Buff to Spawning Power

spirit of defeat

spirit of defeat

Krytan Explorer

Join Date: Nov 2007

Holland

Rt/

Why make SP related to energy? Rit's don't have energy problem's.
Make it relate to what make's rits uniqe weapon-itemspell and spirit's.

raise creatures levels easiest idea.
That won't cause to much nerf's

Lourens

Lourens

Forge Runner

Join Date: Mar 2006

There are many ritualist spirits that lose health while doing something [shelter][displacement] etc

-Makai-

-Makai-

Jungle Guide

Join Date: May 2007

WA

DH

Rt/

Quote:
Originally Posted by kazi_saki View Post
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.
Agreed.

I just came up with another idea to give spirits more survivability. At three ranks and above in Spawning Power, spirits can be effected by wards, weapon spells, enchantments, healing, etc.

Nightow

Nightow

Forge Runner

Join Date: Feb 2006

Kindred Order of Souls [KOS]

Quote:
Originally Posted by kazi_saki View Post
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.
While we're at it, could we add in that the old [Ritual Lord] build could really use a buff too?
  • It was originally nerfed due to PvP skill balance issues.
  • The Ritual Lord skill itself got a buff but not the skills that are commonly used with it. (Shelter, Union, Dissonance)
  • We now have the wonderful PvE/PvP skill split.
  • Many melee classes can mindlessly spam [Save yourselves!] and yet, we can't use skills that require not only proper skill chaining but also proper placement.

draxynnic

draxynnic

Furnace Stoker

Join Date: Nov 2005

[CRFH]

Quote:
Originally Posted by Lourens View Post
There are many ritualist spirits that lose health while doing something [shelter][displacement] etc
True, but they tend not to be used much nowadays.

Relying on a small sample of skills to give Spawning Power purpose just isn't working. It needs to have a reasonably general effect.

-Makai-

-Makai-

Jungle Guide

Join Date: May 2007

WA

DH

Rt/

Quote:
Originally Posted by draxynnic View Post
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.
Completely agreed with you on this.

DoomFrost

Lion's Arch Merchant

Join Date: May 2005

Florida

E/

Would this be a nice general effect?

For each rank of Spawning Power you have, creatures you create (or animate) have 4% more Health, weapon Spells you cast last 2% longer, and ritualist spells and binding rituals you cast heal you and adjacent ally spirits for 4 health.

So at 8 spawning power you and adjacent spirits would get healed for 32, at 12 - 48, and so on.

draxynnic

draxynnic

Furnace Stoker

Join Date: Nov 2005

[CRFH]

Hrrmn. Could work, although it might need some alteration of health sacrifice skills to compensate, as well as skills that already exist to heal spirits (Spirit Boon Strike comes to mind, but I believe there are others). I expect the main benefit would be the AoR effect on the Ritualist while the paradigm would remain that a spirit targetted by the enemy simply dies would likely remain. However, it might keep damage-on-activation spirits like Union active for a little longer.

street peddler

street peddler

Wilds Pathfinder

Join Date: Apr 2007

for every 4 ranks in spawning power, your ritualist attributes are raised by 1. also keep the health buff effect on summoned creatures, either keep that effect or rework a ton of skills (which i doubt will happen). would make ritualists the desired profession for ritualist skills (hurrrr), and kind of make sense for the class (the spawning power of the spirit world makes them more powerful or whatever)

also a huge ovehaul on spawning power skills wouldnt hurt, they could all use some attention. [skill]Renewing Memories[/skill],[skill]Weapon of Renewal[/skill], [skill]Spirit Channeling[/skill] to name a few. the biggest problem with most of them is that theyre not practical and are never used in a realistic gameplay situation. seriously, when does a frontliner ever need more energy? so much that you would need to commit a skill to it. never.

spirit of defeat

spirit of defeat

Krytan Explorer

Join Date: Nov 2007

Holland

Rt/

Quote:
Originally Posted by DoomFrost View Post
Would this be a nice general effect?

For each rank of Spawning Power you have, creatures you create (or animate) have 4% more Health, weapon Spells you cast last 2% longer, and ritualist spells and binding rituals you cast heal you and adjacent ally spirits for 4 health.

So at 8 spawning power you and adjacent spirits would get healed for 32, at 12 - 48, and so on.
Not a bad idea. But which spirits need healing? mostly the protection spirits. And it won't help them much. unless you start spamming [[Renewing Surge] which doesn't combine with the protection spirit's

Eragon Zarroc

Eragon Zarroc

Atra estern?? ono thelduin

Join Date: Jan 2008

Madness Incarnate

[Duo]

W/P

like, 1% armor pentration to what? spirit attacks? wanding attack? lol

Vehemence

Vehemence

Academy Page

Join Date: Apr 2008

Perth

[LOD]

W/

How about not buffing spawning power but just create a new useful primary attribute. Maybe energy management attribute like most other classes.

spirit of defeat

spirit of defeat

Krytan Explorer

Join Date: Nov 2007

Holland

Rt/

Quote:
Originally Posted by Vehemence View Post
How about not buffing spawning power but just create a new useful primary attribute. Maybe energy management attribute like most other classes.
Rit's don't have energy probelms. so if SP is related to energy it will cause many nerf's.

DoomFrost

Lion's Arch Merchant

Join Date: May 2005

Florida

E/

Quote:
Originally Posted by spirit of defeat View Post
Not a bad idea. But which spirits need healing? mostly the protection spirits. And it won't help them much. unless you start spamming [[Renewing Surge] which doesn't combine with the protection spirit's
It's not really supposed to keep a spirit up indefinitely, just enough. Obviously Anet would have to fool around with it to find a balanced number.

