my idea to improve ritualist

Hong Kong Evil

Hong Kong Evil

Academy Page

Join Date: Jun 2007

Rt/R

i posted this idea on riverside inn but the post got deleted

my idea is that, at 12 of above in spawning power, you take the aspect of spirit, you are counted to be one spirit

you are a spirit so you always have at least one spirit within earshot and you are benefited from it, eg you dont sacrify when you use spirit light

when two ritualist stay together, they both have invest 12 on spawning power, then they have two spirit within their earshot, so Mend Body and Soul can remove 2 conditions

when you use Gaze from Beyond and Spirit Transfer, you sacrify you health

a lot of ritualist skills require a spirit or need a spirit within earshot, spirits can be killed too easily and it make the skills useless, so i suggest this idea

this change require 12 spawing power so i think its not too powerful and inbalance?

this idea is acceptable? i want to hear your comment

zwei2stein

zwei2stein

Grotto Attendant

Join Date: Jun 2006

Europe

The German Order [GER]

N/

Interesting idea, however, most of skills were ballanced on fact that they cost party one aditional skillslot and are quite fragile

zling

zling

Desert Nomad

Join Date: Apr 2006

not sure how this could work out as there are enough skills that would exploit this, such as Reclaim Essence, Banishing Strike, etc
if you are considered a summoned creature you can die instantaniously or take huge amounts of damage from certain skills...

Ritualists do need a balance, but you're confronting the problem from the wrong direction...

Hong Kong Evil

Hong Kong Evil

Academy Page

Join Date: Jun 2007

Rt/R

you are counted to be a spirit but you are not actually a spirit so Reclaim Essence, Banishing Strike cannot kill you

if my suggestion is too powerful, what about make it an enchantment?

Spirit Mind
enchantment spell/skill, for 10.....63 s, youself is counted to be one spirit
5e, 1s, 20r(spawning power)

Hong Kong Evil

Hong Kong Evil

Academy Page

Join Date: Jun 2007

Rt/R

why monk is a better healer than rit?

1, monk have some good protection prayer skills
2, divine favor make all monk healing spell very efficient

rit cant remove hexes, she even have no any direct skill to remove conditions

powerful non-elite skill to boost red-bar up? the most powerful restoration skills are spirit light and Spirit Transfer, they both require spirit( that is why i suggest the above idea),

yes i can summon spirits, but they are too weak, and if your teammates are in danger, you have time to spent 3s to summon a spirit?

if a ritualist is willing to invest 12 at spawning power, i think the rit deserve some rewards to counter the weakness

zwei2stein

zwei2stein

Grotto Attendant

Join Date: Jun 2006

Europe

The German Order [GER]

N/

Rt is made to be hybrid character ... also, he beats monk flat when you campare needed attribute invetsment for healing output.

Hong Kong Evil

Hong Kong Evil

Academy Page

Join Date: Jun 2007

Rt/R

Quote:
Originally Posted by zwei2stein
Rt is made to be hybrid character ... also, he beats monk flat when you campare needed attribute invetsment for healing output. i understand it, i just feel boring to see monk healer all the time,

we have warrior, dervish, ass in the front line,

mes, ele, ranger, paragon, rit, necro in the middle line

but only monk can be the main healer in the back line

why dont give ritualist a chance to replace monk as a main healer sometimes?

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 Qdq Swi
Your comments are getting dummer by the second, EVER HEARD OF SPIRIT PLACEMENT?!?! 3s???? My god uve never seen half casting time mods???? Spirits TOO WEAK????? My god... learn a little before u preach to people who know what theyr talking about... Please, take your own advice and learn a little before talking.

HCT has no effect on Spirit casting times.

And Glimmer of Light is still crap, btw.

Qdq Swi

Qdq Swi

Krytan Explorer

Join Date: Nov 2007

N/

Quote:
Originally Posted by Stormlord Alex
Please, take your own advice and learn a little before talking.

HCT has no effect on Spirit casting times.

And Glimmer of Light is still crap, btw. 94 is crap? Now thats just dumb too.

