Assassins and Ritualists

mooshee

Ascalonian Squire

Join Date: May 2006

I had an idea--

Why cant they jsut open up new areas of cantha for the sins and rits to get new skills and armor and such, much like a sorrows furnace update? Tell me what you guys think.

Rok

Rok

Lion's Arch Merchant

Join Date: Dec 2005

Guild Wars

Quote:
Originally Posted by Tartagan
Hmm, personnaly I really hope Anet will give more skills to Rit and Sins even if I don t play them.

But anyway isn t the Parangon premade P/Rt ?? It s maybe a clue ...
Did you actually play the premade P/Rt?

If you had you would have seen that it had no Rt skills whatsoever, they were all Paragon skills with no points in Rt attributes either.

Besides its a premade for PvP, which means absolutely nothing for PvE.

There will be nothing for Assassins or Ritualists in Nightfall.

Mordakai

Mordakai

Grotto Attendant

Join Date: Aug 2005

Kyhlo

W/

This is all very interesting speculation.

Frankly, anything that discourages everyone from making a Dervish is a good thing in my book. They'll be like Assassins when Factions came out!

I made a point of not making a primary Ritualist or Assassin b/c I knew missions would be swamped by them. I did make a N/Rt, and even though the only Rt skill I use is "Flesh of my Flesh", it's nice to have the option to summon spirits if I ever wanted to.

I'm not going to go so far and say that making a primary of a Chapters unique classes is a "waste", however. Ritualists have a unique role, as do Assassins. I know from reading these boards, people have enjoyed taking these classes to Tyria, just to see the reactions, if nothing else.

And besides, maybe Ritualists and Assassins will get some stuff (a few skills, new weapons maybe?) in future chapters. Even if it's not Nightfall, i can envision a time in the future when designers either won't have any new Profession ideas, or will want to "re-introduce" an old profession. (To take the Magic analogy, like re-releasing a limited card in the core set, although I'm not suggesting GW will ever make Assassin "core", I can see Chapter 10 featuring one new class and a remade Assassin with new skills (but not all of the old ones), thus rewarding players who've kept their Assassin around for all those years.

That's my gold piece worth.

EternalTempest

EternalTempest

Furnace Stoker

Join Date: Jun 2005

United States

Dark Side Ofthe Moon [DSM]

E/

I think Sin/Rit will get any new style weapon mods type, new stat style armor, and MAYBE a few skills ... 1-5 at most .. if any. During the interview Jeff dodged the question as to support for "campaign" classes (vs core) in future chapters.

To get more use of them will to be to experiment and mix Nightfall and campaign classes with them for new styles of effect.

I'm also not making the same mistake of starting a new campaign class.. I made a sin for factions... I start by using a monk to get through the 1st time then bring other character and when the dust settles maybe pick up one of the new ones. (If I would of done that.. I would of known to make a Rit )

GloryFox

GloryFox

Desert Nomad

Join Date: Jan 2006

Good ol' USA, where everyone else wants to be

Now Plays World of Warcraft on Whisperwind

Quote:
posted by Hella Good
There was an interview in which one of the devs specifically talked about non-core prof being chapter specific and NOT getting any extra stuff in conseq. chapters.
For crying out loud would someone please post where this was said?
I have yet to see evidence from anyone this interview actually happened, otherwise its pure speculation.

Omega X

Omega X

Ninja Unveiler

Join Date: Jun 2005

Louisiana, USA

Boston Guild[BG]

W/Me

Quote:
Originally Posted by Hella Good
There was an interview in which one of the devs specifically talked about non-core prof being chapter specific and NOT getting any extra stuff in conseq. chapters. Whoever wants to blindly believe ANet will be wasting time doing so needs to face the reality of this- they can't keep introducing new stuff for all the additional profs because the amount of work involved will be enormous. Balancing the game with just the 6 cores and the new profs is going to only become increasingly challenging. What if all of a sudden they decided to add new stuff for the extra profs? It's not only a matter of coming up with a few new skills, it's a matter of balancing those against the hundreds of other skills! And then can you imagine the design team working on creating new armors, new weapons, new toys for 20 profs when chapter 8 rolls out??? And this is NOT far ahead, we're already at 3 end of this year. Seriously, wake up and smell the coffee! They cannot physically do it. Well, they can but the amount of work will greatly exceed the 1 year of development allowed for each chapter. These things are NOT speculations. They were explained numerous times in numerous ways by numerous ANet reps. New profs ARE chapter specific.

