Buff to Spawning Power

infamous16

Frost Gate Guardian

Join Date: Apr 2007

Rt/

For each rank in spawning power, your spells should have 1% armor penetration.

Shayne Hawke

Shayne Hawke

Departed from Tyria

Join Date: May 2007

Clan Dethryche [dth]

R/

1. I don't see how that power is related to Spawning at all.

2. That doesn't sound very useful or like it would encourage Ritualist builds with mainly Ritualist skills.

TheOrangeFalcon

TheOrangeFalcon

Frost Gate Guardian

Join Date: Feb 2008

Cali

Trinity of the Ascended[ToA]

E/

Are you Izzy's apprentice or something in dartboard buffs?

1% Armor pentration is like making them casting warriors, which imo would be better suited for an ele. Only Channeling would get anything worthwhile from that, so it wouldn't be that good, especially considering only 1-2 skills are generally offensive channel spells on a rit bar(Ancestor's and sometimes rift/channeled strike).

Spawning does need a buff yes, but this isn't a very beneficial one.

Ben-A-BoO

Ben-A-BoO

Wilds Pathfinder

Join Date: Aug 2006

Europe

Hmmm, why does this sound so familiar to me ... oh yeah:

Strength

/notsigned aka stupid idea

Marty Silverblade

Marty Silverblade

Administrator

Join Date: Jun 2006

Is this just some random buff you thought up or is there some reasoning behind it? Really, this buff a) doesn't make spawning much better and b) is completely unrelated.

kazi_saki

kazi_saki

Lion's Arch Merchant

Join Date: Feb 2008

Somewhere between GW and GW2

Shaved Wookies [HoT]

N/

Someone should just create a spawning power buff thread and sticky it. That way, all the suggestions can be compiled and people can just add on to it without cluttering. They can place it either in riverside or here.

kostolomac

kostolomac

Jungle Guide

Join Date: Apr 2008

Serbia

Me/

Increase the armor of created creatures by 1 per rank or 1 per 2 ranks of SP

Sweet Mystery

Sweet Mystery

Lion's Arch Merchant

Join Date: Aug 2007

Shadow Hunters Of Light [SHOL]

R/

So when you cast a weapon spell on someone, they get the 1% armor bonus? Power to the Warriors.... "I have the power of greyskull!" Joe Bloggs warrior becomes an uber penetrator...

infamous16

Frost Gate Guardian

Join Date: Apr 2007

Rt/

No, I meant ADDED on the the existing spawning power stuff, your direct damage spells should get 1% armor penetration per level of spawning power.

I just thought of this because I thought that the existing spawning power doesn't really effect channeling much, and this would be better than nothing.

If I'm thinking right, all other classes "special" attribute effects all of their other attributes, spawning doesn't. That extra % longer weapon spell won't help on your splinters.

Sweet Mystery

Sweet Mystery

Lion's Arch Merchant

Join Date: Aug 2007

Shadow Hunters Of Light [SHOL]

R/

But not all primary powers affect others..... Divine Favour doesnt heal someone if chuck up Aegis. Most, e.g. warriors are keyed to things like hitting something.

"For each rank of Spawning Power you have, creatures you create (or animate) have 4% more Health, and weapon Spells you cast last 2% longer. Some Ritualist skills, especially those related to Spirit creatures, become more effective with higher Spawning Power."

Kinda specific and dont see the need to try and add any penetration to this as well plus no idea how you'd restrict to what affects and not.

MithranArkanere

MithranArkanere

Underworld Spelunker

Join Date: Nov 2006

wikipedia.org/wiki/Vigo

Heraldos de la Llama Oscura [HLO]

E/

Spawning power it's all about the power of creation.

It affects weapon spells because they create weapons.
It affects summoning spells because they create a binding with their worlds to keep them on Tyria (like the chains around ritualist spirits).
It affects animate spells because they create the creature themselves.