Dodo The Extinct

Dodo The Extinct

Wilds Pathfinder

Join Date: Dec 2005

Me/Rt

Quote:
I think your confused... Rits USED to be better healers than monks... but look at the recent buffs... No offence to the rit class theyr still awesome support... but DAM glimmer of light actually looks good
Rits were never better than Monks at Monking. Ritualists only have a few advantages, and one of the main ones is that they can defend and heal without speccing points into anything other than Restoration. Monks cannot properly heal with only Protection Magic, and they cannot effectively prot with only Healing Magic. That is why you see N/Rts in tombs, soaking up energy with Soul Reaping. Monks can't do that.

But monks have skills that heal quicker than Ritualists do, and they are not bound by restrictions, or by long casting times for spirits.

Quote:
yes i can summon spirits, but they are too weak, and if your teammates are in danger, you have time to spent 3s to summon a spirit?
Quote:
Your comments are getting dummer by the second, EVER HEARD OF SPIRIT PLACEMENT?!?! 3s???? My god uve never seen half casting time mods???? Spirits TOO WEAK????? My god... learn a little before u preach to people who know what theyr talking about... Hong Kong has a point. That is a major downside of spirits. Summoning a spirit takes you out of the game for 3s. That can be lethal for you and your team.

Quote:
Yeah your sucky english and understanding of the class does offend me, u talk like your the oracle of the mists with your all mightyful knowledge however your still galaxies away from that margin. Ritualists are the paras of factions.. they need buffing but what do Anet do? Go and nerf another good skill... *Splinter Weapon* You sound like you need to chill out.

Quicksilver Switch-Blade

Quicksilver Switch-Blade

Ascalonian Squire

Join Date: Jan 2007

Columbia, Missouri

Looking for one

Rt/

Quote:
Originally Posted by Qdq Swi
I think your confused... Rits USED to be better healers than monks... but look at the recent buffs... No offence to the rit class theyr still awesome support... but DAM glimmer of light actually looks good



Are you stupid? How can you say monks are better healers cus THEY PROT??? Prot is very different to healing... its jsut stupid say that theyr better healers cus of something completely different. Divine Favor can dish out an extra couple of poins.. but untill yesterday update Life + Spirit Transfer with resto at 16 could beat any monk healing combo.



Please OHH Please just shut up... you dont know 2 cents about what your talking about... A rit used to be able to outheal a monk any day of the millenia.... A rit doesnt need powerful elite heals cus a rits normal skills are extremely powerful already! and again a rit used to be a better healer cus OF ENERGY MANAGMENT Offering Of Spirit is effective! and so is Attuned was Songkai!



Your comments are getting dummer by the second, EVER HEARD OF SPIRIT PLACEMENT?!?! 3s???? My god uve never seen half casting time mods???? Spirits TOO WEAK????? My god... learn a little before u preach to people who know what theyr talking about... Ummm, spirits are crap right now, and have been for a while, why do you think you never see a rit healer in high-end PvP relying on them (exception being close to an all rit team, not heard of one being played recently though), they WoR and VW spam. Not to mention monks ARE better than rit healers because they can use prot. They can reduce the amount you have to heal, Prot Spirit is one of the biggest ones that is notorious for this. Sure a rit could possibly heal for more with some combo, but prot and the new WoH make a rit healer look silly, in PvP and PvE.

Back on topic though, I think as interesting as it is, the idea in this thread is a bad idea, just seems like a bad attempt at fixing spawning power, when it needs to be redone completely.

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 Qdq Swi
94 is crap? Now thats just dumb too. It's barely better than RoF. Except it's in Healing Prayers and is elite.
Please, learn2monk before saying how great Glimmer is.

Dodo The Extinct

Dodo The Extinct

Wilds Pathfinder

Join Date: Dec 2005

Me/Rt

Quote:
Rubbish... Course they were ask any1 whos ritted since the start of factions... they were better at making the little red bar go up... spirit transfer + life used to outheal any monk with healers boon and 16 healing and 16 divine. Ritualists will never be better monks than monks will. If they ever are, then A-net has caused a proffesion to be worthless. GG

You are living in a fairy-tale world.

Lhim

Lhim

Krytan Explorer

Join Date: Sep 2007

Rt/

Quote:
Originally Posted by Quicksilver Switch-Blade
I think as interesting as it is, the idea in this thread is a bad idea, just seems like a bad attempt at fixing spawning power, when it needs to be redone completely. I agree on that completely.

oh, and LOL @ Qdq Swi.....chill out dude...

