Project: Refining the Ritualist Design

Calen The Civl

Frost Gate Guardian

Join Date: Nov 2006

Rt/

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.

Calen The Civl

Frost Gate Guardian

Join Date: Nov 2006

Rt/

Immune to all damage? These skills are overpowered!

Without proper counters, yes damage immunity would be overpowered. However, because the spirit is, well, a spirit it makes little sense that a warrior with an axe can "kill" it. Replacing the health points of spirits with charges removes the possiblity to damage spirits in the typical way. These skills could be overpowered and reintroduce the ritspike without counters that deal generic damage and hold the spirits in check. Ritualists were originally battlefield controllers that were balanced by lack of mobility. This charge system requires a ritualist to manage their spirit charges much like other classes manage their energy.

The goal of the counter skills are to be generic enough to be useful in balanced groups but effective enough to balance the ritualist and make the ritualist player think about their tactics.

Counters

Banish 5 energy, 1 cast, 10 recharge
Target foe takes 20...58 holy damage. This spell does double damage to summoned creatures. If the target is a spirit, that spirit loses all charges, its controller takes 20-58 damage and this skill takes 10 seconds longer to recharge.

Ray of Judgment 15 energy, 1 cast. 30 recharge
Elite Spell. All your skills except Smiting Prayers are disabled for 10 seconds. Target foe and nearby foes take 30...110 holy damage. Animated undead struck by Ray of Judgment are set on fire for 3...8 seconds. Spirits struck by Ray of Judgment lose 2-5 charges.

Signet of Judgment 1 cast, 20 recharge
Elite Signet. Target foe is knocked down. That foe and all adjacent foes take 15...63 holy damage. All spirits struck with this skill lose 2 charges.

Spiritual Pain 10 energy, 1 cast, 30 recharge
Target foe and nearby foes take 15-79 damage, all spirits within earshot lose 1-2 charges. For each charge lost on each spirit, nearby foes take 10 extra damage.

Unnatural Signet 1 cast, 30 recharge
Target foes takes 15-79 damage. If that foe was a spirit, that spirit loses 1-3 charges.

Consume Soul 10 energy, 1 cast, 20 recharge
Elite spell. Target Spirit is destroyed. All foes in the area receive 15 damage for each charge on that spirit.

Gaze of Fury 5 energy, 2 cast, 20 recharge
Destroy target Spirit and create a level Spirit of Fury. This spirit has 2-4 charges and does 5-21 damage. If this spirit strikes an enemy spirit, that spirit loses 1-2 charges.
This Spirit dies after 30...62 seconds.

Fear Me! 4 adren
Shout. All nearby foes lose 1-4 energy. If the foe is a spirit, it loses 1-2 charges.

Nature's Renewal 5 energy, 5 cast, 60 recharge
Create a level 1...11 Spirit. For 30...126 seconds, Enchantments and Hexes take twice as long to cast, and it costs twice as much Energy to maintain Enchantments. Spirits have 1-3 less charges. This Spirit dies after 30...126 seconds.

A few other counter skills may need to be added as well.

Caretaker's Charge will need to be renamed to Caretaker's Burden to reduce confusion.

Conclusion

Example 1:

Pain has 8 charges at 16 communing. Spawning Power at 12 will add 4 charges to the spirit (1 charge every 3 levels). This gives Pain 12 attacks before it dies. This is pretty typical to the longevity of Pain in the current system and even increases its attack amount when compared how fragile spirits are to attacks in the current system. However, the player will need to be aware that many skills reduce a spirit's charge amount as well.

Example 2:

At 16 Channeling and 12 Spawning, Destruction would have 9 charges (5+4 charges). That allows the ritualist to get off 9 charge consuming attacks in 30 seconds before the spirit dies. This is not a limiting factor until that spirit is attacked by anti spirit skills. This would limit the amount of channeling damage that ritualist would be able to do.


Spawning Power should also have several charge dependant skills.


An ideal counter Scenario using Superior Rune levels:

6 Spirits are up and 8 ritualists are within earshot of those spirits in order to spike. Spirits all have 12 charges for simplicity.

1. Spiritual Pain is used to attack one of the ritualists. That ritualist takes 79 damage + all ritualists take 120 damage. (6 spirits x 2 charges lost on each spirit x 10 damage ).

2. Consume Soul is used on a Spirit with 10 charges on it. That spirit dies (5 spirits left with 10 charges) all the ritualists are hit with 150 damage (15 x 10 charges).

Total Damage across the entire party: 270

3. Gaze of Fury is used on another Spirit. (4 spirits left with 10 charges).

4. Unnatural Signet is used on a spirit (3 Spirits, 10 charges, 1 spirit 7 charges.

On the ritspike team, heals will be used in addition to other skills, further reducing the spirit charges.



This system would introduce a new tactic to the class and better balance spirit forests and channeling. Ritspike would be available but not overpowered with the limitation of 6 spirits and the charge mananagement necessary on the skills. Counters for spirits have more power but are still generic enough to be useful against other builds (perhaps some of them are overpowered). The charge system would allow the revival of the ritual lord defensive build but balance it by making the spirits more fragile to being destroyed and adding to the 6 spirit limit.

Ritspike could become viable again as a somewhat balanced build. Six spirits limit the Spirit forest problem and a group of 8 channelers would quickly exhaust the charges of those 6 spirits. (I am not a ritspike player. I just dislike seeing any type of build be killed instead of just toned down).


Phew, long post. So what do you think? I am sure many of the skills I have listed need adjusting so feel free to adjust and explain the reasoning behind it.

Quicksilver Switch-Blade

Quicksilver Switch-Blade

Ascalonian Squire

Join Date: Jan 2007

Columbia, Missouri

Looking for one

Rt/

Well, one thing is for sure, it would have the possibility of making some of the GW:EN skills more useful (Spirit Leech Aura being the main one, agony and rejuvination being the others, though questionable). It could also make some spirits (that hurt themselves) not as bad.

Though Im not sure skills would need to be changed to counter this (spirits would still have vulnerability to spells and nukes which is what the changes you suggested would accomodate).

The limit of spirits to an area might be overkill too.

Instead of using a charge system, they could just use energy which they wouldnt normally use (and as far as I know, not many take spirit siphon, I could be easily mistaken though) and if they dont have any energy, their effect goes away or something like that.

It is an interesting idea though

Dr Strangelove

Dr Strangelove

Furnace Stoker

Join Date: Dec 2005

Wasting away again in Margaritaville

[HOTR]

Um, you worked really hard on this but the whole "charge" concept is kinda bad. Your method where an entire set of skills will be reworked to be the only counters to spirits promotes a rock paper scissors mentality that is really, really not fun to play with. At any rate, it's adding a nonintuitive mechanic to the game to fix something that really isn't broken.