Surely, some form of new content for the new profs is likely. But do not expect the same treatment that the cores get. It just won't happen!
Then why do it? I mean, other than make the game look "new" again?

Why go through ALL of that time to create new professions and skills TODAY if they are garbage TOMORROW?

That is completely wasteful of time, money and good man hours that could have went to something else to make GW more enjoyable.

Chapter 3 signifies what people are to expect to happen with Flavor professions. If they think for one second that their user base will LET them throw away past professions for a new flavor, it either better be damned good or they will have problems selling it again later.

And IF ANET is as less resourceful like you claim, then adding flavors every chapter will eventually tax them out because of the treatment of Core classes. They STILL will have to balance out the skills of the PAST flavors because its still accessible in PvP, their favorite part of the game.

They are damned if they do and damned if they don't.

SpeedyKQ

SpeedyKQ

Krytan Explorer

Join Date: Dec 2005

E/Me

Quote:
Originally Posted by GloryFox
Quote:
Originally Posted by Hella Good
There was an interview in which one of the devs specifically talked about non-core prof being chapter specific and NOT getting any extra stuff in conseq. chapters.
For crying out loud would someone please post where this was said?
I have yet to see evidence from anyone this interview actually happened, otherwise its pure speculation.
I'm sure that I read this as well, but I can't remember exactly where. In any case I promise I'm not purely speculating. I'm not trying to give bad news or be disagreeable for its own sake.

Ashantara

Ashantara

Frost Gate Guardian

Join Date: Aug 2005

Europe

The Second Rising [TSR]

R/

Quote:
Originally Posted by Domino
What's the motivation to play a non-core class then? How are assassins and ritualists supposed to compete with the changing game mechanics?

(...)

If I had known my assassin would no longer be supported in subsequent chapters, I'd have never made him in the first place. I'm very disappointed in A-net if this turns out to be true.
I completely agree with you.

But as far as my opinion goes, I am quite sure that there will be new skills (and maybe even armor) for Assassins and Ritualists in upcoming chapters (such as "Nightfall"). Else these professions wouldn't make sense, as you correctly stated.

unmatchedfury

unmatchedfury

Krytan Explorer

Join Date: Jul 2006

Cookie Cutter [FTW]

Quote:
Originally Posted by Hella Good
I dont think I am upset at all about this. I have a Rit who I love playing but I feel the profession is pretty much complete. I rly don't see what more they can add to it....
I can tell you exactly what they need to do, help out / rework channeling.
its the same roblem with eles. eles and rits are shut down so very much by armor it rediculious. unless we have armor peirce (lighting for the ele) we are useless in pvp and chaneling rits are useless as hell in pve. because of the way armor shuts down rit spells they just cant keep up with warriors, and they certiantly wont be able to keep up with devrishes in nightfall.

giving 1.5% armor perice per point of channeling would help rits become effective in pvp as well as pve. (btw i am not deneying that spirit rift is good on lvl 1-6 kappa, but beyond that..)

the entire issue could have been avoided if only a special type of armor stoped ele spells. (the + to armor vs fire type) and the elemtal spell did not do extra dmg vs lower armor, because in pvp everyone has perfect armor this "balence" of haveing extra dmg vs low armor helps us not at all in pvp and very little in pve.

the ritulist could defenatly use 2-3 more channeling spirits. that auto casted a small nuke or aoe randomly for example. also some form of E manegment because lets face it siphon spirit doesn' cut it,(just plain horrible really, barely pays for itsself even when the spirit is a full mana you get a net gain of 5-7 energy, compared to teh mesmer or elemtalist thats nothing. not to mention that if you dont have rank sixteen channeling theres no point in using it in a resto build because ranke 5 spirit siphon ive you five mana, exactkly what it costs. a spell that pays for its self and does nothing.) and essence strike hass too high a cooldown.

also hex removeal in restoration would be really nice. along with E manegment for restoration.

