Talk:Spawning Power

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Rounding[edit]

I just did some testing ...

Spawning Power Duration
Before rounding Observed
0 5.0 5
1 5.1 5
2 5.2 5
3 5.3 5
4 5.4 5
5 5.5 5
6 5.6 6
7 5.7 6
8 5.8 6
9 5.9 6
10 6.0 6
11 6.1 6
12 6.2 6
13 6.3 6

It appears that anything over 0.5 is rounded up. I'm typing up a duration table. -- Gordon Ecker 21:15, 16 August 2007 (UTC)

The table's done. -- Gordon Ecker 22:10, 16 August 2007 (UTC)

A question: Is the 2% bonus applied before or after rounding the original duration? For example, for Weapon of Aggression at Channeling 2 and Spawning Power 12, does it last:

 6.33 x 1.24 = 7.85... rounded to 8 seconds; or
 6... rounded to 6 x 1.24 = 7.44... rounded to 7 seconds?

-Spot 18:54, 29 August 2007 (UTC)

Table needs an update, I'll be doing that now. StatMan 14:45, 19 June 2009 (UTC)

Minion Master[edit]

Does Spawning Power Affect Minions? 76.26.189.65 16:52, 5 February 2008 (UTC)
yes--Ryudo 16:53, 5 February 2008 (UTC)
(Edit conflict) Yes, minions count as animated creatures. --User Brains12 Spiral.png Brains12 \ Talk 16:54, 5 February 2008 (UTC)

Asura Summons[edit]

Does it affect them at all? I think someone said that PvE only skills arent affect but I don't know.. --The preceding unsigned comment was added by User:Tengent (talk).

I doubt it. --smøni 20:25, 13 June 2009 (UTC)
Yes, it does and Ebon Sins. Karate Jesus 17:12, 16 June 2009 (UTC)
It affects summons but not ebon sins. My bad. Karate Jesus 20:39, 17 June 2009 (UTC)

"Spawning Power"[edit]

Is it just me or does this name sound kinda sketchy? Robot Ninja Pirate 17:03, 5 April 2009 (UTC) Robot Ninja Pirate
Is it just me or does it kinda weird that SP lenghten weapon spells but you only have 1 weapon spell in the tree which doesnt really require lengthening? --Ritualist-tango-icon-200.pngRequiem 19:40, 7 June 2009 (UTC)

Update 6/18[edit]

I edited the Weapon Spell duration stats to match the update: 4% per rank. 209.240.183.45 01:59, 19 June 2009 (UTC)

Forgot to change the in-game description, but I just went back and did that too. 209.240.183.45 02:01, 19 June 2009 (UTC)
On that note, I'm going to also edit the table, but I really don't want to... 209.240.183.45 02:03, 19 June 2009 (UTC)
Ignore me; I didn't understand the format well enough and now that I understand it I'm not interesting in going through to make all those changes... lol sorry. 209.240.183.45 02:28, 19 June 2009 (UTC)
I'll do the table, though I won't test it. I assume that it is a multiplication and round, with numbers less than X.5 rounded down. Also, I assume that you round the duration given by the attribute skill level, then multiply bonus, round again. StatMan 14:46, 19 June 2009 (UTC)
As it turns out, there were no .5's, only .52's and .48's. Hope it works well.StatMan 15:47, 19 June 2009 (UTC)


Rework spawning power?[edit]

About spawning power: it's been known to be an inferior primary attribute than other classes in terms of energy management (Necro, Ele, Dervish (mysticism actually has some nice skills), Expertise), which for a caster, means you're kinda... screwed. Sure, in PvE, you can get away with having, say, Spirit's Gift or Boon of Creation, but what's the point in competitive places (see: low/mid/high-end PvP, high-end PvE) where you can get the same, if not better effect, by just re-rolling a different primary (see: N/Rt healers, E/Rt E-Prism healers, ...) Now, I'm not saying this skill is bad the way it is, there are better primary attributes out there, and these can be abused, along with secondary Ritualist attributes, just fine. How about re-working Spawning so it affects every skill in a Ritualist's arsenal (see: Fast Casting (although that's a different story, and I'm not supporting the fact that FC increases every skill casting time)). Just lower the raw healing, time's, and/or effects of ritualist spells, and make them boost with Spawning.
Basic xample: your base healing spell (compared to a monk's Orison of Healing or such "basic" spell)
Spirit Light -- Spell. Heals for 60...156...180. You don't sacrifice Health if you are within earshot of any spirits. -- 156 heal on a secondary Rt char makes little sense, especially one that can be spammed when energy isn't ever, ever a problem
Spirit Light -- Spell. Heals for 40...96...110. You don't sacrifice Health if you are within earshot of any spirits. This spell heals for 5-10 more for every rank in Spawning Power. That way secondary Rits can't totally abuse Rit spells.
Why ANet might actually think about this:

  • They already hate having secondaries exploited by primaries just because the primary has a better primary attribute (PvP, see: R/A Dagger Rangers, R/D Scythe Rangers, Me/N Taint Hero, ...).
  • They implimented a 10s disable on many skills that were exploited via secondary profession (see: Wastrel's Collapse, Peace and Harmony, ...)