Sazgo

Ascalonian Squire

Join Date: May 2007

England

Your suggested changes to spirits such as shelter still dont fix them they are still kinda worthless and last a couple of seconds in HM or vs large groups.

My opinion would be that shelter should either last much longer but have a really low recharge time and keep a high energy cost/cast time so that a ritualist could devote himself and all his time in keeping shelter up which makes him very wanted in groups, or keep it the way it is now but lower the e cost and cast time so its basically a quick cast that prevents a few hits and isnt such a huge wasted time/energy drain as before. Displacement lasts a really short time as well but atleast with this it has a much lower castime/recharge/energy cost and is almsot worth it. Union i think is fine due to the low amount of damage the spirit takes and how much hp it has, with signet of creation its quite easy to keep it alive for a long time. Perhaps the spirits could be changed so that they are less effective but can be kept up for longer. like displacement 50% block chance.

Either this or buff spawning power much more in the way it increases spirits survivability.

I also saw someone suggest an energy drain while you keep a spirit up like with enchantments this is one solution that would allow for them to be made much stronger.

I would personally like them to just redo the way spirits work somehow so that they just dont become so useless against larger groups of enemys or vs things with fast attacks speeds/aoe damage etc. The spirits shouldnt lose much of their effectiveness just because you play on hardmode no other classes skills suffer like this.

Im happy with how long spirits last on normalmode and any hm areas with small groups but when i gimp myself and take 2 sup runes i dont expect to see shelter/displacement die as soon as it comes out of the ground making me a wasted group spot and monk should of been taken instead.

I dont know why they havent been balanced yet as the defensive spirits just plain suck compared to bonder/prot monk skills.

Stormlord Alex

Stormlord Alex

Grotto Attendant

Join Date: Dec 2005

Beyond the Forest of Doom, past the Cavern of Agony... on Kitten & Puppy Island

Soul of Melandru [sOm]

W/E

Quote:
Originally Posted by Sazgo
I dont know why they havent been balanced yet as the defensive spirits just plain suck compared to bonder/prot monk skills. And so they should.
The direction Izzy is trying to go - and how Guild Wars should be - is to reward active play.

Sitting half a map away from your team and shitting defensive spirits takes no skill at all to do, and should not be rewarded in the same way that a decent prot monk is. Unless they make defensive spirits a more active in play style, they should always suck compared to Prot.

IMO, Shelter ought to be 'nerfed' the same way that Dissonance or Anguish were, to make it more viable as an active play skill.
But before they do that, Communing actually needs to do... well... something.
And not spirit-shitting, 'cause that sucks for the game.

Sazgo

Ascalonian Squire

Join Date: May 2007

England

Theres absolutely no 'skill' difference between being a bonder and a spirit rit. Having to see who lost the bond is not any harder to play than looking at which spirit died, and player activity should have absolutely no effect on how good a skill is. Just look at searing flames, with your theory a spell like this shouldnt exist as it doesnt require a 'skilled' player to target an enemy and keep pressing the button.

Stormlord Alex

Stormlord Alex

Grotto Attendant

Join Date: Dec 2005

Beyond the Forest of Doom, past the Cavern of Agony... on Kitten & Puppy Island

Soul of Melandru [sOm]

W/E

The difference is, a Bonder doesn't provide the whole team with 75% dodge chance, max 10% damage and the damage reduction of union (the old, pre-nerf Rit Lord build). The fact that spirits are non-removeable - short of killing them - as well as whatever Weapon spells the rit takes, too.
Standard enchant removers own bonders. Heck, if they were to suddenly become the new meta, we'd see multiple copies of Mirror of Disenchantment.
Where's the Mirror for spirit shitting?

And SF is fine, it's fragile and it's been nerfed. The damage output for energy investment is pretty paltry for a single ele, and it's far too energy intensive for a pack of SF to do anything useful on the side.
Mind Blast is where it's at.

Sazgo

Ascalonian Squire

Join Date: May 2007

England

Your idea of what a ritualist is, is totally different to how they are in todays game. Spirits being unremovable is totally wrong. the spirits take alot of damage each time a player is hit. When you are dealing with groups of 6+ enemys or enemys with hardmode casttime/attack speed the spirits die after a couple of seconds which is not lnog enough to justifiy them having for exmaple 25 energy cost 5 sec casttime 45 sec recharge. At the same time they are easily killable by enemys hitting them if they are not placed far back.

Bonds dont wear off after someone is hit 5-6 times. Yes there is enchantment removal but the difference here is that when the game is switched to hardmode or youfight in a different area, they didnt give every enemy some more enchatnment removal spells so that bonds would become less effective. Theres a big reason why bonder monks are used in alot of builds and not spirit rit's.

Bonds also prevent a hell of alot of damage like spirits just harder to give the exact numbers. With life barrier halfing the damage and life bond spliting the damage and reduceing it. The energy gained from balthazars spirit allows you to cast other things such as aegis/condition removal etc. as well.

Stormlord Alex

Stormlord Alex

Grotto Attendant

Join Date: Dec 2005

Beyond the Forest of Doom, past the Cavern of Agony... on Kitten & Puppy Island

Soul of Melandru [sOm]

W/E

Quote:
Originally Posted by Sazgo
Your idea of what a ritualist is, is totally different to how they are in todays game.
Right, so we're on about PvE here?
I digress, yes - bonders own the crap outta spiritspam because, generally speaking, PvE foes don't carry enough concentrated enchant removers to beat a bonder.
2-3 Bonds getting shattered isn't really an issue when Barrier is still alive and kicking, and the Bonder can easily reapply LB in a couple of seconds.

Quote:
25 energy cost 5 sec casttime 45 sec recharge. Which is why Shelter needs to be 'Anguished'.
Say, a 5e, 3 sec cast, 20 sec recharge Shelter that carries exhaustion. In this state, it'd be more useful to a PvE rit - shorter recharge allows more coverage to deal with HM mobs, and even spammed on recharge the exhaustion wouldn't be that bad.
It'd also be healthier for the PvP game, adding exhaustion to cheaper, overall more flexible spirits promotes their use as a spot-tool in active play, whilst discouraging spirit-shitting and camping, and otherwise degenerate gameplay.

Calen The Civl

Frost Gate Guardian

Join Date: Nov 2006

Rt/

Spirits being immune to traditional damage is a necessity because they dont have any health at all under my system. They simply use charges much like splinter weapon or nightmare weapon have charges. However, I do realize the few skills available to counter them would lead to more build vs build mentality. That is why more skills with a spirit effect clause are necessary than I have listed. The counter list is just to get things started.