What kind of spells 'creates' stuff?
Only Bundle spells are left.
All you could do is make them last longer.

draxynnic

draxynnic

Furnace Stoker

Join Date: Nov 2005

[CRFH]

Personally, I'd like to see Spawning Power give a buff to the healing of Ritualist healing spells, and a to the damage of Ritualist damaging skills. That way, they could nerf secondary Rits and buff primary Rits simultaneously.

MagmaRed

MagmaRed

Furnace Stoker

Join Date: Mar 2007

Our Crabs Know True [LOVE]

R/

Strength does not affect LOTS of warrior skills. ["watch yourself!"][healing signet]["charge!"]..... need I go on?

Divine Favor does not affect LOTS of monk skills. [banish][smite][bane signet].... need I go on?

Mysticism has no effect on most Scythe attacks, Leadership has no effect on Spear attacks, Critical Strikes has no effect on any spells, Soul Reaping has no effect on any spell outside of that attribute, it only comes in when things die.

Perhaps Fast Casting, Expertise, and Energy Storage are the only ones that do anything. Although even Energy Storage only boosts total energy, it doesn't affect skills from Air, Earth, Fire, or Water.

/unsigned, pointless use to the idea as you already have [destructive was glaive] if you want armor penetration for Channeling.

Floski

Krytan Explorer

Join Date: Aug 2007

Rank Three Plus Pug [deer]

W/

SR, Leadership, and Critical strikes are still important though, in the same way that ES and Expertise are. They're all about energy management, something that is important to ALL the classes. If you're going to include ES and Expertise, I can't see why you excluded SR, Leadership, or critstrikes. Afterall, ES, like SR, only affects certain spells, and the rest of the time is there just for passive energy management.

MasterSasori

MasterSasori

Desert Nomad

Join Date: Dec 2007

USA

[Thay]

R/Mo

What about spawning power giving you energy is more like it. Half of all primaries do that already, might as well add rit to the list.

Maybe create a creature, use weapon spell to gain energy.

Painbringer

Painbringer

Furnace Stoker

Join Date: Jun 2006

Minnesota

Black Widows of Death

W/Mo

My thoughts

While casting a binding ritual or spell while with in an earshot of a spirit you receive 1-2-3 energy

Minimum of 5 / 10 / 16 speced in spawning

Scythe Of Thunder

Academy Page

Join Date: Dec 2006

Exiles of the Ironguard [EotI]

R/Me

I don't think the effect of Spawning needs to be changed but durations lengthened plus maybe an armor boost in addition to health on spirits.

Or make the attribute reduce the recharge time of all spells (like fast casting only for recharges) to also make rit primaries maybe attractive to be able to use with long recharging spells in other professions.

infamous16

Frost Gate Guardian

Join Date: Apr 2007

Rt/

sorry for trying to give a suggestion to help out spawning power...

but seriously, ALMOST every other class will have atleast 1 or more skill on there bar that will be effected by there primary only profession attribute, but if I don't have any spirits on my bar and im using a channeling build, it just seems useless.

Joseph Spiritmaster

Joseph Spiritmaster

Frost Gate Guardian

Join Date: Apr 2008

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

Sorry Not signed, only on the reason that Spawning the way it is is Fine.... just you need to THINK on how to use it, it can be VERY powerful when you just spend about a minute to think about it... Something most people in today's game cant seem to do...

zling

zling

Desert Nomad

Join Date: Apr 2006

last time I checked spawning powers *was* buffed to also increase duration of weapon spells...

Karate Jesus

Karate Jesus

Forge Runner

Join Date: Apr 2008

Texas

Reign of Judgment [RoJ]

Me/

Quote:
Originally Posted by zling View Post
last time I checked spawning powers *was* buffed to also increase duration of weapon spells...
You think that's a buff? SP needs a real buff and making it like strength is not it. I don't know anyone who actually plays Rits well (in PvP or PvE) that uses spawning powers at all. Sure it may be quasi-good for a MM Rit, but necros do that better with more energy and it may be decent for Spirit's Strength builds, but SS builds are outclassed by every physical profession.

