Spawning power attr missed some impotant ritualist role

Lhim

Lhim

Krytan Explorer

Join Date: Sep 2007

Rt/

Quote:
Originally Posted by centur
imagine what you can do on 16 sp with "Attuned was" 53% reduction an ~50% from attribute benefit if it will affect all spells... Quite all free skills, and Eles will woe about "attuned rits are better nukers".
With AwS + an attunement you basically can be an energy-free nuker. Still you don't see many of those, simply because Elementalists are just better at it.
But indeed if the reduction would only apply to Binding Rituals, Weapon spells and Item spells that would be a good improvement already.

Quote:
Originally Posted by Zahr Dalsk
Some ideas:

For every 4 points in Spawning Power, you gain +1 energy regeneration.
So combined with natural regen and armour regen,
at 0 SP, 4 energy regen
at 4 SP, 5 energy regen
at 8 SP, 6 energy regen
at 12 SP, 7 energy regen

alternately,

For every 3 points in Spawning Power, Spells and Binding Rituals cost -1 energy.

So energy cost reduction at 3 SP is 1, at 12 SP is 4, at 15 SP is 5, etc.
At 14 SP and 4 energy reduction, 5e spells cost 1e, 10e spells cost 6e, 15e spells cost 11e, etc.

And one I particularly like:

For each rank of Spawning Power, the Energy cost of all of your spells, Rituals, Ritualist skills are decreased by 4%.

Like a spell version of Expertise.
I still like one of these and I think it would go nicely with a suggestion made by Sante Kelm for a Summoner's Insignia here

upier

upier

Grotto Attendant

Join Date: Mar 2006

Done.

[JUNK]

Quote:
Originally Posted by Lady Lozza
IMHO both spawning and communing need looking at.
When the many of the popular ritualist builds both forms of the game barely touch these attributes it should be screaming something to the devs.
I am guessing it says:
"It's not causing a problem so it must be fine!"

draxynnic

draxynnic

Furnace Stoker

Join Date: Nov 2005

[CRFH]

Or possibly "it's not causing a problem so its less important than things that are."

Unless it could be used to solve a problem...

-Makai-

-Makai-

Jungle Guide

Join Date: May 2007

WA

DH

Rt/

Or it could be, "Ritualists are a minority among the player base and even we didn't understand their role."

intimidator89

Academy Page

Join Date: Feb 2007

Urgoz Warren

Nice Cream of Ice [Nice]

W/

/signed for any buff to spawning power. By far the weakest primary attribute.

spirit of defeat

spirit of defeat

Krytan Explorer

Join Date: Nov 2007

Holland

Rt/

I don't like the 'expertise' idea, even if it would be implemented AWS would be nerfed, logically.

The spirit "copy" is something I do like. But think about it.
[Pain]@10 110sec
[Bloodsong]@10 110sec
[Vampirism]@10 150sec
Spawning@ 12- max copies per spirit @12 = 3

That would mean you can -with great easy- maintain 9 spirit's
Throw in [painful bond]+[boon of creation]+[summon spirits] and you will rule.
Logically [painful bond] will be nerfed

So I do suggest a max number of total spirits of 6-8?

I also like the e-regen idea

Zera Fang

Zera Fang

Academy Page

Join Date: Jan 2006

New Mexico

N/Mo

Spawning should logically increase the speed at which spirits are summoned. Seeing as Fast Casting doesn't effect binding rituals, there is only one skill in the entire game that increases the speed at which a binding ritual is executed (which happens to be an elite and not all that great), and all binding rituals have a 2 to 5 second casting time, essentially making them impossible to cast in the vicinity of an interupter... Even Ritualists aren't good at being Ritualists.

On top of this some form of armor/resistance to spirits would be helpful. For the most part spirits are below level 13 (Except Rejuvenation, which can hit 16), and because of this have insanely week armor allowing them, for the most part, to be easily taken down.

Some sort of boost to having to carry around an item would be helpful, although, I'd like to mention that there is an insignia that gives you extra armor while holding something. Combine that with the extra armor that certain item spells give you... A boost to armor when holding something linked to Spawning could prove a disastrous thing. Saw someone mention that, thought I'd point out the folly of it. Increasing max energy while holding an item would be effective, to balance out the lost energy for not having a focus/staff.

/Signed. A boost would make Ritualists a more attractive class to play.

upier

upier

Grotto Attendant

Join Date: Mar 2006

Done.

[JUNK]

Quote:
Originally Posted by spirit of defeat View Post
So I do suggest a max number of total spirits of 6-8?
Hey, would you look at that!
I already bitched in this thread!
I sure do get around! (Well in better ways also ... )

Quote:
Originally Posted by tmakinen View Post
If you really want to, minions are capped by their respective attribute, so maybe the same kind of mechanism would be possible for boosting Spawning Power in PvE without making it silly OP. Something along the lines

Spawning Power (PvE) Every 4 ranks in Spawning Power enables you to control one additional spirit in the range of other spirits of the same kind.

