User talk:Bathory/Suggestions/Ritualist

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Channeling Magic[edit]

Clamor of Souls Clamor of Souls[edit]

Renewing Surge Renewing Surge[edit]

Would this version still allow for instant recharge? (See Needling Shot.) --Falconeye 03:09, 4 February 2010 (UTC)

5 Energy¾ Activation time10 Recharge time - (Channeling Magic) - Spell. Target foe is struck for 15...51...60 lightning damage. If you are holding an item, you gain 1...3...3 energy and this skill recharges instantly. Your other spells are disabled (2 seconds).

Signet of Spirits Signet of Spirits[edit]

Over the past month, ive been making an honest effort to incoperate Sigent of Spirits (as is; which sucks) and recently buffed Summon Spirits into both existing and theory-craft builds. Besides causing Draw Spirits to go extinct, the current Summon Spirits doesnt improve much upon passive spirits -- while the healing does extend lifespan, they still instant-die from massive spike/aoe damage (when they are needed most) -- so its only makes attack spirits slightly deadlier. I fear a heal every 10 sec on a signet may not be enough vs. actually mitigating damage spirits take. --Falconeye 09:01, 9 June 2009 (UTC)
Well, if it was able to keep them alive forever that wouldn't be balanced at all, even for PvE. Shelter, Union and Displacement are superior to their respective monk enchantments because they don't need to target the ally under attack. They're also inferior because they tend to last a very very short amount of time. Just putting this in the right attribute for it's usage would allow it to slow down the rate at which these spirits die. Even if it doesn't help enough, it's still worth a try. But if it was perfect than it would be too powerful because you wouldn't need a tank because everyone could tank under immortal Shelter/Union spirits. User Bathory Spirit to Flesh.jpg Bathory talk 15:03, 10 June 2009 (UTC)

Spirit Boon Strike Spirit Boon Strike[edit]

Spirit Siphon Spirit Siphon[edit]

Wailing Weapon Wailing Weapon[edit]

Communing[edit]

Anguished Was Lingwah Anguished Was Lingwah[edit]

Armor of Unfeeling Armor of Unfeeling[edit]

Ghostly Weapon Ghostly Weapon[edit]

Restoration Restoration[edit]

Restoration Magic[edit]

Defiant Was Xinrae Defiant Was Xinrae[edit]

Ghostmirror Light Ghostmirror Light[edit]

Mending Grip Mending Grip[edit]

Preservation Preservation[edit]

Spiritleech Aura Spiritleech Aura[edit]

Tranquil Was Tanasen Tranquil Was Tanasen[edit]

Vocal Was Sogolon Vocal Was Sogolon[edit]

Xinrae's Weapon Xinrae's Weapon[edit]

Spawning Power[edit]

Doom Doom[edit]

Reclaim Essence Reclaim Essence[edit]

Reclaim Essence as elite Ritualist version of your Verata's Sacrifice? ^_^ --Falconeye 01:53, 8 May 2009 (UTC)

5 Energy1 Activation time30 Recharge time - (Spawning Power) - Elite Spell. All of your summoned creatures die. You gain 5...17...20 Energy. If a Spirit dies in this way, all of your skills are recharged.

It's the recharge about it I hate. I used to use this a lot too - on heroes. I made a Rt/N MM Bomb build that worked great and was elite-slot open. Xandra is kind of a dumbass when it comes to Boon of Creation being up all the time so this was perfect for not only triggering Death Nova but keeping her Energy up. Jagged Bones makes an OK replacement but I'd still rather have this back. The new version is just...stupid. Bathory 03:26, 9 May 2009 (UTC)

Ritual Lord Ritual Lord[edit]

Hows this for a rit-version of Rage of the Ntouka?

5 Energy0 Activation time15 Recharge time - (Spawning Power) - Elite Skill. All of your Binding Rituals are recharged. You gain 5...21...25 Energy and your rituals activate 33% slower (10 seconds). --The preceding unsigned comment was added by User:Falconeye (talk).

