Feedback talk:User/Mora/Ritualist Skills

From Guild Wars Wiki
Jump to navigationJump to search

Im extremly curious behind your reasoning for Adrenaline cost of some of these skills. Are they meant to help facilitate synergy with Spirit's Strength and Vocal Was Sogolon? ^_^ --Falconeye 20:27, 1 February 2011 (UTC)

"Adrenaline cost [...] skills [...] help facilitate synergy with [...] Vocal Was Sogolon?"
lmao! — Raine Valen User Raine R.gif 20:55, 1 Feb 2011 (UTC)
Mostly, Channeling needs to be set apart from Air Magic, and I thought this would make it have a much different feel to the attribute. Mora 20:58, 1 February 2011 (UTC)
So rits are supposed to spend their spare time wanding so they can use their skills? That's not a great model. :\
Maybe if rits gained adrenaline when their spirits hit with attacks, I could see it. But wanding is... not good. — Raine Valen User Raine R.gif 21:03, 1 Feb 2011 (UTC)
So your aiming for the "feel" of Dragon Empire Rage? Maybe adding a 3rd clause to Spawning Power will help; along the lines of "Whenever you cast a Spell or Binding Ritual while holding an Item Spell, you gain 1 adrenaline at ranks 3 and above, 2 adrenaline at ranks 8 and above, and 3 adrenaline at 13 ranks above. --Falconeye 07:46, 22 February 2011 (UTC)
Suggestions (may add more)

2 Adrenaline1 Activation time Spell. Target ally is healed for 10...82...100 Health. The next attack causes attacking foe to lose all adrenaline (8 seconds).

Because its Soothing and we now have 3 adrenaline meta profession. ^_^

4 Adrenaline2 Activation time Elite Spell. Target and nearby foes take 30...90...105 lightning damage. You gain 30...90...105 maximum health (15 seconds). .

Altough i have a hard time seeing adrenaline spells work because unlike attack skill spells don't return an aditional strike. If you want it to work let all of them return 1 strike of adrenaline when used and give them a recharge of 1. Also be sure to have one damn good method of building up adrenaline without it being abused by the martial classes too much. Also remove spirit Channeling from your suggestion, it doesn't need a buff or a nerf. Try it out and see that it's a very strong and effective form of energy management. Damysticreaper 18:13, 16 March 2011 (UTC)
Item Spells as Forms

I love it, somewhat similer to the Soulmelds ive been rolling around with. Might I recommend you go a step further and tie in Binding Rituals and Weapon Spells skill types (such as Defiant was Xinrae & Xinrae's Weapon) as well as creating new skill types (such as Armor Spells) that really ties in the "Flavor" of what made these heroes so great? ^_^ --Falconeye 06:22, 5 July 2011 (UTC)

Adrenaline professions[edit]

Got bored so tried this out... could theoretically work better if ritualists were using adrenaline-based spells. ^_^ --Falconeye 05:03, 17 November 2011 (UTC)
Rt/any Ritualist (premade build)
Destructive was Glaive.jpg
Destructive was Glaive
Ancestors' Rage.jpg
Ancestors' Rage
Chilling Victory.jpg
Chilling Victory
Radiant Scythe.jpg
Radiant Scythe
Brawling Headbutt.jpg
Brawling Headbutt
Shield of Force.jpg
Shield of Force
Drunken Master.jpg
Drunken Master
Splinter Weapon.jpg
Splinter Weapon
Channeling Magic: 12+1+3
Scythe Mastery: 11
Earth Prayers: 6