Spawning Power Update

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E
Ecks
Ascalonian Squire
#1
"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
#2
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
#3
this is about 1% as important as the laughable change to soul reaping
GloryFox
GloryFox
Desert Nomad
#4
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
#5
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
#6
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
#7
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
#8
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
#9
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
#10
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
#11
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.
S
Series
Banned
#12
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
#13
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
#14
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
#15
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
#16
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.
c
countesscorpula
Wilds Pathfinder
#17
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
#18
'bout time our primary attribute got a little love.
Solus Spartan
Solus Spartan
Krytan Explorer
#19
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
#20
so basicly now vital boon is going to be leet, amazing