Bobulation

Bobulation

Lion's Arch Merchant

Join Date: May 2008

USA

W/Mo

Quote:
Originally Posted by Joseph Spiritmaster View Post
Sorry Not signed, only on the reason that Spawning the way it is is Fine.... just you need to THINK on how to use it, it can be VERY powerful when you just spend about a minute to think about it... Something most people in today's game cant seem to do...
No, its not fine, it's horrible and needs a huge buff for it to see some play. Adding 2 seconds to a weapon spell is not worth speccing 12 spawning and going primary rit.

infamous16

Frost Gate Guardian

Join Date: Apr 2007

Rt/

the most i put into spawning power is 3, unless im running a ss build.

something needs to change, imo.

draxynnic

draxynnic

Furnace Stoker

Join Date: Nov 2005

[CRFH]

Quote:
Originally Posted by MagmaRed View Post
Strength does not affect LOTS of warrior skills. ["watch yourself!"][healing signet]["charge!"]..... need I go on?

Divine Favor does not affect LOTS of monk skills. [banish][smite][bane signet].... need I go on?

Mysticism has no effect on most Scythe attacks, Leadership has no effect on Spear attacks, Critical Strikes has no effect on any spells, Soul Reaping has no effect on any spell outside of that attribute, it only comes in when things die.

Perhaps Fast Casting, Expertise, and Energy Storage are the only ones that do anything. Although even Energy Storage only boosts total energy, it doesn't affect skills from Air, Earth, Fire, or Water.

/unsigned, pointless use to the idea as you already have [destructive was glaive] if you want armor penetration for Channeling.
Counterarguments:
How many Warrior builds get no benefit from Strength? Back when the Tactics/Strength balance was different to what it is now, there was a tendency for Strength to only have a handful of points after the weapon attribute, Tactics, and any secondary profession attributes got their share, but it is very hard to make a Warrior build that gains no benefit at all from it. Even if you DO dump Strength entirely, Warriors have another primary attribute, one that requires no point investment at all: +20 armour with an extra +20 versus physical. And lets not forget how many Strength-based skills are seen as vital in today's Warrior builds.

How many Monk builds gain no benefit at all from Divine Favour? You could probably put one together, but I don't think it would be popular. Nor, with the possible exception of the Mesmer/Monk signet spammer, would I expect to see some other profession play to their secondary in order to combine Monk smiting skills with a 'more appropriate' primary attribute in any serious play.

Few Dervish builds fail to gain a benefit from Mysticism. Few Paragon builds fail to gain a benefit from Leadership. Few Assassin builds fail to gain a benefit from Critical Strikes. Those that do can certainly be played as a weaponswap from another class, but in each case, the actual choice of weapon is kinda incidental to each class. And are you really suggesting that Soul Reaping doesn't provide any benefit at all to a character not using Soul Reaping skills?

In short, none of the other professions are at risk of being pushed out of their role due to the situations where their primary attribute doesn't help.

Compare to the Ritualist, where in the current meta, the primary attribute almost NEVER helps. Spawning Power in its current form does nothing to break the paradigm that a spirit that comes under direct attack - or even that simply falls afoul of some AoE - is going to go down in seconds, and with pretty much all of the spirits that take damage on their effect triggering nerfed into oblivion, you don't see SP coming into play there either. In fact, except in the case of spirit spamming for specific (generally solo) quests, spirit use nowadays tends to be restricted to cheap tokens that will trigger conditional benefits of other skills. The popular weapon spells are those that only have a limited number of triggers - Splinter, Vengeful, Remedy - meaning that the weapon has often discharged before the full duration expires in the first place. Heals and Channeling zaps, of course, gain no direct benefit.

In short, while in all your examples the primary attributes still provide a benefit to pretty much any build you'd expect to see using that profession, Spawning Power provides nothing significant to the majority of current Ritualist builds.