Hong Kong Evil

Hong Kong Evil

Academy Page

Join Date: Jun 2007

Rt/R

i know ritualist can be a good healer.......


and i know her weakness as well.....

Painbringer

Painbringer

Furnace Stoker

Join Date: Jun 2006

Minnesota

Black Widows of Death

W/Mo

Although we all think spawning needs a buff I don’t think this is a good way to do it. Spirits don’t move, and you would get an unfair advantage with some of skills (Essence strike / Mend body and soul ETC...) Never once needing to put a spirit on your bar giving you an extra skill slot. They should have made binding skills only time based. Leave it with a basic spirit health but make them not loose health. Example: Displacement for 20 sec you have a 25-50% chance to be missed by melee. Rather then a health reduction to the sprit every time someone deflects an attack the spirit stays for the time duration. Yes you could still target the spirit and destroy it but the effects of the spirit do not hurt its own health. Spawning could add to the longevity of the spirits you cast 5-20% increased duration for ever 4 ranks in spawning. Just a thought to revive Communing

Zahr Dalsk

Grotto Attendant

Join Date: Aug 2007

Canada

I think making spawning power affect Energy regeneration could be cool... Elementalists have Energy Storage, increases Energy Pool, Necromancers have Soul Reaping, gaining energy from the dying souls of nearby creatures... why should a Ritualist not have the power of the spirits flowing through them, granting more energy regeneration? Perhaps, for every 4 points in Spawning Power, gain one pip of energy regeneration. Hence at 16 Spawning Power (a heavy investment) they have a +4 regeneration to energy and so a total of 8 energy regen, representing the power of the spirits that aids them.

Perhaps a little overpowered, one might say... and yet, look at the insane energy an Assassin can get with Critical Strikes... using a moebius chain and Flurry I can keep my energy practically full while attacking despite expending massive amounts of energy using the chain. Look at Soul Reaping. In fairness this change to Spawning Power would not be all that overpowered, it would give it an actual purpose, and it might add a bit of incentive to play rit-primary builds instead of, for example, N/Rt.

placebo overdose

Wilds Pathfinder

Join Date: Jan 2007

N/

Quote:
Originally Posted by Zahr Dalsk
I think making spawning power affect Energy regeneration could be cool... Elementalists have Energy Storage, increases Energy Pool, Necromancers have Soul Reaping, gaining energy from the dying souls of nearby creatures... why should a Ritualist not have the power of the spirits flowing through them, granting more energy regeneration? Perhaps, for every 4 points in Spawning Power, gain one pip of energy regeneration. Hence at 16 Spawning Power (a heavy investment) they have a +4 regeneration to energy and so a total of 8 energy regen, representing the power of the spirits that aids them.

Perhaps a little overpowered, one might say... and yet, look at the insane energy an Assassin can get with Critical Strikes... using a moebius chain and Flurry I can keep my energy practically full while attacking despite expending massive amounts of energy using the chain. Look at Soul Reaping. In fairness this change to Spawning Power would not be all that overpowered, it would give it an actual purpose, and it might add a bit of incentive to play rit-primary builds instead of, for example, N/Rt. that is a bad idea perhaps that effect if there is one of your own spirits around but still that is pretty dam strong
i think spawning should have an expertise like effect on spirit costs they are really expensive and well that would make sense too so meh just an idea

Hong Kong Evil

Hong Kong Evil

Academy Page

Join Date: Jun 2007

Rt/R

Quote:
Originally Posted by placebo overdose
that is a bad idea perhaps that effect if there is one of your own spirits around but still that is pretty dam strong
i think spawning should have an expertise like effect on spirit costs they are really expensive and well that would make sense too so meh just an idea
Soul Reaping: gain energy when spirits die
expert: reduce the energy cost of summoning spirits
spawning power: spirit have more health

just consider the effects on spirits, spawning power is still worse than expert and soul reaping.........

yum

Wilds Pathfinder

Join Date: Sep 2007

W/E

Ok Hong Kong: let say you're a spirit:

a) immune to hexes
b) immune to conditions (except burning -lmao)

yay!!

c) cant be healed
d) cant move
e) cant be enchanted.