channeling is excellent really, some options beside Rit lord BoC would be nice though

unmatchedfury

unmatchedfury

Krytan Explorer

Join Date: Jul 2006

Cookie Cutter [FTW]

Quote:
Originally Posted by Hella Good
I dont think I am upset at all about this. I have a Rit who I love playing but I feel the profession is pretty much complete. I rly don't see what more they can add to it....
I can tell you exactly what they need to do, help out / rework channeling.
its the same roblem with eles. eles and rits are shut down so very much by armor it rediculious. unless we have armor peirce (lighting for the ele) we are useless in pvp and chaneling rits are useless as hell in pve. because of the way armor shuts down rit spells they just cant keep up with warriors, and they certiantly wont be able to keep up with devrishes in nightfall.

giving 1.5% armor perice per point of channeling would help rits become effective in pvp as well as pve. (btw i am not deneying that spirit rift is good on lvl 1-6 kappa, but beyond that..)

the entire issue could have been avoided if only a special type of armor stoped ele spells. (the + to armor vs fire type) and the elemtal spell did not do extra dmg vs lower armor, because in pvp everyone has perfect armor this "balence" of haveing extra dmg vs low armor helps us not at all in pvp and very little in pve.

the ritulist could defenatly use 2-3 more channeling spirits. that auto casted a small nuke or aoe randomly for example. also some form of E manegment because lets face it siphon spirit doesn' cut it,(just plain horrible really, barely pays for itsself even when the spirit is a full mana you get a net gain of 5-7 energy, compared to teh mesmer or elemtalist thats nothing. not to mention that if you dont have rank sixteen channeling theres no point in using it in a resto build because ranke 5 spirit siphon ive you five mana, exactkly what it costs. a spell that pays for its self and does nothing.) and essence strike hass too high a cooldown.

also hex removeal in restoration would be really nice. along with E manegment for restoration.

channeling is excellent really, some options beside Rit lord BoC would be nice though

cosyfiep

cosyfiep

are we there yet?

Join Date: Dec 2005

in a land far far away

guild? I am supposed to have a guild?

Rt/

........staring into crystal ball


I forsee that what was hearsay will continue.....no new skills or support for chapter specific characters. I also forsee that these unsupported chapters will have many people losing interest in their chapter and the chapter specific characters...... (what I am saying is that with chp 3 coming out people will give up on chp 2, when 4 comes out no one will still be playing chp 2.....)

Sucks as I was just getting the hang of my rit (my hubby says he will NOT play his 'sin after he completes factions with it). I am wondering why I am bothering to go thru Tyria with my ritualist .....only excuse I can come up with is the secondary skills which WILL be supported (ele) in future chapters---and I see me using her as a second nuker .....very very sad day for ritualist everywhere.

Silver_Fang

Lion's Arch Merchant

Join Date: Aug 2006

Manchester UK

Rt/

ritualist is a very complete class for protection, with ritual lord. Im thinking of bringing my ritualist to Nightfall and change secondary.

Hella Good

Hella Good

Desert Nomad

Join Date: Oct 2005

None, free and clear

Quote:
Originally Posted by GloryFox
For crying out loud would someone please post where this was said?
I have yet to see evidence from anyone this interview actually happened, otherwise its pure speculation.
Interview was posted on these very forums. It was a webcast talking about Factions. It was posted in 3 parts, if my memory serves me well. I can't remember anything more other than that it was extremely lengthy and it was a guy talking. If I can dig up the link, I'll obviously post it here. This was posted before Factions was released.

Quote:
Originally Posted by Omega X
<snip>
The bottom line is they give you 2 new professions per chapter. And it has been talked about that there will be some form of new content for these professions in consequitive chapters. Skills are highly unlikely to be part of the extra content. Personally, I'd rather them make new profs than waste time editing existing non-core profs. And as Silver_Fang pointed out, you can always change the 2ndary and find new skill combos. If I have the nrg to take my Necro, Monk, and Dervish through, I'll most likely run my Rit with a Paragon 2ndary- the 2 seems to have good sinergy.

Quote:
Originally Posted by unmatchedfury
<snip>
That is all wonderful but you are one of the very few people that thinks Rit needs improvements. Both Rit and Sin are relatively balanced and well executed.