The end result? Most people who are stubborn enough to continue playing Ritualists are dumping Spawning Power entirely to focus on Restoration and Channeling. Others use those builds on primary Necromancers and primary Elementalists to reap the rewards of energy-providing primary attributes on a profession whose skills were designed to be usable without them. With Spawning Power doing absolutely nothing, if they're only using one Ritualist attribute they have no incentive not to apart from the loss of the rune (whoop-de-doo), and even if they're using both Channeling and Restoration, running three attributes is not much harder than, say, running Channeling, Restoration and Spawning Power.

So, for the tl;dr version: The reason why Spawning Power needs fixing more than any other primary attribute is not because of the number of individual skills that don't benefit from Spawning Power... it's because it's the only primary attribute which provides no benefit to the majority of complete builds used by its profession. Even Mesmers get at least a token benefit from Fast Casting, but the typical Ritualist in the current state of the game gains nothing from Spawning Power, and conventional wisdom states that pretty much every primary Ritualist would be better off as a Necromancer primary with Soul Reaping. This is why Spawning Power needs to be improved.

MagmaRed

MagmaRed

Furnace Stoker

Join Date: Mar 2007

Our Crabs Know True [LOVE]

R/

draxynnic, I wasn't saying Spawning Power doesn't need to be 'fixed'. I was saying the OP's view on it and change is bad/wrong. Spawning Power does provide a nice benefit to certain builds. May not be builds that are being used, but that doesn't mean SP has no benefits. An Assassin using nothing but spells from Deadly Arts will get no energy management benefit from Critical Strikes, and a Monk using Smiting skills that do not target an ally will get no benefit from Divine Favor.

Point I was trying to make is that his version of Armor Penetration from SP will not make it universally good. In fact, there is already at least 1 skill that does what he wants. Yes, Spawning Power needs some help, but this is a very poor view on how to change it.

FengShuiDove

FengShuiDove

Forge Runner

Join Date: Sep 2007

Trinity of the Ascended [ToA]

A/

I think the key here is "passive." Most of the good primary attributes, which, in fact, are *most* of the primary attributes, have a passive use that benefits that primary.

--Disclaimer: I'm not saying that all primary attributes are equal, but I am saying that with few exceptions they have good uses--

For example:

Strength (Warrior)

-Direct benefit: Increasing the effectiveness of your Warrior attacks. By adding armor penetration to each and every swing of your weapon, you're increasing overall efficiency without changing your skill-bar at all. Plus, there are a fair number of good skills under the Strength line.

-Indirect benefit: Strength increases the efficiency of ANY martial weapon, making Warrior bars viable running daggers, spear, scythe, etc. This allows for diversity in weapon choice, an indirect bonus to this primary attribute.

These benefits are both passive in nature.

Expertise (Ranger)

-Direct benefit: Expertise allows you to spam your attacks, low or high cost, and generally manage energy better than many professions with even a moderate investment.

-Indirect benefit: Again, diversity. Lowering attack costs makes Rangers viable to run scythes, hammers, daggers, spears, etc.

These benefits are both passive in nature.

Divine Favor (Monk)

-Direct benefit: Some great skills are tied to this attribute, and any time you cast a Monk spell you heal yourself or your ally for additional health points. This is an excellent benefit for a support character.

This benefit is passive.

============================

I could go on, but you see the point. Sure, Spawning Power is passive in that it increases efficiency without the use of skills or crafting builds around it, but where it differs is in the fact that it doesn't have any BENEFIT. In my opinion, something like "For each level of Spawning Power, your Ritualist skills are increased by 1%."

In other words, the attribute affected numbers of every skill increase by 1% for every rank in Spawning. Let's see a few examples:

[Spirit Light] - With my suggestion, and at 12 Resto + 12 Spawning, this skill heals for 175 instead of 156. This is equivalent to 1.583 health per rank in Spawning power.

