Well...ritualist skill updates...how will they affect YOUR builds?
MrSlayer
List of updates
Direct copy and paste
Quote:
* Ancestors' Rage: this Skill now causes Exhaustion.Direct copy and paste
Quote:
* Anguish: decreased Energy cost to 10; decreased recharge time to 20 seconds; this Skill now causes Exhaustion.
* 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.
* Disenchantment: decreased Energy cost to 10; decreased recharge time to 20 seconds; this Skill now causes Exhaustion.
* Dissonance: decreased Energy cost to 10; decreased recharge time to 20 seconds; this Skill now causes Exhaustion.
* Gaze of Fury: decreased recharge time to 20 seconds.
* Recovery: fixed a bug that caused the effect to persist even after the Spirit had died.
* Sight Beyond Sight: decreased recharge time to 15 seconds.
* Spirit Burn: decreased recharge time to 6 seconds; decreased damage to 5..50 damage; decreased conditional damage to 10..40.
* Spirit Rift: increased casting time to 2 seconds.
* Splinter Weapon: decreased recharge time to 20 seconds.
* Vital Weapon: decreased duration to 5..35 seconds.
* Wanderlust: this skill now causes Exhaustion.
* Wielder's Strike: this skill now causes Exhaustion.
* Xinrae's Weapon: decreased Energy cost to 10; decreased recharge time to 10 seconds; this skill now causes Exhaustion.
My opinion? I might as well just put my ritualist up on the top shelf and leave her there.
Thanks to alot of intense use of Rit Spike teams in HA, it would appear that my ritualist is going to see almost no use in PvE. I'm not a PvP player and it's a HUGE shame that thanks to Anet's thinking of "Don't provide an improved way to fight this spike build, instead let's just hit it with the nerf bat" the Ritualist is going to be much less useful in PvE.
I used to run my rit as a Spirit Spammer alot due to it's usefulness in helping negate damage, especially in the later missions. Although in hard mode this wasn't AS useful because of the intense damage, it was fun for Normal Mode.
But now it looks like my rit will be left to run Restoration Healing builds, which are alright I guess, and Channeling builds, although a HUGE WTF about Ancestor's Rage.
I don't blame PvPers for these predicted changes, because tbh, there will ALWAYS be ways to spike. It's just a shame that Anet don't just reduce the spike power, or maybe boost Monks or other professions in a way to lessen the effects of the spikes in PvP. Instead they hit rits with the nerfiest of nerfs they can think of.
Anyway, enough of my bitching. I don't have any problems with PvP or PvE players liking what they do, I just want people's opinions on how these changes will affect your farming, mission/quest doing or PvPing.
Xiooua
Well, rift, burn and wielder's are all on my channeling bar. Rift is still viable, a two second cast I can live with. Burn isn't as useful now. I'm just surprised by wielder's, I expected a damage reduction, not exhaustion.
Adding exhaustion to everything does not equal "balance".
I enjoy playing a restoration rit, but I really don't want that to be my only option.
Adding exhaustion to everything does not equal "balance".
I enjoy playing a restoration rit, but I really don't want that to be my only option.
Phantom Gun
I think they need to go back to the drawing board and figure out a more reasonable solution.
For my Rt/N=
/Wave
Variety: "hmmm minion bomber or restoration? I wonder what else this profession has to offer. huh? Exhaustion? *Checks energy* /Sigh
For my R/Rt=
Me: Splinter Barrager LFG!
Random Person: LMAO Didn't they nerf you? Wow 2 shots at the most and you have to wait for 20 seconds. Sorry we'll take another ele, Noob. Can you go restore?
Me: /Sigh *Goes to find a nice spot to be burried*.
My rits in general=
Me: Please stop nerfing me ok?
Anet Employee: Would you like a coffin or should we put your ashes into an urn?
Random victim of a Ritspike: I know! I know! That's put his ashes in a urn and then drop him into a volcano!
Anet Employee: OMG I just got an idea for a new elite skill!
Some other victims of a Ritspike: Volcano! Yeah! LFR to a Volcano!!!
"Thus was born the Fellowship of the Urn.......and a new elite skill"
For my Rt/N=
/Wave
Variety: "hmmm minion bomber or restoration? I wonder what else this profession has to offer. huh? Exhaustion? *Checks energy* /Sigh
For my R/Rt=
Me: Splinter Barrager LFG!
Random Person: LMAO Didn't they nerf you? Wow 2 shots at the most and you have to wait for 20 seconds. Sorry we'll take another ele, Noob. Can you go restore?
