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
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.
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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
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.
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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.
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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.
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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
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
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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
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
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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
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.'
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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)