Quote:
Originally Posted by cosyfiep
<snip>
Yea, GoRenewal is rly good on Rit, kinda clumsy that you have to go through all these missions to cap it.

GloryFox

GloryFox

Desert Nomad

Join Date: Jan 2006

Good ol' USA, where everyone else wants to be

Now Plays World of Warcraft on Whisperwind

Quote:
That is all wonderful but you are one of the very few people that thinks Rit needs improvements. Both Rit and Sin are relatively balanced and well executed.
Count me as one of those people as well. I also believe the classes can use some skills improvement. The Assassin can use some more shadow Mastery skills for teleport movement. The Ritualist can use some better Channeling and communing skills. A HEX removal for preservation would be nice. How about an Elite Spirit that just removes conditions and hexes? (I can dream of course)

Now don't get me wrong I don't think the Assassin and Ritualist will be viable class selection options for new classes in Nightfall. I have no evidence to back that statement up. That is what I believe will happen. However from a marketing point of view it will be suicide not to include new content for the Ritualist and Assassin in Nightfall. New content would mean skills and armor (weapons and green's optional of course)

samcobra

samcobra

Krytan Explorer

Join Date: Jan 2006

USA

Mo/Me

/agrees... channelling and restoration could definitely use a buff. Admittedly, ANet doesn't want a ritualist becoming a replacment for a monk or ele, but I think that if those attributes and abilities exist, why not at least make them worthwhile?

Also, I understand the increasing workload thing, but the majority of the work must have been getting the characters made in the first place. Adding skills,etc can't be that bad compared to having to redo new characters each time.

frojack

frojack

Wilds Pathfinder

Join Date: Nov 2005

London, UK

Rite Of Passage [RP]

E/Mo

Quote:
Originally Posted by Hella Good
That is all wonderful but you are one of the very few people that thinks Rit needs improvements. Both Rit and Sin are relatively balanced and well executed.
Count me as one of those to. Channeling needs work. More spirits besides those in communing would open up more possibilities. Spawning should benefit all the attributes somehow, or help the user inherently (even the crappy E. Storage has that). Not just give spirits more health.

There's a reason why most people only ever want and use the 1 trick-pony Ritual Lord...

The only reason I still have an assassin is because she has black dye armour, some of the best Naruto weapons in the game, and slots can now be bought. That however is just personal preference.

EternalTempest

EternalTempest

Furnace Stoker

Join Date: Jun 2005

United States

Dark Side Ofthe Moon [DSM]

E/

The Interview was here - http://www.vgmfusion.com/
Not sure exactly which episode it was.

(Edit) Episode 46, 47, 48
http://www.vgmfusion.com/index.php?id=61
http://www.vgmfusion.com/index.php?id=62
http://www.vgmfusion.com/index.php?id=63

I think the question about existing support is in the 2nd part (47).

Glasswalker

Glasswalker

Krytan Explorer

Join Date: May 2005

Northwest Ascalon

Freedom

N/R

Even if we can't cite chapter and verse of where it was said, it isn't really 'wild speculation', it's more implication. The very fact that they have set aside certain classes and called them Core, then went on to seperate their skills into Core/Prophecies implies rather strongly that the next chapter will include those core skills, and add Nightfall specific skills. Assassins and Ritualists won't get bupkis as far as skills go.

By the same logic, they also won't go back and add Dervish or Paragon skills to Prophecies or Factions, but somehow I don't think anyone expected they will.

Benifits of being a Sin/Rit: You will not face any monsters in the new chapter with counters specific to you. You might just have a very easy time getting into a team (no one will have the option of replacing your class with it's henchman equivalent, and there won't be so many of you in the new land). You may get new weapon mods/armor sets -- but don't count on it. My 55 Rit should really kick solo buttocks here.

Drawbacks: You will have to make due with the skills you have.

Silver_Fang

Lion's Arch Merchant

Join Date: Aug 2006

Manchester UK

Rt/

Ritualist spell is okay, communing is fine as protection and doing damage, as a spirit summoner. Restoration is a bit weak but okay, we dont want to remove Monk, maybe a condition remove spirit that -hp when remove/prevent condition(maybe hex as well for prevent, not remove), maybe at aggro range or the normal ritual effect range, preservation AI need to be tweak.