Me: /Sigh *Goes to find a nice spot to be burried*.
My rits in general=
Me: Please stop nerfing me ok?
Anet Employee: Would you like a coffin or should we put your ashes into an urn?
Random victim of a Ritspike: I know! I know! That's put his ashes in a urn and then drop him into a volcano!
Anet Employee: OMG I just got an idea for a new elite skill!
Some other victims of a Ritspike: Volcano! Yeah! LFR to a Volcano!!!
"Thus was born the Fellowship of the Urn.......and a new elite skill"
the Puppeteer
Quote:
Originally Posted by Phantom Gun
Me: Please stop nerfing me ok?
Anet Employee: Would you like a coffin or should we put your ashes into an urn? Pretty well sums up the current state
Anet Employee: Would you like a coffin or should we put your ashes into an urn? Pretty well sums up the current state
VendingMachine
Now this is why people say Ritualist should become Resto.
Quicksilver Switch-Blade
My poor rit, and I was having so much fun with it.
Now all the really good attacking spirits, cause exhaustion, who cares that the recharge was improved (energy cost was not really improved, exhaustion takes away 10 so, it ends up costing you 20 energy, 10 of which take forever to get back).
Vital Weapon, the only weapon spell that lasted a reasonable amount of time that fulfilled the req of having a wep spell, SS won't be as fun for those who used little in communing.
The only thing good out of this update, was making the xinrae spells maybe a thought on using, but by no means viable due to exhaustion.
Sigh, I wont be on using my rit anywhere for a while
Now all the really good attacking spirits, cause exhaustion, who cares that the recharge was improved (energy cost was not really improved, exhaustion takes away 10 so, it ends up costing you 20 energy, 10 of which take forever to get back).
Vital Weapon, the only weapon spell that lasted a reasonable amount of time that fulfilled the req of having a wep spell, SS won't be as fun for those who used little in communing.
The only thing good out of this update, was making the xinrae spells maybe a thought on using, but by no means viable due to exhaustion.
Sigh, I wont be on using my rit anywhere for a while
KicknDave
To note...READ the updates before you cry.
"Splinter Weapon: decreased duration to 20 seconds."
Not recharge, but duration.
Also to note the exhaustion on spirits could be a bit extreme, I think in a sense having spawning power effect the level at which one is exhausted from a binding ritual would be good.
"Splinter Weapon: decreased duration to 20 seconds."
Not recharge, but duration.
Also to note the exhaustion on spirits could be a bit extreme, I think in a sense having spawning power effect the level at which one is exhausted from a binding ritual would be good.
Phantom Gun
Quote:
Originally Posted by KicknDave
To note...READ the updates before you cry.
"Splinter Weapon: decreased duration to 20 seconds."
Not recharge, but duration. It said recharge at first. So most of us did read them. It's not our fault if they made a mistake.
"Splinter Weapon: decreased duration to 20 seconds."
Not recharge, but duration. It said recharge at first. So most of us did read them. It's not our fault if they made a mistake.
MrSlayer
Hurray on the Splinter Barrage.
Check my Original post...that was copy/pasted from Gaile's page...you can see the wrong typing there.
Guess I can still Rt/R in Tombs :]
Check my Original post...that was copy/pasted from Gaile's page...you can see the wrong typing there.
Guess I can still Rt/R in Tombs :]
I??aki
WTF was the point of this update? To nerf riftway, or to simply kill the ritualist for everybody who enjoyed PvE, or to give it no use whatsoever in the game? I guess everything I just mentioned (except maybe Rt/R). Thanks, Anet.
I MP I
Hasn't had any affect on me. My pve rit is doing just fine. I think in a few days people will have come up with some new builds. Stuff like this always happens with this game.
moriz
let's face it, some of the rit's spiking skills were just ridiculous. i kinda like the exhaustion change. they're now similar to gale: use these at the right moment, and you can blow your opponents to pieces. use these indescriminately, you won't have any energy. if a mesmer or a warrior can run spammable exhaustion skills, i don't see how a rit can't.
nutsngum
Quote:
Originally Posted by MrSlayer
How it will affect me;No more Rt/R or R/Rt Tombs builds or Margonite Farming No more Rt/W UW farming No more Spirit Spammer builds on Razah Decreased effectiveness of my ritualist Spirit Spammer PvE builds and channeling builds Rt/R or R/Rt still works fine. Rt/W UW smite killing is barely changed by the addition of exhaustion, as the time in between groups is in the neighbourhood of 20-30s anyhow. Somehow I doubt spirit spammers relied on JUST the spirits that happened to get the addition of exhaustion. Shadowsong? Pain? Bloodsong? Defensive spirits? Yeah, easy there chicken little.
