change spawning power?
chloe laurent
Hi was just wondering is there any chance Anet would change spawning power into something that could be even slightly useful, like some bonus while holding ashes? Don’t know if any primary attribute has ever been altered before either? Anyway TY if u could tell me
chloe laurent
Oh ok tyvm btw what did they change with soul reaping? I also feel the same as you my main char is a rit and i vertualy never use SP i mean it is vertualy useless with channeling... hmm i shall look into emailing NC soft
Icy The Mage
Before, soul reaping triggered every time a foe died, including spirits. There was also no, "You can only gain energy 3 times every 15 seconds" clause. Meaning, minion bombers, and even spirit spammer necromancers were pretty much WTFPWN!
chloe laurent
WOW no wonder that was changed ty for telling me

sniper8999
rangers primary has been nerfed too. Expertise used to affect all skills except spells.
Joseph Spiritmaster
Spawning Power can be used to its potential if you know where to use it. I know of multiple ways it can provide epic Frontline AND Backline AND (gasp!) Midline Support AND Keep its self alive! All because of Spawning power, i use this constantly with my guild, you just need to think a bit. =)
P.S Spawning = Rt/N =)
P.S Spawning = Rt/N =)
spirit of defeat
Quote:
Originally Posted by sniper8999

OT.
This discussion has been around for a long time.
Let me sum some idea's up:
Energy gain based:When creating/ droping an item spell. When creating/die/destroying a spirit. When casting/losing a weapon spell. A variation of 'Expertise' but for spells. Affects on spirits.Make copies of spirits(example: make 2 pain)
Konig Des Todes
What Spirit of Defeat said.
This has been going on for a long time, I hope it catches Anet's attention.
This has been going on for a long time, I hope it catches Anet's attention.
chloe laurent
Ok thanks Guys I completely agree with you nightow about decreasing the casting times of sprits cause I feel atm they r just a waste of time, as by the time u get them up the battle is over or u stall the whole party while waiting to put them up before hand.
BTW I’m not really involved un much outside of GW so could someone direct me to Emily's or Regina's wiki plz. tyvm
BTW I’m not really involved un much outside of GW so could someone direct me to Emily's or Regina's wiki plz. tyvm
Nightow
http://wiki.guildwars.com/wiki/User_talk:Linsey_Murdock
http://wiki.guildwars.com/wiki/User_...gina_Buenaobra
Normally, I'd say go to Izzy's talk page cause he is the skill balancer for Arenanet but unless you have access to... yeah, let's just say he's under lock and key.
http://wiki.guildwars.com/wiki/User_...gina_Buenaobra
Normally, I'd say go to Izzy's talk page cause he is the skill balancer for Arenanet but unless you have access to... yeah, let's just say he's under lock and key.
Keira Nightgale
At 1 year and a half fromg gw2 (probably, since no release date has been announced) I highly doubt there will be an update with such a huge impact on pvp like the one you're prospecting.
Zodiac Meteor
They have the power to buff it.
It's not a skill that can be left alone until you get a good idea to use it.
You buffed Master of Magic, why is this so neglected?
You have many good suggestions that won't over power it.
Why are they so scared of touching it?
It's not a skill that can be left alone until you get a good idea to use it.
You buffed Master of Magic, why is this so neglected?
You have many good suggestions that won't over power it.
Why are they so scared of touching it?
Dusk_
The problem isn't just that Spawning Power isn't good, it's also that it's not universal. Most of the suggestions here don't address that problem either.
I mean, just look at all the other primary attributes. Every Warrior uses Strength, every Monk uses Divine Favor, every Assassin uses Critical Strikes, etc. The only time those other classes don't pump their primary high is for niche builds, like the Castersins.
For a Ritualist, though, it's only the niche builds that use Spawning Power, which is just pathetic.
I mean, just look at all the other primary attributes. Every Warrior uses Strength, every Monk uses Divine Favor, every Assassin uses Critical Strikes, etc. The only time those other classes don't pump their primary high is for niche builds, like the Castersins.
For a Ritualist, though, it's only the niche builds that use Spawning Power, which is just pathetic.
spirit of defeat
Quote:
Originally Posted by Dusk_

I mean, just look at all the other primary attributes. Every Warrior uses Strength, every Monk uses Divine Favor, every Assassin uses Critical Strikes, etc. The only time those other classes don't pump their primary high is for niche builds, like the Castersins.
For a Ritualist, though, it's only the niche builds that use Spawning Power, which is just pathetic. The only way to get SP universal is to give it some kind of bonus when used with items.
But let's not forget most primaries have to do something with energy. And making SP related to energy then we will see a lot of nerfs on rit's.
A-net will not do this.
RT overall are balanced compared to other prof's.
SP isn't balanced compared to other prof's.
defect
Spawning power is horrible. Most niche builds that use it are horrible.
Far as I'm concerned Rits don't have a primary attribute
Far as I'm concerned Rits don't have a primary attribute
bungusmaximus
Making weapon spells last even longer would be nice, but then warding will get wtfpwned most likely as there's already people that say the skill is OP.
MasterSasori
Quote:
Originally Posted by chloe laurent