The charge system is an effort to make the class more dynamic. Just spamming spirits and forgetting about them until they recharge is not a good system. Instead the system seeks to add more interdependence to the spirits in order to add more interactivity.

Since Guild Wars is headed for more active play, the ritualist needs to find a better system because spirits are passive by nature.

Unless a way to handle exhaustion is added to the ritualist, I am against all forms of it just as I would be for any other caster class not designed for it. Item spells and exhaustion are not a very good mix. I have to admit, Stormlord, that your idea for Shelter has a lot of potential. It still runs into problems with the item spell mechanic lowering the energy pool, however.

Dr Strangelove

Dr Strangelove

Furnace Stoker

Join Date: Dec 2005

Wasting away again in Margaritaville

[HOTR]

Exhaustion on spirits doesn't lead to a particularly active playstyle, since they've still got a fairly long recharge and cast time. I can't spam it now, making it 20s recharge with exhaustion means I can't spam it then, either. Exhaustion more or less means that you're limited to one exhaustion-causing spirit. Anguish, by the way, is totally worthless now. When it comes down to taking dissonance for interrupts, disenchantment for enchant hate, or anguish for a shitty version of pain, you sure as hell don't take anguish.

The key to making communing more active is leaving the spirits sort of clunky and weak by themselves, but buffing the options for spirit healing/damage reduction, like signet of binding, soul twisting, signet of creation, signet of ghostly might, spirit boon strike, etc. This should go hand on hand with buffs to some of the direct communing damage reduction spells, like dulled weapon, vital weapon (reduces the number of procs from shelter), binding chains, etc.

Quicksilver Switch-Blade

Quicksilver Switch-Blade

Ascalonian Squire

Join Date: Jan 2007

Columbia, Missouri

Looking for one

Rt/

Quote:
It'd also be healthier for the PvP game, adding exhaustion to cheaper, overall more flexible spirits promotes their use as a spot-tool in active play, whilst discouraging spirit-shitting and camping, and otherwise degenerate gameplay.
Quote:
But before they do that, Communing actually needs to do... well... something.
And not spirit-shitting, 'cause that sucks for the game. As long as 1/5 of the Ritualist skills are binding rituals, things like soul twisting, boon of creation, and rit lord exist, and exhaustion isn't put to most spirits (it shouldnt be on any in the first place, but thats not the point) spirit spamming will always be apart of the ritualist, deal with it.
The ritualist would need an overhaul to stop spirit spamming just because quite a few rit skills (other than rituals obviously) promote it.

Quote:
Where's the Mirror for spirit shitting? Spiritual Pain? Unnatural Signet? the only reason these are probably considered useless compared to mirror is because you dont see rits as often as you see aegis, tainted flesh necro or whatever else ppl use to put enchants all over the party, I dont really know, Im just some inexperienced PvP n00b.

frojack

frojack

Wilds Pathfinder

Join Date: Nov 2005

London, UK

Rite Of Passage [RP]

E/Mo

They are interesting ideas but you've analyzed your micro game far too much without taking the basics (the key to what makes GW a good game) into consideration.

(disclaimer: PvP perspective here)

Dropping a spirit is bad.

1) Sitting still watching a bar move up because of 3 to 5 second creation times sucks. Just like it sucks casting Meteor Shower without Glyph of Sac. It's inherently 'non-fun'.

2) Sitting still for 3 to 5 seconds means your a total dead weight. Once you've created said spirit, it can't move, and to a lesser extent, 'you' can't either (not too far anyways). Anet tried to resolve this with the 'earshot' change, but it's still a tactical ball and chain in an activity that usually resembles long distance Olympic running. Mostly the reason the Water elementalist is so valued is because they deny this 'natural' ability. Ritualists do this to themselves...

3) Taking 3 to 5 seconds to stand still to do something makes you interrupt bait, ultimately reducing whatever your trying to do to essentially a bad joke.

4) Tactics in a match change fast. What was a viable strategy 3 seconds ago, may have become the key to your downfall (for example an obvious crutch to kick). A rit dropping spirits in 3 to 5 seconds can't change tack as quickly as everyone else, and thus can't use them tactically. A spirit Ritualist essentially has to think 5-20 seconds into the future and predict whether or not his mediocre, short-lived Shelter spirit will be a boon to the team. Then he has to also think where. (More GvG but the point still stands).

This is inherently impossible so his only option is saturation in the hope to make it useful somewhere down the line. Anything saturated needs to be shit or it breaks the game. If a tool is watered down heavily enough, it becomes worthless (hence why Shelter is generally crap these days).


This change of yours seems to have come about by the desire to 'balance' spirits my adding more limiting factors (from looking at the skill descriptions you make them the constant use of them mandatory). This is something that Izzy has been trying to do since the creation of the class culminating with exhaustion to make them more active rather than passive (not too shabby actually but still lacking).

Simple truth is, none of the proposed changes I've seen offer anything close to fixing all of the aforementioned issues for me personally, and all don't prevent spirits going against the free-form and dynamic nature of the game. In fact your system so heavily binds Ritualists to their spirits by 'killing' them for using beneficial 'conditional' skills like Essence Strike (the bread and butter e-management channeling skill) and Spirit Burn (defacto standard 'dumb' but consistent DD), that you end up required to do more dull 3-5 second creation jobs, reducing tactical viability even more.

I cannot see that as a good thing...



I'm not just going to call 'boo' to your idea (as counter-intuitive as I see it, it's very creative), I'll offer up something of an idea that offers another method to deal with those issues I mentioned (though not all unsurprisingly and still somewhat dubious). It's an old idea but I'll echo it again in light of the recent change to Aegis...


Shelter.
The reason why it is so bad right now is because it's effect is too strong to allow this skill to ever be good. It just makes the game bad. This has been proven... So let's reduce/change it's strength:

Shelter 10-15, 3/4, 2 5...20 d
Target ally is 'bound' to the Spirit of Shelter. While this spirit is alive, target ally cannot lose more than 10% maximum Health from a single attack and has 0...4 health regeneration. When this Spirit prevents damage, it loses XX Health each time. Up to 0..3 allies nearby target ally are also affected.

Prot spirit is the obvious counterpart for comparison: This is now almost as 'fast', and can be used with 'similar' tactics. Still it needs to be different or it's pointless so...

The idea is to make it effectively a decoy. To deal with this protection, the enemy need only continue to beat on the player (though spirit health changes would have to occur to make this somewhat of a chore), or divert offensive resources to kill the spirit (far stronger and faster method of tackling the situation) thus giving the prot'ed target more room to breath without requiring a hard counter (Spiritual Pain, enchantment removal etc.) beyond your already defacto standard physicals. It does more stuff, because it is balanced differently basically. This is also to greater separate it from Prot Spirit.

