User:Falconeye/Revamp/Ritualist Skills

From Guild Wars Wiki
Jump to navigationJump to search

Soo, here I come, and i want to change many things about my Rit. One big step is changing the attribute of many skills^^ (ehhm, i may use nearly always ghosts intead of spirits...) It may seems to you, like rits dont need a update, but it cant be, that you ignore the weakness of 70% of ritskills only cause rits have a save position in teams only cause two effective DD-Builds (sos and sogm) one prot build (st) and the ability of beeing a heal-alternate to monks (resto), other professions (para excluded, has only 2 good builds...) may have also mainbuilds, but can creat tons of other effective builds, at least some bound to special circumstances. If a rit creates something else, it has no chance against their mainbuilds, and your definition of special builds in special situations is for sure not the actual situation in DoA.

Channeling (anti-foe-support ghosts, offensive spells, offensive item-spells and offensive weapon spells.)[edit]

actually the spells of ritualists deal direct dmg, but cant be compared to elementailst skills. To change this i want to stop the channeling line to be a collection of special skills, where this "fake-ele" damage skills only are a acompanying effect.


Caretaker's Charge Caretaker's Charge
Recharge time to 8, costs to 10 "Elite Spell. Deals 20...64...75 lightning damage to target foe and nearby foes. You gain 5 Energy and 5...41...50 Health if you are holding an item. "

I dont know the strength in PvP, but in PvE the gain cant justify the low Damage for an Elite. Compare it to Ele-Elite.


Channeled Strike Channeled Strike
Activation Time to 1,5seconds, "Spell. Deals 5...77...95 lightning damage. Deals 5...29...35 additional lightning damage to foe and adjacant foes if you are holding an item. "

Same here.


Clamor of Souls Clamor of Souls
costs to 5 "Elite Spell. Deals 10...54...65 lightning damage to target and nearby foes. You gain 10 Energy for each ghost in Earshot."

Again, for Ritualist exist many good ways to get Energy. It cant be, that a Ritualist can better play a Elementalist with Rituskills for energygain to make damage with spells.


Earthbind Earthbind
Moves to Channeling

Ritualist is actually to equal in its attibutelines. Communing have strong Ghosts, Channeling has also Ghosts, but uses more the Signet instead and a few weak spells. Actually you play SoS, SogM or St as Ritu and that totally sucks. If the Offensive Ghosts go to Communing and the "special" Ghosts to Channeling, there is much more place for an strong spellcaster-Rituslist.


Cruel Was Daoshen Cruel Was Daoshen
"Item Spell. (15...51...60 seconds.) Your Channeling spells have 0...12...15% armor penetration and they recharge and activate 10...22...25% faster. Drop effect: deals 15...71...85 lightning damage to all nearby foes. "

Item Spells bring a big Disadvantage with them, so there should be a better reward for using them. It cant be to justify the disadvantages by saying, that they are needed for many skills.


Destructive Was Glaive Destructive Was Glaive
recharge time to 30 seconds "Elite Item Spell. (30...54...60 seconds.) Your Channeling Spells have 0...12...15% armor penetration and you have +0...12...15 armor. Drop effect: deals 10...42...50 lightning damage to all foes in the area and this skill recharge immediately, if foe was hit."

Its obviously a spell for going into Melee. Although 10% more armor penetration, the only reason to take this instead of daoshen are missing strong Elitespells for Ritu.


Essence Strike Essence Strike
"Spell. Deals 15...51...60 lightning damage. You gain 1 Energy (maximum 1...7...9) for each spirit within earshot"

Cause the more effective Spells, the Energydrain is may a bit too strong this way.


Grasping Was Kuurong Grasping Was Kuurong
"Elite Item Spell. (15...51...60 seconds.) Your Skills knocks-down foes and need 2 more seconds to recharge. knock-down effect: you loose 13...10...9 Energy. Drop effect: deal 15...63...75 damage and knocks-down all nearby foes. "

Actually you can much better use Earthquake (with glyph of sacrefice) for the same effect.