But, it's just a thought. >.> Moo Kitty 19:35, 1 September 2009 (UTC)

You see, the problem isn't spawning power bieng weak but things like soul reaping bieng over powered and therefore able to abuse skills from the ritualist line. Tidas 20:09, 1 September 2009 (UTC)
Considering primary attributes can only be accessed by, would you know it?, primary professions only, and you can only ever have 1 per character, they might as well be over-powered compared to regular attributes. If they're all over-powered, wouldn't people have a harder time deciding which to pick (which in turn makes them think more, and hell, people playing GW do need to do that more). Instead of rolling a necro thinking "Hey, my blue bar will always be happy, no matter what I do", why not think "Well, for X and Y, ____ profession might be better, and for A and B, _____ profession would be better. What do I really want to do with this character that I can't do as well with other characters?" Moo Kitty 20:18, 1 September 2009 (UTC)
(Edit conflict) Actually, the problem is that Spawning Power is weak. Soul Reaping is more or less balanced with the Necromancers high-cost and sacrifice skills in mind, not with overpowered healing in mind. Spawning Power is ineffective in PvP because Weapon of Warding is the only weapon that sees serious play outside of gimmicks and spirits, regardless of how much health they have, can be farmed in seconds. ··· Danny Pew Pew 20:21, 1 September 2009 (UTC)
untill I see more suggestions...the only suggestion you gave makes it seem like you want them to turn spawning into divine favor. personn5User Personn5 sig.jpg 20:25, 1 September 2009 (UTC)
I want to turn Spawning into something that boosts Ritualist using Ritualist skills. Think like SP is with weapon spells, but boosts ALL spells, skills, etc. And nerf the base raw heals. Please read my Spirit light comment. Moo Kitty 20:28, 1 September 2009 (UTC)
He read the Spirit Light comment, obv, but lacks the intuition to figure out that you mean for that to apply to all skills in different manners. (Increasing damage for damage skills or something, etc.) ··· Danny Pew Pew 21:53, 1 September 2009 (UTC)
<Insert random Ritualist spell here> <Insert random Ritualist atttribute here> - Your spell does <insert random number here> healing/damage. For every <insert random number here> rank(s) in Spawning Power, your spell does <insert random number here> more healing/damage. Don't think it was that hard to understand. Moo Kitty 22:11, 1 September 2009 (UTC)

On a side note, we all know they'll never re-work primary attributes to make them all equal. Balancing the game is too hard for ANet >.> Moo Kitty 23:58, 1 September 2009 (UTC)

Hell, they can't even fix the XTH, Nicholas, or RA syncing (lol people can still do it). Karate User Karate Jesus KJ for sig.png Jesus 00:04, 2 September 2009 (UTC)
Sure they can. Make RA random across all districts (if it's not already), have a max per district dependent on population (aka no more than 25% of the district's pop can enter a single battle at one given 30s frame. Moo Kitty 00:38, 2 September 2009 (UTC)
They just made it across all districts, but it's still pretty easy to sync. I guess they figured we wouldn't figure it out :/ Karate User Karate Jesus KJ for sig.png Jesus 00:40, 2 September 2009 (UTC)
Maximum 25%...50%...HOW FUCKING STUPID IS ANET people from the same district can enter an RA match at any given time. This shouldn't affect high high pop districts, since most are AFK'ers, or talking, or arguing. None of them RA per say. This will help Asia-Japanese districts not have 4 of 4 people enter at once. Moo Kitty 00:48, 2 September 2009 (UTC)
Well, I don't think this is the place to discuss this, but hopefully they'll realize they fuck'd up and fix it soon. Karate User Karate Jesus KJ for sig.png Jesus 00:53, 2 September 2009 (UTC)
"Anet fuck'd up?" Wow. Thats never happened before. 24.233.254.51 01:06, 2 September 2009 (UTC)
"I don't think this is the place to discuss this" Where the hell else should you discuss this? The RA page is being flamed as we speaked, Linsey's/Gaile's/____'s pages are being flamed as we speak by people who got sick of flaming the RA/HB pages. Fix RA, fix the fucking gay metas. Remember back when it was just prophecies and factions? When people actually had to have skill? Because not EVERY FUCKING SKILL WENT THROUGH THE BUFF ROLLERCOASTER (see:Smiter's Boon, Palm Strike,...) Moo Kitty 01:30, 2 September 2009 (UTC)
Does anyone really care? Also, did anyone really think they'd fix syncing? I mean, my money was on them completely breaking the entering mechanism, but at least they didn't do that. At least they tried something, regardless of how little thought they must've given it. ··· Danny Pew Pew 18:31, 2 September 2009 (UTC)

