EDIT: This is what I mean when I say I take too long to write/edit things. I missed the last post above, so I'll get to that ASAP.
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I took some of these ideas to heart, and I'm starting to think that the simpler changes have a greater chance at being implemented. So, once again, I give it a shot, except I hope to be more faithful to the original concepts.
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Shelter 20 energy / 2 casting / 30 recharge
Binding Ritual. After 3 seconds, you create a level 1...8 Spirit at this location that dies after 10...18 seconds. Non-spirit allies in earshot of this spirit cannot lose more than 15% maximum health from a single attack. When this Spirit prevents damage, it takes 100...40% of the damage negated.
Notes:
-I upped it to 15% so it would trigger slightly less often. It will last longer, which is probably more useful than blocking that missing 5%.
-I've never seen a 20 energy skill, but 15 felt too low and 25 too high. If it isn't possible, I'd rather err on the side of 25.
-I cut the recharge and duration. It's spike protection, which means it should only need to stay up a little while, and this makes it more flexible to boot.
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Displacement 10 energy / 2 casting / 30 recharge
Binding Ritual. After 1 second, you create a level 1...8 Spirit at this location that dies after 7...16 seconds. All party members within earshot of this spirit have a 50% chance to block incoming attacks. Every time an attack is blocked in this way, this Spirit loses 21 health, and another 21 health after 1 second.
Notes:
-DoT allows it to live long enough to catch a spike, but then is expended shortly thereafter.
-Slightly less damage on effect and a reduced activation chance results in a much longer lasting spirit.
-Compare to Aegis (which still owns this thing):
*Aegis has no movement restrictions, no trigger limit, activate the effect faster, and has no spirit to worry about dying.
*This triggers some Ritualist spell effects and lasts a little longer under normal circumstances.
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Union 15 energy / 2 casting / 30 recharge
Binding Ritual. After 1 second, you create a level 1...8 Spirit at this location that dies after 10...20 seconds. Whenever a non-Spirit ally in earshot takes damage, that damage is reduced by up to 15 and the Spirit takes 200...150% of the blocked damage.
Notes:
-Damage taken by the spirit is increased due to the reduced recharge.
-Not maintainable, but still lasts a good while. Good for anti-pressure when just meeting the enemy.
-Lasts for 8 hits without SP (190). At SP=9 (258), it can last 12 hits.
-The blocking description is more accurate to it's actual effect.
I need specific feedback this time. The good, the bad, is it active enough, is it overstepping it's role, yadda, yadda. I tried to outline how I balanced things, so hopefully the problems can be more accurately identified.
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I don't want to make a new post, so I'll just add more here.
@Ensign: That is exactly the kind of insight I like in discussions like this. It gives us a firm foundation on exactly what points need to be resolved before we can say whether or not we have succeeded in any way. It may very well be a vain attempt, but I'd rather try and fail than never have tried; it's not like I'm being paid to do this, so there must be something about it that keeps me going.
I've been at this for a while, so I'm going to take your words into consideration and reply when I can muster a more hearty response.