Spawning Power Update

Ecks

Ascalonian Squire

Join Date: Jan 2007

United Kingdom

I Excentrix I [PuNK]

W/A

"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

sindex

Wilds Pathfinder

Join Date: Aug 2006

California

Swords of Night & Day [SWRD]

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

VitisVinifera

Banned

Join Date: Nov 2005

Northern California

HoTR

N/Me

this is about 1% as important as the laughable change to soul reaping

GloryFox

GloryFox

Desert Nomad

Join Date: Jan 2006

Good ol' USA, where everyone else wants to be

Now Plays World of Warcraft on Whisperwind

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.

XvArchonvX

XvArchonvX

Forge Runner

Join Date: Nov 2005

R/

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

Solus Spartan

Krytan Explorer

Join Date: May 2007

Australia

[Lawl]

Mo/

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.
I agree, most Rit primarys don't use them but /Rt do.

DeBron

DeBron

Lion's Arch Merchant

Join Date: Oct 2006

MD

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>

Spazzer

Spazzer

Jungle Guide

Join Date: May 2006

USA

Team Asshat [Hat]

Mo/E

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

DeBron

Lion's Arch Merchant

Join Date: Oct 2006

MD

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.

Lykan

Lykan

Forge Runner

Join Date: May 2005

StP

R/

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..
I thought you'd be happy about a ritspike buff tbh.

sindex

sindex

Wilds Pathfinder

Join Date: Aug 2006

California

Swords of Night & Day [SWRD]

Quote:
Originally Posted by Solus Spartan
I agree, most Rit primarys don't use them but /Rt do.
Good point and since they the /Rt can’t stick any points into Spawning they can’t take advantage of this.

Series

Banned

Join Date: Aug 2006

Good rit buff. Now start passing em out to Necros and Paragons and Mesmers (no, sigway doesn't count!).

Solus Spartan

Solus Spartan

Krytan Explorer

Join Date: May 2007

Australia

[Lawl]

Mo/

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.
If only Rizah wasn't so stupid, this would be a good buff for non-rit players

Zinger314

Zinger314

Debbie Downer

Join Date: May 2006

N/Me

A good buff in the update. (although it'll make RA Spirit Spammers as annoying as hell with their minute-long Vital Weapons...)

XvArchonvX

XvArchonvX

Forge Runner

Join Date: Nov 2005

R/

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...)
???????!!!

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

Zinger314

Debbie Downer

Join Date: May 2006

N/Me

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.
I'll rephrase: It will upgrade Spirit Spamming Ritualists in RA from "annoying as heck" to "annoying as hell." A minor upgrade, but it's one more level of sin.

countesscorpula

Wilds Pathfinder

Join Date: Nov 2006

Gwen Is [EVIL]

N/

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.

Oso Minar

Oso Minar

Lion's Arch Merchant

Join Date: Jun 2006

Zealots of Shiverpeak [ZoS]

Rt/

'bout time our primary attribute got a little love.

Solus Spartan

Solus Spartan

Krytan Explorer

Join Date: May 2007

Australia

[Lawl]

Mo/

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.
Well said, atleast it's worth whacking a weapon spell on a spirt spam build now.

Orphan Anthem

Orphan Anthem

Krytan Explorer

Join Date: Jun 2006

Kinetic Fusion [kF]

so basicly now vital boon is going to be leet, amazing

Yichi

Yichi

Furnace Stoker

Join Date: Sep 2005

Guild Hall, Vent, Guesting, PvE, or the occasional HA match...

Dark Alley [dR]

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.

Kool Pajamas

Kool Pajamas

Forge Runner

Join Date: Aug 2005

Maryland

Mage Elites [MAGE]

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)

sindex

sindex

Wilds Pathfinder

Join Date: Aug 2006

California

Swords of Night & Day [SWRD]

Quote:
Originally Posted by Agyar
ur dum. 9012
Was there a point to that because I seriously doubt there was, and please spell “you’re dumb” correctly. Sorry I just need to refute that statement, because that was “stupid.” He did not make a valid point against what I stated, he just used slander.

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

Dr Strangelove

Furnace Stoker

Join Date: Dec 2005

Wasting away again in Margaritaville

[HOTR]

Sounds fine by me, spawning power went from being the worst primary attribute to one of the worst.

Solus Spartan

Solus Spartan

Krytan Explorer

Join Date: May 2007

Australia

[Lawl]

Mo/

Quote:
Originally Posted by Dr Strangelove
Sounds fine by me, spawning power went from being the worst primary attribute to one of the worst.
It's moving up the ranks!

Marth Reynolds

Marth Reynolds

Wilds Pathfinder

Join Date: Jan 2006

The Netherlands

The Lore Enforcers

Me/A

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.

Cebe

Cebe

The 5th Celestial Boss

Join Date: Jul 2006

Inverness, Scotland

The Cult of Scaro [WHO]

E/

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.

Sophitia Leafblade

Sophitia Leafblade

Desert Nomad

Join Date: Nov 2005

Dragon Slayer Guild [DSG]

R/

Its not a game breaking improvement but it is a good little buff to Spawning powers. GG Anet

Zedd Kun

Zedd Kun

Krytan Explorer

Join Date: Aug 2006

The Bretheren Of Chaos [Dark]

Rt/

It's good for something, but it's not as good as it should be...

frojack

frojack

Wilds Pathfinder

Join Date: Nov 2005

London, UK

Rite Of Passage [RP]

E/Mo

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

Ascalonian Squire

Join Date: Jan 2006

Amsterdam

The Myth Of Phoenix [Myth]

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

frojack

Wilds Pathfinder

Join Date: Nov 2005

London, UK

Rite Of Passage [RP]

E/Mo

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.
That would be a ridiculous nerf...

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

Frost Gate Guardian

Join Date: Mar 2007

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.
How many Weapons were abused by Ritualists anyways?

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

SpeedyKQ

Krytan Explorer

Join Date: Dec 2005

E/Me

Wow. Awesome buff, hope they go through with it. Resilient Weapon was insane before. Now it is even insaner. Is that a word?

Skuld

Skuld

Furnace Stoker

Join Date: Sep 2005

Thousend Tigers Apund Ur Head [Ttgr]

A/

Nekretaal - Weapon of Warding, Vital Weapon, Warmonger's Weapon are the ones you want to watch.

majoho

majoho

Forge Runner

Join Date: Jul 2006

Denmark

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)
Both sound plausible to me, personally I like that primaries get a little more use of skills than secondaries. (Would like to see mesmers get the same thing for some skills in the Inspiration line).

HawkofStorms

HawkofStorms

Hall Hero

Join Date: Aug 2005

E/

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

Gawayne

Ascalonian Squire

Join Date: Mar 2006

Brazil

You Is [Bofe]

W/

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.

assassin_of_ni

assassin_of_ni

Lion's Arch Merchant

Join Date: Dec 2006

Undercity... shhh dont tell Gaile =P

Back to Medieval Assassins [MA]

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.