This is tame in comparison to Divine Favor, but it's a step in the right direction, and is more diverse than Divine Favor. Let's take a look at a Channeling skill:

[Ancestor's Rage] - 89 damage becomes 100 damage with 12 Channeling and 12 Spawning. This is .9167 damage points per spec in Spawning. In comparison with, say, the increased damage output of Strength or the armor penetration most Elementalist Air skills have, this is quite tame. But again, it gives a reason for Rits to spec Spawning.

Perhaps the BEST example is the hybrid build. Let's say 12 Channeling, 9 Restoration, and 9 Spawning. A bar with a few key skills:

[Ancestor's Rage][Life][Weapon of Warding][Splinter Weapon]

[Ancestor's Rage] - 89 --> 100 damage
[Life] - 100 --> 109 health
[Weapon of Warding] - 8 --> 9 seconds
[Splinter Weapon] 41 --> 45 damage

So 9 Spawning still doesn't make up for dropping 3 points from Resto, but it gets close, and the added benefit to your Channeling skills is worth the compromise. So not only does this encourage hybrid primary Ritualist bars, but it encourages 12 (attribute), 12 Spawning, without being overpowered in either case. A different percentage, say 1.2% per attribute, may not be overpowered but may give the same benefits all around.

draxynnic

draxynnic

Furnace Stoker

Join Date: Nov 2005

[CRFH]

Quote:
Originally Posted by MagmaRed View Post
draxynnic, I wasn't saying Spawning Power doesn't need to be 'fixed'. I was saying the OP's view on it and change is bad/wrong. Spawning Power does provide a nice benefit to certain builds. May not be builds that are being used, but that doesn't mean SP has no benefits. An Assassin using nothing but spells from Deadly Arts will get no energy management benefit from Critical Strikes, and a Monk using Smiting skills that do not target an ally will get no benefit from Divine Favor.
Thing is, the Deadly Arts Assassin and purely offensive Smiting Monk are fairly niche builds, and the Monk and Assassin professions don't really lose much as a whole if they get farmed out to other professions with more suitable primary attributes. For the Ritualist, however, it's the builds that do use Spawning Power that are the niche builds while the majority of Ritualist-related can be farmed out to other professions. However...

Quote:
Point I was trying to make is that his version of Armor Penetration from SP will not make it universally good. In fact, there is already at least 1 skill that does what he wants. Yes, Spawning Power needs some help, but this is a very poor view on how to change it.
...This is true.

My first post in this thread was to propose an alternative - essentially, what FengShuiDove has proposed, except I'd combine it with a decrease on the numbers of affected skills before Spawning Power - say, about 5% (this should let the current 12/12 Chan/Res Ritualist achieve a similar or better capability with an 11/11/10 spread afterwards). Ritualists are still a good profession, it's just that, as the N/Rts show, the power of Ritualists has no connection to their primary attribute.

Sweet Mystery

Sweet Mystery

Lion's Arch Merchant

Join Date: Aug 2007

Shadow Hunters Of Light [SHOL]

R/

Quote:
Originally Posted by infamous16 View Post
sorry for trying to give a suggestion to help out spawning power...
That aint an issue, just a suggestion should be keyed to something useful for that profession. Two other suggestions here are good.. the energy gain and the skill power increase.... specific and beneficial. Armor pen, no...

Cebe

Cebe

The 5th Celestial Boss

Join Date: Jul 2006

Inverness, Scotland

The Cult of Scaro [WHO]

E/

If Spawning Power deserved a change it should be something relevant, but not overpowered, and relate to Item Spells.

Spawning Power already affects Binding Rituals, and Weapon Spells. The main issue with Item Spells is the energy loss that occurs on losing your weapon mods to the item you're holding. Perhaps Spawning Power could increase your energy by 3 for every 3 ranks in Spawning Power?

I know the old argument about "higher max energy doesn't mean energy management", but it's not about that. This is about giving primary Ritualists a slight bonus for using their own item spells.