Pro's:

1) Can not be stripped from the target.
2) Offers health regeneration.
3) Potentially protects up to 4 allies.
4) Requires the diversion (and thus the dilution) of offensive pressure to effectively deal with it.

Con's:

1) Spirits physical 'body' still exists so it can in a sense be 'stripped' by no more than the 'basic' and 'natural' tools built into every class (obviously wanding is stupid however).

2) Costs more than PS as it needs to be applied more often since it's effective for less time (and theoretically much shorter still if the opposition adjust to deal with it. Incidentally Boon of Creation would need to looked at for balance issues to ensure the above).

3) The multi-ally benefit is subject to the total hp of the spirit and requires nearby range to work, reducing movement benefits similar to a ward (though the effect will move 'with' the 'bound' target withing normal spirit range.

4) Just like a weapon spell and echoing the current spirit functionality, only one of these Shelter spirits can be used at any one time. (the main reason the recharge is so low. You need to effectively choose who get's prot'ed as it will generally only effect 1 guy. This 'guy' can be changed, but then energy becomes a significant factor and highly predictive reactionary play will quite easily see yourself Diverted. Quite similar to how Spirit Bond functions actually.)


So here we have a far more 'active' Shelter, that isn't so over-powered in it's design that it needs to be crap for some kind of bizarre balance, that won't slow the team down heavily, require precognitive ability to use well, or reduce a spirit-spammer into a seemingly mindless automaton, that makes him (laughably) even more interrupt bait by being predictable.

This can obviously be re-purposed for other 'problem' spirits (union, Displacement, Wanderlust, etc.) but it's a system within current mechanics that generally follows the 'flow' of the current game and is thus quite flexible on a case-by-case basis instead of a mass, sweeping change.

Sorry for the thread high-jack but there you go...

Calen The Civl

Frost Gate Guardian

Join Date: Nov 2006

Rt/

frojack, you may be on to something. Spirits are binding rituals; therefore why not allow them to be bound to a person? Perhaps mobility could even be added to the spirits so they may "possess" a foe?

Taking your Shelter idea, instead of it being stationary, it attaches itself to the target ally and follows that ally around.

Likewise, Pain would attach itself to a foe and do so much damage a second for its duration or until it is killed.

And so forth for each of the spirits. Essentially, they would become a visible graphical hex spell.

Obviously spirit health,cost, cast times, and duration would need some adjustments if they could bind themselves to a character. Hmmm. I could even picture the spirit graphics overlaying the character or foe they bind onto.

I don't mind the thread hijack. The charge system was just something I have heard discussed in various places and thought I would take a stab at the idea. This idea of spirits binding onto characters seems to have more potential.

Aethon

Academy Page

Join Date: Aug 2007

The problem I see with the proposed idea in the OP is that charges are basically the same as packets of Health; all that really seems to be affected is that spirits are immune to damage and some skills got changed. I'm not certain if it really fixes the real "flaws" of the spirit system.

I see two primary ways to improving spirits: Transform them from passive skills into active skills (like what frojack suggests), or give them some completely esoteric effects that other skills/professions don't already have.

When I refer to esoteric/unique effects, I mean things unlike what enchantments (and other skills) do now. An example off the top of my head is something like Displacement trading places with an ally that takes melee damage, up to once every few seconds (This isn't a well thought out skill; it's just to illustrate what I meant by esoteric/unique). Another example is that spirits could act like "summoned pets" with maintenance costs; depending on the type, the spirits could act with skills like AI healers, protectors, rangers, warriors, etc. using their own active skill(s). So spirits would be a kind of like a meta-active skill, if that makes sense.

All my rambling aside, frojack's (or similar) ideas are probably simpler to implement and balance.

Calen The Civl

Frost Gate Guardian

Join Date: Nov 2006

Rt/

This thread is more of a brainstorming thread in an effort to make the ritualist more active. frojack's idea has a lot of potential:

1. Spirits act more like hexes and enchantments but with health and odd effects. They would be removed by killing them.

2. Spirits may be bound to an ally or foe; they are not stationary turrets any longer.

3. When bound to an ally or foe, they would attach graphically to that target in some way and move with that target.

4. When the target they are bound to dies, the spirit dies as well.

A few examples:

Pain 5en, 2 cast, 20r
Bind a Level 1-7 spirit onto a foe. Every second that foe takes 5-10 damage. This spirit lasts 15 seconds.

Life 10en, 2c, 20r
Bind a Level 1-7 spirit onto yourself. 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.

Preservation 5en 2c 20r
Bind a Level 1-7 spirit onto an ally. . Every 2 seconds, this Spirit heals all nearby allies for 10...94 Health. This Spirit dies after 16 seconds.

Dissonance 10en, 3/4c, 15r
Bind a Level 1-7 spirit onto a foe. This Spirit deals 5 damage each second and interrupts the foe. This Spirit dies after 5...10 seconds.

Union 5en, 1s, 18r
Bind a Level 1-7 spirit on an ally. Whenever a nearby non-Spirit ally takes damage, that damage is reduced by 15 and the Spirit takes 15 damage. This Spirit dies after 5...15 seconds.

The numbers would need some adjusting, but such a system would be much more active. The defensive spirits would be similar to protection spells but with area of effect around the bound ally. Offensive spirits would bind to the enemy and either siphon health (Bloodsong) or just do damage per second in addition to their effects. Basically, they turn into killable hex spells.

frojack

frojack

Wilds Pathfinder

Join Date: Nov 2005

London, UK

Rite Of Passage [RP]

E/Mo

(Damn the server for kicking me out and removing my very long and detailed post _-_. A summary...)

Personally I think all spirits need to be bound as they are now for balance reasons.

New stuff for attack spirits:
They can now be bound to 'train' a target, if a target is selected while they are being created. No target selection makes them act like they currently do. (Why use this old method? Clearly inferior so hopefully mindless spirit spam is bred into extinction.)

Rules:
1) Only 1 spirit can train a specific target from your team (error message tells you 'no' on additional train-spirits. Good balance clause.)

2) Bonds break for attack spirits (debatable for buff spirits) if they are moved by Draw Spirit. (No tele spirit ganking nonsense please)

3) These bonds break if either the target dies or the spirit expires. (In the event of the target expiring, the spirit becomes a 'fire at discriminate will' type.)

4) If the target moves out of range, spirit is docile (good balance for strong pressure on a foe. Health, cost and duration changes would obviously need a look at also).


Buff spirits - additional considerations

Potential earshot as opposed to half radar range to make them easier for the opposition to terminate.

Draw Spirit should not break bonds but should a 'bound' ally moves and remains out of range, bond breaks after 2 seconds and the spirit dies.

I've probably forgotten more (damn server...) but those are the only potential exploitations I can think of for now. On the whole I think the concept is far more solid.