... bleh

Then unatural signet. Maybe not since you're not summoned.

Have fun. If you really want to be a spirit, it is perfectly fair to get all attributes of a spirit

@Qdq Swi:
Quote:
Originally Posted by Billy Madison
what you've just written is one of the most insanely idiotic things I have ever read. At no point in your rambling, incoherent response were you even close to anything that could be considered a rational thought. Everyone in this forum is now dumber for having read it. I award you a lol, and may God have mercy on your soul.

lavenbb

lavenbb

Ascalonian Squire

Join Date: Jun 2005

Rt/

I actually think this is an interesting idea, (the enchantment one). It would definitely fix the rits, if an un-elegant solution at that.. turning spirit req to enchant req.. why not just make those spells require an enchant...

I think it goes a long way to tell how broken the spirit dependent mechanic is. That said, I really don't see a Spawning Power reform any time soon, so.. something is better than nothing.

GrimEye

GrimEye

Frost Gate Guardian

Join Date: Oct 2007

Rt/

ON ITEM SPELL:

It really bugs me while carrying an item a Ritualist get penalized by slower speed.

Ritualist, being a carrier specialist, should be the only class not penalized by slow movement.

I have thought of suggesting Ritualist should NOT BE PENALIZED at all by loosing weapon stat, but that would be too much.

But taking out slow movement penalty would be enough.




ON RITUALIST ROLE:

If I were to dream, if ritualist can't be great healer, ANET should make ritualist the BUFFER and DEBUFFER specialist of the game.

Quicksilver Switch-Blade

Quicksilver Switch-Blade

Ascalonian Squire

Join Date: Jan 2007

Columbia, Missouri

Looking for one

Rt/

Quote:
Originally Posted by GrimEye
ON ITEM SPELL:

It really bugs me while carrying an item a Ritualist get penalized by slower speed.

Ritualist, being a carrier specialist, should be the only class not penalized by slow movement.

I have thought of suggesting Ritualist should NOT BE PENALIZED at all by loosing weapon stat, but that would be too much.

But taking out slow movement penalty would be enough.




ON RITUALIST ROLE:

If I were to dream, if ritualist can't be great healer, ANET should make ritualist the BUFFER and DEBUFFER specialist of the game. Item spells don't reduce your movement speed.
Taken from GWW:
Item spells are a type of spell unique to the Ritualist profession.

When a character uses an Item Spell, that character creates and holds a bundle item (an urn of ashes) temporarily. While the item is being held, that character will gain the benefit of that item created. Many items created through this method also have an effect when dropped. There is generally no delay before this effect, however Anguished Was Lingwah has a 1 second delay and Lively Was Naomei has a 3 second delay.

Like any bulky item (i.e. a Flag, Gear, or Keg), items created through Item Spells can be dropped by pressing the "Drop Item" button. Item Spells, however, do not cause the player to suffer from a movement penalty.

While holding the item, the character loses any benefits from their weapon sets and cannot attack with weapons. Depending on the item spell, it can mask energy from energy denial. Item spells cannot be removed by others unless the user dies or causes them to drop.

GrimEye

GrimEye

Frost Gate Guardian

Join Date: Oct 2007

Rt/

Quote:
Originally Posted by Quicksilver Switch-Blade
Item spells don't reduce your movement speed.
Taken from GWW:
Item spells are a type of spell unique to the Ritualist profession.

When a character uses an Item Spell, that character creates and holds a bundle item (an urn of ashes) temporarily. While the item is being held, that character will gain the benefit of that item created. Many items created through this method also have an effect when dropped. There is generally no delay before this effect, however Anguished Was Lingwah has a 1 second delay and Lively Was Naomei has a 3 second delay.

Like any bulky item (i.e. a Flag, Gear, or Keg), items created through Item Spells can be dropped by pressing the "Drop Item" button. Item Spells, however, do not cause the player to suffer from a movement penalty.

While holding the item, the character loses any benefits from their weapon sets and cannot attack with weapons. Depending on the item spell, it can mask energy from energy denial. Item spells cannot be removed by others unless the user dies or causes them to drop. Me bad.

But the animation while carrying an item and not carrying an item seem to indicate it does. But then, if it say so ... got to make little test about this.

