Feedback talk:User/Manifold/Faster activation of PvE nature rituals

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I'm completely for this suggestion. Considering binding rituals are personal attack drones and party buffs, and nature rituals affect all party members and foes in range, there is no justification for a 3-5 second cast time. So if you use Favorable Winds it can backfire when facing enemy Rangers, which makes for enough of a trade-off. Additionally, the precious seconds needed to use them usually set a Ranger back when aggro is made, and incapacitate during battle. 2 second cast times are plenty enough to balance speed and vulnerability. I admit my Ranger is my primary character, but having both a Ranger and a spirit summoning Rit, it's all too obvious that Rangers are being screwed in this department. Xiaquin 22:40, 21 September 2009 (UTC)

I agree with the suggestion. It could also be nice that with faster activation of nature rituals update they also improve spirit's armor. It's annoying that just after casting it an AoE attack wipes the spirit in 2 seconds (ok, maybe 1 second is more realistic xD).--Geoden 17:44, 25 September 2009 (UTC)


I would be fine with at least 1 second reduction on the nature rituals and faster recharge. The casting time isn't that much of a big deal since these aren't meant to be used in battle, rather before it, but having to wait 60 seconds for most to recharge after you move on to the next group is just plain stupid. Its always been the eternal recharge that has turned me off to these skills. I'd rather not have to restrict myself to a rit secondary just to bring my spirits along with me. Nay the One and Only User Nay the One and Only SIG.png 23:33, 3 February 2010 (UTC)

Balance[edit]

Spirits take a long time to create in part because they have powerful effects that cannot be removed as easily as hexes or conditions. I would support updating 1-2 skills to reduce the creation time, perhaps something like Soul Twisting in the Wilderness line.  — Tennessee Ernie Ford (TEF) 00:26, 12 February 2011 (UTC)

I agree for the most part just wanna make one comment, their affects can be very easily ended with a single ele's aoe or a few well planned longbow shots on the spirits. That's all you gotta do is take out a spirit that will always be well below your own level, but yeah I do think the soul twisting thing would be a good idea. Nay the One and Only User Nay the One and Only SIG.jpg 05:56, 5 May 2011 (UTC)
By TEF's reasoning, ritualist spirits need to be nerfed. Nature rituals are less effective (and overall desired) than ritual spirits because of them all acting as double edged swords. They're greatly underpowered compared to rit spirits because of their fast death, effecting both allies and enemies, and the activation time.
However, I think it would be better to alter the levels in which they can be spawned in a similar fashion that the PvE-only skills' numbers got a while back - that is, a smaller gap between little attributes and higher attributes. In my experience, enemy spirits in HM last a lot longer than anything used by players, so an overall increase of level is unnecessary, it's just that it needs to be buffed for players alone - at least in PvE. -- Konig/talk 18:21, 5 May 2011 (UTC)
I do not believe that rit spirits need to be nerfed or that nature spirits need buffing. (My reasoning simply states why I believe that it's okay that Nature Rituals take a long time to cast.) Rits depend more on spirits than Rangers do (Rangers are, at heart, ranged physical attackers and their spirits represent buffs for their profession).
The game doesn't require that rit spirits be balanced against ranger spirits generally; it needs rits balanced as a prof, rangers balanced as a prof, and the two profs balanced compared to each other. Given the number of my guildies who love playing PvE rangers vs those that love playing PvE Rits, Rangers are doing just fine. — Tennessee Ernie Ford (TEF) 18:42, 5 May 2011 (UTC)