User:Bathory/Suggestions/Ritualist

From Guild Wars Wiki
Jump to navigationJump to search

The following skill suggestions are for Ritualist elite and non-elite skills. They are not actually implemented in the game.

Overview[edit]

Channeling Magic[edit]

PvE

10 Energy¾ Activation time30 Recharge time ; PvP 10 Energy3 Activation time30 Recharge time

Binding Ritual. Create a level 1...7...8 Spirit. Causes 3...9...10 Health loss each second to foes in earshot. This Spirit loses 3...7...8 Health for each foe that loses Health.

I like this spirit, it's a neat indirect damage effect that's useful in 4v4 and in areas of PvE. Against a team of 8 it really would never be useful, but curving the health loss gives it more of a chance for use on someone who hasn't pumped their Channeling and Spawning really high for the sole purpose of this skill. (Level 8 spirits have 160 Health, allowing an Agony losing 7 Health to hit 20 times instead of 16. At 3 Spawning Power, it would hit 22 times. At 9, 27. At 12, after using all of the persons attribute points, it could hit 29 times. At first, you could say "But Bathory! That's almost 300 damage from one spirit. Spread over an area like earshot it's not that scary, and this spirit would still die very quickly. Now it just deals more damage than the health it has.)

10 Energy1 Activation time12 Recharge time

Elite Spell. Deals (10...62...75) lightning damage to target and nearby foes. You gain 10 Energy if you are within earshot of a spirit or holding a bundle item.

Increase the damage to match that of Caretaker's Charge.

5 Energy1 Activation time12 Recharge time

Spell. Deal 10...46...55 lightning damage to target foe. If you are holding an item, you gain 1...3...3 energy and this skill recharges twice as fast.

The main problem with this skill is that it's Flare with no Attunement. As the best energy management available in Channeling is centered around Spirits, not Items, this skill suffers after several casts, but will remain to recharge instantly. By adding energy gain it works like Soothing Memories and Caretaker's Charge by helping the Ritualist pay for it's cost and the item spell required to work it. Instant recharge can't be put on a skill that gives you energy without balance problems, so halving that should slow down the damage output enough to justify it, and when the condition is met it will recharge as fast as Spirit Burn, so it doesn't outclass other Channeling damage skills.

5 Energy1 Activation time10 Recharge time

Spell. Deals 5...41...50 lightning damage. Spirits near you gain 5...41...50 Health.

Remember Heaven's Delight and Divine Healing? They had high energy costs, long cast times and a huge recharge - making them unwieldy and pointless to bring on any bar. This skill is like that. The same fix can be applied, cut everything in half.

5 Energy¼ Activation time5 Recharge time

Spell. Target spirit loses 10...26...30 Health. You gain 1 energy for each 5...3...3 points of Health lost.

This would allow this skill to be used on the same spirit more than once, without suffering from it's depleted energy pool. At 15 Channeling, you'd gain 10 energy, putting it in line with other non-elite energy gain skills. The increased recharge is for the increased dependability.

5 Energy¾ Activation time6 Recharge time

Weapon Spell. (1...3...3 seconds) Attacks interrupt skills. Interruption effect: All nearby foes are interrupted and Wailing Weapon ends.

Would require that the ally hit to interrupt, and would be useful on Warriors, Rangers, Paragons, Assassins and Dervishes as they all auto-attack often. Nearby isn't that large of an area, and wouldn't be effective on teams that spread out (concerning PvP), but would have use on AI that like to clump up.

Communing[edit]

PvE

10 Energy¾ Activation time30 Recharge time ; PvP 15 Energy3 Activation time30 Recharge time

Item Spell. (30...126...150 seconds) Drop effect: summons a level 1...8...10 Spirit of Lingwah (30...126...150 second lifespan) that deals 5...25...30 damage. This spirit dies after 30...126...150 seconds.

Having an alternative to a binding ritual is nice, but not very convenient. Making this a different spirit could allow Communing Ritualists that choose to stick with spirit spamming (what else can they do anyway) another pure damage spirit. It could still use the same attack as Pain, but would be able to fight alongside it.

5 Energy1 Activation time20 Recharge time

Enchantment Spell. For 20 seconds, you have a 50% chance to block while casting Binding Rituals. No effect unless you are holding an Item.

As a non-elite should never protect against all Melee and some Caster damage constantly. Also, as the best item offered in Communing to fulfill an Item requirement, Mighty Was Vorizun, gives armor, there is little point in having another Communing spell do it when it needs the other to work right. The lower energy is because this skill would require two other skills in order to work completely, which is something that needs to be worked around. (ex: 15 energy for Shadowsong and 5 energy for Vorizun would make this cost 25 to get an effect.)

5 Energy¼ Activation time3 Recharge time

Weapon Spell. (8 seconds) Target Other Allies' next Attack Skill has 10...22...25% armor penetration.

