ritualist skill changes...

careyt

careyt

Lion's Arch Merchant

Join Date: Mar 2007

Order of the Immortal [Vamp]

Rt/

a good thing or a bad thing? with the recent skills changes they have now added exhaustion to certain ritualist skills. I personally believe this isn't good, it leaves builds unbalanced and seriously ganks any real energy management that the ritualist had to begin with. I don't see how this is a good thing, but we'll see. Maybe I'll just get frustrated and stop using a rit as much...

Omniclasm

Jungle Guide

Join Date: Jan 2007

Guild Hall

A/

I say the skills are overpowered now. Look at Dissonance for instance. Can be kept up constantly and constantly interrupts. For 10 energy + a little exhaustion.

Edit: Removed Redundancy.

The exhaustion will most likely not even effect you if you only have one of these skills on your bar, which normally you couldn't afford to have two of them on your bar at once due to them using ALL of your energy, now you can use them and hardly feel it. Atleast that is how I see it. People can cry about the Wielder's Strike exhaustion, but come on, that is a lot of damage.

lacasner

lacasner

Desert Nomad

Join Date: Jun 2006

Idk, to me setting spirits was never fun so I'm indifferent to it.

the Puppeteer

the Puppeteer

Jungle Guide

Join Date: Apr 2007

ahhh - the fun of spamming spirits... - one fire storm and they are OUT! No one complained...
But those touchers! "Live on" anet says
If you really have to nerf spirits - add health degeneration like the minions have...

GloryFox

GloryFox

Desert Nomad

Join Date: Jan 2006

Good ol' USA, where everyone else wants to be

Now Plays World of Warcraft on Whisperwind

The amount of exhaustion additions is a bit too much IMO. Furthermore they did not return Blood Song to Communing and move AWL to channeling.

Splinter Weapon NERF made it undesirable by most PvE groups now. NOT unusable just undesirable.

Ultra Mega

Frost Gate Guardian

Join Date: Aug 2005

OCAU

Mo/Me

Splinter Weapon was incorrect. The duration got decreased to 20s, not the recharge increasing.
There was a typo and everyone assumed it was one thing when it is another.

street peddler

street peddler

Wilds Pathfinder

Join Date: Apr 2007

well this sucks...........................too many exhaustion skills now..

ShadowsRequiem

ShadowsRequiem

Furnace Stoker

Join Date: Oct 2005

Inde is Smoking [Hawt] *ToA*

W/E

I dont really like it at all..... I mean the spirits were at 25 e each thats why no one ever used them, 25e for a spirit to go up and die in a few seconds from aoe...

I understand eles exhaustion, meteor shower makes sense, a 5e weapon spell doesnt at all.

natuxatu

natuxatu

Wilds Pathfinder

Join Date: Apr 2006

Wisconsin

Rt/Mo

Yeah the exhaustion in my mind really only counters the fact that ele have energy storage as well... for ritualist it just seems silly... I mean we'll see how plays out I guess.. i wasn't really effected by it but suddenly i had exhaustion and was like "what the..??" but that's about it.

Dallcingi

Dallcingi

Desert Nomad

Join Date: Nov 2006

USA

The Black Parades [死人死]

Mo/

Bye bye ritpsike *sniff sniff*

sindex

sindex

Wilds Pathfinder

Join Date: Aug 2006

California

Swords of Night & Day [SWRD]

It’s like A-net knew that spirit spamming was one of the key figures to a Rit. Then after some careful deliberation (not really), they wanted to force people to play new ways with the Rit.

A-net Programmer 1: I hate to say it, but these spirit spammers are redundant in my opinion; even though they are easier to take out then minions. I say we nerf them to hell, just like we did to some other skills in the past.

A-net Programmer 2: What about the community and PvE’ers?

A-net Programmer 1: Well EotN is coming out soon, so this will force those PvE’ers to buy the game. So they can have the new PvE skills as a fix. Second the true GW community will shun all those appose to the idea, and root out the true non-believers. I mean it’s a win-win situation if you ask me.

Phantom Gun

Phantom Gun

Frost Gate Guardian

Join Date: Aug 2006

Minion Bombing in Elona

The Drunken Dragons [DRNK]

Rt/N

Quote:
Originally Posted by sindex
It’s like A-net knew that spirit spamming was one of the key figures to a Rit. Then after some careful deliberation (not really), they wanted to force people to play new ways with the Rit.