Calen The Civl

Frost Gate Guardian

Join Date: Nov 2006

Rt/

I like the idea you have. Binding spirits directly in order to work as a hex or enchantment would be a larger redesign than your binding idea.

It would be helpful as well to have a few spirits have the option to bind multiple party members. No more than 2 or 3 would be bound to a spirit. Restoration, for example, could benefit from this. It would make the spirit less of a blanket effect and more a targeted resurrection method. Preservation would be another benefactor to multiple binding. Perhaps even Shelter or Union at the expense of them dying faster.

Docile spirits would help the spirit spamming problem nicely and add more tactics to spirit control.

Allowing only one beneficial binding per party member forces strategy to the ritualist nicely as long as the benefits would be close to what a protection monk could achieve.

Such a system would require quite a few other considerations. Spirit response time and other bugs (like spirits remaining inactive for long periods) would need to be addressed.

A training system would make Signet of Ghostly Might more useful. It might be useful to have the target the spirit is bound viewable to the ritualist somehow. Either the name above the spirit or in an interface. This isn't vital, but would help ease the new system into the game.

Quicksilver Switch-Blade

Quicksilver Switch-Blade

Ascalonian Squire

Join Date: Jan 2007

Columbia, Missouri

Looking for one

Rt/

Quote:
Allowing only one beneficial binding per party member forces strategy to the ritualist nicely as long as the benefits would be close to what a protection monk could achieve. Im kinda of split on that, on one hand, it would most likely make the rit more useful in PvP, but on the other hand, I dont want the rit to become like the monk and spirits become enchantments or hexes essentially that can be removed physically instead by using disenchantment spells, as spirits would lose their uniqueness.

Making it so only one spirit can be bound to a person makes it sounds too much like weapon spells imho.

The only thing I think binding rituals (and in some if not all cases, nature rituals) need is either decreased recharge times (elite ranger spirits got a buff, why not the rest of the rituals?) or decreased casting times, or both, it wouldnt affect PvE too much (casting times just affect how long it takes to setup, and recharge would mean if you do happen to be interupted or something, you dont have to wait a ridicilously long time to recast), as far as I know (which isnt much :P), but it would allow resto rits to just maybe become something to be recognized other than maybe in RA and TA. For attacking spirits, a targeting system similar to pets would be nice (though a shadowsong defending itself can be handy in PvE, cuz melee likes spirits).

Training targets could be interesting, but can become kinda weak due to the fact you can only train one spirit to a target, but considering most ppl only bring like one or two attack spirits this wouldnt be a problem for most (though I do like watching the numbers fly as an enemy drops in PvE due ot my spirits concentrating on that target)

frojack

frojack

Wilds Pathfinder

Join Date: Nov 2005

London, UK

Rite Of Passage [RP]

E/Mo

Quote:
Originally Posted by Quicksilver Switch-Blade
Im kinda of split on that, on one hand, it would most likely make the rit more useful in PvP, but on the other hand, I dont want the rit to become like the monk and spirits become enchantments or hexes essentially that can be removed physically instead by using disenchantment spells, as spirits would lose their uniqueness.
The idea is admittedly to make them as effective as monks. Simply put, most ritualist communing spirits are a waste of space. They have to be or they would be over-powered.
Prot monks are far better than anything a rit can do to protect a team (there is no question here, pvp or pve). Sure I speak of PvP mainly but in PvE even, why are people not allowing the tank to take aggro? There's no need to protect more than 2 or 3 people if players in the team play properly. In PvE the enemy just won't be smart enough to run into the back-line and remove a spirit manually like they theoretically would in pvp. so physical removal is a non-issue in my book.

Enchantment removal is not currently huge in the game, but all it takes is for one update to change this. This change to make buff spirits more active makes them approach (and in a very few ways, surpass) Monk prot options in some environments. In most situations monks will still be stronger, but then that's all that monks can effectively do. It wouldn't be fair to take that away from them.


Quote:
Making it so only one spirit can be bound to a spirit makes it sounds too much like weapon spells imho.
Well with the example change I gave, Shelter has AoE benefits that a weapon spell can not achieve. Sure it is similar to a weapon spell in concept, but that's probably a good thing since weapon spells are actually 'good design' while ritualist spirits are generally 'bad'.

Plus Weapon spells can't be stacked. Neither can this bound spirit idea, but the AoE effects 'can' be stacked if you play smart . In say PvE, you could stack AoE Shelter on one tank and AoE Displacement on another. Both receive the benefits if they fight 'nearby' each other. It's very similar to the old system but it's far more focused, rewarding good play and punishing bad. Which is what a skill should always do.


Quote: I still have seen moments where shelter has been a nice skill (despite the nerf), and it does something that the prot monk (outside of a bonder, and that takes more time to setup than rit spirit spammer and sometimes a BiP necro I think) cant do, which is protect the whole party from a spike in PvE, only problem is, spirits are easily interupted and/or killed in PvP, making you kind of a useless memeber if you take that to PvE, plus shelter doesnt safe you for very long. Sure there are moments an old-school Shelter spirit can be more effective, but it's usually a happy accident, it can't be controlled. If a 'soft' target is silly enough to get aggro and get's spiked, A Spirit spam wouldn't have to catch it and can go "wahey! I saved a guy from a spike!", but it's just a happy accident at the end of the day. A prot monk can do the same (all day long, on demand) but needs to react. Thing is a prot monk can actually maintain this benefit (on several people in fact) while a Spirit Spam can't for any decent length of time.
In 99% of those situations, I bet a good prot monk would have been better hands down. Only in areas of heavy removal does the prot monk's dominance begin to look shaky. Even then they are still usually better....

Similarly a prot monk can save someone in PvP with an RoF+Infuse which is very (VERY!) hard to stop. No Spirit spam can save anyone without it being an accident, and happy accidents have no real value in PvP...



Quote:
The only thing I think binding rituals (and in some cases, nature rituals) need is either decreased recharge times (elite ranger spirits got a buff, why not the rest of the rituals?) or decreased casting times, or both, it wouldnt affect PvE too much (casting times just affect how long it takes to setup, and recharge would mean if you do happen to be interupted or something, you dont have to wait a ridicilously long time to recast), as far as I know, but it would allow resto rits to maybe become something to be recognized other than maybe in RA and TA. For attacking spirits, a targeting system similar to pets would be nice (though a shadowsong defending itself can be handy in PvE, cuz melee likes spirits). You see, that's the problem. They don't have any of that because they would be stupidly over-powered. Before the nerf they didn't even have half of that effectiveness and they were still over-powered. What has to be understood is that spirit-spam is 'almost' mindless. It doesn't need to consider that much and takes very little effort, it's 'passive' play. It has to be bad to make up for this. To make 'active' play (far more difficult, and requiring 'skill' do do well) more effective.
In a competitive game you can't have passive stuff being better or even as good as active stuff. It just breaks things if you do. The element of pve isn't really a major issue because pve is as easy as you want it to be. Enemies don't 'look' for your weaknesses and collapse on it. They are not out to crush your team in any and every way possible. They play like they always play so we can all relax and have fun playing instead of worrying about high-end stressful tactics. That is what pvp is for.
Still that is neither here nor there. This proposed system is as better than the old in both game types.

