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Key Problems[edit]

Playing as a Ritualist in PvP is pretty great but has a few standout problems that contribute to its inability to effectively perform in certain PvP modes and maps. I identify these problems as follows:

  • Casting time of Spirits
    • The cast time of spirits makes their casting quite vulnerable to interruption and other means of shutdown.
    • Additionally, the cast time puts a delay on the Ritualist's ability to engage in battle, which is quite crucial for fast paced PvP modes such as the Jade Quarry and Alliance Battles.
  • Weakness of Spirits
    • Spirits are also particularly vulnerable to direct attack, namely because of their low level and therefore low armor rating, which affects the Ritualist negatively in all game modes.
  • Reliance on Spirits
    • Many Ritualist skills, including some of their most powerful ones, rely on a spirit being within earshot to utilize its maximum effect
      • As per the reasons listed above, spirits are not very reliable, and therefore neither are skills that rely on their presence.

These factors, when combined, make the Ritualist unpreferable to other classes in fast paced game modes and overtly vulnerable to shutdown in 4x4 game modes.

Proposed Solutions[edit]

The Ritualist, in part like the Paragon, is a profession that synergizes with itself, and so buffing certain aspects of the profession, like spirits, must be considered in impact on a 4 person team, an 8 person team, and on a team with more than one Ritualist. Envision a scenario for a moment where Ritualist spirits in PvP are buffed to matched their PvE counterparts. This would assuredly be an imbalanced change, and spiritways featuring multiple Ritualists would probably become an unbeatable staple in most PvP modes. Therefore, I will propose the following changes which make spirit summoning and reliability more dependable for the single ritualist, while negating their ability to synergize with other Ritualists out of concern for exponentially growing power.

  • Base changes to all Binding Rituals
    • All binding rituals which take three seconds to cast now take two, while rituals requiring five seconds to cast now require three.
    • All binding rituals have their level increased by 2.
      • These are necessary changes to reduce some of the Ritualist's vulnerabilities as discussed above. Two and three second casting times are still easy to interrupt in the heat battle, while level 10 and 12 spirits remain vulnerable to direct attacks due to their small health pool and low armor rating.
      • Changes to prevent exponential power growth between Ritualists is discussed below
  • Base changes to all Ritualist spells with an in earshot of a spirit component or a functionality requiring a spirit:
    • These skills will now read when in earshot of a spirit under your control.
      • This change prevents multiple Ritualists from utilizing spirits that are not their own, just like Signet of Creation.
        • Other skills that scale with multiple spirits, like Mend Body and Soul, will now only scale with your multiple spirits.
        • Skills which do not have an in earshot of a spirit component but still require a spirit to function, such as Spirit Siphon or Spirit Transfer, will now read the spirit nearest you under your control.
  • Spawning Power inherent effects adjusted for PvP
    • For each rank of Spawning Power you have, creatures you create (or animate) have 4% more Health, and weapon Spells you cast last 4% longer. Some Ritualist skills, especially those related to Spirit creatures, become more effective with higher Spawning Power. In PvP, you can control one binding ritual plus one additional binding ritual for every 5 ranks of Spawning Power (maximum 3 binding rituals).
      • This would be the most important change. Globally, it would also affect other classes, thereby making them unable to summon more than a single binding ritual, which I don't envision affecting many builds, if at all. However, what's most important is that it would limit every Ritualist to having no more than three spirits at any one time, thereby preventing spirit armies, unless a team invested into many Ritualists who each individually invested heavily into spawning power. Even so, the change to in earshot of a spirit would prevent them from having any synergy with each other at all.
      • This limit of 3 spirits per Ritualist was chosen as it is the lowest amount that is least likely to affect many builds, while allowing the most popular spirit summoning builds to retain their strength, such as Soul Twister.

The ultimate goal of these changes is to benefit the single Ritualist in all PvP game modes, while checking their ability to scale exponentially in power with each other by removing all instances where a Ritualist skill would benefit from a spirit that is not their own. Thanks for reading.