OK, many of you may have noticed that, unlike other classes, having 2 Rt's in a party is almost useless. Rt's are primarily Spirit-casters... Yes, there are Healing Rt's (the best of which still use spirits), but most parties would rather have a monk than a healing Rt (and not without some reason)... and there's the Channeling Rt (who, frankly, doesn't deal damage as well as an El).
The problem is, that when a spirit that already exists is cast (even by a second Rt) the first is destroyed. I believe that this was done by ANet to prevent stacking of damage-restance by multiple Unions, etc. (which would be horribly unbalancing). So what I have is a suggestion for them that will make multiple Rts in a party usefull, but no more unbalancing than multiple Els (or Trappers, for instance).
With regards to the damaging spirits like pain/bloodsong/etc, allow multiple spirits to exist without restriction (just like a Trapper group can set several coppies of each type of trap), though they might want to limit it to one of each type PER Rt.
Now for the potentially worrisome/unbalancing protective/defensive spirits (Union/Shelter/Displacement)... These are almost easier to handle without going overboard than the others... Simply allow all allied spirits of a given type to share the damage taken in the performance of their purpose (ie - every time the spirit prevents damage, it takes damage... but this damage could be shared by the multiple identical spirits so increase their effective duration [rarely do they last to their timed duration]).
Thus two Unions would likely last twice as long as one (though still limited to their timed duration if not destroyed before hand), but would not give the party 30 points of damage resistance (a Union provides 15 points of DR). Note that the spirit that provides health regen would not stack (any more than two "well of blood"s stack), but could increase the covered area or provide a backup regen in case one spirit is hunted down and slain.
I think that this would encourage more players to try out this class, and would make a new type of trapper-group (an artillery group?)... a mixed Trapper and Spirit-Spammer group could be a fun and effective alternative to current party builds.
I genuinely belive that this could be implemented in such a way as to be not at all unbalancing, yet still provide a much-needed boost to the Usefullness of the Ritualist.
A
