 Recharge time - Enchantment Spell. The allied spirit nearest you loses 15...51...60 Health. If health is lost this way, For 6 seconds you gain 1...3...4 Health Regeneration and 0...2...3 Energy Regeneration.

Communing[edit]

  • Anguished was Lingwah -

10 Energy1 Activation time15 Recharge time - Item Spell. Hold Lingwah's ashes for up to 10...50...60 seconds. While you hold her ashes you have +1 to your Communing attribute. Dropping her ashes summons a level 1...7...8 Spirit of Pain that does 5...25...30 damage. This Spirit dies after 4...17...20 seconds.


  • Armor of the Unfeeling -

5 Energy¼ Activation time15 Recharge time - Enchantment Spell. For 8 seconds, damage target ally receives is reduced by 3...13...15, each time damage is reduced this way a nearby allied spirit loses 3...13...15 health. This spell ends if no spirit loses health.


  • Binding Chains -

5 Energy1 Activation time8 Recharge time - Hex Spell. For 1...4...5 seconds, target foe moves 33% slower. If target foe is within earshot of a Spirit, that foe moves 66% slower instead.


  • Signet of Binding -

¼ Activation time20 Recharge time - Signet For 0...2...3 seconds all damage allied spirits within earshot take is reduced by 0...40...50%. (Note that this does not apply to health lost from skills or effects that require or cause Spirits to lose health.)


  • Signet of Ghostly Might -

¼ Activation time5 Recharge time Elite Signet. For 1...12...15 seconds, Target allied Spirit attacks 25% faster and deals an additional 1...8...10 damage. Each time target spirit deals damage, it loses 2...16...20 health.

Restoration[edit]

  • Ghostmirror Light -

5 Energy¾ Activation time3 Recharge time - Spell. Target other ally is healed for 15...83...100 Health. If you are within earshot of an allied Spirit, you are also healed for 15...83...100 Health and an allied spirit within earshot loses 5...33...40 health.


  • Mend Body and Soul -

5 Energy¾ Activation time3 Recharge time - Spell. Target ally is healed for 20...96...115 Health. That ally loses one Condition for each allied Spirit within earshot, and each allied spirit within earshot loses 4...25...30 health.


  • Spirit Light -

5 Energy1 Activation time4 Recharge time - Spell. Target ally is healed for 15...83...100. If any allied Spirits are within earshot, that ally is healed for an additional 10...66...80 and an allied spirit within earshot loses 5...33...40 health.


  • Spirit Transfer -

10 Energy¼ Activation time5 Recharge time - Spell. The allied Spirit nearest you loses 15...63...75 Health, and target ally is healed for 4 for each point of Health lost.


  • Spirit Leech Aura - (Changed to spawning power)

5 Energy¼ Activation time8 Recharge time - Enchantment Spell. For 0...24...30 seconds, Every time you cast a spell on an ally, an allied spirit within earshot loses 4...25...30 health, if a spirit loses health this way that ally is healed for 2...16...20.

  • Spirit Leech Aura v2 -

5 Energy¼ Activation time4 Recharge time - Enchantment Spell. For 30 seconds, each time target ally attacks or casts a Spell, a spirit within earshot loses 1...6...7 Health and that ally is healed for 4 for each point of Health lost.

Spawning Power[edit]

  • Feast of Souls -

5 Energy1 Activation time10 Recharge time - Destroy one allied spirit within earshot. If a spirit is destroyed this way, all party members are healed for 15...63...75 Health.


  • Ghostly Haste -

10 Energy1 Activation time20 Recharge time - Enchantment Spell. For 5...17...20 seconds, your spells and Binding Rituals cast 0...20...25% faster while you are within earshot of a Spirit.


  • Reclaim Essence -

5 Energy¼ Activation time15 Recharge time - Elite Spell. Destroy Target Spirit. If a spirit is destroyed this way, You gain 5...17...20 Energy

  • v2 Reclaim Essence -

5 Energy¼ Activation time20 Recharge time - Elite Spell. Destroy Target Spirit. If a spirit is destroyed this way, All your Binding ritual are recharged. (50% failure chance with Spawning Power 4 or less.)


  • Ritual Lord -

10 Energy30 Recharge time - Elite Skill. For 30 seconds, your Binding rituals recharge 0...26...33% faster and you gain 0...5...6 energy whenever you create a spirit.


