While I am mostly content with the current ritualist design, I thought I would provide a similar but alternate system in response to the idea that the ritualist has a poor design. I have noticed myself that the ritualist has a lot of holes in its design, especially with spirits.
BEWARE: These posts are long.
First, the idea of using charges in spirits has been suggested by many posters. I have just systematized the idea.
The goal of this idea is to add more strategy to the ritualist system without [I]deviating largely from its current set up. The system I am proposing is almost identical to the current system; the key difference is how channeling utilizes [I]the charge system.
Now, I know it is unlikely any redesigns can be done at this point in time. I am content with the current health based system.
What are these charges and how do they work?
---> counters will be discussed a bit later
Instead of using a health based system, ritualist spirits shall use charges. Charges are nothing more than a specified number of times a spirit acts before dying. For example: Anguish has 8 attacks before it is destroyed. Charges completely replace the health of a spirit, but spirit durations are still applicable. All spirits become immune to all forms of damage outside of specific skills. Spawning Power and Communing increase these charge amounts.
Spawning Power: Every 3 ranks gives an additional charge to spirits. For each rank of spawning power, weapon spells you cast last 2% longer.
Communing and channeling influences the respective spirit's charges and duration similar to how they influence spirit health currently.
--> There can only be a maximum of 6 spirits in any given area.
Forcing a maximum of 6 spirits within any given area removes the spirit forest balance issue, but still allows 2 or more ritualists to work in tangent.
The goal of the skill changes is to increase the tactical sophistication of the ritualist class.
Spirits now follow called targets.
OPTIONAL: A new interface window shows current spirits controlled and their remaining charges.
Skill Changes using 16 attribute level
Spirits
Anguish 15 energy, 3 cast, 30 recharge
Create a spirit. This Spirit's attacks deal 5...21 damage and deals double damage to Hexed foes. This Spirit dies after 15-47 seconds. This Spirit has 5-8 charges.
Disenchantment 10 energy, 3 cast, 20 recharge
Create a spirit. This spirit deals 5-21 damage and anyone struck by its attack loses one enchantment. This spirit dies after 10-38 seconds. This Spirit has 3-5 charges.
Displacement 15 energy, 3 cast, 30 recharge
Create a spirit. All party members within its range have a 75% chance to block incoming attacks. Every time an attack is blocked in this way, this spirit loses one charge. This Spirit has 5-8 charges.
Dissonance 10 energy, 3 cast, 20 recharge
Create a spirit. This spirit deals 5-21 damage and anyone struck by its attack is interrupted. This Spirit dies after 10 - 26 seconds. This spirit has 3-5 charges.
Earthbind 15 energy, 3 cast, 30 recharge
Create a spirit. All non-Spirit foes knocked down within its range are knocked down for at least 3 seconds.Everytime this occurs, the spirit loses a charge. This Spirit dies after 15...45 seconds. This spirit has 3-5 charges.
Pain 5 energy, 3 cast, 20 recharge
Create a Spirit. This Spirit's attacks deal 5...32 damage. This Spirit dies after 30...126 seconds. This spirit has 5-8 charges.
Restoration 10 energy, 3 cast, 45 recharge
Create a Spirit. When this Spirit dies, all Party members in the area are resurrected with 5...41% Health and zero Energy. This Spirit dies after 30 seconds. This spirit has 1-3 charges. For each ressurrection skill used within the spirit's area, one charge is expended and all allies in the area are healed for 50-100 health.
Shadowsong, 10 energy, 3 cast, 20 recharge
Create a Spirit. The Spirit's attacks cause Blindness for 1...6 second[s]. This Spirit dies after 30 seconds. This spirit has 3-5 charges.
Shelter, 15 energy, 3 cast, 30 recharge
Create a Spirit. Non-Spirit allies within its range cannot lose more than 10% maximum Health from a single attack. When this Spirit prevents damage, it loses a charge. This spirit lasts 30...62 seconds. This spirit has 5-8 charges.
Soothing, 15 energy, 3 cast, 60 recharge
Create a Spirit. All foes within its range take twice as long to build adrenaline. This Spirit dies after 15... 47 seconds. This spirit has 3 charges.