Shadowmere
meh, my rit will survive
I feel bad for the Spirit Spammers though, their long recharge and easy nuking wasn't enough of a balance?
the only thing that directly affects me here is ancestors rage, no more using it as an emergency melee defense
I feel bad for the Spirit Spammers though, their long recharge and easy nuking wasn't enough of a balance?
the only thing that directly affects me here is ancestors rage, no more using it as an emergency melee defense
MrSlayer
You try casting a 2 second cast time spell without being interrupted by the grasps...
It was hard enough with a 1/4 second cast or 1 second cast, it's near impossible with a 2 second.
But yes as I stated Rt/R and R/Rt is the same...it was a typo on Gaile's part.
It was hard enough with a 1/4 second cast or 1 second cast, it's near impossible with a 2 second.
But yes as I stated Rt/R and R/Rt is the same...it was a typo on Gaile's part.
nutsngum
Quote:
Originally Posted by MrSlayer
You try casting a 2 second cast time spell without being interrupted by the grasps...
It was hard enough with a 1/4 second cast or 1 second cast, it's near impossible with a 2 second.
But yes as I stated Rt/R and R/Rt is the same...it was a typo on Gaile's part. Near impossible my foot. I've already completed 3 runs post nerf. Take 4 at a time, cast under gladiator's defense (obviously), and if they still get it, be prepared to use a second cruel was daoshen. The worst case I had was having a straggler which I was still able to wand to death.
It was hard enough with a 1/4 second cast or 1 second cast, it's near impossible with a 2 second.
But yes as I stated Rt/R and R/Rt is the same...it was a typo on Gaile's part. Near impossible my foot. I've already completed 3 runs post nerf. Take 4 at a time, cast under gladiator's defense (obviously), and if they still get it, be prepared to use a second cruel was daoshen. The worst case I had was having a straggler which I was still able to wand to death.
Bargamer
My minion bomber is feeling fiiiiine. GW:EN is gonna give it new life too, since Putrid Bile is replacing Death Nova. Unless, I find out GW:EN hands me my butt on a platter. ^^;
Sazgo
Its pretty sad they do huge nerfs on already unwanted/useless pve classes because some people using rits as gimmicks in HA. Its hard enough right now to convince people to let you into any hardmode area, urghoz/the deep or even DoA. I had a arcane echo spiritrift build that made it capable of doing damage almost comparable to a elementalist and allowing me a spot but now +1 second cast time is jsut bullshit, also adding in the exhaustion i would rack up by using ancestors rage :/
They could atleast buff spawning power properly +2% duration on wep spell per rank is still a joke and so insignificant. I see more healing rits with necro primary than rit these days.
Since hard mode the spirit builds are total trash also. WIth 16 communing 15 spawning power- shelter and displacement last a awesome 2-3 seconds before dieing due to increased attack speeds on mobs.
And i see in GWEN they giving ele's pets when they already so dam good its ridiculous. We will just see people wanting the same classes or using sf/monk heroes in the new dungeons just like it is now. Need to roll a monk or ele to do anything in this game.
They could atleast buff spawning power properly +2% duration on wep spell per rank is still a joke and so insignificant. I see more healing rits with necro primary than rit these days.
Since hard mode the spirit builds are total trash also. WIth 16 communing 15 spawning power- shelter and displacement last a awesome 2-3 seconds before dieing due to increased attack speeds on mobs.
And i see in GWEN they giving ele's pets when they already so dam good its ridiculous. We will just see people wanting the same classes or using sf/monk heroes in the new dungeons just like it is now. Need to roll a monk or ele to do anything in this game.
Abedeus
Yay, how cool. I capped Wanderlust and they nerfed it. Same as Searing Flames Nuker, Spirit Bonders (in Factions times), Stoneflesh Tanks and few other builds... I dont get it - If you wanted to nerf super-spike builds, than okay... But dont you think that ritualists are ALREADY less popular in PvE teams than Assassins or Paragons? Next time make it so people will rather take a MESMER than a ritualists, kthxbye.
Oh well. Anyone found a nice build, that people will take to party? Post it fast, before they nerf it again.
Oh well. Anyone found a nice build, that people will take to party? Post it fast, before they nerf it again.