Spawning power got the most powerful spell in it.

Channeling is kinda weak, but its acceptable, we are not elementalist.

Hella Good

Hella Good

Desert Nomad

Join Date: Oct 2005

None, free and clear

Ah, that's right, thanks EternalTempest. Jeff Strain was the guy who talked about it. And yea, I believe it's in the 2nd part where all the skill discussion and balancing stuff is.

@Rit discussion: Rit are fine. Surely, when Gaze was broken, it did feel a lot better to use Channeling but then Gaze WAS broken, so... it only made sense. Channeling has some of the best nrg management skills in game though, and some pretty decent spike skills. Head to the Rit forum and read some Channeling builds, there is some nice ones. Reminds me, I went through the game playing Channeling + Commune/Restore, the spiking was well worth it. Restoration doesn't need anything either. The skills are wonderful- GwT, Fomf, Res Wep, Life, etc., etc. Has the 2nd best Rit elite: VwK.

seven

Academy Page

Join Date: Dec 2005

we must also take into consideration that even though the skills for the non-core classes
will not be added upon, that doesn't mean those existing skills cannot change.

-------

as new class combinations and skill combinations arrive, it is inevitable that people will find some unforseen "trick" builds that wasn't supposed to be used in its original purpose or context. and as with such, the nerf and buff sticks will be used correspondingly.

sometimes, all it takes is a just a little enegy cost reduction, or a simple recharge decrease to turn a previsouly unused and unappreciated skill into a skill that an entire build can be based upon. and if one thing is sure to continue, skill balancing is one of them; especially with their interactions will the new skills.

and even if it happened during the beta tests, some existing skills could also change dramatically as well. compare the beta and present shadow refuge for instance. same name, completely different skills.

Thallandor

Thallandor

Desert Nomad

Join Date: May 2005

Singapore

Seers of Serpents [SoS]

R/

As many have mentioned here, there wont be any content for chapter specific classes, which bring a interesting point that for someone that plays all chapters of GW, having and playing the core classes gives you the most money worth since with each new chapter release there will always be new content (armour,skill,weapon skins) which we wont see for any of the chapter specific classes. Though it may sound like that the core classes maybe over powered as each chapter progresses, remember that there are some skills that are repeated (which may be a boost also in terms of countering recharge) and stats for weapons and armours remain the same. But there is definetly an strong advantage for those who choose to play the core classes over the chapter specific ones as GW progess seening how assassins are being screwed over in both Factions and soon to be released Nightfall.

Some food for though.

carbajac

carbajac

Krytan Explorer

Join Date: Mar 2006

The Medicine Cabinet [PILL]

E/

Talking about the Ritualists, I'm sure (at least I'd hope) ANet is concerned about the fact that the most used build (and arguably the only real effective build) for Ritualists is the Ritual Lord spirit build. They don't like when only one build is used. Something is cooking for the Ritualists I think. Either a reworking of Restoration and Channeling or a nerf of Ritual Lord, the latter of which would destroy the use of the Ritualist.

But yeah, I remember hearing that the Assassin and Ritualists were not going to be supported with new armors (not positive about new skills) and such for future chapters. Factions armor is all you get.

GerryHYH

GerryHYH

Academy Page

Join Date: May 2006

Brighton, England

The Imperial Guards Elite

A/Me

Aye, unlikely for new skills, armour for Assassins and Rit, but I'm sure there will be new weapons for them. Well, new skins for weapons...

Kinda disappointed with ANET for not supporting Sins and Rit...

Glasswalker

Glasswalker

Krytan Explorer

Join Date: May 2005

Northwest Ascalon

Freedom

N/R

They said from the very beginning of Factions that this is how it would be. You can't be too disappointed with them.

Amen to the comments about skill changes though. New lands, new classes, new balance of power. I can't imagine they will 'nerf' Ritual Lord as it isn't overpowered or broken, it's just overplayed. I would say it's going way to far to suggest it's the only playable build, but it is a good one. Who wants free chips when you can get free pie and chips? Make a couple of the other Elites a bit more powerful, and you will see them used.