SP = 0 -> 1 concurrent spirit allowed like now
SP = 4 -> 2 spirits of the same kind allowed
SP = 8 -> 3 spirits of the same kind allowed
SP = 12 -> 4 spirits of the same kind allowed
SP = 16 -> 5 spirits of the same kind allowed
Quote:
Originally Posted by upier View Post
Something like this would actually be very acceptable - or maybe even something in the lines of limiting the amount of spirits you can have rather then limiting the number of spirits of the same kind.

The issue is that (for instance) Bloodsong already has a 30 sec recharge while lasting 140 secs. Which means you already need to waste your elite just to be able to raise your spirit army (compared to a MM).
So yeah, I am still for it!

JASON626

Krytan Explorer

Join Date: Aug 2006

Mo/

I'd like to see a buff as well.

/signed.

Lhim

Lhim

Krytan Explorer

Join Date: Sep 2007

Rt/

yup, me too. Spawning power is just really really bad.

spirit of defeat

spirit of defeat

Krytan Explorer

Join Date: Nov 2007

Holland

Rt/

It's quite useless. Indeed.
Even a minor fix of extra Armour/higer levels for spirits would improve it.

ele pl

ele pl

Krytan Explorer

Join Date: Jun 2007

E/

/signed
SP needs some buff, the weakest primary atrib ever.
I like idea of gaining energy from dieing spirits - it would be soul reaping for rits.
Also, better armor/hp for spirits for every rank in SP seems fine, and balanced.

jaximus

jaximus

Krytan Explorer

Join Date: Aug 2008

wisc

i disagree with anything having to do with the change in energy cost/regen/gain/anything with energy. soul reaping and expertise (another thread on guru that was highly debated) came to a consensus that anything having to do with energy management (gain/redux) was a bad idea. someone will find a way to abuse it creating a new gimmic which would lead to more skills being nerfed or whatever. no changing energy anything. with that said...

rits are the jack of all trades. resto's numbers are bigger than healing spells because of divine favor. they can summon rangeresque spirits. they can deal elemental damage similar to an elementalist. if you change energy tools, resto may overtake healing prayer monks? since spirits arent the trend in pvp, we should look elsewhere. im not really sure what to suggest. the infrastructure is there for something similar to leadership upon creation of a spirit or effect of a shout/item spell drop. since i dont believe it should be energy related perhaps health gain or damage dealt? perhaps like explosive growth for dropping an item? perhaps something like whatever the deldrimor title track bonus is for destroyers, have that for rits. whenever you drop an item spell or create a spirit, you steal 15 or so health from foes within the radius of effect?

this probably isnt the solution, but i believe the solution lies not with tweaking the energy management in any way.

bargaw

Ascalonian Squire

Join Date: Mar 2008

N/

I was thinking about making spirits much more resistant to dmg unless targets are under weapons spells.

About spawning power, i have few ideas:
#1 - bonus energy/health regen for about 15s after summoning creature
#2 - energy/health GAIN after summoning creature
#3 - energy gain after casting weapon spell
#4 - health/armor/energy/hct/hsr/whatever bonus for holding ashes
<maybe i just should shut up and play my necro...>.<>
anyway
ritualists are best minions bombers, but their primary attribute is exactly opposite of this tactic, also communing should not require investing 12+ points in SP to make it 'effective'
/sign for SP buff/rework



ps. buff armor of unfeeling and all THREE cummuning elites

Edit: communing*

kostolomac

kostolomac

Jungle Guide

Join Date: Apr 2008

Serbia

Me/

IMO Spawning power should be like this :" The present description and for each point of SP your rituals activate 4% faster and you gain 1 energy for each 3 ranks of SP when you cast a weapon spell".
Or just make spirits more tougher.

jaximus

jaximus

Krytan Explorer

Join Date: Aug 2008

wisc

seriously, with how people say expertise and soul reaping arent balanced, DO NOT have SP have anything to do with energy. maybe base damage redux while activating skills? because rits have so many different uses heals/wep spells/spirits the secondary should be something universally useful. perhaps too much rethinking for gw1?

spirit of defeat

spirit of defeat

Krytan Explorer

Join Date: Nov 2007

Holland

Rt/

The SP 'expertise' idea could work [Attuned Was Songkai] would be nerfed.
If its done the reduction could be 1point sp= 2% less cost so @12SP 24% less Energy.
The question would be, would it also effect (binding)rituals?

I personally don't like the SP 'soul reaping' idea it's to easy to abuse: take 3 Rit's and skills like [Feast of Souls]+[Ritual Lord]+bunch of spirits=infinite energy on Rit's.

I do like the copy of 1 kind of spirits idea but the total of all spirit's per player should be maxed out the.


The Item spell fixed don't appeal to me either. IMO item spells are fine.
A-net should fix what a Rit's most unique aspect: Spirit's

Phantom Flux

Phantom Flux

Banned

Join Date: Nov 2006

New York City

Phantom Flux (FLUX)

A/

Quote:
Originally Posted by centur View Post
I wonder why rits spawning power affects Spirits and Weapon spells, but not affecting Item spells? Actually i never saw any other primaries (except VwK farmers) used Item spells. And ritualists usually using it a lot.