Offering of Spirit Offering of Spirit
Recharge time to 3s. "Elite Spell. The spirit nearest you loses all Energy and lifepoints. You gain 50...78...85% of that Energy and 115...143...150% of that lifepoints."

The actulal way is so dumb. If no Ghost is in Earshot, this skill is weak compared to skills like Offering of Blood and with a ghost the non- Elite Spirit Siphon is soo much better. This way its much stronger and too loose a ghost should work better than the high recharge time.


Spirit Burn Spirit Burn
"Spell. Deals 5...41...50 lightning damage. Inflicts Burning condition (1...4...5 second[s]) to target and adjacent foes, if you are within earshot of a spirit."

to weak again.


Spirit Boon Strike Spirit Boon Strike
recharge time to 2 seconds. "Spell. Deals 20...56...65 lightning damage. Spirits you control within earshot gain 5...41...50 Health."

This way it gives me a better feeling.


Wielder's Strike Wielder's Strike
"Spell. Deals 5...41...50 lightning damage. Deals 10...34...40 more lightning damage to target and adjacant foes, if you are under a weapon spell"

to weak again.


Weapon of Fury Weapon of Fury
costs to 15, activation time to 2s, recharge time to 8s "Elite Weapon Spell. (5...17...20 seconds.) Target ally (or you) gain Adrenaline and attack 5...41...50% faster. If Target Ally has no Adrenaline skills or all of them are recharging, target ally gain 1 Energy if he hits."

Adrenaline...the actual weapon is useless or at least to weak for being an elite on 7 of the 10 Professions. Paragon, Derwish and Warrior have actually good ways to gain their adrenaline themself (with Elite) and cause there arent many situations, where are more than 1 Teammember who needs this bonus, its even better to let them bring an Adrenalinskill themself and take a other Elite instead. If you add the faster attackspeed, this skill is also very usefull for Ranger and Assassins and the change to choose between supporting with Energy or Adrenaline makes it more effective as an supportskill. After not playing much with non-caster, i only know, that its too strong for PvP this way, but for PvE it seems really usefull in my Eyes.


Weapon of Aggression Weapon of Aggression
can be used on allys now.

costs and duration are a bit to bad to be useful for secondary rits and its not like ranger, derwish... dont have better skills themself in PvE to increase their attckspeed.


Brutal Weapon Brutal Weapon
Moves to Channeling "Weapon Spell. (10...34...40 seconds.) Attacks deal +1...4...5 damage and have 10% armor penetartion. Deals +5...13...15 damage instead, if target ally is not enchanted."

Its obviously. The dwarven weapon is better in any way.


Ghostly Weapon Ghostly Weapon
Moves to Channeling
Guided Weapon Guided Weapon
Moves to Channeling
Soothing Soothing
Moves to Channeling
Sundering Weapon Sundering Weapon
Moves to Channeling

This skills have actually no use to a normal ghostspammer, so i put them better to channeling, where are so or so many of this support skills.


Weapon of Quickening Weapon of Quickening
Moves to Channeling, costs to 5, activation to 1, recharge time to 12. "Elite Weapon Spell. (5...21...25 seconds.) Spells recharge 33% faster and costs 20% less energy."

Actually problems: For Rituals exist better skills and other professions dont have them. Communing dont have really spells and to support yourself the long activation time and high costs are a disadvantage. To support teammembers, there are in PvE many stronger alternate ways for shortening recharge time and you can support the half team, but are than nearly not doing anything else. This way you can support your team much better with it and the increased recharge time hinders you to spam it thoughtless on each caster in you Team.


Doom Doom
Moves to Channeling "Skill. (1 second.) End Effect:Deals 12...24...27 lightning damage (maximum 135) for each Spirit in earshot to target foe and adjacant foes. Recharges +5...3...2 seconds for each Spirit in Earshot."

The actual skill is a joke. The damage is not soo bad, but the requirements are no good for spawning power.


Rupture Soul Rupture Soul
Moves to Channeling "Spell. Destroys target allied spirit. Deals 50...122...140 lightning damage and inflicts Blindness condition (3...10...12 seconds) to nearby foes."