This change would simulate an ethereal weapon passing through an enemies armor. The exact numbers could be changed of course, and the higher armor penetration (at higher levels) makes it more powerful than Sundering Weapon in that respect - but balances it out by not causing a condition. And, while this would assist in spikes - it no longer helps bypass block, just armor.

15 Energy1 Activation time5 Recharge time

Weapon Spell. (5...8...9 seconds.) Attacks are unblockable.

15 energy is a lot for a Ritualist, and Communing is a rather useless attribute for secondary Ritualists. Giving this a one second cast time but keeping the unwieldy cost should make it a better choice when buffing an ally's attacks.

PvE

10 Energy1 Activation time30 Recharge time ; PvP 10 Energy5 Activation time45 Recharge time

Binding Ritual. Creates a level 1...11...14 spirit. If a party member within range dies, they are resurrected after 3 seconds with 7...61...75% Health and 0...60...75% of the spirits Energy and the spirit dies. This spirit dies after 30 seconds.

Originally suggested by Yullive, I believe this change makes this spirit much more useful. It would retain the ability to resurrect the caster, and making up for it's target specificity, it only has one use. Plus, it would also make sense to have them resurrected at the spirit's location, which could be useful if put on this skill as it doesn't resurrect them with a lot of health. Put it far back, and when someone does die they're teleported safely behind the healers to be healed. =P

Restoration Magic[edit]

5 Energy¼ Activation time5 Recharge time

Elite Item Spell. (20 seconds) You have +40...168...200 maximum Health and can not take damage more than 5% your maximum health.

Move to Communing. A person with 600 health would have 800 health (assuming 15 Communing) while holding these ashes and could take a maximum of 40 damage. 15 Communing and 480 health would have 680 and take a maximum of 34 damage. Additional health and damage reduction belong in Communing, not Restoration.

5 Energy¾ Activation time4 Recharge time

Spell. Heals for 15...63...75. Removes one condition if target ally is under a Weapon spell.

This spell doesn't do anything special, and does not deserve it's unwieldy stats.

PvE

5 Energy¾ Activation time20 Recharge time ; PvP 5 Energy3 Activation time20 Recharge time

Elite Binding Ritual.Creates two level 1...8...10 Spirits (90 second lifespan). Every 4 seconds they each heal one non-spirit ally for 10...94...115.

"Conservation" is just a word taken from the word Preservation's synonyms. The effect is throw away, it can change or it could even do the same thing. This skill would be much more useful if it spawned two spirits, not only fueling skills like Mend Body and Soul easier but making it harder for someone to eat through a Ritualist's spirits.

PvE

10 Energy¾ Activation time30 Recharge time ; PvP 10 Energy3 Activation time30 Recharge time

Binding Ritual.Creates a level 1...13...16 spirit (30...78...90 second lifespan). Heals party members in earshot for 3...9...10 each second. Healing cost: this spirit loses 3...7...8 Health.

Like with Agony, making this health loss slightly lower than the benefit gives it an ability to be used more without throwing all your attributes in to this skill.

5 Energy1 Activation time20 Recharge time

Elite Item Spell. (0...12...15) +10...22...25 armor. +15...23...25 maximum Energy. You can not be interrupted.

Move to Communing. Would be an elite version of Mighty Was Vorizun, while keeping it's original interruption negation effect. As it can not be removed, it should be no where near maintainable by itself, as it could potentially keep the Ritualist permanently immune to interrupts.

Needs fixin'.

10 Energy¼ Activation time8 Recharge time

Elite Weapon Spell. (3 seconds) Target ally can not take more than 5% damage. Hostile skills used against that ally take an additional 0...6...8 seconds to recharge.

Move to Communing. This would give it part of it's new functionality and some of it's old to stop spikes and hinder their next spike attempt. If used correctly, it could double the time between an enemy team's spike attempts.

Spawning Power[edit]

10 Energy1 Activation time8 Recharge time

Spell. Deals 10...34...40 damage (maximum 135) for each of your recharging binding rituals.

By making the damage armor ignoring, this skill is much more useful on bars that have enough Binding Rituals to use it effectively. Currently the lightning damage with no armor penetration makes it rather useless against anything but un-proted casters.

5 Energy¼ Activation time5 Recharge time

Elite Spell. Destroy target allied Summoned creature. You gain 5...18...21 Energy.

Revert. The current version is worse. It's not even fun.

10 Energy¾ Activation time8 Recharge time

Weapon Spell. (10 seconds) +1 Energy regeneration. End effect: Gain 1 energy for each successful hit (maximum 0...6...8 Energy)

It would still have use on non-casters, and would work like Zealous Renewal when it ended. It wouldn't be too powerful since it would disallow other weapon spells and the end energy gain is dependent on Spawning Power, which stop it from being used on secondary Ritualists to too strong an effect.

No Attribute[edit]