Talk:Nature ritual

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Nature rituals are all muslim!!, they always look at the east :P ~ KurdKurdsig.png05:33, 15 April 2007 (EDT)

seriusly?? cool PLZ CLICK HERE ^Teo^ 21:06, 21 January 2008 (UTC)

Spirits and Heroes[edit]

Just a general warning, hero AI is too poor to use Nature Rituals only in combat. They will create a spirit whenever the party stops. If anyone from ANet is reading this, please make heroes only create spirits while IN COMBAT.--The preceding unsigned comment was added by User:75.90.49.102 .

I'd rather have my heroes create the spirits prior to the battle, so the spirits won't get attacked. Arduinna talk 15:40, 9 December 2007 (UTC)
But if you're in a mission or something, and you stop to talk to an npc and there's combat 30s away, you won't have the spirits because they'll cast them far away, possibly too far, and you'll need to wait for recharge. A better solution would be to check the distance of the closest foe, and cast spirits when stopped only if within a certain range & if there's more than like 2. imo. 99.242.245.57 19:43, 7 August 2008 (UTC)
a better BETTER solution would be to disable said skills until the party is within striking distance, similar to the way hero monk resurrection skills are controlled during combat. Shane 16:33, 26 October 2011 (UTC) --The preceding unsigned comment was added by NassauBob (talk • contribs) at 16:33, 26 October 2011 (UTC).

Moved Historical[edit]

Since this information is ancillary to the primary content, I moved it to better reflect its importance. Kirenne Starfire [Kw] 08:18, 9 December 2008 (UTC)


Ebon Vanguard Ritual[edit]

I added some info about that, because I think it's fitting to be included - it looks just like a regular nature ritual, unless you know it's not (technically). I'm sure it could be worded better, though. :-/ --User Cyberman Mastermind Sig.gif Cyberman 15:36, 17 June 2009 (UTC)

Buff?[edit]

Seeing as how Binding Rituals were recently buffed, should nature rituals be buffed too? Long cast times, long recharge times, fragile spirits, and useless effects cause nature rituals to not see much play (excluding the spirits in some farming builds and EoE). And it would be PvE only, ofc. --68.50.253.106 03:50, 26 July 2009 (UTC)

I'd really like that. Usually, if I'm carrying a Nature Ritual with me and it somehow dies in battle, I just don't bother placing it again unless I had a really good reason to bring it. By the time I finish activating it, the fight will probably be over so why bother? Just my two cents. Haruno MidoriUser HarunoMidori signature img.png 15:44, 19 November 2009 (UTC)
Actually there are a couple of spirits outside of the obvious choices like Favored or Infuriating or farming that have great effects, their only drawback being that they effect you as well. Nature's Renewal, Tranquility, Predatory Season, Toxicity, Quickening Zephyr, Energizing Wind, Muddy Terrain... their effects are decent in PvP (much better in organized PvP of course since you can plan your team around how the spirits will effect you). So I wouldn't say that "useless effects" is the problem. My noobie analysis is that they should be given more armor/health, and perhaps the maximum cast time should be lowered to 3 (I'm not sure about adjusting the minimum). Also, Toxicity (definitely) and Predatory Season (maybe) should be moved out of Beast Mastery (though this is just me wishing I could run something like Renewal and Predatory on one bar without all that point spread). I think the recharges/durations are fairly balanced.
Another problem is that some of the elites are really stupid. Equinox and Famine come to mind for PvP. I may be wrong but doubling exhaustion isn't really worth an elite slot. Nor is the damage from Famine, especially when you can just bring a mesmer with Mind Wrack if you're really set on playing like that.
Again, the two-way effect is probably what stops nature rituals from seeing use in meta. Then again it may be what's stopping nature rituals from being the meta.
In fact I only really play RA or CM when I pvp so what the hell do I know? Ƹ̵̡Ӝ̵̨̄Ʒ аІiсә User Aliceandsven 1.png ѕνәи Ƹ̵̡Ӝ̵̨̄Ʒ 21:11, 4 May 2010 (UTC)
I really don't understand why these need to be so weak, it only takes a couple of hits to kill any of these spirits, even at 16 attribute, however a binding ritual only affects you in your favour, AND it's much harder to kill, the logic? I can't find it. (Forgot to sign) Kotoa 08:10, 9 July 2010 (UTC)
The two-way effect just makes rituals useful for nothing but build wars.--68.55.65.212 17:29, 21 July 2010 (UTC)

Range of Effect[edit]

What's the usual range of effect of a nature spirit? 1.5 Aggro bubbles? 2? I wouldn't say 3…but it would be useful to know. Taka Ragranok 07:10, 31 July 2010 (UTC)

--check out Spirit Range. It states 2.7x the diameter of the aggro bubble of the spirit's position. Shane 16:38, 26 October 2011 (UTC) --The preceding unsigned comment was added by NassauBob (talk • contribs) at 16:39, 26 October 2011 (UTC).

Spirits dying when resurrecting at a shrine?[edit]

I tried vanquishing Joko's Domain, but the para boss is hard. I had one hero at the res shrine next to him, he cast frozen solid, we wiped, and then the spirit died too? Is there any other way spirits can die but through damage and expiration?

Possible bug[edit]

Should it be noted as a bug that every nature ritual from nightfall campaign uses wrong casting animation. Binding rituals got their animation fixed and it was a listed as a bug fix. --87.100.204.144 13:32, 10 March 2011 (UTC)