Hi was just wondering is there any chance Anet would change spawning power into something that could be even slightly useful, like some bonus while holding ashes? Don’t know if any primary attribute has ever been altered before either? Anyway TY if u could tell me
It's been quite a while since Anet released fac and they still haven't changed it. It's not likely to change.
It's been quite a while since Anet released fac and they still haven't changed it. It's not likely to change.
Theosephus
Quote:
Originally Posted by Anet
For each rank of Spawning Power you have, creatures you create (or animate) have 4% more Health, weapon and enchantment Spells you cast last 2% longer.
Fixedededed.
The Lost Explorer
it wouldn't work with Enchantment spells because it has nothing to do with spawning something.
I think it should be something like Soul reaping where you get a energy for spawning a spirit or something like 1 energy for every 2 ranks or something
I think it should be something like Soul reaping where you get a energy for spawning a spirit or something like 1 energy for every 2 ranks or something
Elite Bushido
what they REALLY need to change is the Warrior primary, i mean come on. its not even like it has a effect to it
spirit of defeat
I like the idea to give SP last enchantments last longer.
I'm against any idea that involves Energy, it would lead to endless nerfs.
Quote:
Originally Posted by Elite Bushido
I'm against any idea that involves Energy, it would lead to endless nerfs.
Quote:

what they REALLY need to change is the Warrior primary, i mean come on. its not even like it has a effect to it
Warrior's use there primary.
Nightow
Lhim
Quote:
Originally Posted by Elite Bushido

what they REALLY need to change is the Warrior primary, i mean come on. its not even like it has a effect to it
What? Some of the most powerful skills are in the strenth line.
I wouldn't really care if they add that +enchantment stuff to spawning power. It still won't be that great.
They could easily have spawning power affect casting times and energy costs of spirits, and make spirits more powerful in general. It is spawning power after all....
I wouldn't really care if they add that +enchantment stuff to spawning power. It still won't be that great.
They could easily have spawning power affect casting times and energy costs of spirits, and make spirits more powerful in general. It is spawning power after all....
bungusmaximus
Hmm at the least a pve rit could make nice Rt/Mo hybrids, me likes super-powered aegis. The best idea I could come up with is treat spawning the same as strength, add armor penetration to their damage skills.
Problems with rits however is that once you buff them too much, the PvP crowd will go berserk, and for good reasons, because there have been several balance issues with ritus in the past.
In the end I will just vote for an extra number of undead minions/rank of spawning power, it's SPAWNING power after all. PvE crowd happy, because they can make cool minion bombers, pvp crowd happy, because minions in pvp suck.
Problems with rits however is that once you buff them too much, the PvP crowd will go berserk, and for good reasons, because there have been several balance issues with ritus in the past.
In the end I will just vote for an extra number of undead minions/rank of spawning power, it's SPAWNING power after all. PvE crowd happy, because they can make cool minion bombers, pvp crowd happy, because minions in pvp suck.
MasterSasori
Quote:
Originally Posted by bungusmaximus

In the end I will just vote for an extra number of undead minions/rank of spawning power, it's SPAWNING power after all. PvE crowd happy, because they can make cool minion bombers, pvp crowd happy, because minions in pvp suck.
That would be quite nice actually. More crap to blow up.
Still, spawning needs something to make it viable in PvP.
Still, spawning needs something to make it viable in PvP.
Zodiac Meteor
Quote:
Originally Posted by bungusmaximus