A-net Programmer 1: I hate to say it, but these spirit spammers are redundant in my opinion; even though they are easier to take out then minions. I say we nerf them to hell, just like we did to some other skills in the past.

A-net Programmer 2: What about the community and PvE’ers?

A-net Programmer 1: Well EotN is coming out soon, so this will force those PvE’ers to buy the game. So they can have the new PvE skills as a fix. Second the true GW community will shun all those appose to the idea, and root out the true non-believers. I mean it’s a win-win situation if you ask me.
Why can I picture this as a comic strip in a newspaper?

Calen The Civl

Frost Gate Guardian

Join Date: Nov 2006

Rt/

Exhaustion does not seem to be a very well thought out solution to the ritualist. Although I will with hold my final opinion until after I test things.

I would have preferred to see the spirits completely reworked with charges associated with them instead of health; spawning power would be adjusted to increases charges per attribute level. After all, it makes little sense to be able to physically attack something that is spiritual. Counter skills could be devised with the charge system that could cause damage (with a minimum damage amount to make the skills generically usable) while costing spirits their charges to increase the damage upon the target.

Perhaps something like this:

Spiritual Pain : Target foe and nearby foes takes 15...63 damage. For each spirit within earshot of the foe, each spirit loses 1 - 3 charges and foes take an additional 5 damage for each charge lost on each spirit.


The offensive spirits would have a certain amount of charges as well before they disappear. Charges would replace health and duration times for each spirit.

Spirits would become immune all types of damage except non elemental damage. A few more skills would have to be tweaked to remove charges from spirits in order to allow more balance. Perhaps even a ranger spirit could be tweaked to place limitations on charge amounts.

It is just a rather undeveloped idea some other posters have suggested.

At least some of the skills can be usable with the energy decreases.

seraphite86

seraphite86

Frost Gate Guardian

Join Date: Jul 2005

Florida

Talk Less More [Sekz]

Rt/E

Quote:
Originally Posted by sindex
A-net Programmer 1: Well EotN is coming out soon, so this will force those PvE’ers to buy the game. So they can have the new PvE skills as a fix. Second the true GW community will shun all those appose to the idea, and root out the true non-believers. I mean it’s a win-win situation if you ask me.
As humorous as that sounds, I wouldn't doubt that they had such conversations.

So back on track: Does that Izzy fellow still do the skill balances?

TGgold

TGgold

Wilds Pathfinder

Join Date: Jul 2005

Flying Gophers

Rt/P

Quote:
Originally Posted by seraphite86

So back on track: Does that Izzy fellow still do the skill balances?
Who else could have created this?

Rogue2468

Ascalonian Squire

Join Date: Jun 2007

Rt/R

This exchaustion is rediculas for PvE I even looked at the Glyphs they will not work they only work on spells and spirits are Binding Rituals so there are really no skills that can help with this energy loss casue of the exchaustion great job anet het why dont you just make the weapon spells have exchaustion then at least the glyphs would work.

seraphite86

seraphite86

Frost Gate Guardian

Join Date: Jul 2005

Florida

Talk Less More [Sekz]

Rt/E

Quote:
Originally Posted by TGgold
Who else could have created this?
Exactly. Who else could make such poor decisions?

My Green Storage

Wilds Pathfinder

Join Date: Sep 2006

Arizona

My Blue Storage

N/

I play Rit in PVE which I usually have Wanderlust and Dissonance equipt, but for both to have Exhaust, when I read the update notes.

WTF?

fenix

fenix

Major-General Awesome

Join Date: Aug 2005

Aussie Trolling Crew HQ - Event Organiser and IRC Tiger

Ex Talionis [Law], Trinity of the Ascended [ToA] ????????????????&#

W/

So many people bash Izzy, because they have no understanding of PvP. These changes are because of PvP. That is what Izzy bases his changes on. PvP. Not PvE. There are a few instances of PvE changes, but the majority arent.

If changes were left up to you guys, we would see Protective Bond back in the game, and monsters not running from AOE.

LumpOfCole

LumpOfCole

Krytan Explorer

Join Date: Jul 2006

Orlando, FL

Rt/

I don't think Elite Spirits should have Exhaust slapped on them. However, I do appreciate Anet trying to make Rits think more creatively.

I say that for every 4 points in Spawning Power, one additional energy from exhaust is recovered per tick. This achieves what Anet is trying to do while making it not-so-ridiculous on Rits who have smaller mana pools than eles.