GloryFox

GloryFox

Desert Nomad

Join Date: Jan 2006

Good ol' USA, where everyone else wants to be

Now Plays World of Warcraft on Whisperwind

Quote:
posted by Alex Weekes
Just like your Prophecies characters were able to travel to Cantha and experience factions content, your Prophecies and Factions characters will be able to cross over to the next campaign. As long as you link your accounts, every campaign will bring you new content for all of you characters.

http://www.guildwarsguru.com/forum/s...41#post1649941
Guild Wars is a game that evolves with the demands of the players. Look how PvP was introduced after the game release. Nothing is truly set in stone. As you can see new content for all of your characters includes Assassins and Ritualists. In the interview Alex had a while back he may have meant by 6 core classes and 2 new ones in each chapter can be interpreted in different ways.

Nightfall class selections for characters made in Elona could be the 6 core plus Paragon and Dervish. This is one way to interpret what Anet was intending to do. However we have it now said that all classes will get new content. It would be easy for a skills vendor to arrive in Elona with SIN and RIT skills and you can easily place 10 more Bosses anywhere on the map for Elite skill capping without introducing the entire class as a start able option. Either way we will find out soon enough what ANET will do on the situation.

Thom

Wilds Pathfinder

Join Date: Jan 2005

GloryFox:
Don't get your hopes up, this could simply mean that you can bring any existing character to the new continent and do the missions. Content is much broader than skills and weapons.

Ritualists were largely a failed concept from a PvP perspective and assassins were a failed concept from a PvE perspective. Both are border-line unplayable in any serious sense and should perhaps be forgotten. I enjoy playing my ritualist, but I'm not sure Anet should add skills to try to revive the class-- and they definitely should add those skills to an expansion.

Hella Good

Hella Good

Desert Nomad

Join Date: Oct 2005

None, free and clear

Quote:
Originally Posted by GloryFox
Guild Wars is a game that evolves with the demands of the players. Look how PvP was introduced after the game release. Nothing is truly set in stone. As you can see new content for all of your characters includes Assassins and Ritualists. In the interview Alex had a while back he may have meant by 6 core classes and 2 new ones in each chapter can be interpreted in different ways.

Nightfall class selections for characters made in Elona could be the 6 core plus Paragon and Dervish. This is one way to interpret what Anet was intending to do. However we have it now said that all classes will get new content. It would be easy for a skills vendor to arrive in Elona with SIN and RIT skills and you can easily place 10 more Bosses anywhere on the map for Elite skill capping without introducing the entire class as a start able option. Either way we will find out soon enough what ANET will do on the situation.
As Thom pointed out, you are reading too much into this statement. We already knew there will be new CONTENT for Rit/Sins in Nightfall but we also know there WON'T be any new SKILLS. If you expect, Rit/Sin bosses in Nightfall, you are in for a big big surprise.

One of the biggest problems of mankind is reading into words what is not there...

samcobra

samcobra

Krytan Explorer

Join Date: Jan 2006

USA

Mo/Me

Quote:
Originally Posted by Glasswalker
They said from the very beginning of Factions that this is how it would be. You can't be too disappointed with them.

Amen to the comments about skill changes though. New lands, new classes, new balance of power. I can't imagine they will 'nerf' Ritual Lord as it isn't overpowered or broken, it's just overplayed. I would say it's going way to far to suggest it's the only playable build, but it is a good one. Who wants free chips when you can get free pie and chips? Make a couple of the other Elites a bit more powerful, and you will see them used.
ArenaNet does not nerf builds that are overused. For a perfect example, take a look at IWAY. Its been overused for months, but arenanet has not yet done anything to distinctly nerf them.

However, previous 'buffs' for underpowered attributes have all been for core classes. You can probably expect more and different abilities added to those classes.

As for the new classes, however, I think ANet has adopted a policy of setting them out to dry and leaving them. Most likely, the independent programmers that Jeff Strain spoke about, those not dedicated to any specific chapter, will be the ones to implement changes for the continent-specific classes. However, if the Guild Wars community keeps them occupied with other things, such as a desire for an auction house, etc., then those devs will have to prioritize, and adding content for the old classes can fall quite low on the priority ladder.