Quote:
Plz clarify if I didn't understand what you meant with your suggestion frojack . Well I hope that helped.

Calen The Civl

Frost Gate Guardian

Join Date: Nov 2006

Rt/

Edit: darn server deleted half the post.

To sum up the redesign concept so far:

1. Spirits are bound to targets; Attack spirits follow the assigned target until it dies with only one attack spirit bound to one target.

2. Spirits created without a target binding have the behavior of the current self discriminate type of spirits. If the bound target dies, the spirit becomes self discriminate.

3. Protection spirits must be bound to an ally. These spirits have AoE effects on nearby allies. This allows indirection effect stacking.

4. Drawing an attack spirit removes its binding. Protection spirits lose their binding if the target moves out of range for more than 2 seconds.


Considerations:

Energy, cast time, duration, health, and descriptions would need to be reworked.

PvP Considerations
The ritualist would become a pressure oriented class. Spirit binding to targets would balance and increase effectiveness.
Protection oriented spirits would become more useful by being similar to protection spells. Spirit bindings would stack with weapon spells.
Spirit foresting would be discouraged by the spirit changes, but still viable an option.
Trained spirits are kite-able.
Overall makes the ritualist class more tactical and active.
PvE Considerations
Spirit forests would still be possible if desired.
Allows the ritualist to be closer to the monks level of protection
Spirit target bindings increase effectiveness of single spirit builds
Overall makes the ritualist class more tactical and active; less standing around wanding or waiting on spirits to recharge.
The following skills would need to be reworked as well:

Signet of Ghostly Might: simply increases spirit duration change to 20 seconds. 10 seconds is too low. Balanced through kiting ability and moving out of range.

Painful Bond: This skill now redirects the nearest spirit's target binding onto a new unbound target.

Armor of Unfeeling: Binding rituals will generally cast faster, removing any use for this skill in its current form. Possible alteration: Enchantment spell. If target ally is bound to a spirit, they have a 10 base damage reduction for 8-17 seconds.

Quicksilver Switch-Blade

Quicksilver Switch-Blade

Ascalonian Squire

Join Date: Jan 2007

Columbia, Missouri

Looking for one

Rt/

Quote:
Well with the example change I gave, Shelter has AoE benefits that a weapon spell can not achieve. Sure it is similar to a weapon spell in concept, but that's probably a good thing since weapon spells are actually 'good design' while ritualist spirits are generally 'bad'.

Plus Weapon spells can't be stacked. Neither can this bound spirit idea, but the AoE effects 'can' be stacked if you play smart . In say PvE, you could stack AoE Shelter on one tank and AoE Displacement on another. Both receive the benefits if they fight 'nearby' each other. It's very similar to the old system but it's far more focused, rewarding good play and punishing bad. Which is what a skill should always do. Point taken, weapon spells are definitely the best unique skill to Rits currently.
Ok, I see what you are getting at, I guess it would still retain uniqueness while still providing some usefulness.

Aethon

Academy Page

Join Date: Aug 2007

I was thinking, should somebody (else ) submit this into the suggestion forum? I think the ideas presented here might be able to get some consideration.

Calen The Civl

Frost Gate Guardian

Join Date: Nov 2006

Rt/

Quote:
Originally Posted by Aethon
I was thinking, should somebody (else ) submit this into the suggestion forum? I think the ideas presented here might be able to get some consideration. It would not be a bad idea once the ideas have solidified a little better. The suggestion forum would subject the brainstorming session to a lot of "Rits Must Be Deleted!" and other such nonsense.

Does anyone else have further ideas to add to the discussion? I have rather let this thread grow stagnant .

Bargamer

Krytan Explorer

Join Date: May 2006

Rt/N

Forgive me for sounding a bit egocentric, but where in your design scheme does Rit/N Minion Bombers fit in? Surely you're not suggesting that minions go by the charge system? I didn't think you did, but it would make minions more viable in Hard Mode and corpse-light areas.

Otherwise, good job on the ideas here. So far in GWEN I've had to switch to a Rit Lord build twice, and I can definitely see how a better Spirit management system would encourage me to expand my horizons a bit more.

Tony Malketh

Ascalonian Squire

Join Date: Jul 2007

I like the idea of binding a spirit to a person but without a way to sever that bond to end the affect it could get really annoying. To counter this maybe physically create a spirit in 1 place like before but still tie the affect to a person meaning that the spirit can be killed while still providing mobility. If this seems overpowered to some then perhaps a negative effect could introduced. I.e while u are tied to an otherworldy presence you suffer -1 health degen or something minorish like that. No idea waht you guys will think of that.

Calen The Civl

Frost Gate Guardian

Join Date: Nov 2006

Rt/

Quote:
Originally Posted by Bargamer
Forgive me for sounding a bit egocentric, but where in your design scheme does Rit/N Minion Bombers fit in? Surely you're not suggesting that minions go by the charge system? I didn't think you did, but it would make minions more viable in Hard Mode and corpse-light areas.

Otherwise, good job on the ideas here. So far in GWEN I've had to switch to a Rit Lord build twice, and I can definitely see how a better Spirit management system would encourage me to expand my horizons a bit more.
The charge system has pretty much been dropped in favor of spirit binding.

--------

Spirit binds/spirit training would still keep the spirit immobile. They would just have an AoE effect around whomever they are bound onto. Duration, casting times, and other considerations would have to be modified as well. Making the defensive spirits closer to protection spells but with the targeted AoE abilities is what would set the skills apart from the protection spells.

Agony and Rejuvenation would benefit from such a change. As it stands now, those spirits are almost useless because of their tendency to die quickly. Signets of Binding and Creation along with 2-3 Spirit Boon casts just cant keep them alive long enough for them to be helpful in many situations.

Aethon

Academy Page

Join Date: Aug 2007

Well, I'd argue Agony and Rejuvenation are bad because they have an effect equal to their life, and I believe they only have about 190 health (sans Spawning Power) at 12 attribute points. However, I digress.

I was contemplating any ways to keep the freaky AOE effect of spirits so that they remained at least vaguely similar to the "other" rituals (Nature Rituals), and I came up with a different concept: semi-active skills. Before I explain this, I'm not trying to contest the binding mechanic that was developed here, but just trying to illustrate another potential avenue that spirits could take en route to being "fixed".

