Your thoughts on Spawning?
Dahnel
Quote:
Originally Posted by Oso Minar
Spawning Power?
Wonderful skills. Horrible additional effect. /agree 100%.....
Wonderful skills. Horrible additional effect. /agree 100%.....
Eroth
Quote:
Originally Posted by Bargamer
At this point I'm convinced Spawning is somewhat of the fat kid in the game of GW Dodgeball.
Quote:
Originally Posted by Oso Minar
Wonderful skills. Horrible additional effect. Yup. Nailed that one on the head. Jetdoc
Other than the skills, the only real purpose for Spawning is to support spirits such as Shelter and Union, giving them a few more hits before they go kaput.
Bargamer
Quote:
Originally Posted by Eroth
At this point I'm convinced Spawning is somewhat of the fat kid in the game of GW Dodgeball.
Nonono, RITUALISTS ARE the fat kid in GW. Unloved, narrow range of abilities, and has imaginary friends. Until that horrible day when all the fat kids get together and gang up on you in a dark alley. And when I say dark alley, I mean Heroes Ascent.
Eadric
Quote:
Originally Posted by Eroth
that'd just be a bad copy cat of Soul Reaping.
I'd suggest something like +1 energy regen pip every 5 levels. so at 16 spawning you'd have +7 energy regen total 4+3=7. then there are skills to help gain more or sac or lose an energy regen pip to do something Endurance Extended Weapon Spell. You suffer from -3...1 energy and gain +5...30 armor and +50...300 maximum health. (Spawing Power) ( or something like that) It's an example, but I think it'd be a good idea. I forget the names but I have a green wand and a green focus, these with my halcion armor give me 80 energy with a -1 regen. If I/we could get a +7 regen...... When I get home tonight I'll post what these items are. IGN Eadric of Alney frojack
+7 energy regen would be stupidly over-powered. +1 might be ok, but it's still pushing it... Actually scrap the additional regen idea. All I see is trouble.
Silent Elvin Ranger
Ok a lot of you are still missing my point. Some of you have it right on. I am not saying that the spawning skill is that bad...but it limits the ritualist to one or two types. Yes, OBVIOUSLY its good for Sheler and Union, does that help a Restoration Ritualist who doesnt even use spirits? OVIOUSLY NOT! Maybe I should have been more clear about this thread. I was tired when I started it.
Let's try again: I think that spawning sucks because it makes the Ritualist only effected by a primary when using one type of build, SPIRITS. Spawning is absolutely USELESS to restoration rits (which is a large amount of rits). Comparing it to all the other primaries: Every Primary opens more powerful opportunities for almost every build. Sure it doesn't help some builds, but only a few. Spawning does not effect many builds. In fact it effects one type. Spirit summoning (and maybe those other odd builds). Examples: Strength:Adds damage TO ANY WEAPON (accept wanding) Fast Casting: Reduce Cast Time of ALL SPELLS (not signets (i think)) Energy Storage: Increase energy so u can cast more spells (effects everything except sigs cuz they need no energy) Expertise: Reduce energy cost (except spells) Soul Reaping:Artificially increasing the regen of energy. Any thing it doesnt help? Divine Favor: Any monk spell heals for more (only monk spells, but all monk spells that target ally) Critical Hits: Increase chance to hit a critical, with all weapons (except wands) Leadership:Gain energy for any shouts/chants (which is alot of their skills) Mysticism: Gain energy for ANY enchants that end on u (any classes enchants) Spawning:Increase the life of undead allies (effecting spirits and minions) Spawning does not seem to effect many things. My suggestion? Make it effect anything that is "Spawned". Spirits, Minions, Weapon Spells, Item Spells (Urns). I think it should increase the amount of time the item is spawned for. Example: Increased Weapon of Warding effect time. No enchant mods can add to this effect so its not overpowering. You can hold urns for longer. Minions have additional life. And spirits stay up for a longer time (as well as increased life). What do you think of that? ~Silent Crazyvietguy
I agree with what Oso said on the first page, weapon spells are spawning "weapons"
Spirts are being spawned from.. well spirits And Urns/Ashes are being spawned from the spirits of the "special people" I think Spawning should potentially increase (slightly) the duration of these spells or.. perhaps all spells. Either that or make it like a reverse mysticism. Energy is returned when a spell is casted on an ally, like.. for every 4th interval you get +1 energy for ritualist spells only and maybe +2 energy for binding rituals. (However I do see potential problems with both of these changes.) Eroth
Now I get what your saying Silent. Well I can see the problem now. My recent builds have had nothing to do with spawning power, and I haven't seen a whole lot of those. But, as you said, it only applies to spirits. Maybe it should be an enchant increaser, or maybe it should be revamped and made something like the warriors penetration, exept it adds to anything you summon, or to spells.
say you bring up this as an rt. [skill=big]Animate Flesh Golem[/skill] it has 16% penetration at max spawning. You'd sacrifice the extra health it'd have as a necro with 16 Death Magic for more damage. or say this [skill=big]Wielder's Strike[/skill] This skill would now do more damage, instead of having no agument due to a lack of an effective primary. Yes with some tweaks here and there to the normal damage, it'd all even out. think about it Wielder's Strike at 15 with [skill=text]Nightmare Weapon[/skill] on. Thats 120 to an ungarded target (Isle of the Namless 60AL dummies for example). but with 16% penetration it'd be 139 ( .16 x 120 = 19.2 120+19.2= 139) that may not seem like a lot but it could be the turning of the tides in a GvG or AB match. |