DoomFrost

Lion's Arch Merchant

Join Date: May 2005

Florida

E/

What about:

For every 2 ranks in spawning power you have, creatures you create (or animate) gain one addition level (every 4 ranks for creatures not created by a binding ritual).

Possibly replace the health bonus with this, or add it along with a reduced health bonus. All this does is just give spirits a better armor level so they could take less damage from elemental or physical damage.

MagmaRed

MagmaRed

Furnace Stoker

Join Date: Mar 2007

Our Crabs Know True [LOVE]

R/

Quote:
Originally Posted by The Thrasher View Post
The increased duration on weapon spells hardly helps at all except when dealing with spells like...

[Warmonger's Weapon][Wailing Weapon][Weapon of Shadow] i think these are the only 3 that have this same ordeal
[weapon of warding][resilient weapon][brutal weapon][weapon of aggression][spirit light weapon][vital weapon][weapon of fury]

Some of those may not see much use, but some of those weapon spells are used frequently on many builds. The 1% boost looks like the best option so far, but I also agree with the idea that giving Rits a benefit from Spawning for holding an item would be good. Losing the mods from a weapon can hurt, give them a reason to hold an item and not need to drop it outside of the drop benefit.

Dr.Jones

Dr.Jones

Banned

Join Date: Jul 2008

For each rank of Spawning Power you have, creatures you create (or animate) have 4% more Health, and weapon Spells you cast last 2% longer. Some Ritualist skills, especially those related to Spirit creatures, become more effective with higher Spawning Power.
heirs my thoughts as to things that would really help spawning power, change the creatures you create (or animate) have 4% more Vs Fire Damage this would be much more helpfully to a some one wanting to use spirits. Another thing that would help rits allot seeing as they cant make any weapons that help them cast binding rituals faster (And that for most rits in pve at least the by the time they are done making there first spirit 90% of the mob is dead already from others in the party.) they should ad something like this For every point in spawning power 1-20% chance of half a casting on binding rituals i think a change like that would be super helpful.

as for weapon and items keep it as is with the 2% last longer (maybe but if to 3 or 4) but add every time you use a weapon or item spell you gain 0-15 energy.

Disclaimer: i am not acting like i know everything but this is what i think would help rits the most and i think everything i said could be changed, but the basic ideas are to: Make spirits a little more resistant to fire damage, make casting binding rituals faster and give them some kind of energy gain.

also just like someone already said the main problem for spawning power is that Soul Reaping is always going to be better then Spawning power( in its current form), so any change that's made to spawning power would have to make it so you want to play as a primary rit.

also it makes me so sad that rits are so under used they have some of the coolest armors in the game lol....
Edit:
Quote:
Originally Posted by MagmaRed View Post
Some of those may not see much use, but some of those weapon spells are used frequently on many builds. The 1% boost looks like the best option so far, but I also agree with the idea that giving Rits a benefit from Spawning for holding an item would be good. Losing the mods from a weapon can hurt, give them a reason to hold an item and not need to drop it outside of the drop benefit.
Agreed.

draxynnic

draxynnic

Furnace Stoker

Join Date: Nov 2005

[CRFH]

Quote:
Originally Posted by Celestial Beaver View Post
If Spawning Power deserved a change it should be something relevant, but not overpowered, and relate to Item Spells.

Spawning Power already affects Binding Rituals, and Weapon Spells. The main issue with Item Spells is the energy loss that occurs on losing your weapon mods to the item you're holding. Perhaps Spawning Power could increase your energy by 3 for every 3 ranks in Spawning Power?