Personally, I like Ritual Lord they currently have and wouldn't want to change it at all. You can suggest that on your own page though if you like, though. Bathory 02:19, 5 April 2009 (UTC)
Still like the old version? ^_^ --Falconeye 22:36, 28 February 2010 (UTC)
This version is nice. I was surprised this was buffed since it wasn't the worst off skill, but it's a nice change. User Bathory Spirit to Flesh.jpg Bathory talk 23:59, 1 March 2010 (UTC)

Weapon of Renewal Weapon of Renewal[edit]

No Attribute[edit]

Since you disapprove of rits & hexes, I'd much value your opinion regarding this version. Disregarding our 'Active' version - Would this be a suitable way of protecting allies/party-members from hexes? Though I've stated 'personally would divorce the two', the realities of current-meta does not permit that (resilient weapon). So any competative edge with monks would benefit this profession. ^_^

10 Energy2 Activation time20 Recharge time - (Communing) - Elite Binding Ritual. "Create a level 1...12...15 Spirit. Hexes take 15...83...100% longer to cast when targeting non-spirit allies earshot of Soul Twisting. These hexes take 15...83...100% longer to recharge. Soul Twisting dies after 6 seconds." For every 3 ranks in Spawning Power, Soul Twisting lasts 1 seconds longer.

Causing longer casts and recharges is a lot different than giving some regeneration while under a hex or condition. If you're using that as an argument to try to put it in Ritualists, you can do it for Rangers as well. Maybe we should make one of their skills remove Hexes from themselves? Or have a stance that makes Hexes longer to cast? (These are rhetorical questions - please don't actually answer them). I still don't think that Ritualists should have any edge over Monks or Mesmers on their Hex removal - and causing longer Hex casts and recharges is much more powerful than removal for most hexes. Having more skills cause regeneration while an ally suffers from a Hex/Condition would be perfectly fine to me - anything else would not. Plus, I like Soul Twisting. If they do change it, I'd prefer it be tied to Spawning and scale the number of Rituals it effects. Or a lower recharge. Bathory 06:53, 10 April 2009 (UTC)
New use for forgotten skill? ^_^ --Falconeye 08:08, 16 June 2009 (UTC)

5 Energy¼ Activation time12 Recharge time - (Spawning Power) - Enchantment Spell. (15...51...60 seconds.) Whenever you create a summoned creature, that creature maximum Health increases by +15...51...60% and lives +15...51...60% longer.

I doubt they'll add more skills. And the second would only apply to spirits as minions don't have a set lifespan. The health gain is pretty redundant with Spawning Power itself. But this is made to go with your idea of making Spawning an energy management attribute, right? User Bathory Spirit to Flesh.jpg Bathory talk 18:55, 16 June 2009 (UTC)
Correct. I try to keep skill suggestions open enough to account every logical route Anet could go with many of our ideas. As for 'not addding more skills' or recycling abandon skills, I'll stop believing that they will if they fail to do so by introducing a 'Bonus Skills Pack' by 5th Anniversary. ^_^ --Falconeye 22:05, 16 June 2009 (UTC)
Izzy laments. From what I understand, the "balance team" (I put them in quotes because they usually tend to cause the opposite) was upset with the 100 new skills in GW:EN despite the fact that many of them were weak. Personally, I'd prefer that they regulate everything else before they begin adding new skills. Condition removal is a good example of this. Why should they bother buffing Mend Ailment when "everyone who's anyone" is using Dismiss Condition anyway? User Bathory Spirit to Flesh.jpg Bathory talk 23:25, 16 June 2009 (UTC)

You should place said suggestions on the new ritualist skills suggestion page at http://wiki.guildwars.com/wiki/Feedback:Guild_Wars_skills_suggestions#Ritualist_skills_suggestions. ^_^ --Falconeye 08:57, 7 September 2009 (UTC)