My idea of channeling is much better for this skill than my idea oof spawnig power


Reclaim Essence Reclaim Essence
recharge time to 10s Moves to Channeling "Elite Spell. Destroys target allied spirit. Deals 50...122...140 lightning damage to nearby foes. You gain 5...17...20 Energy and this Ritual is recharged."

If you are interested in Energy and have not many ghosts, use Soul Twisting, schould u use many ghosts, use ritual Lord and boon of creation. The Energygain is low and the high recharge time has nearly no good way to use it effective. This way it can be used i a great way.


Mending Grip Mending Grip
Moves to channeling "Spell. deals 15...63...75 lighning Damage. Removes one condition from you if you are under a Weapon spell."

Actually there are better ways to remove conditions and the healing is a joke


Weapon of Renewal Weapon of Renewal
moves to channeling "Weapon Spell. (4...9...10 seconds.) Target ally gains 1 energy for each hit with an attack. Target ally gains 1...6...7 Energy the next time this ally hits with an attack skill and this weapon spell ends.."

using 5 Energy to give an fighter only 7? that dont work for me.

Communing (Offensive ghosts, protective support ghosts, life stealing, Hexes)[edit]

Its actual only a attribute for ghost. I want to underline this situation but will also add some new functions to it by collecting some skills of the same type here.

Spirit Spammer[edit]


Bloodsong Bloodsong
Moves to communing "Binding Ritual. Creates a level 1...10...12 spirit (30...126...150 second lifespan). Its attacks steal 5...21...25 Health. If this Spirit is under the effect of signet of ghosty might, this spirit will steal +0...12...15 Lifepoints but wont attack faster or deal more damage."
Gaze of Fury Gaze of Fury
Moves to communing
Signet of Spirits Signet of Spirits
Moves to communing"Elite Signet. Creates 3 level 1...10...12 spirits (60 second lifespan). These spirits steal 1...13...16 lifepoints with attacks."

now the sos moved to communing. for spirit spammer no big change, but channeling is now a great casting attribute.

Hexes[edit]


Lamentation Lamentation
Moves to communing "Hex Spell. Also hexes foes near your target (5...17...20 seconds). Causes -0...2...3 Health degeneration. Initial effect: Deals 10...42...50 damage to these foes if you are within earshot of a spirit or corpse. "
Anguished Was Lingwah Anguished Was Lingwah
Moves to communing
Binding Chains Binding Chains
"Hex Spell. Also hexes foes near your target. (3 seconds.) These foes move 90% slower and takes 1...12...15 each second. Doubles damage from communing hexes while moving, if foes are moving. "
Painful Bond Painful Bond
Moves to communing
Renewing Surge Renewing Surge
Moves to Communing. "Hex Spell. (8 seconds.) Deals 2...10...12 damage each second. End effect: You gain 1...7...8 energy if you are within earshot of a spirit or corpse."

The hexes of rits have actually some problem. Lamenation and the communig hexes are already good, but lamenation dont fit in the most sos builds and communing skills cost to much energy without having many cheap or energy gain skills in its own line. the item spell is sure a good use, but you wont take it for only one or two hexes. to bring all hexes to the same attribute will solve this problem and gives the chance to play effective with hexes as rit.


Signet of Binding Signet of Binding
goes back to communing.

After making communing the main spirit attribute, it fits better to this.


Nightmare Weapon Nightmare Weapon
moves to communing.

Life Stealing[edit]


Vengeful Weapon Vengeful Weapon
moves to communing "Weapon Spell. (8 seconds.) Steals 15...51...60 Health from the next foe that deals damage or life steal to target ally and Vengeful Weapon is recharged."
Vengeful Was Khanhei Vengeful Was Khanhei
moves to communing, recharge time to 10 seconds, costs to 15. "Elite Item Spell. (5...10...11 seconds.) You steal 5...29...35 Health from every foe that hits you with an attack and have +15...27...30 armor. Drop effect: steal 5...41...50 Health from foes in the area."
Weapon of Remedy Weapon of Remedy
recharge time to 5 seconds. "Elite Weapon Spell. (8 seconds.) The next 1...3...3 times target ally takes damage or life steal from a foe, this ally steals 5...41...50 Health from that foe and loses 1 condition"

Actually the ritualist has some ways to steal life, but this skills feel lesser like a collection of life stealing skills than some special skills without some common bond. to bound them to one attribute gives them the feeling of a typical rit-effect and gives communing the feeling of a smiter (he can support his team and especially the restoration skills are not good placed yet, cause the stealing is a nice effect but cant justify the low lifegaining for a healer).