I think it will be a good idea to add some benefits to Item spells from rit primary attribute ( it either raise usage of rit primariy chars imo, cause there is no reason except runes to play as Rt - noone specs to spawning, resto\chanelling only).

For example, each point of spawning power add 3(4)% to duration of item spell\shorten recharge time (values should be carefully considered not to overpower Rts).
And each 3 points - lower mana cost on 1 point. Or another idea - when item dropped - character gain 1 mana for each 3(2) points in SP.

This buff will add some benefits to rits primaries on short duration item spells, also it will help a little with rits energy management, which actually far from any balanced state imo.

/signed Spawning power needs to be buffed or there is no point to it. Any other class can be a just as good spirit spammer with no need for spawning power.

Ritualists are awesome, but the poor benefit of SP isn't fair for them.

Abedeus

Abedeus

Grotto Attendant

Join Date: Jan 2007

Niflheim

R/

I'm in for the multiple spirits idea. I mean, why not?

In PvP, spirits die or are just pwnd in few seconds by AoE.

In PvE, it could mean actually using a Ritualist to prepare a nice bombardment of mobs before luring them. Of course, in both pvp and pve it's ritualist and pve-only spirits. Having 5 Frozen Soils would be... strange. Or 5 Lifes. Also, this would buff some of the under-used elites like Spirit Channeling or Clamor of Souls.

Or just the -energy for 0, 4, 8, 12 and 16 spawning power.

jaximus

jaximus

Krytan Explorer

Join Date: Aug 2008

wisc

upon further consideration, spawning power, although at first glance of what it does seems underpowered, it really isnt. with the increase of weapon spell durations and summoned creatures health bonuses, this is a very powerful tool. keep in mind that weapon spells cannot be removed, only interrupted on cast. VERY powerful. wep of warding saw much rework after the power was shown. the increase in summons health is pretty nice also. rits have both offensive and defensive skills in their arsenal. they are very versatile. item spells, though they deprive one of the use of wep mods/bonuses, are still carried no? this means the benefit outweighs the loss, correct? plus with the hidden health/energy of some wep sets, you can save yourself grief later.

although spawning power seems to be of little significance, the 'weakness' is what keeps the game balance. because rits are so versatile and can do so many things, any tweak could drastically shift the balance of the game. rits can do many things well, but nothing exceptional. therefore spawning needs to stay 'weak.'

Tyla

Emo Goth Italics

Join Date: Sep 2006

The only thing that really makes Ritualists stand out in PvP is the runes and the profession setup. Little to no attribution is required for Rend or Enfeeble, and Dash is the best running skill you can use. Coupled with powerful party heals and unstrippable Guardians with decently strong heals aswell as decent offensive options all in the same bar, you could say that is what's keeping Ritualists around. And put it this way, what kind of idiot would run an A/Rt Flagrunner over the more powerful Rt/A one?

Really, the only thing keeping them around is profession setups.

Shadowmere

Shadowmere

Wilds Pathfinder

Join Date: Jan 2007

The Grim Squeakers [REAP]

N/

Quote:
Originally Posted by jaximus View Post
upon further consideration, spawning power, although at first glance of what it does seems underpowered, it really isnt. with the increase of weapon spell durations and summoned creatures health bonuses, this is a very powerful tool. keep in mind that weapon spells cannot be removed, only interrupted on cast. VERY powerful. wep of warding saw much rework after the power was shown. the increase in summons health is pretty nice also. rits have both offensive and defensive skills in their arsenal. they are very versatile. item spells, though they deprive one of the use of wep mods/bonuses, are still carried no? this means the benefit outweighs the loss, correct? plus with the hidden health/energy of some wep sets, you can save yourself grief later.

although spawning power seems to be of little significance, the 'weakness' is what keeps the game balance. because rits are so versatile and can do so many things, any tweak could drastically shift the balance of the game. rits can do many things well, but nothing exceptional. therefore spawning needs to stay 'weak.'
While I agree that at current spawning does have some useful bonuses, namely the weapon spell duration which is very useful because as you've said weapon spells are very powerful due to their unstrippable nature.

However the summoned creature health bonus is rather pathetic. This is due in large part to the fact that most of the summoned creatures that should be gaining the biggest benefit from this are nerfed to the point of unusable (namely spirits that sac health when their effect is triggered).

For the sake of argument lets say you have 16 spawning and 15 communing and use [displacement]

now this spirit will be level 10 and with that rank of spawning power it will have 410 health. In it's current state the spirit sacs 60 health each time it blocks for a party member. That's a total of 7 blocks the spirit can make before it dies not counting any damage the spirit may itself take during it's brief lifespan.

Even with high spawning these sacing defensive (or in the case of [wanderlust] offensive) spirits are simply far to much trouble for their worth.

On the flipside necromancer minions gain a much better effect from the increased health, however giving the minions increased health is a rather moot point since you won't be able to have as many minions (meaning they won't be able to form as strong of a "minion wall") and they will be of a lower level than a necro's, dealing less damage and taking more from level based sources. The main use of a Ritualist and Minions has been minion bombing, which is both unwieldy and also dosen't gain a benefit from increased minion health. Again rendering spawning's bonus rather useless.