I know the old argument about "higher max energy doesn't mean energy management", but it's not about that. This is about giving primary Ritualists a slight bonus for using their own item spells.
While it would certainly make item spells more attractive, it's still leaving a fairly wide range of potential Ritualist builds that gain no significant benefit from Spawning Power. I can understand wanting to keep things 'relevant', but most Ritualists still rely a lot on conventional spells - and this would still leave the argument that the benefit Spawning Power grants to the things it does influence is still... rather small, isn't it? Basically, what importance it has is only in weapon skills that aren't limited in the number of triggers (all of, what, 10 that see use?) and spirits that take damage when their effect occurs (and how many of THEM are still in use?).

It needs to be general, and ideally, I'd like to see it be something that brings the power of Ritualist secondaries back down to being more-or-less the power of, say, a Monk secondary rather than being almost a default.

Quote:
Originally Posted by Dr.Jones
as for weapon and items keep it as is with the 2% last longer (maybe but if to 3 or 4) but add every time you use a weapon or item spell you gain 0-15 energy.
Way too powerful. Imagine that on a weaponsmith Ritualist - Necromancers would get jealous of their energy management!

It might work if it happens when dropping an item or when a weapon skill wears off on you, kinda like Mysticism, but... ehhh, we already have Mysticism in the game, and it also seems to be possibly a little close to SR as well. *shrug*

spirit of defeat

spirit of defeat

Krytan Explorer

Join Date: Nov 2007

Holland

Rt/

A lot has been suggested. In a lot of other threads.
One of the most simple idea's is increase level's instead of hp.

Just don't make it relate to energy. A lot of nerfs will be the result, even in other profs.

Dr.Jones

Dr.Jones

Banned

Join Date: Jul 2008

Quote:
Originally Posted by draxynnic View Post

Way too powerful. Imagine that on a weaponsmith Ritualist - Necromancers would get jealous of their energy management!

It might work if it happens when dropping an item or when a weapon skill wears off on you, kinda like Mysticism, but... ehhh, we already have Mysticism in the game, and it also seems to be possibly a little close to SR as well. *shrug*
0-15 energy is less then necros get from Soul Reaping 1-20 so if you put 1 in spawning power you would get 0 enrgy were as in soul reaping you would get 1 for 1 and that is how i came up with that number.

Luminarus

Luminarus

Furnace Stoker

Join Date: Aug 2007

Sydney, Australia

Haze of Light [pure]

R/

Quote:
Originally Posted by The Thrasher View Post
The spells I was mentioning are skills where their recharge time is greater than their duration. Spells like these are really the only ones to benefit from SP. The thing is with the skills you posted is that putting some points in SP would be counter-productive, as you would rather want to spec 12/12 in resto/channeling or 12 channeling/10 resto and 8 in a utility line for whatever reason like HA. I would rather just recast those kind of skills and use the points for something better, unless I'm flag running. I'll put 8 points or so in SP and bring along lets say [Resilient Weapon] and [Weapon of Warding]. Then as I return to the main team and set the flag, I can cast those spells before I leave for another flag, therefore a longer duration will help because I may or may not be there to recast those weapon spells on the people in need. Otherwise its just better to leave SP to its lonesome self and use your attribute points in a better manner.

The extra duration on them can help as its passive energy management. If you are using WoW every 9 seconds thats 10e every 9 seconds. With spawning that can get to 10, 11 or i think possibly 12 seconds which reduces your energy consumption, and so in those cases is worth it.

infamous16

Frost Gate Guardian

Join Date: Apr 2007

Rt/

Quote:
Originally Posted by Dr.Jones View Post
0-15 energy is less then necros get from Soul Reaping 1-20 so if you put 1 in spawning power you would get 0 enrgy were as in soul reaping you would get 1 for 1 and that is how i came up with that number.
think of vengeful weapon and WoR or Xinrae's, that would be a massive energy gain on every cast with 3 second recharge.

Tenebrae

Tenebrae

Forge Runner

Join Date: Feb 2007

Spain

LHV

R/N

Quote:
Originally Posted by DoomFrost View Post
What about:

For every 2 ranks in spawning power you have, creatures you create (or animate) gain one addition level (every 4 ranks for creatures not created by a binding ritual).