  • Rupture Soul -

10 Energy2 Activation time12 Recharge time - Spell. Destroy one allied spirit within earshot. If a spirit is destroyed in this way, Target foe takes 10...98...120 lightning damage and becomes blinded for 3...10...12.


  • Signet of Creation -

1 Activation time8 Recharge time - Signet. Your next 0...2...2 binding rituals uses your spawning power attribute instead of its normal attribute.


  • Spirit Channeling -

5 Energy1 Activation time30 Recharge time - Elite Enchantment Spell. For 10 seconds, you have +0...2...3 Energy regeneration. This enchantment reapplies itself every time you cast a Binding ritual.


  • Spirit to Flesh -

5 Energy1 Activation time8 Recharge time - Spell. Destroy one allied spirit within earshot. If a spirit is destroyed this way, Target ally is healed for 30...246...300.

  • Spirit to Flesh v2 -

5 Energy½ Activation time8 Recharge time - Enchantment Spell. Destroy one allied spirit within earshot. If a spirit is destroyed this way, For 15 seconds, the next 30...150...180 damage target ally would take is negated.

No Attribute[edit]

  • Soul Twisting -

5 Energy10 Recharge time - Elite Skill. Destroy target allied Spirit. The next Binding Ritual you perform casts and recharges instantly.

Other Ritualist Spells[edit]

Channeling[edit]

  • Ancestors Rage -

5 Energy¼ Activation time8 Recharge time - Spell. For 8 seconds, all foes adjacent to target ally are struck for 0...10...12 lightning damage each second.


  • Channeled Strike -

10 Energy2 Activation time12 Recharge time - Spell. Target foe is struck for 20...56...65 lightning damage. That foe is struck for an additional 20...56...65 lightning damage if you are holding an item.


  • Cruel was Daoshen -

10 Energy1 Activation time15 Recharge time - Item Spell. Hold Daoshen's ashes for up to 5...25...30 seconds. While you hold his ashes, whenever you are the target of a hostile Spell or attack, one nearby foe is struck for 5...17...20 lightning damage. When you drop his ashes, all nearby foes are struck for 15...63...75 lightning damage.


  • Wailing Weapon -

5 Energy1 Activation time20 Recharge time - Weapon Spell. For 0...8...10 seconds, target ally has a Wailing Weapon. If that ally strikes an attacking foe, that foe is interrupted. Wailing Weapon ends after 0...4...5 attacks.


  • Warmonger's Weapon -

10 Energy1 Activation time20 Recharge time - Weapon Spell. For 0...8...10 seconds, target ally has a Warmongers Weapon. If that ally attacks a foe who is not attacking, that foe is interrupted. Warmonger's Weapon ends after 0...4...5 attacks.


  • Wielders Strike -

5 Energy1 Activation time6 Recharge time - Spell. Target foe is struck for 20...56...65 lightning damage. If you are under the effects of a Weapon Spell, you deal an additional 5...21...25 lightning damage.


  • Weapon of Fury -

5 Energy1 Activation time10 Recharge time - Elite Weapon Spell. For 0...10...12 seconds, target ally has Weapon of Fury. That ally gains 15...88...106% more adrenaline and 1 Energy whenever they successfully hit with an attack. Weapon of Fury ends after 0...3...4 attacks.

Communing[edit]

  • Dulled Weapon -

10 Energy2 Activation time12 Recharge time - Hex Spell. For 5...17...20 seconds, target foe and all nearby foes cannot achieve a critical hit. If target foe is within earshot of a Spirit, that foe attacks 25% slower.


  • Guided Weapon -

15 Energy1 Activation time8 Recharge time - Weapon Spell. For 4...9...10 seconds, target ally's next 0...4...5 attacks cannot be blocked.


  • Mighty was Vorizun -

10 Energy1 Activation time15 Recharge time - Item Spell. Hold Vorizun's ashes for up to 15...39...45 seconds. While you hold his ashes, you gain +0...19...24 armor, +0...24...30 maximum Energy and +0...2...2 to your Spawning Power attribute.

Restoration[edit]

  • Mending Grip -

5 Energy¾ Activation time3 Recharge time - Spell. Target ally is healed for 20...96...115 Health. If that ally is under the effects of a weapon Spell, that ally loses one Condition.


  • Wielder's Boon -

5 Energy¼ Activation time3 Recharge time - Spell. Heal target ally for 15...63...75 points. If that ally is under the effects of a weapon spell, Wielder's Boon heals for an additional 15...63...75 Health.