I think both spirits and Spawning power needs serious work.

For the spirits give them increased either health, armor or both additionally defensive spirits need some SERIOUS buffs (my math with displacement illustrates just how horrid they've gotten).

For spawning power specifically i think it should provide a bonus for all 3 of the ritualists unique abilities. I like the idea of reducing ritual casting time (2-5 seconds for each spirit makes spirit spamming horrendously slow even if you can bring spirits wtih you in pve), I'd say leave the weapon spell lengthening effect and provide a bonus for holding an item as well, perhaps increased energy (to offset the lack of a weapon, additionally it would make [mighty was vorizun] and [empowerment] provide useful bonuses instead of just offsetting a negative)

I'm not too keen on the energy ideas for spawning, as rits have always had very useful energy management skills the cost of rituals and spells has never really been an issue as much as the actual affect of said rituals and the speed at which they can be cast.

just my thoughts on the situation.

spirit of defeat

spirit of defeat

Krytan Explorer

Join Date: Nov 2007

Holland

Rt/

Quote:
Originally Posted by Shadowmere View Post
On the flipside necromancer minions gain a much better effect from the increased health, however giving the minions increased health is a rather moot point since you won't be able to have as many minions (meaning they won't be able to form as strong of a "minion wall") and they will be of a lower level than a necro's, dealing less damage and taking more from level based sources. The main use of a Ritualist and Minions has been minion bombing, which is both unwieldy and also dosen't gain a benefit from increased minion health. Again rendering spawning's bonus rather useless.
The only reason to use minion's on a RT is in combo with [boon of creation][Spirit's Gift][Explosive Growth].
Increase armor level with SP will help that.
The multi spirit idea couldn't solve this.

Quote:
For the spirits give them increased either health, armor or both additionally defensive spirits need some SERIOUS buffs (my math with displacement illustrates just how horrid they've gotten).
I'm in for armor level, or spirit level. Which will increase both armor and health.

Quote:
I'm not too keen on the energy ideas for spawning, as rits have always had very useful energy management skills the cost of rituals and spells has never really been an issue as much as the actual affect of said rituals and the speed at which they can be cast.
It could work, but it would result in nerfs for [boon of creation][Attuned Was Songkai] and more.

I really like the multi spirit idea, but i'm not sure how to work it out.
3x[pain] ok but what about [Recuperation]+[ritual lord] 6hp regen?
or [life]+[ritual lord] 120 hp each 10 sec?

And what if you have 2 rit's in a party?
RT-a can have 3 copies
RT-b can have 1 copy
What would happen here? 4x same spirit?

upier

upier

Grotto Attendant

Join Date: Mar 2006

Done.

[JUNK]

Quote:
Originally Posted by spirit of defeat View Post
I really like the multi spirit idea, but i'm not sure how to work it out.
3x[pain] ok but what about [Recuperation]+[ritual lord] 6hp regen?
or [life]+[ritual lord] 120 hp each 10 sec?

And what if you have 2 rit's in a party?
RT-a can have 3 copies
RT-b can have 1 copy
What would happen here? 4x same spirit?
Just add a "The party can only have one spirit of this kind active within spirit range." to the problematic spirits' descriptions.
And in PvP - this can be added to all spirits' descriptions.

EDIT:
Ohh, this just hit me!
"For each rank in spawning power you gain the ability to control an additional binding ritual and for each 2 ranks in spawning you gain the ability to control an additional concurrent binding ritual."
Hopefully that made sense - if it didn't it means the following:
1. For each rank in SP you gain the ability to have one spirit under your control. This means that players with 0 in SP can only have ONE (I think one would be much better then 0 since we don't want to completely limit the spirit use to ritualists only) binding ritual on the playing field. This means that a secondary ritualist can only control ONE spirit - regardless of how many they bring e.g. a necro will only be able to use Recovery but not a second spirit (Life for instance) at the SAME TIME! A nerf to spirit use without an investment into SP. Why should the necros have all the fun?
2. At the same time - for each 2 ranks in SP - the player gains the ability to control a copy of a spirit they have (unless the spirit can only exist in one version - as stated above).

This then means:
A player with 10 in SP is able to run around with 11 spirits.
BUT since you are limited by the second rule - this means you can only have 5 spirits of the same kind - e.g. 5 Pains. To fill up the number of allowed spirits (in this case 11) one must bring additional spirits. So - for example - 5 Pains and 5 Bloodsongs (if one is able to summon them all before the first one dies).
This would force the player to consider the trade-off - does he bring more spirits and run around with a max number of spirits or will he bring only one or two spirits and possibly not even achieve the max number of spirits he can run around with (because of the recharge of the spirits).

Phantom Flux

Phantom Flux

Banned

Join Date: Nov 2006

New York City

Phantom Flux (FLUX)

A/

Quote:
Originally Posted by Abedeus View Post
I'm in for the multiple spirits idea. I mean, why not?

