10 Nov 2007 at 15:34 - 13
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.
10 Nov 2007 at 16:39 - 14
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...
11 Nov 2007 at 03:15 - 15
i know ritualist can be a good healer.......
and i know her weakness as well.....
12 Nov 2007 at 20:07 - 16
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
13 Nov 2007 at 00:08 - 17
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.
13 Nov 2007 at 00:24 - 18
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
13 Nov 2007 at 04:13 - 19
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.........
14 Nov 2007 at 05:32 - 20
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.
14 Nov 2007 at 12:17 - 21
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.
20 Nov 2007 at 05:21 - 22
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.
20 Nov 2007 at 22:36 - 23
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.
21 Nov 2007 at 05:49 - 24
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.
21 Nov 2007 at 20:36 - 25
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.
23 Nov 2007 at 19:08 - 26
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...
23 Nov 2007 at 20:07 - 27
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
24 Nov 2007 at 07:34 - 28
Keep the flames out.
Quote:
Originally Posted by Qdq Swi
94 is crap? Now thats just dumb too.
Look at Word of Healing?
24 Nov 2007 at 19:23 - 29
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.
25 Nov 2007 at 16:01 - 30
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...
26 Nov 2007 at 16:36 - 31
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.
26 Nov 2007 at 20:21 - 32
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?
26 Nov 2007 at 20:22 - 33
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
26 Nov 2007 at 21:01 - 34
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]
26 Nov 2007 at 21:12 - 35
yes i know splinter and ancestors are godly...but saying everything else needs a buff up to their level is...wrong.
05 Dec 2007 at 03:32 - 36
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..
05 Dec 2007 at 03:34 - 37
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.
05 Dec 2007 at 03:42 - 38
Mobile spirits would make me lol they dont really have any legs they'd be like characters from southpark..
lol
05 Dec 2007 at 12:14 - 39
Quote:
Originally Posted by Dodo The Extinct
Monks cannot properly heal with only Protection Magic
O rly? ZB and ROF say hi
05 Dec 2007 at 18:53 - 40
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?
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