Consume Soul Consume Soul
moves to communing"Binding Ritual. Destroys a spirit. Creates a level 1...11...14 spirit (30...54...60 second lifespan). Its attacks steal 15...27...30 lifepoints and burn foes (1...3...3 seconds). Doubled Lifestealing from summoned creatures. This Spirit prefers summoned creatures."

Weak, if no summonings are there, i mean, a skill especially for summonings isnt something bad, but an elite espacially is overdoing it. The function should be also strong, if no summonings are there.


Anguish Anguish Add
"This spirit prefers hexed foes"
Disenchantment Disenchantment Add
"This spirit prefers enchanted foes"
Shadowsong Shadowsong Add
"Its attacks deal 5...17...20 damage. This spirit prefers attacking foes"

Actually this ghosts arent weak, but it would be nice, if they use their bonuseffects.


Wanderlust Wanderlust
"Elite Binding Ritual. Creates a level 1...10...12 spirit (30...54...60 second lifespan). Its attacks deal 5...17...20 damage. Double damage and cause knock-down against foes under a ritualits-hex. This spirit prefers with a ritualist hex hexed foes."

Actually this ghost makes no damage and the dwarvenweapon is a better way to create knock-downs. This way a ritualist-hex-build is supported by the ghost and the hex should be a better requirement than the lifeloose.


Displacement Displacement
"Binding Ritual. Creates a level 1...11...14 spirit (30...54...60 second lifespan). Non-spirit allies within range have 25% chance to block. Attackskills are always blocked. Block effect: this spirit takes 70...54...50 damage. Doubled dmage, if a attackskill was blocked." The Blockchance doesnt works together with other blocks. If displacement wouldnt block an attack alone, this ghost doesnt take damage.

I dont like the actually effect. It can bock only a few times but cant decide, which attacks are blocked.


Spiritleech Aura Spiritleech Aura
moves to communing "Skill. (5...17...20 seconds.) All of your spirits within earshot deal 5...17...20 less damage and steal 5...17...20 Health when they attack. Life stealing spirits will steal +1...7...9 Lifepoints instead."

To place it in restoration magic has absolutly no sense. Also the to stron effect on life stealing ghost is solved this way.


Signet of Ghostly Might Signet of Ghostly Might
Add "Life stealing spirits steal +5...9...10 lifepoints instead and will not attack faster."

This solves the actual problem of the signet.

Restoration (Healing!, skills that support healing, healing ghosts)[edit]

Actual is the healing compared lower and needs more time than a monk. Only the better Energymanagement make restos achievable to play a good healer. the Main Problem, Restos are missing good Elites. Spirit Channeling is a great Energyskill, but at least one strong Healing skill should exist as an alternate. Preservation is the most useless Rituskill for sure. Xunlais weapon steals a few lifepoints instead giving a good healing. Spirit light weapon may heals a good amount, but cant give the healing, if its really needed.


Death Pact Signet Death Pact Signet
moves to no attribute Energygain is always 100%

120 Secondsa should be enough to justify the 100%, for primary healers is this skill to risky.

Elite-Update[edit]


Defiant Was Xinrae Defiant Was Xinrae
"Elite Item Spell. (15...51...60 seconds.) You cannot lose more than 20% of your max Health from a single hit. If you use a skill on an ally, this Ally will suffer from Xinraes Weapon and you loose 4...2...1 Energy if target ally wasnt under a weapon skill. Drop Effect:a random party member is resurrected with 15...63...75% Health and 5...17...20% Energy. All your Weapon spells are disabled for the time this item spell is holded.". The Xinraes Weapon from this skill will be "Elite Weapon Spell. (8 seconds). The next time target ally takes damage from a foe, that damage is limited to 20% of target ally's max Health and that ally gains 20...68...80 Lifepoints" Item spell will use now same skin like lively was naomei.