Union, 15 energy, 3 cast, 30 recharge
Create a Spirit. Whenever a non-Spirit ally in its range takes damage, that damage is reduced by 15 and the Spirit loses a charge. This Spirit dies after 30...62 seconds. This spirit has 5-8 charges.
Wanderlust 10 energy, 3 cast, 30 recharge
Create a Spirit. Whenever this Spirit's attack hits a foe, that foe is knocked down and the Spirit loses a charge. This Spirit dies after 30...62 seconds. This spirit has 3-5 charges.
Bloodsong 5 energy, 3 cast, 20 recharge
Create a Spirit who dies after 30...158 seconds. Attacks by that Spirit steal up to 5...26 Health. This Spirit has 5-8 charges; for every 100 health stolen, the spirit regains 1 charge.
Destruction 5 energy, 3 cast, 15 recharge
Create a level Spirit that dies after 30 seconds. When this spirit dies, all foes in the area take 1...4 damage for each second the spirit was alive. This spirit has 3-5 charges.
Life 10 energy, 3 cast, 20 recharge
Create a Spirit. When this Spirit dies, all non-Spirit allies within its range are healed for 1...6 Health for each second this Spirit was alive. This Spirit dies after 20 seconds. This spirit has 5 charges.
Recovery, 15 energy, 3 cast, 30 recharge
Create a Spirit. Conditions on allies within range of this Spirit expire 20...44% faster. This Spirit dies after 30...62 seconds. This spirit has 3 charges
Recuperation 15 energy, 3 cast, 45 recharge
Create a Spirit. Non-Spirit allies within its range gain +1...3 Health regeneration. This Spirit dies after 15...47 seconds. This spirit has 4 charges.
Preservation 15 energy 3 cast, 45 recharge
Create a Spirit. Every 10 seconds, this spirit heals all party members within its area for 10-122 health and loses a charge. This Spirit dies after 60 seconds and has 3 charges.
Empowerment 5 energy, 3 cast, 30 recharge
Create a Spirit. All allies within its range holding an item gain 15...47 maximum Health and 10 maximum Energy. This Spirit dies after 15...51 seconds. This spirit has 5 charges.
Channeling spells
Ancestor's Rage 10 energy, 3/4 cast, 8 recharge
All foes adjacent to target ally are struck for 30...110 lightning damage and one spirit loses one charge. If no spirits are within earshot of the target ally, this skill takes 30 seconds to recharge.
Clamor of Souls 10 energy, 1 cast, 12 recharge
Target foe and nearby foe is struck for 10...122 lightning damage. For each foe struck, nearby spirits regain 1 charge.
Essence Strike 5 energy, 1 cast, 8 recharge
Target foe is struck for 15...63 lightning damage. If any spirits are within earshot, you gain 1...7 energy and closest spirit loses 1 charge. If no spirits are within earshot, no energy is gained.
Gaze from Beyond 5 energy, 2 cast, 10 recharge
The spirit nearest you loses 1-3 charges. Target foe is struck for 41 lightning damage for each charge lost. If no spirits are within earshot, no damage is dealt.
Spirit Boon Strike 10 energy, 2 cast, 20 recharge
Target foe is struck for 10...106 lightning damage, and all allied spirits near you regain 1 charge.
Spirit Burn 5 energy, 1 cast, 6 recharge
Target foe is struck for 5...53 lightning damage. If a spirit within earshot loses 1 charge, Spirit Burn deals +10...44 damage.
Spirit Siphon 5 energy, 1/4 cast, 3 recharge
Target Spirit loses 1-3 charges. You gain 5 energy for each charge lost.
Signets
Signet of Binding 1 cast, 15 recharge
Target allied Spirit gains +1-4 charges. After 30 seconds, that creature is destroyed.
Signet of Creation 2 cast, 10 recharge
All animated creatures within earshot gain +1...6 Health regeneration. All spirits within earshot gain 2 charges. After 30 seconds, those spirits and creatures are destroyed.
Restoration
-If a spirit is within earshot, all restoration spells heal for +30-50 more health and the nearest spirit loses a charge. Many Ritualist skills, especially those related to healing, life stealing and defense, become more effective with higher Restoration Magic.
Spirit Transfer 10 energy, 1/4 cast, 5 recharge
The spirit nearest to you loses 1-2 charges. Target ally is healed for 132 for each charge lost.
C
