Spawning Power Update
Ecks
"Spawning Power states that it increases weapon spell duration by 2% per rank."
Are you seriously Considering this anet? It is impossible to strip weapons and now you want them to be longer duration then some of them already are.. for an example weapon of warding and Vital Weapon.. Mind you i laughed my ass off when you made the skill update for Vital Weapon. i was completly lost for words what you were thinking when you decided to make that skill update.
Anet please re think this or you need to shorten the duration of the weapon spells before taking into account of spawning power..
Are you seriously Considering this anet? It is impossible to strip weapons and now you want them to be longer duration then some of them already are.. for an example weapon of warding and Vital Weapon.. Mind you i laughed my ass off when you made the skill update for Vital Weapon. i was completly lost for words what you were thinking when you decided to make that skill update.
Anet please re think this or you need to shorten the duration of the weapon spells before taking into account of spawning power..
sindex
I guess they are fixing a way for mesmers to cut out weapon spells, after what happened with the updates in killing off shouts and chants by mez interrupts. Seriously, does it really make a difference, since most players that use Rits never really use weapon spells that much.
VitisVinifera
this is about 1% as important as the laughable change to soul reaping
GloryFox
I have a better suggestion move Blood song back to communing and move AwL into channeling. That might make people at least play Rits in PvE again. Furthermore the Ritualist community has been making this suggestion for months now.
Seems to me your continually breaking what was a good class to begin with.
Seems to me your continually breaking what was a good class to begin with.
XvArchonvX
Considering that this is something that hasn't even gone into effect, I think it's a little soon to get bent out of shape over this. Personally, I think this is a great idea since Spawning Power is a pretty weak primary attribute. I wouldn't be surprised however if this coincided with a nerf to the duration of Weapon of Warding since it's used so much by E/Rt flagrunners. Until the change is actually put in place, it's really hard to say if this will be overpowered or not, but I personaly think that it has the potential to be a nice buff for rits.
Solus Spartan
Quote:
Originally Posted by sindex
I guess they are fixing a way for mesmers to cut out weapon spells, after what happened with the updates in killing off shouts and chants by mez interrupts. Seriously, does it really make a difference, since most players that use Rits never really use weapon spells that much.
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DeBron
Ecks, you're forgetting that weapon spells don't have the ability to stack.
This is a much needed buff to spawning power, which still isn't that great when compared to most other primary attributes.
<biased rit> I think this is an awesome buff ANET. </biased rit>
This is a much needed buff to spawning power, which still isn't that great when compared to most other primary attributes.
<biased rit> I think this is an awesome buff ANET. </biased rit>
Spazzer
It's true that weapon spells don't stack--but they are also not removable, very powerful, and synergize well with many other skills in the rit arsenal.
DeBron
I think we need to see how it all plays out. I doubt it will have a huge impact on PvE or PvP, seeing as only primary ritualists (of which there are few) can take advatage of it.
By the way, Skies of Arcadia rules.
By the way, Skies of Arcadia rules.
Lykan
Quote:
Originally Posted by Ecks
"Spawning Power states that it increases weapon spell duration by 2% per rank."
Are you seriously Considering this anet? It is impossible to strip weapons and now you want them to be longer duration then some of them already are.. for an example weapon of warding and Vital Weapon.. Mind you i laughed my ass off when you made the skill update for Vital Weapon. i was completly lost for words what you were thinking when you decided to make that skill update. Anet please re think this or you need to shorten the duration of the weapon spells before taking into account of spawning power.. |
sindex
Quote:
Originally Posted by Solus Spartan
I agree, most Rit primarys don't use them but /Rt do.
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Series
Good rit buff. Now start passing em out to Necros and Paragons and Mesmers (no, sigway doesn't count!).
Solus Spartan
Quote:
Originally Posted by sindex
Good point and since they the /Rt can’t stick any points into Spawning they can’t take advantage of this.
