Feedback:User/Tounaku/Actively Passive Binding Rituals

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Everyone seems to want a buff for Ritualists in the area of spirits. As of now, spirits are too cumbersome with having problems like excruciatingly long cast times and lack of defense. Many people would suggest that Binding Rituals themselves should all be overhauled for PvP, but I do not think that that is entirely necessary. I believe that Spawning Power skills should be getting the overhaul in terms of how they could effect Binding Rituals. Therefore, I propose various changes to Spawning Power skills that would give them a positive influence on the cast time and recharge time of Binding Rituals. In this way, Ritualists can have a uniquely more active play style by including certain skills within their bars.

When a skill like those below are used, the passive, latent after-effects for Binding Rituals (as they do not have a time limits on them) will appear in the Conditions/Hexes/Enchantment bar on a player's HUD. However, there would be a limit of one of these types of latent effects at a time per player. This is to prevent stacking and chaining effects which would not only probably become overpowered, but would also be cumbersome to calculate and implement in the game itself. However, if two skills with these types of effects were to be used in a chaining fashion, the most recently used skill's effects would take precedence over the others used. Therefore, if these changes were to be implemented, and a person were to use Consume Soul and then Rupture Soul, their next Binding Ritual would only have the bonus from Rupture Soul (that bonus being a 0-35% increase in activation time).

In addition to this, seeing that a few combinations for chaining benefits are possible, there should also be a cap on overall speed buffs for a single Binding Ritual. I figure that this cap should be at a maximum 50% skill activation increase unless this cap is surpassed by a single skill such as with Soul Twisting.

These skill changes often include the destruction of spirits upon activation. This not only encourages timely and strategic use of the skills, but it also gives Ritualists far more control than they do now over their spirits when used properly. As of now, there are only a few mediocre skills that allow for this. Ritualists should be able to better manipulate their own spirits in order to help themselves and their teams.

tl;dr version: Activating Binding Rituals sucks. These changes might help that and make Ritualists more versitle/useful.

PvP Spawning Power Elite Changes[edit]

Soul Twisting Soul Twisting 5 Energy0 Activation time15 Recharge time Elite Skill. MOVED TO SPAWNING POWER. Destroy target spirit. You gain 0...10...12 energy. Your next 0...1...1 Binding Ritual activates 66% faster and recharges instantly.

Allows for the greatest possible flexibility for a bar that employs mainly one or possibly two spirits. Good mobility and energy return. This would also be the only Ritualist elite that allows the user to destroy enemy spirits at will.
Downside - Elite that only affects one spirit at a time every 15 seconds


Consume Soul Consume Soul 5 Energy1 Activation time5 Recharge time Elite Spell. You steal up to 5...49...60 health from target foe. If your target was a summoned creature, you steal all of that foe's health. Your next 0...1...1 Binding Ritual activates and recharges 50% faster.

A small self-heal and damage dealer with the ability to boost one's ability to summon a particular spirit.
Downside - Possibility of interruption; Only affects one spirit at a time


Reclaim Essence Reclaim Essence 10 Energy1 Activation time10 Recharge time Elite Skill. For 5...29...35 seconds, your Binding Rituals activate 0...40...50% faster. When this skill ends, all of your spirits die. If a spirit died in this way, then up to 0...2...2 of your Binding Rituals are recharged at random, and you gain 0...12...15 energy.

If this skill is renewed, the secondary effect takes place. Allows for better mass mobility and decent energy management.
Downside - 10 energy cost makes energy return minimal; Cap on spirit life will cause longer-lasting spirits to die earlier than normal; No buff to spirit recharge time


Ritual Lord Ritual Lord 5 Energy¼ Activation time10 Recharge time Elite Enchantment Spell. For 5...25...30 seconds, your Spawning Power attribute is boosted by 0...2...3 (to a maximum of 15) and your Binding Rituals activate and recharge 10...42...50% faster. Whenever you summon a Communing spirit, you gain 0...6...8 energy. Whenever you summon a Channeling Magic spirit, up to 3 nearby foes take 10...50...60 lightning damage. Whenever you summon a Restoration Magic spirit, all allies in the area gain 10...42...50 health and lose 0...1...1 condition.

Most flexibility across the board. One receives unique benefits depending on what type of spirits are summoned. With the ability to boost one's own Spawning Power, one also can make somewhat more durable spirits and cast Weapon Spells with longer durations. One can also now mix types of spirits across attributes for particular combinations of party support.
Downside - No possibility of quick mobility, the spirits stay where they are summoned and must be re-summoned later upon recharge; Because it is an enchantment, it can and most likely will be stripped


Spirit Channeling Spirit Channeling 5 Energy¾ Activation time15 Recharge time Elite Spell. Destroy target allied spirit. Your next 0...1...1 Binding Ritual activates and recharges 50% faster. The next time you successfully summon a spirit, all allies in the area gain 10...58...70 health and 0...5...6 energy.

Small AoE heal and energy booster. Allows a Ritualist to help support a party while also benefiting in terms of ability to summon spirits at faster speeds. The ability to destroy a spirit also gives the user more control over spirits with abilities that activate upon death seeing that they can be destroyed whenever the user sees fit and also recharge faster than normal, allowing for rapid replacement.
Downside - Not the greatest return for the destruction of a spirit; Requires one to summon a spirit to actually receive the full benefits of this skill


PvP Spawning Power Skill Changes[edit]

Rupture Soul Rupture Soul 5 Energy¼ Activation time10 Recharge time Enchantment Spell. You destroy target allied spirit and your next Binding Ritual activates 0...28...35% faster. For 3...9...10 seconds, the next time you attack or cast a spell that targets a foe, that foe takes an additional 5...33...40 lightning damage and is blinded for 0...6...8 seconds.


Doom Doom 10 Energy1 Activation time8 Recharge time Spell. Target foe takes 10...42...50 lightning damage. If you have a Binding Ritual that is recharging, you deal an additional 5...25...30 lightning damage and your next Binding Ritual activates 0...28...35% faster.


Draw Spirit Draw Spirit 1 Energy¼ Activation time5 Recharge time Spell. MOVED TO SPAWNING POWER. Teleport target spirit to your location. 50% chance of failure if Spawning Power is at rank 4 or lower.


Empowerment Empowerment 5 Energy3 Activation time30 Recharge time Binding Ritual. You create a level 1...8...10 spirit with a lifespan of 5...37...45 seconds. Allies that are holding items within the range of Empowerment activate Binding Rituals 0...28...35% faster and have +0...8...10 maximum energy.