Possibly replace the health bonus with this, or add it along with a reduced health bonus. All this does is just give spirits a better armor level so they could take less damage from elemental or physical damage.
Thats the Fking best thing ive read on this thread. I would sign for this change on pvp and 1 lvl added per rank on spawning power on PvE , it would be logic , balanced and bla bla ...

Shame on MMs ... maybe cap minions to 1 lvl per 2 ranks or cap the buff to only affect spirits creation.

draxynnic

draxynnic

Furnace Stoker

Join Date: Nov 2005

[CRFH]

Quote:
Originally Posted by infamous16 View Post
think of vengeful weapon and WoR or Xinrae's, that would be a massive energy gain on every cast with 3 second recharge.
This.

Dr. Jones, when I'd initially read your suggestion, I'd assumed that you meant the 0-15 range came in the same 0-15 attribute range that ANet normally lists the powers of skills in - in other words, equal to SR. With that clarification, I presume you mean the 1-20 range instead?

However, it's still a very powerful energy engine. SR actually requires targets to die, after all. With a modest investment in Spawning Power - say 10 - the Ritualist would be getting about 7 energy back per weapon spell. For the cheaper ones - Vengeful, WoR, Xinrae's, Splinter - the Ritualist would be getting an energy profit of 2/casting, pretty much completely under their control, while 10 energy weapon spells are only costing 3 energy. Now, costs of weapon spells could be increased to compensate, but...

The other side of the equation, and this goes to Celestial Beaver as well, is that while the Ritualist does have its unique skill types - binding rituals, weapon spells, item spells - the Ritualist does also have a range of more conventional skills that are just as important to the roles that a Ritualist can play. I'd rather not see the Ritualist straitjacketed into pretty much only using their quirks while the more conventional spells in the Ritualist line continue to be Necromancer staples.

That said, your suggestion would have the effect of providing incentive for the typical N/Rt build to go Ritualist primary instead, since they do tend to use the cheap, quick-casting weapon spells. I do worry, however, that it would result in making the cheap, quick-recharge weapon spells like Vengeful and Splinter even more indispensable than they already are.

Dr.Jones

Dr.Jones

Banned

Join Date: Jul 2008

Quote:
Originally Posted by draxynnic View Post
This.

Dr. Jones, when I'd initially read your suggestion, I'd assumed that you meant the 0-15 range came in the same 0-15 attribute range that ANet normally lists the powers of skills in - in other words, equal to SR. With that clarification, I presume you mean the 1-20 range instead?

However, it's still a very powerful energy engine. SR actually requires targets to die, after all. With a modest investment in Spawning Power - say 10 - the Ritualist would be getting about 7 energy back per weapon spell. For the cheaper ones - Vengeful, WoR, Xinrae's, Splinter - the Ritualist would be getting an energy profit of 2/casting, pretty much completely under their control, while 10 energy weapon spells are only costing 3 energy. Now, costs of weapon spells could be increased to compensate, but...

The other side of the equation, and this goes to Celestial Beaver as well, is that while the Ritualist does have its unique skill types - binding rituals, weapon spells, item spells - the Ritualist does also have a range of more conventional skills that are just as important to the roles that a Ritualist can play. I'd rather not see the Ritualist straitjacketed into pretty much only using their quirks while the more conventional spells in the Ritualist line continue to be Necromancer staples.

That said, your suggestion would have the effect of providing incentive for the typical N/Rt build to go Ritualist primary instead, since they do tend to use the cheap, quick-casting weapon spells. I do worry, however, that it would result in making the cheap, quick-recharge weapon spells like Vengeful and Splinter even more indispensable than they already are.
yea agreed i think a better suggestion would be to make it so when ever you create an item, (ie an item spell) you get x amount of energey because i realized latter that there are a lot of rit item spells that you want to hold for longer periods of time. also that change to my first idea wouldnt include weapon spells.

but like i said before there is no reason really to go as a primary rit, right now.