In PvP, spirits die or are just pwnd in few seconds by AoE.

In PvE, it could mean actually using a Ritualist to prepare a nice bombardment of mobs before luring them. Of course, in both pvp and pve it's ritualist and pve-only spirits. Having 5 Frozen Soils would be... strange. Or 5 Lifes. Also, this would buff some of the under-used elites like Spirit Channeling or Clamor of Souls.

Or just the -energy for 0, 4, 8, 12 and 16 spawning power.
That's why you make sure all spirit spammers on the team equip different types other wise having the same spirits makes em useless.

placebo overdose

Wilds Pathfinder

Join Date: Jan 2007

N/

Quote:
Originally Posted by upier View Post
Just add a "The party can only have one spirit of this kind active within spirit range." to the problematic spirits' descriptions.
And in PvP - this can be added to all spirits' descriptions.

EDIT:
Ohh, this just hit me!
"For each rank in spawning power you gain the ability to control an additional binding ritual and for each 2 ranks in spawning you gain the ability to control an additional concurrent binding ritual."
Hopefully that made sense - if it didn't it means the following:
1. For each rank in SP you gain the ability to have one spirit under your control. This means that players with 0 in SP can only have ONE (I think one would be much better then 0 since we don't want to completely limit the spirit use to ritualists only) binding ritual on the playing field. This means that a secondary ritualist can only control ONE spirit - regardless of how many they bring e.g. a necro will only be able to use Recovery but not a second spirit (Life for instance) at the SAME TIME! A nerf to spirit use without an investment into SP. Why should the necros have all the fun?
2. At the same time - for each 2 ranks in SP - the player gains the ability to control a copy of a spirit they have (unless the spirit can only exist in one version - as stated above).

This then means:
A player with 10 in SP is able to run around with 11 spirits.
BUT since you are limited by the second rule - this means you can only have 5 spirits of the same kind - e.g. 5 Pains. To fill up the number of allowed spirits (in this case 11) one must bring additional spirits. So - for example - 5 Pains and 5 Bloodsongs (if one is able to summon them all before the first one dies).
This would force the player to consider the trade-off - does he bring more spirits and run around with a max number of spirits or will he bring only one or two spirits and possibly not even achieve the max number of spirits he can run around with (because of the recharge of the spirits).
of course this would disclude ranger spirits i hope

Lady Lozza

Lady Lozza

Forge Runner

Join Date: Dec 2005

Oz

Angel Sharks

Me/N

I can't see any reason for "discluding" ranger spirits... Presumably the effect is applied only once in the area the spirit covers. So even if there are multiple EoE you only take the damage once. Just like two winters wouldn't cause double cold damage. The difference with ritualist spirits is that they directly interact with the players rather than creating and environmental effect.

"Including" ranger spirits in such a way would increase the usefulness and cross-professional use of the ritualist.

jaximus

jaximus

Krytan Explorer

Join Date: Aug 2008

wisc

as shadowmere mentioned, displacement is a very powerful tool. would you really want this skill maintainable for longer than it lasts in the current state? certain skills make displacement more useful (rit lord, wep of quickening, reclaim essence, soul twisting) all are elite because displacement can be that powerful. therefore i dont believe that balancing the primary attribute around that one skill is a meaningful point. as for wanderlust, kds are powerful also.

Abedeus

Abedeus

Grotto Attendant

Join Date: Jan 2007

Niflheim

R/

Quote:
That's why you make sure all spirit spammers on the team equip different types other wise having the same spirits makes em useless.
I was talking about ONE person having 5 frozen soils or 5 lifes.

5 frozen soils - gimmicks in heaven, because they can just put 5 FS' and surround enemies, rendering their ressurections useless.

5 lifes = crapload of health. For 5 energy, you get 140 health if it survives the whole duration. And for 25 energy, you can get 5x140 health = 700. Nice, no spell can beat that.

And that's AoE.

Konig Des Todes

Konig Des Todes

Ooo, pretty flower

Join Date: Jan 2008

Citadel of the Decayed

The Archivists' Sanctum [Lore]

N/

I do not know why I didn't see this thread when it was created. For those who don't want to read my opinions on already stated ideas, scroll to the bottom of my long winded post.

Anyways, reading through the thread:

Quote:
Originally Posted by Sante_Kelm View Post
Relative to Spirits:

1) Could have a further impact on Spirit level (armor and crit hit calculations).
2) Could further increase Spirit health.
3) Could give energy after creating a Spirit.
4) Could affect casting/recharge time.
I agree with 1,2 and 4. 3 not so much because of [Boon of Creation] would give waaay to much energy with that. However, Ritualists do need better energy management.

Quote:
Originally Posted by Sante_Kelm View Post
Relative to Item Spells:

1) Increase "holding" duration.
2) Increase "dropping" effect.
3) Receive energy after creating an item.
4) Increase max energy while holding an item.
1 and 2 have to be limited to specific item spells. Some item spells have long enough durations and can be maintained, and some item spells have strong enough dropping effects. 3 would be a good energy management for Ritualists, perhaps link that to Spawning Power (gives energy same proportion as Critical Strikes for Assassins). 4 is good as well as you're stuck with whatever energy the item and your armor gives you.