GloryFox

GloryFox

Desert Nomad

Join Date: Jan 2006

Good ol' USA, where everyone else wants to be

Now Plays World of Warcraft on Whisperwind

Quote:
posted by Thom
Ritualists were largely a failed concept from a PvP perspective and assassins were a failed concept from a PvE perspective. Both are border-line unplayable in any serious sense and should perhaps be forgotten. I enjoy playing my ritualist, but I'm not sure Anet should add skills to try to revive the class-- and they definitely should add those skills to an expansion.
Well we have different opinions as to what is a failed concept. I find the Ritualist as a Jack of All trades class, as they can fit any role needed when nothing else fits the bill. As for the assassin, I use it for PvE and found it to be a better class suited for Prophecies then Factions. Don’t get me wrong it’s a great class. It just can’t deal with the Death Nova effects well. I find both the RIT and SIN as successful classes for thier roles.

Guardian of the Light

Guardian of the Light

Forge Runner

Join Date: Sep 2005

Radicals Against Tyrants

W/

I made a bet with my friends

If there are rit or assassin skills in nightfall I have to give 2 of them each 1k

If there are no rit or assassin skills in nightfall I get 1k from each of them.


I am confident that I'll get 2k

Quote:
ArenaNet does not nerf builds that are overused. For a perfect example, take a look at IWAY. Its been overused for months, but arenanet has not yet done anything to distinctly nerf them.
Actually it did get nerfed....twice. Once was when they changed the attack cap to 33%. Then after a while they hit it again nerfing Evercerate, OoV, MoR, Dust Trap, IWAY, and some other skills. What did this do... simple some people moved on to other build or left HA. However dedicated IWAY fans evolved and changed the build making the build stay alive. They used new factions skills (like OoA) too.

Glasswalker

Glasswalker

Krytan Explorer

Join Date: May 2005

Northwest Ascalon

Freedom

N/R

Quote:
Originally Posted by GloryFox
Well we have different opinions as to what is a failed concept. I find the Ritualist as a Jack of All trades class, as they can fit any role needed when nothing else fits the bill. As for the assassin, I use it for PvE and found it to be a better class suited for Prophecies then Factions. Don’t get me wrong it’s a great class. It just can’t deal with the Death Nova effects well. I find both the RIT and SIN as successful classes for thier roles.
I agree more with this than with Thom, definitely. Neither one fails for me. Neither one is a noob class though, those that jump in with no idea how to play it will fail, but DAMN, both fit well into a good group when they know what they are doing. I've heard way too much of the 'worthless class' nonsense over the last year and a half. I've walked away from the forums here at least 3 times, and I've built characters specifically to prove people wrong (but only when the claims aren't entirely baseless). Ensign and a few others (maybe you as well, Thom) will remember when no one would take a Warrior in a PvE group because Elementalists and Necros made them worthless. Then there was bull about Rangers and Mesmers being useless.

I think if anything, the new classes will show how useful Sins and Rits are. I've been messing around with a couple of new builds that just happen to be Dervish killers, but are effective against many classes. Both happen to be /Ri. So go figure.

P.S. Guardian, you will win. What will you do with your new-found wealth?

Thom

Wilds Pathfinder

Join Date: Jan 2005

Please reread the statements:
Ritualists are largely a failed class concept from a PvP perspective. Basic evidence to this fact is that there is only one serious PvP build. Channelling is rarely used my anyone and restoration is a poor alternative to a monk. Further more, while Booners come in 20 different flavors, there isn't that much flexibility with a ritualist spirit spammer since some spirits are just superior. While skills look like they should synergize nicely, efficient cast ranges and cast times largely prevent both spirit spamming and channeling/restoration. Elementalists are arguably see the least variety of core classes in PvP, but they have more reasonable options than ritualist. It is hard to argue that the hybridization was successful in ritualists.

I also noted that a ritualist can be fun to play. It is a fun Johnny class, allowing for creativity and a unique flavor of guild wars. I'm a bit of a Johnny, so I appreciate the concept. That said, if your concept doesn't scale up to higher levels of play it isn't worth pursuing.