Calen The Civl
Exhaustion is not the way to go. A good ritualist can handle 25 energy spirits better than exhaustion on spirits. The ritualist has built in skills that allow them to manage the high costs while not having any at all to deal with exhaustion. The high energy costs just forced the ritualist to be more decisive where to place the spirits.
Let's face it, in pve spirits are extremely fragile and are the first targets because of their low AL and hp. Using a mechanism the ritualist is unable to deal with to provide a negative aspect is the wrong method for such fragility. Granted, in pvp exhaustion would simply remove those skills from play.
Spirit exhaustion is mainly a threat to those new to the ritualist class and to heroes. Using Mighty was Vorzun and Empowerment in combination with a few exhaustion based spirits on Razah or a new ritualist leads to self e-denial.
Exhaustion in the channeling line is even more a danger because the ritualist, again, is not equipped to handle it. While elementalist glyphs can ease the problem, it is more likely the ritualist will lose any type of playability in pvp. Ritspike, it goes to say, needed removed because it was overpowered. However, exhaustion is not the solution.
A better method would be to rework both spirits and channeling to a charge system. Spirits would not have duration or hp, but use charges. Channeling would use spirit charges to fuel the damage, thus removing spirit effectiveness and returning the ritualist to a battlefield movement controller. Spirits would become immune to all forms of non spiritual damage. Instead, skills like Spiritual Pain, Banish, et al. would remove charges from the spirits. It makes little sense be able to use an axe to "kill" a spirit.
An example of a counter skill that does generic damage as well:
Spiritual Pain : Target foe and nearby foes take 15...63 damage. For each spirit within earshot of the foe, each spirit loses 1 - 5 charges and foes take an additional 5 damage for each charge lost on each spirit.
Other skills would be needed of course.
A charge system would allow a new dynamic and strategy to the class. Spirits would have various charges associated with them. Spawning power would increases the charges. Spirit energy costs would have to be adjusted because of their new mechanics.
For example, Pain would have 8 charges (attacks) at 16 communing. 12 Spawning would increase the charges to 12 ( 1 charge gained for every 3 attribute levels in Spawning).
Channeling spells would drain charges to fuel the damage. For example:
Spirit Burn: one spirit loses 5-3 charges in order to do the conditional damage. If no spirits are within earshot,the foe takes 50 damage
Spirit Rift: one spirit loses 5-3 charges. If no spirits are within earshot, foes within the spell's area take 50 damage.
The ritualist will adapt, but will likely fall out of favor in both pve and pvp.
I give pvp just a few weeks before another overpowered gimmick build sweeps through them. Pvp has a flawed design that encourages such skill exploitation. A more standardized build system would help curb the problem.
Let's face it, in pve spirits are extremely fragile and are the first targets because of their low AL and hp. Using a mechanism the ritualist is unable to deal with to provide a negative aspect is the wrong method for such fragility. Granted, in pvp exhaustion would simply remove those skills from play.
Spirit exhaustion is mainly a threat to those new to the ritualist class and to heroes. Using Mighty was Vorzun and Empowerment in combination with a few exhaustion based spirits on Razah or a new ritualist leads to self e-denial.
Exhaustion in the channeling line is even more a danger because the ritualist, again, is not equipped to handle it. While elementalist glyphs can ease the problem, it is more likely the ritualist will lose any type of playability in pvp. Ritspike, it goes to say, needed removed because it was overpowered. However, exhaustion is not the solution.
A better method would be to rework both spirits and channeling to a charge system. Spirits would not have duration or hp, but use charges. Channeling would use spirit charges to fuel the damage, thus removing spirit effectiveness and returning the ritualist to a battlefield movement controller. Spirits would become immune to all forms of non spiritual damage. Instead, skills like Spiritual Pain, Banish, et al. would remove charges from the spirits. It makes little sense be able to use an axe to "kill" a spirit.
An example of a counter skill that does generic damage as well:
Spiritual Pain : Target foe and nearby foes take 15...63 damage. For each spirit within earshot of the foe, each spirit loses 1 - 5 charges and foes take an additional 5 damage for each charge lost on each spirit.
Other skills would be needed of course.
A charge system would allow a new dynamic and strategy to the class. Spirits would have various charges associated with them. Spawning power would increases the charges. Spirit energy costs would have to be adjusted because of their new mechanics.
For example, Pain would have 8 charges (attacks) at 16 communing. 12 Spawning would increase the charges to 12 ( 1 charge gained for every 3 attribute levels in Spawning).