The idea behind "semi-active" skills is that spirits provide additional effects to active skills, rather than being purely passive or active. In this fashion, spirits either operate as shutdown, area-control, or pressure damage. I had a "fix" for every binding ritual before, but the forum ate it, so I'll only list a few standouts (my comments are in italics):

Agony 10e/3c/30r
Binding Ritual. Create a level 1...10 Spirit. Foes in earshot of this spirit lose 1...3 health each second, and foes in range of this spirit who are inflicted with a condition lose an additional 1...5 health each second. This spirit dies after 30...65 seconds.
The idea is that this skill now improves skills that allies use that cause conditions. The health loss was full of fail, so I removed it here. I boosted the level for survivability; it won't have much effect, as it is still fragile, but it's helpful if they get caught in a minor AOE.

Bloodsong 5e/3c/30r
Binding Ritual. Create a level 1...10 Spirit. When an ally casts a spell dealing lightning damage to a foe within range of this spirit, the damage dealt is reduced by 1...20 and that ally steals 1...20 health from that foe. This spirit dies after 20...30 seconds.
I think this has FAR more utility than before. However, I think that I made the condition a bit too broad; it can be reduced to just spells in Channeling Magic if I misjudged things and gave it too much utility. I was kinda hoping for some class synergy, though.

Pain 5e/3c/30r
Binding Ritual. Create a level 1...10 Spirit. Foes in range of this spirit who become hexed are set on fire for 1...3 seconds. This spirit dies after 20...30 seconds.
The name sounds kinda necromancery, so I tried to give it some necromancer synergy, although mesmers get some good mileage too.

Disenchantment 25e/5c/45r
Binding Ritual. Create a level 1...10 Spirit. Every 3 seconds, when a foe within range of this spirit is struck by a critical hit, they lose one enchantment. This spirit dies after 30 seconds.
I'm thinking the range might be best reduced to earshot. The time restriction is to prevent assassins from demolishing dervishes or GftE! leading to massive party-wide disenchantment. One enchantment at more than the original attack rate, but with no damage, unblockable, and up to the allies to trigger.

Displacement 15e/3c/45r
Binding Ritual. Create a level 1...10 Spirit. Enchanted allies within range of this spirit block a percentage of attacks equal to the recharge time of the enchantment with the longest recharge time on them (maximum 50). This spirit dies after 20...30 seconds.
I didn't even try to balance this, but it just popped into my head and sounded interesting. I'm a bit worried about attunements and conjures, but seeing as how one enchantment removal defeats that plan, it might not be so bad, as most other long recharge enchantments I've noticed generally appear to have short durations. Maybe throw in the condition that the enchantments cannot be self-applied? I'm having trouble wording this properly already.

Shelter 25e/5c/45r
Binding Ritual. Create a level 1...10 Spirit. Allies in range of this spirit cannot take more damage than 50% of their current health from any single attack, but the resultant damage cannot be reduced below 40...20. This spirit dies after 30 seconds.
Illusion of Health gets a really good use! More importantly, this is now a consistent anti-spike skill at lower health levels. Any kind of spiking that could be used at this point would probably require deep wound (as opposed to only being very strongly recommended otherwise, but still).

Union 15e/3c/45r
Binding Ritual. Create a level 1...10 Spirit. All allies in range of this spirit gain 1...6 armor for every nearby party member. This spirit dies after 25...35 seconds.
I can see why this might have interesting consequences in PvE, especially for minion masters (minions count as their own party, I believe). Moreover, the hero AI that often clumps together will actually get a tangible benefit for their idiocy. I don't think it will heavily effect PvP, but I'm open to suggestions.

Wanderlust 10e/5c/45r
Elite Binding Ritual. Create a level 1...10 Spirit. Every 10 seconds, foes in earshot of this spirit who are suffering from a condition are knocked down. After 5 seconds, and every other 5 seconds following that, foes in earshot of this spirit who are suffering from a hex are knocked down. This spirit dies after 10...30 seconds.
It sounds complicated, but it just means that it alternates between knocking down condition-sufferers and hex-sufferers every 5 seconds. A bit more interesting than the "standing still" condition, especially because the allied team has to do something for it to take effect, rather than the enemies. Perhaps it's too strong? Too weak? Too conditional?

Preservation 5e/3c/20r
Elite Binding Ritual. Create a level 1...10 Spirit. Whenever a Ritualist spell is cast on an ally within range of this spirit, that ally is healed for 5...20 health. This spirit dies after 30 seconds.
I'm uncertain if this is good or not. There are a number of spammable weapon spells, and there's always AR, yet I don't think it's too strong. If I totally missed something important, or if the healing really is a big deal, it can always be made more restricted somehow.

Recuperation 25e/3c/45r
Binding Ritual. Create a level 1...10 Spirit. Allies in range of this spirit gain health each second equal to 1...5 for every 50% their maximum health exceeds their current health (minimum of 1...5). This spirit dies after 90 seconds.
Paired with the new Shelter, and you'll not be able to effectively spike a team with a Rt so long as these spirits are active; poetic justice for the old Rt spike. To clarify, at max attribute, an ally with 100/500 (exceeded by 400%) health will be healed for 20 each second, and an ally with 400/500 (exceeded by only 25%) will be healed for 5 each second (due to the minimum).

One other minor skill change:

Painful Bond (same e/c/r)
Hex Spell. Target foe takes 1...10 damage per second while in earshot of an enemy spirit.

And while I'm at it, perhaps to be considered independently of my other changes:

Spawning Power - For every 3 points in Spawning Power, summoned creatures gain one additional level. For every point in Spawning Power, the duration of Item Spells and Weapon Spells is extended by 2%.
This being prompted by the fact that spirits are really, really fragile. They'd still be pretty weak, even with these changes (a stationary level 15 has about 350 health), but now Rt minion masters can compete with N minion masters in general, and spirits might just survive a single AOE attack (due mostly to the armor bonuses)! Plus I felt it odd that urns got no bonuses from SP.

There ya have it. I gotta know, is this good, bad, or ugly?

Edit: I forgot to change the spirit's e/c/r costs to reflect their new functions. Ah, I'm too lazy to fix it; just pretend they're what they should be.

Bargamer

Krytan Explorer

Join Date: May 2006

Rt/N

[QUOTE=Aethon]Spawning Power - For every 3 points in Spawning Power, summoned creatures gain one additional level. For every point in Spawning Power, the duration of Item Spells and Weapon Spells is extended by 2%.
This being prompted by the fact that spirits are really, really fragile. They'd still be pretty weak, even with these changes (a stationary level 15 has about 350 health), but now Rt minion masters can compete with N minion masters in general, and spirits might just survive a single AOE attack (due mostly to the armor bonuses)! Plus I felt it odd that urns got no bonuses from SP.