Hello I'm looking for the talk page for spawning power... has anyone seen it? seems I've stumbled into a rant about RA... MrPaladin talk 12:08, 2 September 2009 (UTC)

Spirit Health Table[edit]

I think it would be really useful if someone could make a table showing spirit/minion level and health of the spirit/minion at various levels of spawning power. Anyone up to the task? -Combatter 11:30, 20 September 2009 (UTC)

I found one: http://guildwars.wikia.com/wiki/Spirit_health_chart --Combatter 23:23, 2 October 2009 (UTC)
http://wiki.guildwars.com/wiki/Spirit
There's already a native table. MA Anathe 23:43, 2 October 2009 (UTC)
Adding a link to it to this page --Combatter 12:18, 3 October 2009 (UTC)

My idea[edit]

add this functionality to spawning power: For each creature you create you gain one energy for every three ranks of spawning power. Kind of the opposite of necroes?--83.82.62.210 15:38, 9 June 2010 (UTC)

that would be overpowered. Spawning power is good as it is, and even if it were not, balancing other primary attributes with the overpowered soul reaping is a bad idea that leads to more powercreep. If anything, soul reaping needs a nerf/functionality change, not this attribute. Lanier 23:18, 15 July 2010 (UTC)

Summoning stone summons[edit]

Does Spawning Power affect the health of a Summoning Stone creature? The fact that they show up as Allies on the Party window rather than on the Minion window suggests that they are not affected, but I cannot find a definitive statement anywhere on this subject. Cynique 15:43, 3 August 2011 (UTC)

The attributes description itself states only creatures you create or animate, whereas a summon is well, summoned. For the sake of argument it may well be considered animated, thats true, but it does seem highly unlikely. Puk 07:49, 27 March 2012 (UTC)

What I would've liked to see[edit]

The Ritualist has three unique mechanics tied to its profession: Binding Rituals (Nature Rituals are somewhat similar yet distinct), Weapon Spells (Great Dwarf Weapon is the only Weapon Spell outside of the Ritualist attribute lines, and it is PvE only), and Item Spells (Certain bundles in PvE may behave similarly to Item Spells, yet they remain separate entities).

A point of contention when the Ritualist was first released was that it's primary attribute didn't really benefit the class in many ways, aside from the pool of skills offered. While that was true back then, nowadays Spawning Power is a versatile attribute, with key skills supporting a range of diverse builds.

To better affect the performance of Ritualists, and to additionally limit the effectiveness of secondary Ritualists utilizing Weapon Spells in PvP, Weapon Spell durations were changed to scale with Spawning Power, initially by 2% per rank and then later adjusted to 4%. At that point, Spawning Power had a direct effect on two of the three unique Ritualist mechanics.

Left out of these updates throughout the years were Item Spells. It's true that Item Spells were never really abused to the extent that Weapon Spells were in PvP, and hence we can assume the developers saw no reason to adjust their functionalities to scale in any way with Spawning Power. That said, I would've liked to see the strength of Item Spells enhanced by way of the Ritualist's investment in Spawning Power. How this could've been done I cannot say for sure. Perhaps an energy gain while holding an Item? Or a health gain? Maybe a recharge reduction, or an increase in the duration for which they can be held? Any such change would, naturally, have to be accompanied by compensatory adjustments to the Item Spells themselves.

I would've liked to see such a change for none other than placing the power of an inherent Ritualist mechanic more firmly in his own hands, as is the case with many other primary attributes. Alas, this wish is but too little, too late. Soldier198 (talk) 01:23, 3 April 2020 (UTC)

We could also argue that, in a way, thematically it would make sense for Item Spells to be affected by Spawning Power, as Spawning Power signifies the reverance of one's ancestors, whence the Ritualist derives many forms of his power, most notably through creation. Summoning the ashes of deceased, esteemed Ritualists (if they are Ritualists, I'm assuming) must be an especially endearing form of veneration. Soldier198 (talk) 03:29, 3 April 2020 (UTC)