Exhaustion reduces the character's maximum energy. When exhaustion occurs, the caster loses 10 maximum energy. Maximum energy is recovered at a rate of 1 point of energy every 3 seconds as default. I propose this:

Spawning Power <4: 1 point of maximum energy every 3 seconds
Spawning Power 4-7: 2 points of maximum energy every 3 seconds
Spawning Power 8-11: 3 points of maximum energy every 3 seconds
Spawning Power 12-15: 4 points of maximum energy every 3 seconds
Spawning Power 16+: 5 points of maximum energy every 3 seconds

I think everyone wins with that scenario.

Shadis

Shadis

Frost Gate Guardian

Join Date: Oct 2006

Quote:
Originally Posted by fenix
So many people bash Izzy, because they have no understanding of PvP. These changes are because of PvP. That is what Izzy bases his changes on. PvP. Not PvE. There are a few instances of PvE changes, but the majority arent.

If changes were left up to you guys, we would see Protective Bond back in the game, and monsters not running from AOE.
While he does balance mainly for PvP, your flamebait insulting PvE Players is not required. I could go off on a rant about how PvP Players constantly whine about powerful skills because they refuse to alter their "ubar pwning builds" to counter them, but we both know that's not true at all. So why use a PvE Generalization that is not true for the majority of the players who take the time to post on forums?

Believe it or not, a lot of PvE Players care about balance in their preferred game type, they're just sick and tired of having their characters KILLED because of PvP Changes. That's another discussion entirely though.

Evilsod

Evilsod

Banned

Join Date: Mar 2006

England

Lievs Death Squad [LDS]

I can understand the addition of exhaustion to some of the skills... but adding it to the spirits was completely RED ENGINE GORED ENGINE GORED ENGINE GORED ENGINE GOing retarded. Especially as some of these spirits will all exist within the same build! Getting 90 seconds worth of exhaustion for casting 3 spirits, 1 of which lasts *25* seconds is completely ott.

LifeInfusion

LifeInfusion

Grotto Attendant

Join Date: May 2005

in the midline

E/Mo

the exhaustion bit was a bit over the top. Some skills like ancestor's rage aren't that bad with it given the similarity to chain lightning

A skill like wielder's strike does not need exhaustion...

Spirits on the other hand...you cannot use glyph of energy so they are basically relegated to 30 second pseudo recharges


The two elites that were hardly used before will probably not get used now, mainly because they rely on the opponent(s) targetting even when the spells are active sort of like Vengeful was Khanhei:
"Defiant Was Xinrae: decreased Energy cost to 5; decreased recharge time to 5 seconds; increased duration to 5..15 seconds; this Skill now causes Exhaustion."

"Xinrae's Weapon: decreased Energy cost to 10; decreased recharge time to 10 seconds; this skill now causes Exhaustion."

sindex

sindex

Wilds Pathfinder

Join Date: Aug 2006

California

Swords of Night & Day [SWRD]

Quote:
Originally Posted by fenix
So many people bash Izzy, because they have no understanding of PvP. These changes are because of PvP. That is what Izzy bases his changes on. PvP. Not PvE. There are a few instances of PvE changes, but the majority arent.

If changes were left up to you guys, we would see Protective Bond back in the game, and monsters not running from AOE.
Well then if you put it that way; then all warriors should do about one, damage per hit and all skills take 10 minute recharge. Once that happens we can call it fair game. I mean seriously if your going to make an argument; don’t straddle in and say, “I think it always should be one sided instead of being well rounded.”

It come full circle you know, and it’s not always just about the PvP’ers opinion.

Kasumi Mizushima

Kasumi Mizushima

Frost Gate Guardian

Join Date: Apr 2007

Wood Legacy [WL]

Rt/

I for one welcome the changes, for the most part. Some of the skills really needed the nerf (Vital Weapon, anyone?). Some weren't badly hurt anyway (Splinter Weapon). The spirits especially add an interesting choice (I can keep up Anguish, or Disenchantment, or Dissonance on a Painful Bond build now). Some I disagree with (Wanderlust didn't need Exhaustion unless they remove the damage it takes when it works). All in all, I think it was a good thing, and I'm certainly not passing out pitchforks like some people are suggesting.

For what it's worth, I've been playing a ritualist since there have been ritualists to play, so weigh my opinions as you will.