The assassin issue is basically the opposite and more straightforward. While assassin skills and tactics remain interesting near the top of the ladder, they are just miserable in the hands of newbies. If people are getting turned off to the game because a class has a steep learning curve, I feel that the execution has failed to some degree. [Assassin are also less flexible skill wise than core classes, but they seem to have more playable skills and tactical flexiblity]

Knightsaber Sith

Knightsaber Sith

Furnace Stoker

Join Date: Aug 2006

Few Fallen Heroes [FFH]

W/E

This thread has gone from whether the sin and rit will have new skills/armor etc...... to another "why I love/hate the sin and rit" thread.

Back on topic:


All signs are pointing toward no new class specific content for the two factions professions (not entirely officially confirmed), but you will of course be able to take them over to Elona if you feel like it.

Lawnmower

Lawnmower

Krytan Explorer

Join Date: Mar 2006

W/R

I honestly I would not expect them to do it(add Ritt and Ass content to Nightfall)!

But on the other hand you have to think about it in the larger picture... there are already so much more variations you can get out of core proffesions.


maybe they should make some sort of specific content updates... so maybe factions could get an update similiar to GW did with Sorrows Furrance...

some sort of update where they could add tons of new assassin and ritualist specific items, weapons, skills and armors!??

Tetris L

Tetris L

Jungle Guide

Join Date: May 2005

Germany

Servants of Fortuna

Quote:
Originally Posted by Glasswalker
They said from the very beginning of Factions that this is how it would be. You can't be too disappointed with them.
Infact, they didn't say it. They still haven't said it 100% clear, even today, so how could they have said it back then?

I know that as soon as they say 100% clear that non-core professions will not receive at least a handful of additional skills and maybe at least one new armor I'll stop developing my Ritualist immediately, and probably I won't start any primary Dervish or Paragon in Nightfall.

gene terrodon

gene terrodon

Lion's Arch Merchant

Join Date: Jul 2006

Maryland/DC Area

Farmers Unite [FU]

W/

I fully expect to see content for all of the previous classes, just like in Factions.

There will be the new Elonian armor and Elonian weapons.

There of course be the core skills and a handfull of Nightfall skills and a few duplicated/renamed skills just like they did in Factions.

I see a pattern, as Anet has said all along that each chapter is a standalone, they have to have content for all of the classes for those who may not own the previous two chapters. Yet, they will limit the content to make people compelled to go buy the first two chapters.

Lawnmower

Lawnmower

Krytan Explorer

Join Date: Mar 2006

W/R

Quote:
Originally Posted by Tetris L
I know that as soon as they say 100% clear that non-core professions will not receive at least a handful of additional skills and maybe at least one new armor I'll stop developing my Ritualist immediately, and probably I won't start any primary Dervish or Paragon in Nightfall.
good for you chap!

Now delete your Ritualist, and go make another Wammo!!!

Azaril000

Azaril000

Ascalonian Squire

Join Date: Jan 2006

London

Afk Mac n Cheeze Dun [LOOL]

N/Mo

Reading this makes me wonder if Arenanet only makes new skills for core classes for all its chapters, when it will typically run out of idea's and start repeating skills over and over. Theres only so much skills you can give to one class, before alot of the stuff becomes completely irrelevant, or just plain old repeating itself.

Maybe they should focus on core classes for 1 or 2 chapters, then go back to flavour classes and make new skills for them for a chapter or 2. This way, guildwars might have a more prolonged "original" life, where you they can shift inbetween core and flavour classes.

Disappointed how they are taking guildwars (core classes get the goodies, while flavours get left in the dust), but what can ya do? They should not just bring up new classes and then not support them at all, in the short run, sure its fun for the current chapter, but realistically in the long run i wouldnt play a flavour class past its chapter, or probably 2 chapters later. So heres hoping A-net does the wise thing and keep 2 cycles, one for core class updates, and one for flavour class updates, from chapter to chapter.

Knightsaber Sith

Knightsaber Sith

Furnace Stoker

Join Date: Aug 2006

Few Fallen Heroes [FFH]

W/E

If you watch the Nightfall trailer they released; you see Emperor Kisu of Cantha in the corner. A hint at sin/rit content?