Anyway, as a ritualist, a benefit should be made in the SPAWNING attribute while carrying an item - like 3% percent speed boost every spawn point or +1 energy regen every 5 spawn points or something like that.

Just tossing an idea around.

spirit of defeat

spirit of defeat

Krytan Explorer

Join Date: Nov 2007

Holland

Rt/

Why do people only think about the channeling skills for engergy
i'm using [skill]Energetic Was Lee Sa[/skill] a lot i love it.

Electric Friend

Electric Friend

Ascalonian Squire

Join Date: Jul 2007

Noitacol

Just Confuxed

Me/

I don't know if anyone said this already, disregard it if someone has. If I'm not mistaken, spirits cant be hexed, right? Having a permanent immunity to hexes would be completely unbalanced and would pretty much destroy the point of a ritualist SUMMONING spirits to AID them!

Direct Copy and Paste from Guildwiki

Spirits have the following properties:

Skills that affect all creatures within the skills range, such as Heal Area and effects of Nature Rituals, have no effect on Spirits.
Boon of Creation counts spirits as creatures.
Death of a spirit does not trigger a Necromancer's Soul Reaping.
Spirits are immune to Hexes, Enchantments, general Healing skills, and all Conditions except Burning.


So suffice it so say, you'd be a mage from hell if you were able to be a spirit...

Quicksilver Switch-Blade

Quicksilver Switch-Blade

Ascalonian Squire

Join Date: Jan 2007

Columbia, Missouri

Looking for one

Rt/

Quote:
Originally Posted by spirit of defeat
Why do people only think about the channeling skills for engergy
i'm using [skill]Energetic Was Lee Sa[/skill] a lot i love it. there are 3 reasons
1) Its in spawning power, which offers only that skill, its better to spec into resto or channeling to get some other things too.
2) Its easy to interrupt, 2 sec cast is bad.
3) Its an item spell which takes away weapons and focus/shields.


For PvE, its ok (because 2 doesn't matter so much, and 3 can be dealt with), but its still in spawning power, which is bad

LightningHell

LightningHell

(????????????)???

Join Date: Aug 2005

Hong Kong

Guildless

Mo/

Keep the flames out.

Quote:
Originally Posted by Qdq Swi
94 is crap? Now thats just dumb too. Look at Word of Healing?

horseradish

horseradish

Wilds Pathfinder

Join Date: Sep 2007

In a donut hole

Rt/A

Word of Healing has a big heal with 3 sec recharge.

Glimmer has a respectable heal with 1 sec recharge.

They are used for different purposes and if these "WoH>>>>>Glimmer" and "Monks are better healers than rits" arguments are to go on....start a thread in the correct place. This thread is to help improve the rit.


Anywho....

Spawning needs a buff (or function change)
Channeling could use an improvement in their skills
Communing needs a buff
Spirits need a buff (or function change)
Rits need better elites. (of buffed old ones)

________________________

I have no hypothesis for Spawning, but the +x energy regeneration idea seems interesting. Perhaps +1 energy regeneration every 4 ranks in Spawning. For the most part, the rits who run high spawning are the rits who use high costing spirits in their skill bar. They will need the regeneration more than Channeling/Restoration hybrids.

________________________

From what i see, the only good skills in the channeling line are [skill]Ancestors' Rage[/skill], [skill]Offering of Spirit[/skill], [skill]Bloodsong[/skill], and [skill]Splinter Weapon[/skill]. The entire line, as a whole, needs a buff to the other skills

________________________

The communing line is broken, and fixing it is frustrating. I don't think the Communing attribute will be viable in skillful play until the function of spirits is changed.

________________________

I never liked that spirits couldn't move.

The fact that they have health and are able to burn doesn't make sense.

I also don't understand the logic of a spirit dying. Aren't spirits...dead?

Perhaps spirits should act like preparations or weapon spells. Unstrippable, no health, but has a balanced duration.

For defensive spirits, change the range of effect to "within earshot", and make them mobile.

For offensive spirits, they seem to be the most balanced. I would only change the health to duration only, and make them mobile.

________________________

[skill]Caretaker's Charge[/skill], [skill]Clamor of Souls[/skill], [skill]Preservation[/skill], etc. We need better elites and buffs to old ones.

yommi

Ascalonian Squire

Join Date: Jul 2006

Mobile spirits would be so much fun, but then again we'd just be another type of minion masters with some overpowered minions...