Channeling spells would drain charges to fuel the damage. For example:
Spirit Burn: one spirit loses 5-3 charges in order to do the conditional damage. If no spirits are within earshot,the foe takes 50 damage
Spirit Rift: one spirit loses 5-3 charges. If no spirits are within earshot, foes within the spell's area take 50 damage.
The ritualist will adapt, but will likely fall out of favor in both pve and pvp.
I give pvp just a few weeks before another overpowered gimmick build sweeps through them. Pvp has a flawed design that encourages such skill exploitation. A more standardized build system would help curb the problem.
Valeria
Damn some nasty changes right after i completed my second ritualist.
(needet a new one because i have 2 accounts and don't want to buy GWEN 2 times)
Ancestors' Rage was a little overpowered but i would have preferred something like a higher energy cost.
Splinter weapon: well at least it stops the ritu from equipping the WHOLE party with it. I always hated the wardens at arborstone doing so.
spirit rift.... wtf why did they change it to 1 second and now back again!
for the spirits: i don't mind a few of the 25 energy spirits now being 10+exhaustion. But wanderlust too.. can't afford casting more than 1 exhaustion spirit (anyway i now have my energy only reduced by the exhaustion while setting up spirits no dark blue energy bar waiting to recharge anymore. Feels like a waste )
(needet a new one because i have 2 accounts and don't want to buy GWEN 2 times)
Ancestors' Rage was a little overpowered but i would have preferred something like a higher energy cost.
Splinter weapon: well at least it stops the ritu from equipping the WHOLE party with it. I always hated the wardens at arborstone doing so.
spirit rift.... wtf why did they change it to 1 second and now back again!
for the spirits: i don't mind a few of the 25 energy spirits now being 10+exhaustion. But wanderlust too.. can't afford casting more than 1 exhaustion spirit (anyway i now have my energy only reduced by the exhaustion while setting up spirits no dark blue energy bar waiting to recharge anymore. Feels like a waste )
thor hammerbane
FFS. I actually just made a ritualist yesterday. This is great timing for me.
Cebe
Quote:
Originally Posted by Calen The Civl
Quote:
Originally Posted by thor hammerbane
FFS. I actually just made a ritualist yesterday. This is great timing for me.
arggh, people talk about thr Ritualist like it's died. It's not, just some builds don't work well any more. With a normal channeling build, take out Ancestor's Rage and use another skill like Lamentation or Gaze from Beyond (example only)... With a spirit spamming build, use only one offensive exhausting spirit...
The rit is only dead if people allow it to die. Adapting ftw. Pakikid
This update buffed nearly everyone else, but the Rit skills got nerfed. Even with the increased 25 energy cost for a spirit was reasonable because there were skills to help recover from the high cost, but Ritualists don't have the energy capabilities of an Elementalist to withstand much exhaustion. I can't believe they put exhaustion onto such low cost skills like Wielder's Strike, Wanderlust, and Xinrae's Weapon.
VegJed
Well, I hadn't played GW in a few months, I got tired of having to deal with skill buffs/nerfs every month or two, not to mention the idea of pve only skills was kinda pissing me off, as it meant that Anet had lost all ability to balance both PvP and PvE at the same time. So I come back today, try to get some playtime in, see Dissonance has a recharge time of 20. o.O? Thought, "Well maybe they thought Dissonance was underpowered, whatever." Cast it, then notice the gray on my energy bar. WTF??? Exhaustion?!!!! I learned how to deal with high energy spirits, but my e-management doesn't get rid of that gray bar. WTF!!!!!
Meh, guess it just means that my offensive promiser gets that Vampirism spirit instead of Dissonance, which I was considering but decided against because I liked having interruption at my fingertips. But really, once Hellgate London comes out, I'm probably never playing GW again (not that Anet cares, they've already got my money, but I'm considering not buying GW:EN since Anet can't seem to balance anything). DeBron
Quote:
Originally Posted by moriz
let's face it, some of the rit's spiking skills were just ridiculous. i kinda like the exhaustion change. they're now similar to gale: use these at the right moment, and you can blow your opponents to pieces. use these indescriminately, you won't have any energy. if a mesmer or a warrior can run spammable exhaustion skills, i don't see how a rit can't.
You obviously have never or rarely play rit.
