change spawning power?

chloe laurent

chloe laurent

Ascalonian Squire

Join Date: Jan 2008

australia

Rt/

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

chloe laurent

Ascalonian Squire

Join Date: Jan 2008

australia

Rt/

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

Icy The Mage

Forge Runner

Join Date: Apr 2008

Canada

E/

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

chloe laurent

Ascalonian Squire

Join Date: Jan 2008

australia

Rt/

WOW no wonder that was changed ty for telling me

sniper8999

Ascalonian Squire

Join Date: Feb 2008

The legend of peace

R/

rangers primary has been nerfed too. Expertise used to affect all skills except spells.

Joseph Spiritmaster

Joseph Spiritmaster

Frost Gate Guardian

Join Date: Apr 2008

In the little house on the hill, Ascalon City, Presearing

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 =)

spirit of defeat

spirit of defeat

Krytan Explorer

Join Date: Nov 2007

Holland

Rt/

Quote:
Originally Posted by sniper8999 View Post
rangers primary has been nerfed too. Expertise used to affect all skills except spells.
It still affects a lot of skills.

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)
  • Limit number of total spirits to one. And allow more spirits based on SP. Make number of spirits mobile. Higher level spirits.(higher levels mean more HP and Armour) Make spirits recharge faster. Make spirits Cast faster. Other:Make item spells last longer. Increase range of AoE spells. I'm sure a lot more has been suggested. But this sums up most idea's I heard and remember.

    Konig Des Todes

    Konig Des Todes

    Ooo, pretty flower

    Join Date: Jan 2008

    Citadel of the Decayed

    The Archivists' Sanctum [Lore]

    N/

    What Spirit of Defeat said.

    This has been going on for a long time, I hope it catches Anet's attention.

    chloe laurent

    chloe laurent

    Ascalonian Squire

    Join Date: Jan 2008

    australia

    Rt/

    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

    Keira Nightgale

    Krytan Explorer

    Join Date: Jun 2007

    Gulfstream Owners Club [GS]

    Rt/R

    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

    Zodiac Meteor

    Imma Firin Mah Rojway!

    Join Date: Aug 2008

    At the Mac Store laughing at people that walk out with anything.

    E/Mo

    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?

    Dusk_

    Dusk_

    Lion's Arch Merchant

    Join Date: Jun 2005

    W/

    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.

    spirit of defeat

    spirit of defeat

    Krytan Explorer

    Join Date: Nov 2007

    Holland

    Rt/

    Quote:
    Originally Posted by Dusk_ View Post
    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. 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

    defect

    Academy Page

    Join Date: Oct 2007

    South Africa

    [MYST]

    W/

    Spawning power is horrible. Most niche builds that use it are horrible.

    Far as I'm concerned Rits don't have a primary attribute

    bungusmaximus

    bungusmaximus

    Forge Runner

    Join Date: Jul 2006

    Guild Of Handicrafted Products [MaSS]

    W/Mo

    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.

    Theosephus

    Theosephus

    Ascalonian Squire

    Join Date: Jan 2008

    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

    The Lost Explorer

    Lion's Arch Merchant

    Join Date: May 2007

    [AvA]

    Rt/

    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

    Elite Bushido

    Elite Bushido

    Frost Gate Guardian

    Join Date: Jun 2007

    NY

    RaiN

    Rt/

    what they REALLY need to change is the Warrior primary, i mean come on. its not even like it has a effect to it

    Lhim

    Lhim

    Krytan Explorer

    Join Date: Sep 2007

    Rt/

    Quote:
    Originally Posted by Elite Bushido View Post
    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....

    bungusmaximus

    bungusmaximus

    Forge Runner

    Join Date: Jul 2006

    Guild Of Handicrafted Products [MaSS]

    W/Mo

    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.

    Zodiac Meteor

    Zodiac Meteor

    Imma Firin Mah Rojway!

    Join Date: Aug 2008

    At the Mac Store laughing at people that walk out with anything.

    E/Mo

    Quote:
    Originally Posted by bungusmaximus View Post
    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.
    Death magic already increases number of minions.

    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

    Frost Gate Guardian

    Join Date: Mar 2007

    W/D

    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

    kazi_saki

    Lion's Arch Merchant

    Join Date: Feb 2008

    Somewhere between GW and GW2

    Shaved Wookies [HoT]

    N/

    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?

    Zodiac Meteor

    Zodiac Meteor

    Imma Firin Mah Rojway!

    Join Date: Aug 2008

    At the Mac Store laughing at people that walk out with anything.

    E/Mo

    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

    spirit of defeat

    Krytan Explorer

    Join Date: Nov 2007

    Holland

    Rt/

    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)

    tmakinen

    tmakinen

    Desert Nomad

    Join Date: Nov 2005

    www.mybearfriend.net

    Servants of Fortuna [SoF]

    E/

    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.

    Celtus

    Ascalonian Squire

    Join Date: Jun 2009

    D/

    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.

    Potential Murder

    Potential Murder

    Ascalonian Squire

    Join Date: Mar 2009

    W/E

    Quote:
    Originally Posted by spirit of defeat
    View Post
    And it should be balanced so, that minions you get @12 SP are higher level then minions of a prime Necro. I don't understand why people would want to craft a class' primary attribute to make them better at playing to their secondary class. We'll ignore the whole Me/E fast casting thing, but with the exception of Mesmers, all other primary attributes support the primary skill lines. Monks get Divine Favour, which boosts healing power, Warriors get (bad example) armour penetration for attack skills, etc.

    If Spawning Power was to be remodeled with Ritualists in mind, not Necromancers or Monks. Enchantment increasing is just going to see some popular builds get nerfed and have every 55 rolling Ritualist as their primary. I believe if Spawning Power is going to be changed, it should first of all affect Weapons and Spirits. Seeing as health does little, I'd suggest increasing armour rating on spirits with higher SP and possibly a 1% decrease in a spirits sac cost for each rank. The weapon stuff is fine, really, any more would just beg for nerfs which results in no ground gained. So the new Spawning Power could read something like:

    For each rank of Spawning Power you have, creatures you create (or animate) will have +6 Armour, lose 1% less health through skill use and weapon spells you cast last 2% longer. Some Ritualist skills, especially those related to Spirit creatures, become more effective with higher Spawning Power.

    Result: Benefits for spirits to make them slightly more viable, Rit MMs get the added benefit of studier minions rather than ones that have more health but result in the same healing.

    Personally, I'd like to see an enchantment that affects spirits only which gives them a 1...10% chance to negate damage received. But whatever, wall of text over, that's my take on this situation. Spawning power, with these effects, would make spirits twice as sturdy. Useless for Hard Mode, maybe, but at least we could see their use a little more in general gameplay.