HyperLimited

Ascalonian Squire

Join Date: Aug 2006

The Nefarious Angels

A/Mo

This update for rits seems rather silly. I just look at every updated skill with "This skill now causes exhaustion." at the end of it, and I just laugh.

I guess I'll spend some time tomorrow trying to work around it. My favorite channeling build I use in PvE is now crap, so that has me upset. I always thought exhaustion was good staying as a side-effect for eles only, but now it seems all spellcasters are susceptible to it now. Everyone I've talked to so far seems to be in an uproar about this update.

Evilsod

Evilsod

Banned

Join Date: Mar 2006

England

Lievs Death Squad [LDS]

Quote:
Originally Posted by LifeInfusion
The two elites that were hardly used before will probably not get used now, mainly because they rely on the opponent(s) targetting even when the spells are active sort of like Vengeful was Khanhei:
"Defiant Was Xinrae: decreased Energy cost to 5; decreased recharge time to 5 seconds; increased duration to 5..15 seconds; this Skill now causes Exhaustion."

"Xinrae's Weapon: decreased Energy cost to 10; decreased recharge time to 10 seconds; this skill now causes Exhaustion."
I almost pissed myself laughing when i saw that they had actually nerfed the shit out of the 2 most useless and unused rit elites in the whole skill set...

Marth Reynolds

Marth Reynolds

Wilds Pathfinder

Join Date: Jan 2006

The Netherlands

The Lore Enforcers

Me/A

Don't liek this part either, exhaustion is lousy for rits for 2 reasons:

)rits don't have as high mana as eles and will be hit hard with exhaustion
)Some spirits now cause exhaustion and glyph of energy can't even prevent that :/

Henchman

Henchman

Frost Gate Guardian

Join Date: Jan 2006

A cave in the Shiverpeaks

Mo/

In every online game I ever played (America's Army, Soldat..), people always hated campers (those who sit in one place and don't move at all). When Factions came out, Guild Wars was introduced to its type of campers: Spirit Campers (I cal them Spirit Campers, not Spirit Spammers). Having to play against someone who just likes to spam Spirits and camp in one place is about as much fun as playing against someone who packs nothing but running skills.

I hated them from day 1, and although it took them a long while, Anet finally did something about them.

The only thing I could argue about is how Anet decided to stop them. Instead of adding exhaustion, I would have thought to limit the number of spirits a player can have active, or perhaps after casting a spirit, all other spirit spells are disabled for 15 seconds..

None the less, I'm so glad they're gone- back to the arenas for me..

Buzzer

Buzzer

Wilds Pathfinder

Join Date: Nov 2005

Australia

Quote:
Originally Posted by Evilsod
I can understand the addition of exhaustion to some of the skills... but adding it to the spirits was completely RED ENGINE GORED ENGINE GORED ENGINE GORED ENGINE GOing retarded. Especially as some of these spirits will all exist within the same build! Getting 90 seconds worth of exhaustion for casting 3 spirits, 1 of which lasts *25* seconds is completely ott.
Take less exhaustion skills.

Dahnel

Dahnel

Wilds Pathfinder

Join Date: Oct 2005

Rt/Me

Anet, Please F'ing understand that WE DO NOT WANT TO BE MELEE !

*points at all the highly suspect Spirits Strengths related Buffs, then points to Nerfing of everything NOT spirits strength*

Ffs we have warriors for a reason.

Cebe

Cebe

The 5th Celestial Boss

Join Date: Jul 2006

Inverness, Scotland

The Cult of Scaro [WHO]

E/

Quote:
Originally Posted by GloryFox
Splinter Weapon NERF made it undesirable by most PvE groups now. NOT unusable just undesirable.
It's not been nerfed THAT much...what do you do with splinter weapon? Cast Splinter Weapon...Use Barrage, rinse and repeat? I don't know of anyone who used Splinter Weapon so they could sit with it on them for 40+seconds before they used it..

Quote:
Originally Posted by Marth Reynolds
Don't liek this part either, exhaustion is lousy for rits for 2 reasons:

)rits don't have as high mana as eles and will be hit hard with exhaustion
)Some spirits now cause exhaustion and glyph of energy can't even prevent that :/
Well this is the reason I can't really understand why they decided to "balance" the game by introducing exhaustion. You're right, Eles have a high energy pool to soak up exhaustion, as well as Glyph of Energy and Second Wind. Rits have no way of countering exhaustion which I think is wrong. From my suggestion from another thread:

Quote:
Originally Posted by Celestial Beaver
Perhaps one day ANet will look at a useless Rit Skill and completely re-work it...like...oh I dunno....Clamour of Souls! For every spirit within earshot you lose 1...3 points of exhaustion.
I feel if Rits have to cope with exhaustion they need some mechanism which can help them.