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Zinger314
A good buff in the update. (although it'll make RA Spirit Spammers as annoying as hell with their minute-long Vital Weapons...)
XvArchonvX
Quote:
Originally Posted by Zinger314
A good buff in the update. (although it'll make RA Spirit Spammers as annoying as hell with their minute-long Vital Weapons...)
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The skill has a 2 second recharge and energy cost of 5. Whether the rit has to recast it every 10 seconds or every 240 seconds really makes no difference since it can be kept up indeffinately.
Zinger314
Quote:
Originally Posted by XvArchonvX
???????!!!
The skill has a 2 second recharge and energy cost of 5. Whether the rit has to recast it every 10 seconds or every 240 seconds really makes no difference since it can be kept up indeffinately. |
countesscorpula
Reasons not to get into a panic over this change...
1) Weapon spells can't stack - unlike enchantments. This helps compensate that they can't be stripped. (Brutal weapon is even cancelled if you are enchanted)
2) The boost is only granted to Rit primaries. While Fast Cast affects 80% of mes skill set (+ other spells from other profs), Expertise affects 99% of a ranger skill set, ES is on all the time, etc etc, only 36 out of 100 ritualist skills are affected by the 4% and 2% aspects of Spawning. It's a little boost to something that was small to begin with.
3) If someone is set to 10 in spawning (a reasonable amount), it's just like having an enchanting mod on the staff, but this is for weapon spells instead. It was bad enough that all staffs come with an HSR mod that doesn't affect the Core Skill set of the Profession.
1) Weapon spells can't stack - unlike enchantments. This helps compensate that they can't be stripped. (Brutal weapon is even cancelled if you are enchanted)
2) The boost is only granted to Rit primaries. While Fast Cast affects 80% of mes skill set (+ other spells from other profs), Expertise affects 99% of a ranger skill set, ES is on all the time, etc etc, only 36 out of 100 ritualist skills are affected by the 4% and 2% aspects of Spawning. It's a little boost to something that was small to begin with.
3) If someone is set to 10 in spawning (a reasonable amount), it's just like having an enchanting mod on the staff, but this is for weapon spells instead. It was bad enough that all staffs come with an HSR mod that doesn't affect the Core Skill set of the Profession.
Oso Minar
'bout time our primary attribute got a little love.
Solus Spartan
Quote:
Originally Posted by countesscorpula
Reasons not to get into a panic over this change...
1) Weapon spells can't stack - unlike enchantments. This helps compensate that they can't be stripped. (Brutal weapon is even cancelled if you are enchanted) 2) The boost is only granted to Rit primaries. While Fast Cast affects 80% of mes skill set (+ other spells from other profs), Expertise affects 99% of a ranger skill set, ES is on all the time, etc etc, only 36 out of 100 ritualist skills are affected by the 4% and 2% aspects of Spawning. It's a little boost to something that was small to begin with. 3) If someone is set to 10 in spawning (a reasonable amount), it's just like having an enchanting mod on the staff, but this is for weapon spells instead. It was bad enough that all staffs come with an HSR mod that doesn't affect the Core Skill set of the Profession. |
Orphan Anthem
so basicly now vital boon is going to be leet, amazing
Yichi
Its all fake.
Update - Thursday June 7
Bug Fixes
* Fixed a bug that prevented players from entering a Challenge Mission in Hard Mode.
* Removed inaccurate changes to several skill and attribute descriptions.
Miscellaneous
* To prevent exploitation of the Nightfall starter quests "Take the Shortcut", "Rally the Recruits", and "Never Fight Alone", the gold rewards for those quests were reduced to 25, and the reward for the starter quest "Honing your Skills" was increased to 250 gold to compensate.
Directly from the new update patch and notes.
Update - Thursday June 7
Bug Fixes
* Fixed a bug that prevented players from entering a Challenge Mission in Hard Mode.
* Removed inaccurate changes to several skill and attribute descriptions.
