User talk:Lancy1214/Ritualist/Active Binding Rituals & Soulmelds

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Disagree[edit]

I've read through all of the changes described here and have to say that I, personally, don't agree with any of them. You've made a lot of new Binding Rituals, as well as super-powering old ones. Ritual cast times come from other skills that have proven to be relatively balanced. Three seconds comes from minions spells, while five seconds comes from Nature Rituals. These times are not put there to make these skills weak, that's just something that comes inherently to creating an ally, a mechanic that is very powerful. Most of your proposed changes cast in less than three seconds. Certain skills don't even seem to fit well with Ritualists as a class, in particular the change you proposed to Preservation, which reduced the duration of hexes. Ritualists do not interact with hexes on any level and changing them to such would make them too much like monks, and would lessen the need they have as sole healers of a group to go Rt/Mo or Rt/Me to deal with hexes. Soothing is another one that stuck out to me as extremely overpowered, because you have three different effects from the same skill, including a hex trigger that is only heard of on one single skill in the entire Ritualist line. The worst part is the "Soulmeld" or "Soulbind" skill type you suggested. Taken in to account with the current spirits in game, this would be nerfed horribly because of it's inability to be removed. Taken with the spirits you've suggested, not only would it be nerfed for having no way to force removal, it would also be rather useless as without heavily investing in Spawning Power, it wouldn't last very long anyway. This is assuming that I read it correctly, as you've presented it in a very confusing manor. The worst Spawning Power change I saw was Boon of Creation because you've proposed to make it irremovable, more powerful and include Accelerated Growth's function in to it - which was not instated in to the game because it would make Death Magic a rather useless attribute when used on primary Necromancers. It's obvious that you, Lancy and Falconeye, love Ritualists but your changes wouldn't help them, as they're all crazy powerful and would be instantly nerfed to shit, making Ritualists much worse off.

tl;dr - Your changes are way too powerful, not that "active" and often don't apply to the Ritualists functions as a class. And the "Soulmeld" idea is a bad concept. Sorry. =\ Bathory 18:56, 27 January 2009 (UTC)

I think making binding rituals more active is definately a good idea, and some of them (Union, Displacement, Shelter etc) are pretty useless right now, but I think maybe these exact ideas are too big a step. Imo ritualist spirits are supposed to be slow and vulnerable to interrupts, but then fairly powerful when up (though of course you can kill them). Having a couple of 2-second casts would be good though, and making some (if not all) of those 5-second ones into 3- or 4-seconds. Also ranger nature rituals could use the same treatment. 81.107.77.52 09:00, 9 June 2009 (UTC)

Lamentation[edit]

5 Energy2 Activation time25 Recharge time - (Channeling Magic) - Binding Ritual. "Create a level 1...8...10 Spirit. Non-spirit allied deaths deals 10...34...40 damage to foes earshot of Lamentation. If any of those allies were party members, Lamentation deals an additional + 5...53...65. Lamentation dies after 6 seconds." For every 3 ranks in Spawning Power, Lamentation lasts 1 second longer.

It says: damage to foes in earshot which means the second effect will never trigger. It just need a litte rewording i guess. Fox007 User:Fox007 21:52, 4 February 2009 (UTC)

Spirit's Strength[edit]

Would make you lolfail against skills like Rupture Soul, Consume Soul, etc. Gaze of Fury on you would be hysterical. 128.255.195.88 08:14, 26 March 2009 (UTC)

These skills would destroy the soulmelded spirit (effectively debuffing the ritualist). These are natural counters already implemented in the game, making any rit-secondary a serious threat.