Feedback:User/Tounaku/Spawning Power Overhaul

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Function[edit]

For each rank of Spawning Power you have, creatures you create (or animate) have 4% more Health, weapon Spells you cast last 4% longer, and you activate Binding Ritual spells 3% faster. Some Ritualist skills, especially those related to Spirit creatures, become more effective with higher Spawning Power.

  • According to this new buff, a Ritualist could consistently cut Binding Ritual recharge times by 48% with runes, therefore I feel that something like this would need a cap--maybe 33% or 40% recharge time reduction. The only exception to this rule would be if a single skill reduced the cast-time past the maximum.


Skills[edit]

Boon of Creation Boon of Creation 10 Energy1 Activation time30 Recharge time Enchantment Spell. For 10...38...45 seconds, whenever you create a creature, you gain 5...41...50 Health and 1...5...6 Energy.

  • The Elementalists just got a break, why not the Ritualists?"


Doom Doom 5 Energy1 Activation time12 Recharge time Hex Spell. For 7 seconds, target foe suffers from -1...3...4 Health degeneration. If that foe were to enter within the area of a spirit, that foe and all adjacent foes take 10...58...70 lightning damage and this hex ends.

  • The phrase "within the area" refers to the range "in the area," not the spirit's effect range.


Draw Spirit Draw Spirit 5 Energy¼ Activation time5 Recharge time MOVED TO SPAWNING POWER Spell. Target allied spirit teleports to your location. This spell costs 1 Energy less for every 3 ranks you have in Spawning Power. Minimum cost: 1 Energy.

  • This MIGHT see play if it were essentially a free skill. No one really wants to pay Energy to do something as simple as keep their spirit in play; using up a skill slot is enough.


Empowerment Empowerment 5 Energy3 Activation time30 Recharge time Binding Ritual. Create a level 1...10...12 spirit. Whenever an ally within its range holding an item uses a skill, that ally gains 5...25...30 Health and 0...2...2 Energy. Whenever this effect triggers, this spirit burns for 3 seconds. If this effect triggers while this spirit is already burning, it takes 14 damage and the Burning duration is renewed. This spirit dies after 15...39...45 seconds.


Energetic Was Lee Sa Energetic Was Lee Sa 5 Energy2 Activation time20 Recharge time Item Spell. Hold Lee Sa's ashes for 5...13...15 seconds. While you hold her ashes, your Ritualist spells activate 33% faster. When you drop her ashes, you gain 1...7...8 Energy.


Ghostly Haste Ghostly Haste 5 Energy0 Activation time12 Recharge time Skill. Your nearest spirit loses 100...60...50 Health and your next 1...3...3 Ritualist spell[s] recharge[s] 33% faster.


Reclaim Essence Reclaim Essence 5 Energy0 Activation time15 Recharge time Elite Skill. Destroy target allied spirit and gain 0...10...12 Energy. The next Binding Ritual you perform casts 66% faster and recharges instantly.

  • If just this happened, it would make my Guild Wars life. Old Soul Twisting was so much fun if not a little energy intensive when cycling through and re-setting spirits on an active, moving battlefield. A buff like this would be astounding. As far as I know this skill in its current form is pretty unpopular anyway; out-shined by things like the current Soul Twisting.


Signet of Binding Signet of Binding 0 Energy0 Activation time20 Recharge time Signet. For 45 seconds, you have -1 Health degeneration. The next time you cast a Binding Ritual, this effect ends, you gain 10...122...150 Health and the spirit you summon is created with an additional 1...5...6 Health for every second this skill was in effect. Maximum 75 bonus Health.


Signet of Creation Signet of Creation 0 Energy2 Activation time60 Recharge time Signet. The next Binding Ritual you perform activates 66% faster and recharges 5...21...25% faster. 50% chance of failure if Spawning Power is below 5.

  • "Planning on casting a spirit later? Here, let me save you a few seconds!"


Spirit's Gift Spirit's Gift 10 Energy0 Activation time20 Recharge time Skill. For 15 seconds, whenever you use a skill while within earshot of a spirit, you and all nearby allies gain 10...42...50 Health and lose 1 Condition. This effect ends after you cast 1...3...3 spell[s].


Spirit to Flesh Spirit to Flesh 10 Energy¾ Activation time15 Recharge time Spell. Destroy target allied spirit. If there are no spirits to be destroyed, you instead sacrifice 17% of your total health. All allies in the area gain 30...126...150 health.


Tranquil Was Tanasen Tranquil Was Tanasen 10 Energy¾ Activation time25 Recharge time MOVED TO SPAWNING POWER Elite Item Spell. Hold Tanasen's ashes for up to 5...17...20 seconds. While you hold his ashes, you have +1...3...3 energy regeneration, +5...21...25 armor and cannot be interrupted.

  • The only real reason this is here is because of the Energy regeneration factor.


Wielder's Zeal Wielder's Zeal 10 Energy¼ Activation time8 Recharge time Elite Enchantment Spell. For 3...13...15 seconds, whenever you cast a Weapon Spell on an ally, that ally gains 5...29...35 health and you gain 0...3...4 energy.