Calen The Civl
Quote:
Originally Posted by Celestial Beaver
This bit is quoted for ultimate truth, but the stuff about "charges" flew straight over my head - I didn't stand a chance unserstanding that
arggh, people talk about thr Ritualist like it's died. It's not, just some builds don't work well any more. With a normal channeling build, take out Ancestor's Rage and use another skill like Lamentation or Gaze from Beyond (example only)... With a spirit spamming build, use only one offensive exhausting spirit... The rit is only dead if people allow it to die. Adapting ftw. The charge idea was just another alternative to balancing ritspikes and other pvp grievous against the ritualist and their spirits. If anything the counters could be overpowered against the ritualist under a charge system. The current health based system is fine with me; it just needs a harder look into its rather ineffective mechanics. Shelter and Displacement are among a few that come to mind. They should be similar if not identical to the protection of the equivalent monk skills. I agree: the ritualist is not dead; players just need to adapt. I still disagree with exhaustion used on the ritualist without some way to deal with it. Overall, the changes do not effect the builds I run frequently. Although my splinter support build for tombs has been broken, I am not too upset. Keeping splinter and other weapon spells on rangers while they have all the fun was rather dull unless I was in the right mood for it. Quicksilver Switch-Blade
Oh, they are by far not dead in PvE, thats for sure (sig of ghostly might just became more enticing due to the decrease in recharge of some good spirits, but..... ehxaustion still hurts), just the way rits work, the only way they will be good in PvP, is if a majority of the group is a rit just due to how conditional so many of their spells are, and how alone they are too vulnerable because of how easy spirits die.
The problem with HA wasnt the skills per se, more so the design of rits imho. I dont PvP much but thats just what Ive observed after using rits for a little, so obviously, take with a big grain of salt >.> Toutatis
The ritualist was already an underused profession, although hitting it with so many nerf bats at once was a bad move on ANet's part, no matter how overpowered the ritspike is.
No matter how powerful a build is, it always has a weakness somewhere. What I feel ANet should have done was buff up some of the other professions' skills to make it a little more obvious on how to deal with ritspikes (after which ritspiking would become less viable as more teams would come equipped to counter it, and so the metagame progresses to the next flavour of the month). Anyway, onto how this has affected my rit... The addition of exhaustion hasn't really affected me all that much, as none of the skills I was using before were in the exhaustion bracket. The longer casting time on spirit rift has made it close to useless in my build though, so I've looked at some other alternatives for extra damage. Right now I'm trying out Painful Bond again to see how well it works in conjunction with Bloodsong and Vampirism (which isn't looking like such a bad skill now that I've really started to test its capabilities out). Spirit Burn is still on my bar even though its damage has been nerfed, as it can still do a reasonable amount of damage when required. Just need to figure out which extra energy management skill to use and what should go into the elite slot and I'll be ready to head back into the high level areas of PvE again Ben-A-BoO
Quote:
Originally Posted by Quicksilver Switch-Blade
|
Ritualist's with skills like Brutal Weapon, Warmonger's Weapon, Splinter weapon and Vital Weapon were/ are a good support for the frontline even without any other fellows around. But they haven't seen much play beside the Dual-Glass-Arrow spike.
But this is not only a pvp problem, even if the balance changes are directed to that. (Damage) Support classes are rarely recognized by the pve community (see the paragon). Even with splinter weapon, Ranger's did tend to rather bring it themselves then invite a Ritualist, with a much higher damage potential ... doh.
The biggest problem I see with this update is applying the exhaustion mechanic to a class with such a small energy poll.
Here is an example how great wielder's strike is now:
1. Wielders Strike:
2. Wielders Strike:
(This is a 35 energy pvp bar with survivor runes - +5 e one hand - shield offhand)
Quote:
Originally Posted by Quicksilver moriz
if a mesmer or a warrior can run spammable exhaustion skills, i don't see how a rit can't.
Because of the nature of those spells and how they are used (and that applies mainly to pvp, moriz). Shock and gale are interrupts to key skills and use the knock down mechanic. In play style that is totally different from a damage dealing spell like wielder's strike or ancestor's. And they are as well from secondary professions... no Warrior or Mesmer skill is out there that causes exhaustion. (Still puzzeled which Mesmer build you had in mind).
And concerning spirits... are they really so powerful in pve that you would spent exhaustion on them? Even with a great skill like 'Summon Spirits' they are still stationary and very vulnerable, especially in Hard Mode. I think Anet did a great Job with this update but failed big time in balancing the Ritualist. The Problem lies in the conception of the class itself as Quicksilver and others stated. The primary Spawning Power is too useless to actively balance their attribute point management. Thanks for your time, Timebandit Sazgo
I was testing last night and the old channeling builds i have all seemed useless now. You simply cant use ashes at all because with the exhaustion building up lowering your energy pool even further by holding an item is silly we have perhaps the smallest energy pool in game amoungst casters already and now this.