Compare it to UA: The resurection is weaker and without port, you must abandon the advantages of wielding weapons, the energyloss is a equivalent to the upkeep, the limitation to 20% is not weak, but only once and wont effect the most damage, the lifegain is may a bit higher than the 50% higher healing effect, but also isnt granted. Also it will work great together with the spawnig power enchantment to kill conditions. See it as a good counterpart to the UA-Monk.


Preservation Preservation
"Elite Binding Ritual. Creates a level 1...11...14 spirit (20 second lifespan). Each time if Damage would bring the lifepoints of one non-spirit ally under 25% this spirit heals this ally for 10...94...115 and the ghost loose the same amount (maximum once all 4 Seconds). If an Ally would die, this ally is healed for the remainig lifepoints of this spirit and this Spirit is destroyed. End effect: heals for 1...8...10 for each second this spirit was alive"

This way it really helps you as some third Healer.


Xinrae's Weapon Xinrae's Weapon
"Elite Weapon Spell. (8 seconds). The next 1...6...7 times target ally would loose more than 5% max health cause damage from a foe, that damage is limited to 5% of target ally's max Health and that ally gain 5...41...50 Lifepoints."

This way it is a real Heal/Protskill instead of some low halfdamage/halfheal.


Tranquil Was Tanasen Tranquil Was Tanasen
"Elite Item Spell. (5...37...45 seconds.) You have +10...22...25 armor and your spells heal 20% more lifepoints. You cannot be interrupted by any source. Drop effect: all party members are healed for 10...82...100." Power Block can interrupt skills, but knock-downs will knock down you after you finished activation.

The actual armor and interruptprotect is a good selfprotect, but in a effective backline should you be save in PvE and it has no help for you to heal others. Now you can really heal with ignoring foes to some point and and the group heal and increased healing give better support to you

Other item spells[edit]


Lively Was Naomei Lively Was Naomei
"Item Spell. (45 seconds.) Your Restoration Spells heal 50% more lifepoints and activate 50% Faster. All you other item spells, Weapon spells and Enchantments are disabled for the time this item spell is holded. You cant have more than one spirit at the same time. Drop Effect:a random party member is resurrected with 15...63...75% Health and 5...17...20% Energy and Lively Was Naomei is disabled (20seconds)"

I dont want only a copy of a HB (means an Enchantment), although i want a resto more capable like a monk, a resto should feel like a resto. An Elite item spell with this effects would be bad, cause you could use also an 40/40 Set and have low Energy cause the item holded, what brings the ritu-hb in a big disadvantage. To add more extras to justify the Elite-Status would also be idiotic. After all, what gives a resto advantages to monks are weaponskills and ghosts, so i will disable the weaponskills and limitade the ghosts (one must be there at least cause many restospells need them).
The only rezz version was horrible and the group rezz situation not needed. The new version strengthened a Resto without making him to strong (i say only hb ua and mimicry) Some more fun effects are the disabeling situation. On the one side you can play a build around this itemspell, on the other side you can make a build with one ghost and 2 Healskills and 4 other disabled skills, which change your complete healstyle after dropping the itemspell and using the extraenergy from your weapons.


Protective Was Kaolai Protective Was Kaolai
"Item Spell. (15...51...60 seconds.) You have +10 armor and you heal 10% more lifepoints. Drop effect: all party members are healed for 10...70...85" Same like the Elite-Version. Actually the Endeffect is nice, but holding it the whole time brings disadvantages than only using it for direct dropping.
Resilient Was Xiko Resilient Was Xiko
costs to 15, recharge time to 20. "Item Spell. (5...17...20 seconds.) Transfer 1...3...4 conditions and their remaining durations from your allies in earshot to you. You have +3 Health regeneration for each hex or condition on you. Drop effect: removes 1...3...4 condition[s] from allies in earshot."

The actual versions of this and pure are not bad, but more stuff for selfsupport than groupsupport. This way it works great for supporting the group.