Miscellaneous
* To prevent exploitation of the Nightfall starter quests "Take the Shortcut", "Rally the Recruits", and "Never Fight Alone", the gold rewards for those quests were reduced to 25, and the reward for the starter quest "Honing your Skills" was increased to 250 gold to compensate.
Directly from the new update patch and notes.
Kool Pajamas
Its not fake they just updated the descriptions on accident before putting into game. (most likely)
And most likely they'll be nerfing weapon spell durations so they arent as useful for non rit primaries. (my guess)
And most likely they'll be nerfing weapon spell durations so they arent as useful for non rit primaries. (my guess)
sindex
Quote:
Originally Posted by Agyar
ur dum. 9012
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Anyways back on topic, it seems everything has changed back to its original form; so I guess it really was all a test. I still say I rather enjoyed the change while it lasted.
Dr Strangelove
Sounds fine by me, spawning power went from being the worst primary attribute to one of the worst.
Solus Spartan
Quote:
Originally Posted by Dr Strangelove
Sounds fine by me, spawning power went from being the worst primary attribute to one of the worst.
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Marth Reynolds
Weapon spell builds might get a bit more intresting now o.O
With that elite that gives energyw hen you cast one you should be able to make a build for it.
With that elite that gives energyw hen you cast one you should be able to make a build for it.
Cebe
As much as I like the fact ANet took the time to think about the Ritualist I feel the 2% longer weapon spells is...not the best change. Don't get me wrong...it is a good thing and it can only make playing Rit even better (not that RIts aren't awesome already ).
When you think about it, if you have 16 Restoration, 13 Spawning, that's 26% longer on, say, Weapon of Warding. so Instead of it lasting 11 seconds it lasts 13. It's hardly much of an improvement but I guess it has to be that way due to it's unstrippable nature. Meh, I like usin weapon spells from time to time and anything that makes Weapon of Shadow last longer is good in my books.
When you think about it, if you have 16 Restoration, 13 Spawning, that's 26% longer on, say, Weapon of Warding. so Instead of it lasting 11 seconds it lasts 13. It's hardly much of an improvement but I guess it has to be that way due to it's unstrippable nature. Meh, I like usin weapon spells from time to time and anything that makes Weapon of Shadow last longer is good in my books.
Sophitia Leafblade
Its not a game breaking improvement but it is a good little buff to Spawning powers. GG Anet
Zedd Kun
It's good for something, but it's not as good as it should be...
frojack
I'll reserve my thoughts until the real update comes in. However all that really matters to me is that Anet are actually 'looking' at this stuff. Which is a good thing in my opinion. Good going guys...
John Ebridge
If and I say if Anet is going to increases weapon spell duration by 2% per rank in Spawning, that they probably also will reduce the duration of the weapon spells, so that at 15 spawning you are more or less back at the original duration.
frojack
Quote:
Originally Posted by John Ebridge
If and I say if Anet is going to increases weapon spell duration by 2% per rank in Spawning, that they probably also will reduce the duration of the weapon spells, so that at 15 spawning you are more or less back at the original duration.
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You effectively tie ritualists down by forcing them to use spawning just to achieve the marginal effectiveness they had prior to the change? No. Any change to spawning must 'improve' the use of the skills for the ritualist or it will be a huge step backward, the mindless rit spike application being the exception.
Note: Channeling isn't all bad though. Just has certain skills which are far too easily abused which could do with toning down, while the other lesser skills could do with some changes (potentially even tied to spawning changes or something).
Nekretaal
Quote:
Originally Posted by Celestial Beaver
When you think about it, if you have 16 Restoration, 13 Spawning, that's 26% longer on, say, Weapon of Warding. so Instead of it lasting 11 seconds it lasts 13. It's hardly much of an improvement but I guess it has to be that way due to it's unstrippable nature. Meh, I like usin weapon spells from time to time and anything that makes Weapon of Shadow last longer is good in my books.