Personally I find the offensive binding ritual exhaustion addition to not matter that much. The Luxon/Kurzick PvE skill Summon Spirits means you don't *have* to keep recasting spirits if you don't leave them where they will get hit.

The only change that saddens me so far is Ancestor's Rage, but it's something we need to learn to live with.

Quote:
Originally Posted by Dahnel
Anet, Please F'ing understand that WE DO NOT WANT TO BE MELEE !

*points at all the highly suspect Spirits Strengths related Buffs, then points to Nerfing of everything NOT spirits strength*

Ffs we have warriors for a reason.
Rit > Warrior anyway...

FoxBat

Furnace Stoker

Join Date: Apr 2006

Amazon Basin [AB]

Mo/Me

The exhaustion changes look like a *buff* to me as far as spirits go. They all hit 25e spirits which you couldn't have more than one on your bar anyway, and it isn't like you could resummon said spirits before exhaustion. Now you have more energy left on your bar when you use them since they've been cheapened. Plus pure spirit spammers using wanderlust + 25e offense spirit were kinda overpowered in 4v4 and way boring everywhere.

I'll agree that exhaustion on ancestor's rage seems like overkill. Yes, the spike needs to die, but that basically kills it on channeling weapon rits too.

Splinter weapon nerf is to cut down on vod issues, before you could weapon the entire party up and go to town on archers, thats become a bit harder to do now.

pingu666

Jungle Guide

Join Date: Jul 2006

guildhall

[DETH]

you might be able to get away with 1 exhaustion coursing spell., exhaustion is 10 energy taken from the top of your bar...and takes 30seconds to wear off i think.

exhaustion related skills are also quiet bad.
http://gw.gamewikis.org/wiki/Second_Wind

Y.T.

Y.T.

Jungle Guide

Join Date: Sep 2005

Mo/

Quote:
Originally Posted by sindex
It’s like A-net knew that spirit spamming was one of the key figures to a Rit. Then after some careful deliberation (not really), they wanted to force people to play new ways with the Rit.

A-net Programmer 1: I hate to say it, but these spirit spammers are redundant in my opinion; even though they are easier to take out then minions. I say we nerf them to hell, just like we did to some other skills in the past.

A-net Programmer 2: What about the community and PvE’ers?

A-net Programmer 1: Well EotN is coming out soon, so this will force those PvE’ers to buy the game. So they can have the new PvE skills as a fix. Second the true GW community will shun all those appose to the idea, and root out the true non-believers. I mean it’s a win-win situation if you ask me.
QFT

its totally horrible to have 2-3 skills on ur bar casuing exaustion while u dont have the same energy bar eles have. i see no reason why anet decided to ruin channeling AoE - forming a team in desolation in beyong f/ex u cant just take a rit who will spam ancestors rage anymore, anet makes u to choose diff damage dealer, channeling was heavily nerfed for no obvious reason...

vergerefosh

Wilds Pathfinder

Join Date: Sep 2006

Englishmen Don't Drink [Tea]

W/R

It does seem like a lot of exhaustion has been handed out. Admittedly, I don't play rit, but one suggestion is to link number of spirits to spawning power, or whatever the main spirit att is, so that more in that attribute = more spirits, but possibly have a lower cap. Not perfect, but may work

Sazgo

Ascalonian Squire

Join Date: May 2007

England

What annoys me is that they nerfed channeling which is pretty much one of the only viable things a rit can do at high level pve right now without fixing or looking at the other problems.

Arcane echoed spiritrift/ancestors rage build is one of the few builds that could get you into a group in one of the elementalists place, but this is ofc now useless. Cant really take a monks spot because simply you cant prevent damage like one and resto lacks the heal party/lod, condition and hex removal. There is many overlooked problems right now.

The defensive spirits on hardmode for example. Its pretty disgusting when using 2 sup runes and casting a 5 second casttime 25 energy 45 recharge spell to watch the spirit disappear 1-2 later before its coming out of ground animation is even complete. Its totally broken and they need to be reworked so they dont scale so much with amount of enemys/attack speed like this. Switching the game to hardmode just totally makes that aspect of the ritualist so much more worse and almost useless.