Quote:
Originally Posted by Sante_Kelm
Relative to Weapon Spells:

1) Receive energy after casting an weapon spell.
2) Receive energy after a weapon spell ends.
2, no because the only real way to make that occur is giving the one the weapon spell is casted on energy. 2, only if the above forms of energy management you proposed are not affected. Weapon Spells are good enough imo, what is needed is a way to strip them (as few ways as it is to give cracked armor).


Quote:
Originally Posted by Sante_Kelm
What if Spawning Power gave an extra x pip(s) of energy regen while creating spirits?

I think it's safe to say that Spawning Power may be the worst primary in Guild Wars. Even Fast Casting has useful applications in PvP. That being said, I'm wondering if Spawing Power skills would be widely used even if the inherent bonus was augmented.
While creating spirits is unneeded because the more common spirits used cost 5 energy which is already regained. Spawning Power does need a boost, that is point blank obvious. And I go with giving energy management to Spawning Power in the form I said above. That is, having a 0...2...3 scale like the Assassin's Critical Strikes for created Item Spells. As they are not spammed (usually) and having it scaled would prevent secondary abuse.

Quote:
Originally Posted by centur View Post
Imo following good ideas for carefully balancing:

1. Add some mana or more defence (not +10 insignia, but at least +20, we loosing shield with urn) while holding an item (depending on spawning power attribute or nor)

2. Small mana gaining while create or drop urn - will help using offensive urns like "Cruel was" and "Grasping was"

3. Rebalance spirits that they benefit more (or suffer less damage) from primary attribute.

4. Add bonuses for "casting weapon spell while holding an item", e.x. - gain 1 mana for each 8 points in SP - this will fit ritualist role very well but this can add a lot of misusing.

5. Maybe add soul reaping effect for spirits dying, because Rits close to Necros by their nature.

6. And add a Hex for spirit attacks targeting =))) so we can focus spirit fire on some dangerous enemy, not on random pets running around
1. Nah, if you want armor while holding an item, use [Mighty Was Vorizun] or better yet [Protective Was Kaolai], or one of the health adding item spells.

2. Agreed for creating, with the scale I mentioned above. I don't agree with upon dropping, unless it's within the spell's effect.

3. Why link that to the primary? Even with 13 Spawning power and a lvl 7 spirit, it can die a couple good hits if not healed.

4. Ehh, I see issues with spammable weapon spells like Weapon of Warding with a perma holding item. But nothing bad.

5. With spirits limited to 1 per type up at a time, I see nothing wrong with this. Just make sure it's limited only to Binding Ritual Spirits, no Nature Spirits or Ghosts.

6. Pointless imo.

Quote:
Originally Posted by bargaw View Post
About spawning power, i have few ideas:
#1 - bonus energy/health regen for about 15s after summoning creature
#2 - energy/health GAIN after summoning creature
#3 - energy gain after casting weapon spell
#4 - health/armor/energy/hct/hsr/whatever bonus for holding ashes
1) no, we have Boon of Creation, we don't need a non-skill ability that does a way too similar thing. 2) Again, we have Boon of Creation, and this does the SAME thing. 3) Will be abused with spammable weapon spells. 4) No. Some item spells do that, it will just make them imbalanced then.

Quote:
Originally Posted by jaximus View Post
upon further consideration, spawning power, although at first glance of what it does seems underpowered, it really isnt. with the increase of weapon spell durations and summoned creatures health bonuses, this is a very powerful tool. keep in mind that weapon spells cannot be removed, only interrupted on cast. VERY powerful. wep of warding saw much rework after the power was shown. the increase in summons health is pretty nice also. rits have both offensive and defensive skills in their arsenal. they are very versatile. item spells, though they deprive one of the use of wep mods/bonuses, are still carried no? this means the benefit outweighs the loss, correct? plus with the hidden health/energy of some wep sets, you can save yourself grief later.

although spawning power seems to be of little significance, the 'weakness' is what keeps the game balance. because rits are so versatile and can do so many things, any tweak could drastically shift the balance of the game. rits can do many things well, but nothing exceptional. therefore spawning needs to stay 'weak.'
While the Weapon Spell is quite fine, Spirits are still underpowered, but not by as much as people make it sound. And the Ritualist profession as a whole needs a better energy management. A little energy boost is where the buff should look at. That or Item Spells.

IMO, Spirit levels should be increased, at least for the saccing spirits. This can be done through SP easily, change it from "has +x% more health" to "gains +0...1...3 more levels" (on a 0...4...12 scale).