Perhaps change an Elite skill that would "unbind" a spirit? It'll be like having a personal bodyguard (how this would rock with unbinding Shadowsong...)

For the Spawning Power function, Energy gain would be very nice as it would help maintain the high 25e spirits everyone loves but can't use because the cost is too much. I've heard the idea of making Spawning also act as a Fast Casting for Binding Rituals.

Or another idea... For x amount of points in Spawning Power, summoned creatures deal +y damage. However, to make it balanced we would have to decrease the normal amount of damage for spirits. ... err... then we would have to decrease the base damage output for minions... and the necromancers would get mad...

DreamRunner

DreamRunner

Krytan Explorer

Join Date: Nov 2006

W/

Strength is still the worse primary. Spawning power is actually quite good for weapon spells.

Channeling isn't that bad. But you forgot [skill]Warmonger's Weapon[/skill]
Communing is ... crap. The line encourages spirit spamming and that is a bad thing.
Restoration is fine.

street peddler

street peddler

Wilds Pathfinder

Join Date: Apr 2007

Quote:
Originally Posted by DreamRunner
Strength is still the worse primary. Spawning power is actually quite good for weapon spells.

Channeling isn't that bad. But you forgot [skill]Warmonger's Weapon[/skill]
Communing is ... crap. The line encourages spirit spamming and that is a bad thing.
Restoration is fine. communing encourages spirit spamming?...wut?

street peddler

street peddler

Wilds Pathfinder

Join Date: Apr 2007

Quote:
Originally Posted by horseradish
From what i see, the only good skills in the channeling line are [skill]Ancestors' Rage[/skill], [skill]Offering of Spirit[/skill], [skill]Bloodsong[/skill], and [skill]Splinter Weapon[/skill]. The entire line, as a whole, needs a buff to the other skills o god so wrong

Dr Strangelove

Dr Strangelove

Furnace Stoker

Join Date: Dec 2005

Wasting away again in Margaritaville

[HOTR]

They're both right, you know. Most of the communing line is spirit spam junk, and those 4 skills (well, 3, bloodsong's not that great) are the most powerful skills available to a rit in any line. There's a reason every high end PvP rit brings range and splinter. The ideal rit bar should pretty much always have [skill]death pact signet[/skill][skill]ancestors' rage[/skill][skill]splinter weapon[/skill]

street peddler

street peddler

Wilds Pathfinder

Join Date: Apr 2007

yes i know splinter and ancestors are godly...but saying everything else needs a buff up to their level is...wrong.

John Panda

John Panda

Krytan Explorer

Join Date: Mar 2007

in my house

The Arctic Maruarders [TAM]

A/

Quote:
Originally Posted by Stormlord Alex
It's barely better than RoF. Except it's in Healing Prayers and is elite.
Please, learn2monk before saying how great Glimmer is. Divine spirit and Glimmer of light.. allows you to spam about 100 health per second i dont think thats bad its a nice small heal with a good recharge in some situations i find it better than Word Of healing usually one monk with WoH one monk with Glimmer is how i've been doing no troubles.. although in pvp

WoH > Glimmer

glimmer is more fun than WoH imo

and also.. when your with another monk who has healers boon.. take arcane mimicry tons of health their..

You can't see me

You can't see me

Forge Runner

Join Date: Nov 2006

USA

P/W

I agree, I think Binding rituals need to be rethought to even out the Ritualist Class, but I don't think this is a way to do it.

John Panda

John Panda

Krytan Explorer

Join Date: Mar 2007

in my house

The Arctic Maruarders [TAM]

A/

Mobile spirits would make me lol they dont really have any legs they'd be like characters from southpark..

lol

Washi

Washi

Wilds Pathfinder

Join Date: May 2007

Quote:
Originally Posted by Dodo The Extinct
Monks cannot properly heal with only Protection Magic O rly? ZB and ROF say hi

Terraban

Terraban

Krytan Explorer

Join Date: Dec 2007

Quote:
Originally Posted by John Panda
Mobile spirits would make me lol they dont really have any legs they'd be like characters from southpark..

lol Ever cleared FoW?