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Weapon of Warding: A Rt cant keep this going by itself, it was abused by necromancers, paragons and elementalists
Weapon of Remedy: Duration irrelevant
Splinter Weapon / Brutal weapon: Only seen on rangers
Warmongers weapon: Only seen on paragons
About the only weapon that Ritualists really did abuse was vital weapon. The duration can be adjusted if thats a problem, but it probably shouldnt be. If the Ritualist invests so many points into its primary its houls get something out of it.
Whats great about this change, if it happens, is that ritualists become better at using ritualist weapons than secondaries, because right now that is not true.
SpeedyKQ
Wow. Awesome buff, hope they go through with it. Resilient Weapon was insane before. Now it is even insaner. Is that a word?
Skuld
Nekretaal - Weapon of Warding, Vital Weapon, Warmonger's Weapon are the ones you want to watch.
majoho
Quote:
Originally Posted by Kool Pajamas
Its not fake they just updated the descriptions on accident before putting into game. (most likely)
And most likely they'll be nerfing weapon spell durations so they arent as useful for non rit primaries. (my guess) |
HawkofStorms
Lol. How so Netniwk? VwK is an item spell, not a weapon spell. Spawning power is also a Rt primary attribute (thus W/Rts can't have it).
Gawayne
Rt needed a buff, they're a nice secondary but were a terrible primary. Tieing the primary attribs to a not so common type of skill is terrible.
In PvE spirits are nice but since you're always moving you can't rely on a spirit based build. In PvP you rarely see them doing what their description says they should do, at least not in the high-end PvP, you only see them as batteries for Necro Energy or in really minor role.
I used to run a Flag Runner in GvG with Life, it was pretty nice i could drop it in the flag stand to give a heal boost to my Guildies and continue to run the flag. It was awesome to protect NPCs either since it heal every ally in his area of effect. But i was an Elementalist primary, there was no reason to be a Rt.
This is a very nice buff but i still think the Spawning Power could be better. Even with high Spawning Power spirits still are easy to kill, so there's no real reason to invest into it. It would be much better if Spawning Power reduced Rt Only Skills(Binding, Weapon and Ashes) cost or reduced it's recharge or something like that.
Altough i still think Paragons and Mesmers need a LOT more attention than Rts.
In PvE spirits are nice but since you're always moving you can't rely on a spirit based build. In PvP you rarely see them doing what their description says they should do, at least not in the high-end PvP, you only see them as batteries for Necro Energy or in really minor role.
I used to run a Flag Runner in GvG with Life, it was pretty nice i could drop it in the flag stand to give a heal boost to my Guildies and continue to run the flag. It was awesome to protect NPCs either since it heal every ally in his area of effect. But i was an Elementalist primary, there was no reason to be a Rt.
This is a very nice buff but i still think the Spawning Power could be better. Even with high Spawning Power spirits still are easy to kill, so there's no real reason to invest into it. It would be much better if Spawning Power reduced Rt Only Skills(Binding, Weapon and Ashes) cost or reduced it's recharge or something like that.
Altough i still think Paragons and Mesmers need a LOT more attention than Rts.
assassin_of_ni
yeah now i can play my rit and use spawning power as a feasible att to dump more than 3 points in ^_^ my support pve rit/mo build uses 2-3 weapon spells along with a couple spirits and just heals. its not alt monk worthy but i can save an assassin from a horrid over aggro without too much of a problem =D all in all it is (or will be i should say) a good update. as its been said the buff doesnt exactly make it broken due to the fact that weapon spells do not stack. now if they make them stackable then i may be forced to call shenanigans. Vital wep+weapon of warding+resilient wep+warmonger+the other interrupt weapon i cant remember. ^_^ should we say gg? or HEY maybe make any char using daggers able to have 2 weapon spells for each dagger....now that would be a fun update. brutal+warmonger weapon rits with boa sins in HA wooooo that would be fun. they may counter-act the weapon buff with some sunspear skill that removes all positive and negative buffs on a target.