Summary of long winded post:
I suggest/agree with the following propositions: (scaling is 0...4...8...13...18 with the attribute)
1) Receive energy when creating an Item Spell on a 0...1...2...3...4
2) Add +0...5...10...15...20 energy when holding an item.
3) Add 0...1...2...3...4 levels to summoned Spirits (used "spirits" to avoid misuse with minions *their levels are high enough in comparison* but gives ranger spirits the boost)
4) Reduce Spirit Casting Time by x%(same scaling as Weapon Spell length addition - 2% every rank)

spirit of defeat

spirit of defeat

Krytan Explorer

Join Date: Nov 2007

Holland

Rt/

Quote:
Originally Posted by upier View Post
Just add a "The party can only have one spirit of this kind active within spirit range." to the problematic spirits' descriptions.
And in PvP - this can be added to all spirits' descriptions.

EDIT:
Ohh, this just hit me!
"For each rank in spawning power you gain the ability to control an additional binding ritual and for each 2 ranks in spawning you gain the ability to control an additional concurrent binding ritual."
Hopefully that made sense - if it didn't it means the following:
1. For each rank in SP you gain the ability to have one spirit under your control. This means that players with 0 in SP can only have ONE (I think one would be much better then 0 since we don't want to completely limit the spirit use to ritualists only) binding ritual on the playing field. This means that a secondary ritualist can only control ONE spirit - regardless of how many they bring e.g. a necro will only be able to use Recovery but not a second spirit (Life for instance) at the SAME TIME! A nerf to spirit use without an investment into SP. Why should the necros have all the fun?
2. At the same time - for each 2 ranks in SP - the player gains the ability to control a copy of a spirit they have (unless the spirit can only exist in one version - as stated above).

This then means:
A player with 10 in SP is able to run around with 11 spirits.
BUT since you are limited by the second rule - this means you can only have 5 spirits of the same kind - e.g. 5 Pains. To fill up the number of allowed spirits (in this case 11) one must bring additional spirits. So - for example - 5 Pains and 5 Bloodsongs (if one is able to summon them all before the first one dies).
This would force the player to consider the trade-off - does he bring more spirits and run around with a max number of spirits or will he bring only one or two spirits and possibly not even achieve the max number of spirits he can run around with (because of the recharge of the spirits).
I think it is a bad idea:
1) Why limit spirit use to Rit'A it's just like adding max number of minions to soul reaping.
2) like I sayed before I like the copy idea but just limit the total number of spirit's to like 6-8 I've tried a build which used 5 spirit's and it was anoying to keep them up.
3) In your example: @14 spawn @10chan @10 communing @10 sunspear. Max 15 spirit's and 7 copies per spirit.
[[email protected]][[email protected]][[email protected]][ritual [email protected]][summon spirits][painful [email protected]][boon of [email protected]]=very overpowered and a tad boring

upier

upier

Grotto Attendant

Join Date: Mar 2006

Done.

[JUNK]

Quote:
Originally Posted by spirit of defeat View Post
I think it is a bad idea:
1) Why limit spirit use to Rit'A it's just like adding max number of minions to soul reaping.
2) like I sayed before I like the copy idea but just limit the total number of spirit's to like 6-8 I've tried a build which used 5 spirit's and it was anoying to keep them up.
3) In your example: @14 spawn @10chan @10 communing @10 sunspear. Max 15 spirit's and 7 copies per spirit.
[[email protected]][[email protected]][[email protected]][ritual [email protected]][summon spirits][painful [email protected]][boon of [email protected]]=very overpowered and a tad boring
1. Why not?
Why is there an issue with ritualists actually being "ritual lords"?

2. / 3. Otherwise you get something like:
14 chan, 14 spawn
You get multiple Bloodsongs/Vampirisms, while still keeping all the goodies that the ritu offers now - SW, AR.
There needs to be a trade-off - just the way you have shown. You basically wasted your whole bar and you don't have WoW, nor AR, nor SW. Nor do you have points for AP thus eliminating PvE-only skills spammage.
Considering what a AP-channeling ritu can do right now - I don't find your build overpowered, unless going against one baddie at a time.

spirit of defeat

spirit of defeat

Krytan Explorer

Join Date: Nov 2007

Holland

Rt/

Quote:
Originally Posted by upier View Post
1. Why not?
Why is there an issue with ritualists actually being "ritual lords"?

2. / 3. Otherwise you get something like:
14 chan, 14 spawn
You get multiple Bloodsongs/Vampirisms, while still keeping all the goodies that the ritu offers now - SW, AR.
There needs to be a trade-off - just the way you have shown. You basically wasted your whole bar and you don't have WoW, nor AR, nor SW. Nor do you have points for AP thus eliminating PvE-only skills spammage.
Considering what a AP-channeling ritu can do right now - I don't find your build overpowered, unless going against one baddie at a time.
Having 15 spirit's which do round 20+16 damage per attack is not overpowered ??spirit's attack speed is about 2 sec so ((20+16)*15)/2=270 damage per second. Besides If you count my build has 7 skills so there is room for a splinter/AR.

And if you suggest other skills with it you won't a able to get up 15 spirit's your limit of 15 is almost impossible to have,the only way to reach it is with something similar to what I posted.

6-8 is more then enough.

upier

upier

Grotto Attendant

Join Date: Mar 2006

Done.