Pure Was Li Ming Pure Was Li Ming
change recharge time to 40 seconds."Item Spell. (15...51...60seconds.) You lose all effects, you have 500 health, 60 Armor, 50 Energy and 5 Energy-Regeneration. Your restoration magic attribute is 20, but all your other attributes are reduced to zero and your non restoration magic skills and Eliteskills are disabled for the time this item spell is holded."

One thing each team needs is a Healer. All other Functions in the team can be replaced, but healers are absolutly needed. Ele and Necro may can compensate the missing attributepoints with high Energy; Mesmer, Dervish can use some skills of there own attributes to some point to, but the others cannot only play a bad healer. It wont hurt to give all professions a chance to play a healer, too.


Vocal Was Sogolon Vocal Was Sogolon
"Item Spell. (15...51...60 seconds.) Shouts and chants you use last 50% longer. You gain 1 Adrenaline each time you use a skill on an Ally. Drop Effect: All your Chants and Shouts are recharged."

Hmm, i cant actually imagine a good use for it, but working with shouts and chants without getting Adrenaline through attacking is a bit problematic. The increased duration shouldnt be bound to restoration magic if rits dont have shouts or chants themself.

Spells[edit]


Ghostmirror Light Ghostmirror Light
Recharge time to 1second. "Spell. Heals for 15...75...90. You gain 5...51...50 Health if you are wielding an item spell. Cannot self-target. Disables all your other restoration spells. (3 Seconds.)"

There exist already enough spells, which need Ghosts to be effective. I think this way is this skill much better.


Spirit to Flesh Spirit to Flesh
moves to restoration "Touch Spell. Destroys touched target allied spirit. Heals allies for 50...90...100"

I dont see a reason to place it under spawning power.


Wielder's Boon Wielder's Boon
Add "You gain 3 Energy if you are holding an item"
Soothing Memories Soothing Memories
Add "Removes one condition if target ally is under a Weapon spell"

First Problem is that some Weaponskills like Xunleis weapon can end before healing is through, 2nd the high cost of playing with many weaponspells, 3rd the need to use weaponskills first, if target ally isnt under one. Cause this, i think its hard enough to fullfill both requirements at the same time and giving them two boons under different circumstances gives them a higher flexibility. (The Weapon spells from Xinrae (could be, that i used xunlai instead of xunrae somewhere above) dont count immediatly, if they are first created by using this skills)

Spawning power (selfsupport, enchantments)[edit]


Generous Was Tsungrai Generous Was Tsungrai
moves to spawning power
Vital Weapon Vital Weapon
recharge time to 5, moves to spawning power "Weapon Spell. (5...25...30 seconds.) +40...148...175 maximum Health and + 5...17...20 maximum Energy."
Mighty Was Vorizun Mighty Was Vorizun
moves to spawning power.

together with the spawming power ghost these are all ritualis skills which increase energy or health. Also not one of the three skills give a feeling of fitting into their actual attributeline and the situation, that them all are effective without many points in their attributes make them good in the primary attribute.


Energetic Was Lee Sa Energetic Was Lee Sa
activation time to 1,5 seconds "Item Spell. (5...17...20 seconds.) You have +2 Energy regeneration. Drop effect: you gain +1...8...10 Energy"

the long activation time and to be unable to keep this item spell up make it unattractive. Also the high costs and the situation of Energyloss by changing from weapon to item hinder it to be an energy-kit.


Feast of Souls Feast of Souls
No recharge time, costs to 5. "Spell. You steal all lifepoints from allied summoning next to you."

a good selfheal, in my eyes better than this complicated groupheal.


Ghostly Haste Ghostly Haste
"Binding Ritual. Creates a level 1...11...14 spirit (20 second lifespan.) Spells allies in range cast recharge 25% faster. No effect unless they are holding an item."

this way it is easier to use and has more of ritualist style.


Renewing Memories Renewing Memories
duration to 10...26...30 seconds, recharge time to 15, costs to 10

its annoying, that you actually cant upkeep it with lesser than 15 in spawning power.


Wielder's Remedy Wielder's Remedy
add " No effect unless holding an item. "

i want more ritustyle