Alot of playing the ritualist in pve right now is about trying to convince people and persuade them to let you into their group. It shouldnt be like this.

They should be nerfing the more cookie cutter pve builds and classes sometimes instead of just turning the unused ones into more useless crap.

I really hope rits get some crazy pve skills in GWEN.

Arden Kindlecorpse

Arden Kindlecorpse

Academy Page

Join Date: Apr 2007

East Coast, Australia

The Apologetti [Soz]

There goes the days of me reading about nerfs with blissful ignorance...

Yes, I am slow to warm to new professions and possibly even slower to really experiment with the range of skills. It was to my pleasant surprise when I came up with a combo of skills that satisfied my PvE cravings for the Rit. I started ploughing through the campaigns with renewed vigour. Switching on the PC for some Friday-night escapism, I watched with growing dread the grey creeping its way across my mana bar. Only 2 skills out of the set nerfed, but I guess that's like saying only one tyre is flat.

I realise the nerfs are needed for balance and the overall benefit of the game, but thought I'd add my own small experience in case the developers take a peek. The combination of exhaustion and low total mana effectively removes the use of a number of Rit skills.

</carebear whinge>

Cebe

Cebe

The 5th Celestial Boss

Join Date: Jul 2006

Inverness, Scotland

The Cult of Scaro [WHO]

E/

Quote:
Originally Posted by Sazgo
Arcane echoed spiritrift/ancestors rage build is one of the few builds that could get you into a group in one of the elementalists place, but this is ofc now useless. Cant really take a monks spot because simply you cant prevent damage like one and resto lacks the heal party/lod, condition and hex removal. There is many overlooked problems right now.
You mean Party Heals like, umm, [wiki]Life[/wiki], [wiki]Protective was Kaolai[/wiki], [wiki]Feast of Souls[/wiki] and soon the new rit skill Rejuvenation? Oh look...they're all non-elite as well. A Rit can't remove hexes, which is their only downfall, but what's why we go /Mo or /Me to fix that problem. I've never had a problem getting into a group as a restoration ritualist and they are generally regarded as being superior to Monk healers due to a Ritualist's built-in superior energy management skills.

Quote:
Originally Posted by Sazgo
The defensive spirits on hardmode for example. Its pretty disgusting when using 2 sup runes and casting a 5 second casttime 25 energy 45 recharge spell to watch the spirit disappear 1-2 later before its coming out of ground animation is even complete. Its totally broken and they need to be reworked so they dont scale so much with amount of enemys/attack speed like this. Switching the game to hardmode just totally makes that aspect of the ritualist so much more worse and almost useless.
I rarely go into Hard Mode without Razah, at the very least. Shelter isn't the only defensive Binding Ritual, however, in Hard Mode the most dangerous part of a battle is the beginning imo. When you engage with an enemy, the enemy has full energy and they tend to try to spike people off fast. If shelter is down before a mob is engaged it neutralises that first spike...so since you have no idea who they will target first, it's far more effective than using Protective Spirit on everyone.

Quote:
Originally Posted by Sazgo
They should be nerfing the more cookie cutter pve builds and classes sometimes instead of just turning the unused ones into more useless crap.

I really hope rits get some crazy pve skills in GWEN.
The update isn't about nerfing PvE builds, it's about "Balancing" PvP. PvP will always be more important than PvE...nothing can change that...not even writing a harshly worded letter to ANet. In PvE you just need to learn to adapt your builds. I know it's annoying and sometimes hard to do but we have to...I know what it's like to have a loved build you've played for along time torn to pieces by "PvP Balance".

By the way, anyone who wont let you in their party because you're a Rit isn't worth PuGing with.

Sarevok Thordin

Sarevok Thordin

Desert Nomad

Join Date: Apr 2006

Scotland

W/N

To PvErs going about the balances.

There once was a thing called Rit Spike in PvP, it had 1 Rit smack Vital Weapon on the whole team. The whole team then went out and spiked with Wielders Strike for stupid amounts of damage. For everything else, there was Spirit Burn, and Spirit Rift and god knows what else because I usually slaughtered them before letting them goto town.

Another variant involved a N/A with Shadow Prison that would go in, snare someone and then everyone would cast Ancestor's Rage on their Ally Necro, destroying the unlucky target (Sometimes two or more if they were bunched up).

In amongest all this there was tons of very annoying spirits to deal with, most of which got exhaustion.

This is why it had to be nerfed, it was a cancer in PvP.