What i find most annoying is the real lack of good rit elites its always been like this but since the introduction of summon spirits which meant you no longer had to always use ritual lord with spirit builds there was now room for other elites, unfortunatly the only useable ones seemed to be offering of spirit for energy or wanderlust to add another spirit but now with wanderlust and anguish both giving exhaustion i can no longer use it. I really dont get why rits have no elites that actually heal or some real protection, or a good high damage elite or a spirit that deals good damage. Preservation aint good at all, spiritlight weapon kinda contradicts itself - they have to be in range of a spirit but you are usually at the backlines and the people taking the damage are generally infront so out of range of spirits. Weapon of remedy is a lifedrain although its very nice elite but its nothing special at all in comparision to most of the monk elites. The channeling elites are all either crap or just not focused into damage. Caretakers charge i like but in pve if i wanna do damage this isnt anything special its very nice when doing pvp/pve without a healer though. ValidusMonachus
Have any of you tried not spamming Exhaustion skills? Just throwing it out there because most of you complain about exhaustion as though it kills Ritualists. Rit Spike as an 8 man build was over powered. Too much utility and too much power. Ritualists are a hybrid class meaning that they should not be as good a healer as a Monk or as powerful as an Elementalist. They should be able to do both, not as well, but good enough. Before the update, the spiking skills were too powerful and spammable. They had to do something about it. Exhaustion is pretty extreme on short recharge spells, but then you shouldn't be using that often. But there are other Channeling spells out there you know.
Most of the people that play the Ritualist class will sit there and complain and whine about it. The good ones will adapt and make new builds. I think people are upset that they no longer dominate some areas of PvP. Goldleader
I really don't think the Rit class is worthless at all, but several of the "fun" skills now need to be shelved.
Dissonance still has too short of a lifespan for my taste. Disenchantment is more interesting with the decrease in energy (regardless of the exhaustion issue). Ancestors' Rage is a tough pill to swallow. Even when I run my resto rit, I like to equip this skill so when I target my tank I can quickly give him/her a weapon spell, heal and a nice nuke. What made this skill so ideal is that you can cast it on others in your group. I never liked Wanderlust before, and now I have no interest in ever using it again. As it was stated before, why are the rit elites so terrible? If you love spirit bombing, you can still use Anguish or one of the other spirits. Due to the exhaustion problem, you just need to limit yourself to 1 exhaustion spirit. GWEN has 2 spirits that interest me. If they both get exhaustion, I think it is safe to say that I probably won't be using any of the GWEN skills if they remain as they are now. Calen The Civl
Quote:
Originally Posted by ValidusMonachus
Have any of you tried not spamming Exhaustion skills? Just throwing it out there because most of you complain about exhaustion as though it kills Ritualists. Rit Spike as an 8 man build was over powered. Too much utility and too much power. Ritualists are a hybrid class meaning that they should not be as good a healer as a Monk or as powerful as an Elementalist. They should be able to do both, not as well, but good enough. Before the update, the spiking skills were too powerful and spammable. They had to do something about it. Exhaustion is pretty extreme on short recharge spells, but then you shouldn't be using that often. But there are other Channeling spells out there you know.
Most of the people that play the Ritualist class will sit there and complain and whine about it. The good ones will adapt and make new builds. I think people are upset that they no longer dominate some areas of PvP. The problem with the exhaustion skills, especially with the spirits. Is they almost need to be spammed in order to be effective. Spirits are simply too fragile not to be able to reset them. This is especially true in pve. The problem with exhaustion is the fact ritualists cannot deal with it. They are able to deal with 25 energy skills much easier. Another solution to the ritspike would have been to reduce the damage of the skills drastically but increase spamming ability. Essentially, morph the channeling line to be a pressure line with a handful of larger damage skills that are not spammable. Ritspike was overpowered; however, another overpowered build is likely on the horizon. Skill balances are necessary, but the currently pvp mechanics allow continual overpowered team builds to occur. One way to achieve balance would be to limit builds in the arenas to standardized "flavor of the month." The new builds would rotate every month or so based on pvper's votes. Longasc
My Rit was/is a pure channeling Ritualist. Splinter Weapon is still awesome.
