Feedback talk:User/Damysticreaper/Ritualist skills

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Think your missing an Elite Hex Spell for AwL-based builds? ^_^--Falconeye (talk) 05:38, 15 May 2013 (UTC)

No, I am not. The reason is quite simple, the ritualist barely has any hexes and only 1 is worth using with AwL, that being Binding Chains. Not even Renewing Surge has any real synergy with AwL due to it's end effect and Lamention and Painful Bond can be maintained and would only benefit of the cost reduction and the ritualist has better energy management options so not even that is viable. The functions the hexes have also have hardly any synergy with AwL. Instead of changing an elite for it I would change AwL into something different that does offer synergy with the current ritualist skills, it would be better than redesigning multiple skills just to offer synergy for 1 skill. Da Mystic Reaper (talk) 11:04, 15 May 2013 (UTC)
Yeah, it would have been better if they provided the ritualist more unique skill types & synergies... that way it would have been -only- spell-casting profession without access to hexes or enchantments (thereby reinforcing the fact that the rit did very well before the creation of "magic"). --Falconeye (talk) 04:25, 16 May 2013 (UTC)
It is something I currently have no intention of doing atm, the suggestion itself has it's focus on adjusting a couple of skills to make them function better with the current skills of the ritualist. I have no intention of overhauling the ritualist like I did with my most of my other skill suggestions of the professions that have not yet been properly updated (warrior, ranger, monk, necromancer, assassin and paragon), unlike the ritualist, dervish, elementalist and mesmer. So expect no real changes to this suggestion. Da Mystic Reaper (talk) 11:08, 16 May 2013 (UTC)

Crazy fun ideas[edit]

Snow Flurry[edit]

Skills that cast skills... Grasping Was Kuurong effectively turns every offensive (Ritualist) spell into a weaker Binding Chains; Aura of the Lich a weaker Malign Intervention. Am I correct in sensing the potential setups for other professions ^_^ --Falconeye (talk) 06:33, 13 April 2015 (UTC)

That completely depends on the skills and play style of the professions. I myself always look at what the professions needs to improve it and if such a type of skill is needed I will add it. I won't be adding such type of skills to suggestions just because they are such skills. Da Mystic Reaper (talk) 12:56, 13 April 2015 (UTC)

Spirit's Strength[edit]

Spirit's Strength Spirit's Strength 10 Energy1 Activation time Elite Skill (30 seconds). Destroy target spirit; you gain "Spirit Form" if target was created from a Binding Ritual. Spirit form effect: you gain target's inherent abilities (30 seconds). No effect unless Spawning Power is 4 or more.

Examples
  • Anguish - Your spells and attacks deal +5...29...35 damage; damage is doubled vs. hexed foes. (The projectiles fired are identical to those used by attack spirits.)
  • Union - Damage or life steal is reduced by 15.
  • Recuperation - You have +1...3...3 Health regeneration.

Came up with this between Decade Staff and GW2 melee-"rit". --Falconeye (talk) 07:33, 27 April 2015 (UTC)

A few questions about your idea. What is "Spirit Form" exactly, is it an enchantment or a form. Since it lacks a recharge time can stack the effects of multiple spirits or does the function get replaced with a new function like Arcane Echo. Also, how does such a function improve the ritualist? That being said, converting the power of binding rituals into a different form does seem like a very interesting idea and if done correctly can improve the ritualist. Altough I don't see your idea working just yet it did give me an idea.

Spirit's Strength Spirit's Strength 5% Sacrifice1 Activation time5 Recharge time Elite Skill. Destroy a Binding Spirit you control and convert it into a weapon spell (30 seconds). Recharges the Binding Ritual of the destroyed spirit. Ends after you cast the weapon spell.

Anguish Anguish: Weapon of Anguish 10 Energy1 Activation time Weapon spell (20 seconds). Target ally's attacks deal +5...21...25 damage, deals double damage againt hexed foes.

Union Union: Weapon of Union 10 Energy1 Activation time Weapon spell (15 seconds). Target ally takes 5...17...20 less damage.

Recuperation Recuperation Weapon of Recuperation 10 Energy1 Activation time Weapon spell (15 seconds). Target ally gains +20 armor and +4...9...10 health regeneration.

A skill that converts the power of binding spirit into weapon spells for your allies to use. Da Mystic Reaper (talk) 14:04, 27 April 2015 (UTC)

Doom[edit]

Doom Doom 10 Energy2 Activation time30 Recharge time Spell. (1 second +1 per destroyed spirit.) Deals 10...34...40 damage and inflicts Cracked Armor to all nearby targets in a line. Initial effect: destroys all controlled spirits. No effect unless Spawning Power is 4 or more.

Visually flaming ghostly skulls... just because. ^_^ --Falconeye (talk) 19:39, 5 May 2015 (UTC)