[JUNK]

Quote:
Originally Posted by spirit of defeat View Post
Having 15 spirit's which do round 20+16 damage per attack is not overpowered ??spirit's attack speed is about 2 sec so ((20+16)*15)/2=270 damage per second. Besides If you count my build has 7 skills so there is room for a splinter/AR.

And if you suggest other skills with it you won't a able to get up 15 spirit's your limit of 15 is almost impossible to have,the only way to reach it is with something similar to what I posted.

6-8 is more then enough.
And that was actually the point - you'd need to work really hard to achieve such a big number of spirits. That's pretty much all the ritu would be doing in that case.
And then compare that to a PvE-skills spammer - especially with the lackluster spirit AI and their fragility - it probably wouldn't end up being as obscene as you painted it out.

spirit of defeat

spirit of defeat

Krytan Explorer

Join Date: Nov 2007

Holland

Rt/

Quote:
Originally Posted by upier View Post
And that was actually the point - you'd need to work really hard to achieve such a big number of spirits. That's pretty much all the ritu would be doing in that case.
And then compare that to a PvE-skills spammer - especially with the lackluster spirit AI and their fragility - it probably wouldn't end up being as obscene as you painted it out.
It won't be hard to keep it up just boring, constantly casting 3 sec spirits.
precast boon+ritual lord -> spam spirit's -> engage battle summon spirits cast painful bond continue to spam spirit's repeat.
Just don't hope you have to walk far.

kostolomac

kostolomac

Jungle Guide

Join Date: Apr 2008

Serbia

Me/

Upier's idea is really nice , add a skill that decreases binding ritual activation and I will be very happy.
And another skill would be very nice : Throw Ashes. You throw them at an enemy or ally depending on the item spell so you don't have to walk to him. It would be a nice pve skill.

upier

upier

Grotto Attendant

Join Date: Mar 2006

Done.

[JUNK]

Quote:
Originally Posted by spirit of defeat View Post
It won't be hard to keep it up just boring, constantly casting 3 sec spirits.
precast boon+ritual lord -> spam spirit's -> engage battle summon spirits cast painful bond continue to spam spirit's repeat.
Just don't hope you have to walk far.
Of course.
Not hard - just time consuming. You'll pretty much have to spend each available second throwing your hands in the air raising spirits.
Which - tbh - is actually something I like. I get bored of killing things. So I have "guys" on my payroll to do that for me.

spirit of defeat

spirit of defeat

Krytan Explorer

Join Date: Nov 2007

Holland

Rt/

Quote:
Originally Posted by upier View Post
Of course.
Not hard - just time consuming. You'll pretty much have to spend each available second throwing your hands in the air raising spirits.
Which - tbh - is actually something I like. I get bored of killing things. So I have "guys" on my payroll to do that for me.
Upier admitted he uses a farmbot, or his little brother...
But stil max of 3 copies per spirit is enough which could be linked to SP. And a max of 8 spirits in total. That wouldn't cripple rangers or other proffs to use spirits.
Or increase spirit level's
'for each 2 ranks of spawning power creatures you create (or animate) increases 1 level. And for each rank of spawning power your weapon spells last 2% longer'

upier

upier

Grotto Attendant

Join Date: Mar 2006

Done.

[JUNK]

Quote:
Originally Posted by spirit of defeat View Post
Upier admitted he uses a farmbot, or his little brother...

Quote:
Originally Posted by spirit of defeat View Post
But stil max of 3 copies per spirit is enough which could be linked to SP. And a max of 8 spirits in total. That wouldn't cripple rangers or other proffs to use spirits.
Look at necros. Up to 10 additional guys raised from one skill.
3 spirits from one skill doesn't seem like a MM-replacement. It would be better then what we have now, but still miles behind the insanity that is the MM.
What could be interesting though is to simultaneously nerf MMs. That way spirits become comparable. That would be something I'd approve!

Quote:
Originally Posted by spirit of defeat View Post
Or increase spirit level's
'for each 2 ranks of spawning power creatures you create (or animate) increases 1 level.'
http://guildwars.wikia.com/wiki/Spirit
That's pretty much the current SP effect. Pretty much the only difference would be the higher spirit AL.

spirit of defeat

spirit of defeat

Krytan Explorer

Join Date: Nov 2007

Holland

Rt/

Quote:
Originally Posted by upier View Post
Look at necros. Up to 10 additional guys raised from one skill.
3 spirits from one skill doesn't seem like a MM-replacement. It would be better then what we have now, but still miles behind the insanity that is the MM.
What could be interesting though is to simultaneously nerf MMs. That way spirits become comparable. That would be something I'd approve!

http://guildwars.wikia.com/wiki/Spirit
That's pretty much the current SP effect. Pretty much the only difference would be the higher spirit AL.
Rit's are not MM replacements. you seem to forget that spirits can do more then minion's, minion's only attack. spirit's heal, protect, buf, debuf and even attack. I'm also talking about Nature rituals.
5x life is insane, it would be nerfed like hell. All those non attack spirit's would be changed. I don't like to see that.
Just raise Level for everything you create.
Higher AL means less damage, but sure you know that.