But still, my build suffers. I do not really want to play Restoration Rit, even if they are boosted a lot, Rits can still add more to a party with Splinter Weapon IMO, and Monks are still preferred. My usual singleplayer (Hero+Henchies) build: 16 Channeling, everything else subject to whatever is needed: 2 Hero Rangers, 1 Hero MM. 1. Spirit Rift (a bit nerfed, still viable) 2. Ancestor's Rage (RIP - killed by exhaustion) 3. Vampire Weapon (still very good) 4. Splinter Weapon (still GODLY, can be extended over 20 seconds with Spawning Power, do not forget that) 5. LB Gaze or Wielder's Strike (RIP - exhaustion kills it) 6. Offering of Spirit [Elite] (still kicks arse) 7. Bloodsong 8. Flesh of my Flesh or Sunspear Rebirth Signet Okay, suggestions... how to fill the two slots of the two nerfed skills? I miss my 2nd AoE nuke and the way of indirect casting that Ancestor's Rage had. Was cool versus Dervishes with Vow of Silence. And well, why had Ancestor's Rage to get wrecked... erm balanced? Ritspike in HA. I think Isaiah Cartwright already knows enough about Exhaustion to see that it kills most skills, even for Elementalists with much higher energy pools. Also forget the though that Ritspike got balanced, nobody is playing Ritspike anymore. This was not a balance, this was a destruction. Right now I am observing some HA matches, always good to determine which class gets the nerfbat next. First they buffed Channeling like there is no tomorrow, and now that. Winterclaw
This change isn't going to affect my pve rit very much because I usually go restoration with pain+bloodsong.
Now I hope anet gives SS exhaustion as well. VegJed
Quote:
Originally Posted by ValidusMonachus
Most of the people that play the Ritualist class will sit there and complain and whine about it. The good ones will adapt and make new builds. I think people are upset that they no longer dominate some areas of PvP.
Actually, most of the people in this thread seem to be more PvE players than PvP. Me, I've never dominated any form of PvP. I held my own in AB and FA, had a few good runs in RA, but during my limited jaunts into HA, I never really did that well. I think I have 2 fame. Meanwhile, I have adapted those builds which were affected, but I'm still gonna complain, so I guess I'm just alright.
I have no idea why they nerfed Wanderlust, unless it was part of that ritspike thing which people seem to assume all ritualists use. I mean, I pretty much never saw Wanderlust in action. It took away an elite, thus preventing Ritual Lord, and it would be dead long before it could be recast. I had one experimental build centered around it, but never really gave it much of a try. Was it really seeing a ton of action in PvP? I??aki
I already know the next skill balances:
Offering of Spirit: Decrease Recharge time to 10 sec. This skill now causes Exhaustion. Signet of Spirits: Decrease recharge time to 15 sec. This skill now causes Exhaustion. Attuned Was Songkai: This skill now causes Exhaustion. What? This are balances; the ritualist was never meant to be an efficient energy manager. But stop crying, you still have Spirit Channeling and Essence Strike! Abedeus
Dude. Stop. Now. I would stop playing rit for A LONG time if they nerfed Attuned Was. What can we, PvE players, play now? Spirit Spammers? Yeah, exhaustion on nice spirits, that costed 25 before updated... And they weren't THAT powerful, eh? Channeling? Please... Ancestor's was in 90% of Channeling builds. Spirit Rift is now easy to interrupt, but it isn't a problem - When Factions came out, it was 2 seconds too. Restoration... Yeah, that's not nerfed, yet. I hope they aren't going to make Spirit Light heal for 10-100, Soothing Memories recharge 10 and Mend Body and Soul condition-removal-only spell. If they will, surely players will just abandon this class, just as Mesmers got abandoned.
Calen The Civl
There is no need to panic about the class being nerfed to the point of being completely abandoned. That is poor business and won't happen.
Anet should try to dedicate resources and look why the pvp system allows such exploitation of overpowered builds. Skill balance will always be necessary, but balance does not mean the complete removal of a team build. Balance would be matching the effectiveness of that build with an equivalent team build. The flaw is not necessarily in the class design as it is the pvp environment. For many of the classes, especially the ritualist, the exploitive nature of pvp team formations have derailed the original purposes of the classes as the manuals outlined because of the succession of balances. Although it is not likely, I would like to see the spirits returned to the more manageable 25 energy and remove exhaustion from all the skills. The channeling skills need to be dropped into a pressure range of damage. In addition some other skills need to be redesigned to provide a counter to the spirit spamming but still be generic enough to be helpful against other classes. I still believe a charge system would be better than the current system. Perhaps even a maintance system where the ritualist suffers energy degeneration for each spirit summoned for as long as that spirit is active -similar to enchantments. Of course either system would require a complete overhaul of the class and all skills that were made to counter the class. I do not believe Anet has the resources allocated for such a thing considering they are developing GW2. |