If a given Rit had 16 Spawning, that would give minions 5 levels, granting whatever health/armor/attack-power that is. In essence, you'd be giving Rits higher level stuff to compensate for fewer minions.

I still don't think it'll work, especially since you're taking away most of the +64% health. Against lvl 24-28 monsters who like to AOE, minions are still too fragile, suffer too much degen, and people will still prefer Necros over Rits. Maybe if they had 5 levels AND +something health, but I'm over-reacting.

Epinephrine

Epinephrine

Master of Beasts

Join Date: Mar 2005

Ottawa, Canada

Servants of Fortuna [SoF]

Much dislike for the ideas here.

Agree that the whole skill set needs work, but particularly disliking Aethon's attempt to take the active spirits and change them to passive ones.

Calen The Civl

Frost Gate Guardian

Join Date: Nov 2006

Rt/

@ Aethon

While your ideas have some interesting elements, they are still too passive. Effects are just more conditional instead of being active. Active skills are actions that need to be done at the appropriate times for the appropriate situations. Casting Guardian, for example, on a poor guy in a Meteor Shower would not help as much as Protective Spirit for example.

Many of your spirit changes are overpowered for pvp groups. Although I do understand you are trying to retain the Nature Ritual like effects.

------

Spawning Power does need to be examined a little. A ranger binding spirits would likely be more effective than a primary ritualist would be because of Expertise. The weapon spell influence was a nice addition but further modification needs to be done to tie the rest of the skill trees into the profession.

-----

@Epinephrine

What do you dislike about which ideas thus far? What ideas do you have to add to the topic?

Oso Minar

Oso Minar

Lion's Arch Merchant

Join Date: Jun 2006

Zealots of Shiverpeak [ZoS]

Rt/

...quite frankly, I didn't realize we were a broken class. Maybe I'm in the minority.

Zahr Dalsk

Grotto Attendant

Join Date: Aug 2007

Canada

Personally I'm not in the category of people who want the ritualist improved, I'm in the category of the people huddling in fear hoping ArenaNet doesn't lay out another nerf because of how powerful we already are.

I'm also hoping the ritualist class won't be removed for Guild Wars 2, but I have an uneasy feeling that ArenaNet would like to just remove us so as to not have to bother with the complaints that Ritualists are either too powerful or not powerful enough.

Epinephrine

Epinephrine

Master of Beasts

Join Date: Mar 2005

Ottawa, Canada

Servants of Fortuna [SoF]

Quote:
Originally Posted by Calen The Civl
@Epinephrine

What do you dislike about which ideas thus far? What ideas do you have to add to the topic? Oh, I wasn't really ready to add anything. My thoughts are somewhat disjointed about rits and how to balance them.

What don't I like?

Well, the idea of charges rather than health is ok, but I don't like the thought of attack-proofing spirits. I was glad when nature rituals went frmo being global effects to being a very counterable spirit.

I don't like the idea of essentially reducing spirits to enchants/hexes by "attaching" them to things.

I don't like the incredibly passive approach Aethon suggested.

Sorry that I can't suggest anything much - I like most of how a ritualist functions now, even if I find aspects of it weak.

I'd like to see the insignia or carrying an item (herald's) boosted in power. +10 is a joke; most insignia offer an actual gain in AL when you use that condition, filling your hands however loses you AL to start with.

I'd like to see more power in the ashes spells - many simply aren't useful enough, given that you give up wanding, energy, armour or health equivalents etc.

I'd like to see better usefulness out of the spawning power skill list. Rupture Soul can be great, but too many of the skills are weak or ineffective.

Calen The Civl

Frost Gate Guardian

Join Date: Nov 2006

Rt/

Thank you, Epinephrine. I appreciate the clarification. I agree that items spells can sometimes be a liability instead of an asset.

I greatly enjoy the ritualist mechanics as they are currently. (I have around 1.5k+ hours on my rit). However, there are areas that are broken such as the defensive spirits and a few item spells being prime areas. I can work with the defensive spirits, but I need to dedicate my entire bar to supporting them in order for them to be helpful. This would be like a protection monk using their bar to support the upkeep of Protective Spirit.

I have dropped my charge idea. It was just an idea I saw floating around on the forums and thought to systematize it.

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It is likely that GW2 will see many classes merged together. I expect to see the ritualist class merged with either the monk class or with the ranger to create a druid like class. However, this is just speculation on my part.

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One of the problems with ritualist spirits is the lack of primary class bonuses. Health is negligible in most situations; adding one or 2 extra hits really doesnt make that much of a difference. A ranger with decent expertise can actually spam spirits (and add traps) more effectively than a primary ritualist. The problem isnt with Expertise as much as it is with the health bonus of Spawning Power. I would prefer to see a level increase for every 3 or so levels with all the associated health, armor, and perhaps damage or duration increases.

I am rather satisfied with most of the Spawning Power skills. Some, like Consume Soul, are just too situational however.

Aethon

Academy Page

Join Date: Aug 2007

The examples I gave were just to illustrate my idea, but I fully understand your points (although I wouldn't say I made them more passive than they already were). Yeah, the idea was to make them like one-sided nature rituals (Soothing is already kinda in that role), but I suppose that it might not be the best avenue to pursue. And I'll admit, I was a bit muddled by the whole passive/active thing; I won't make that mistake again.

In retrospect, it makes sense why my previous relation of binding rituals and nature rituals is flawed - because they fill different roles for their respective professions (I heard that Nature Rituals were environmental effects at one point; I assume that's what Ep. was talking about). So how about this: If you target an ally with a healing/protection spirit, it is made at/near their location, and their effective ranges are reduced to earshot or less. If you target a foe with an offensive spirit, it gives them targeting priority, and these spirits should also accept suppressed
target calls. Some alterations to specific spirit effects will probably still need to be done before they get used, changes or not (Agony, Rejuvenation, Preservation, &c., &c.).

As an addendum, I'd really like Spawning Power to do something differently, even if it wasn't exactly as I wrote above. Urns should get something from it, and spirits should get something more from it (given that many spirits don't take damage from their effects, and in fact two *gain* health).

I'm not sure how to present it, but perhaps we can bring our grievances here:
http://wiki.guildwars.com/wiki/User_...powered_Skills

Also, I was trying to find the episode of Weapon of Choice in which Izzy talked about Ritualists, but I can't find it. I saw
a reference at GWO but it's only hearsay. I was thinking it might be able to bring some of the reasons behind the balancing changes to Ritualists to light. Otherwise I guess we could just ask.