Increase spirits health? What were they thinking?! Most enemies kill spirits in 2 hits even with 400 health. AoE = death for them, even if they have 1000 health. 2% longer weapon spells... what? Ok, thats fine. I want [[weapon of [email protected]] to last an extra 2 seconds. Better yet, [[weapon of [email protected]], [[vengeful [email protected]], [[Nightmare [email protected]], [[splinter [email protected]] and [[Xinrae's [email protected]] ends after 3-4 attacks or take damage.
Maneo Ranae
Quote:
Originally Posted by Zodiac Meteor
Death magic already increases number of minions.
I think bungus meant, increasing the cap even further than Death Magic does ^^.
kazi_saki
That minion increasing thing would be awesome. Another viable fix for spwning power would be that it can allow and determine the cap for the # of weapon spells on a character.
For example, at 7 spawning power, you can stack 2 weapon spells and at 13 spawning power, you can stack 3.
Another viable fix should also be targeted at item spells. Maybe spawning power can give back a certain amount of energy whenever a rit summons an item within earshot.
For example, Rit 1 and Rit 2 are on opposite teams and rit 1 casts PwK. Rit 1 gains x energy and if Rit 2 was within earshot of the spell, he also gains x energy depending on his spawning power level.
It kinda works like soul reaping but with creating item spells. Maybe it can also apply to spirits?
For example, at 7 spawning power, you can stack 2 weapon spells and at 13 spawning power, you can stack 3.
Another viable fix should also be targeted at item spells. Maybe spawning power can give back a certain amount of energy whenever a rit summons an item within earshot.
For example, Rit 1 and Rit 2 are on opposite teams and rit 1 casts PwK. Rit 1 gains x energy and if Rit 2 was within earshot of the spell, he also gains x energy depending on his spawning power level.
It kinda works like soul reaping but with creating item spells. Maybe it can also apply to spirits?
Zodiac Meteor
There is sooooo many things you can do with spawning power. No on even uses a rit primary because of no benefits. Teaseway me/rt, Lichway N/rt, Iway N/rt. It would be more helpful if they had stronger skills in spawning power like Strength. Besides I notice a damage difference in strength but spirits die in one hit no matter what.
spirit of defeat
They should replace the health gain with higher levels, which means higher HP and AL.
And it should be balanced so, that minions you get @12 SP are higher level then minions of a prime Necro.
Other idea give item spells levels. And each higher level will give you health on drop. (no EN)
And it should be balanced so, that minions you get @12 SP are higher level then minions of a prime Necro.
Other idea give item spells levels. And each higher level will give you health on drop. (no EN)
tmakinen
I would take the bonuses that Spawning Power already provides for summoned creatures and weapon spells and extend them to bundles as following:
For each rank of Spawning Power you have, creatures you create will have 4% more Health and you gain 5 health when dropping ashes, weapon spells you cast last 2% longer and you have +2 energy while holding an item.
At 9 SP you would thus have +18 energy while holding an item, essentially compensating for the lack of equipment (if not cast/recharge bonuses), and gain 45 health every time you drop a set of ashes (gain must be restricted to ashes to prevent abusing various items that you can freely drop and pick up again). Since extra energy doesn't equal energy management it cannot be readily abused, and the health gain is small enough that it cannot be abused either with the currently available item spells.
For each rank of Spawning Power you have, creatures you create will have 4% more Health and you gain 5 health when dropping ashes, weapon spells you cast last 2% longer and you have +2 energy while holding an item.
At 9 SP you would thus have +18 energy while holding an item, essentially compensating for the lack of equipment (if not cast/recharge bonuses), and gain 45 health every time you drop a set of ashes (gain must be restricted to ashes to prevent abusing various items that you can freely drop and pick up again). Since extra energy doesn't equal energy management it cannot be readily abused, and the health gain is small enough that it cannot be abused either with the currently available item spells.
Celtus
sorry if this has already been suggested..but something like +1 or 2 energy/armor while holding items per rank in spawning power seems reasonable (rits will still need more help to be balanced) and seems to be in line with what they were going for with all these 'creation' bonuses from the attribute.
also consider health bonus while holding items.
why do i suggest this? how often do rits get pwned from casting an item spell? most all of them lower your armor, health and energy. if you cast an item spell at low-ish hp and your weapon has any hp mods you just flat out die. and how many times have you cast an item only to be below 0 energy for 10 seconds or more? lol
anyway, just hope rit gets some love soon.. fixing spawning power will be the key to making rits better than all the /rt secondarys that are currently doing our job as good or better than rit primary.
also consider health bonus while holding items.
why do i suggest this? how often do rits get pwned from casting an item spell? most all of them lower your armor, health and energy. if you cast an item spell at low-ish hp and your weapon has any hp mods you just flat out die. and how many times have you cast an item only to be below 0 energy for 10 seconds or more? lol
anyway, just hope rit gets some love soon.. fixing spawning power will be the key to making rits better than all the /rt secondarys that are currently doing our job as good or better than rit primary.
Bargamer
Quote:
Originally Posted by Potential Murder

have every 55 rolling Ritualist as their primary.
You say that like it would be a bad thing. XD
Much like a former joke Magic: the Gathering card became official, the Ritualist's April Fool's update actually was not a bad mechanic for permanent implementation. Too bad the gap between the Unglued and Mirrodin sets was 5 years.
Honestly, Anet is never gonna give up their idea of the Ritualist having viable builds without spending points in their Primary. The problem is, the other Attributes have to make up for that lack. And honestly they don't, when compared to the Core Profession's equivalent builds. We had ONE time in the spotlight when the RitSpike build dominated PVP, and we were nerfed so hard, they had to keep nerfing Necros more to compensate.
I'm just waiting for the Beta, now.
Much like a former joke Magic: the Gathering card became official, the Ritualist's April Fool's update actually was not a bad mechanic for permanent implementation. Too bad the gap between the Unglued and Mirrodin sets was 5 years.
Honestly, Anet is never gonna give up their idea of the Ritualist having viable builds without spending points in their Primary. The problem is, the other Attributes have to make up for that lack. And honestly they don't, when compared to the Core Profession's equivalent builds. We had ONE time in the spotlight when the RitSpike build dominated PVP, and we were nerfed so hard, they had to keep nerfing Necros more to compensate.
I'm just waiting for the Beta, now.