From my thoughts when I said "adjacent ally spirits" that means two or more rits could heal the same ally spirit with whatever they had in spawning power. So I really took that into consideration when I was playing around with the number and thought 4 to be the best all around.

Even then though if you had 4 ritts at 15 spawning power, all four of them could heal a spirit for 240 health. And that's just by using one skill. Even 192 at 12 spawning power.

spirit of defeat

spirit of defeat

Krytan Explorer

Join Date: Nov 2007

Holland

Rt/

Quote:
Originally Posted by DoomFrost View Post
It's not really supposed to keep a spirit up indefinitely, just enough. Obviously Anet would have to fool around with it to find a balanced number.

From my thoughts when I said "adjacent ally spirits" that means two or more rits could heal the same ally spirit with whatever they had in spawning power. So I really took that into consideration when I was playing around with the number and thought 4 to be the best all around.

Even then though if you had 4 ritts at 15 spawning power, all four of them could heal a spirit for 240 health. And that's just by using one skill. Even 192 at 12 spawning power.
I still don't think it has enough value.
Doesn't help with necro's who spamm heals.
Maybe increase item spell duration? higher spirit(and minion) level?

Lourens

Lourens

Forge Runner

Join Date: Mar 2006

Quote:
Originally Posted by Vehemence View Post
How about not buffing spawning power but just create a new useful primary attribute. Maybe energy management attribute like most other classes.
Would be fun to increase the 4% to 10%

Minions with 160% more health make great tanks

Dr.Jones

Dr.Jones

Banned

Join Date: Jul 2008

Quote:
Originally Posted by spirit of defeat View Post
Rit's don't have energy probelms. so if SP is related to energy it will cause many nerf's.
Yea but its one of the main reasons people go N/rt instead of Rt/n.

Nightow

Nightow

Forge Runner

Join Date: Feb 2006

Kindred Order of Souls [KOS]

Quote:
Originally Posted by Dr.Jones View Post
Yea but its one of the main reasons people go N/rt instead of Rt/n.
This is the key problem. We're dealing with a class (Two now with [Ether Renewal]) that have near-infinite energy. Sure, rits have great energy management and that's originally why I made mine but when a N/Rt can completely outshine even the best of ritualists, You've got to admit that something is amiss. If you asked me maybe months or a year ago, I would have said that Arenanet would somehow balance the two primaries but with the latest skill balances looking more ham-fisted than the last, my confidence is waning more and more.

Maybe they just can't balance a hybrid (healer/buffer) / summoner class.

spirit of defeat

spirit of defeat

Krytan Explorer

Join Date: Nov 2007

Holland

Rt/

Quote:
Originally Posted by Dr.Jones View Post
Yea but its one of the main reasons people go N/rt instead of Rt/n.
True but if you make rits have more energy it will result in a lot of nerf's.
Creating an other effect which make skills more effective will cause less nerf's.

Lourens

Lourens

Forge Runner

Join Date: Mar 2006

Ritualist are summoners they summon spirits and healing is just something they can do to I mean Paragons and Dervishes can Heal to but are they good at it? NO... so just leave the rit healing alone and focus on the supportive spirits weapons spells offensive spirits they all benefit greatly from spawning power as they should be, I mean restoration is like inspiration for mesmers you use them next to your main attribute (domination,communing,illusion,channeling) And I mean a N/Rt can never be a better healer then a Monk but a Rt/Mo with some hex removal can there are lots of good secondaries for ritualists that makes them shine

Hanging Man

Hanging Man

Krytan Explorer

Join Date: Aug 2006

Deep in the Shire

Quote:
Originally Posted by Nightow View Post

Maybe they just can't balance a hybrid (healer/buffer) / summoner class.
thats what I'm thinking. Its tough to make a balanced profession when other classes can do it better than the class that's supposed to.

spirit of defeat

spirit of defeat

Krytan Explorer

Join Date: Nov 2007

Holland

Rt/

Quote:
Originally Posted by Hanging Man View Post
thats what I'm thinking. Its tough to make a balanced profession when other classes can do it better than the class that's supposed to.
Rit's can do a lot of different stuff coming up with something that balance all of that is hard.
Maybe energy gain, but it will result in lots of nerfs.

But how many builds use SP skills? also very little.
Boost SP skills so we Rits want to use them.

Nightow

Nightow

Forge Runner

Join Date: Feb 2006

Kindred Order of Souls [KOS]

Well, I can't say that the dev's aren't aware of the situation now...

http://wiki.guildwars.com/wiki/User_...g_power_lovein

But linsey's response leaves me less than hopeful.

Quote:
Heh thanks. I'm trying to keep up with my wiki and I'm really strict with myself about reading all of a discussion before responding (usually reading it a couple times by the time I respond), but man I do not look forward to reading this lol. You won't mind if I don't read it, do you? I'll just keep in mind that spawning power might like to get looked at. - Image:User Linsey Murdock sig.jpgLinsey talk 03:41, 8 March 2009 (UTC)

street peddler

street peddler

Wilds Pathfinder

Join Date: Apr 2007

well if nothing happens in the april update i guess we can just consider it a lost cause.

Nightow

Nightow

Forge Runner

Join Date: Feb 2006

Kindred Order of Souls [KOS]

Quote:
Originally Posted by street peddler View Post
well if nothing happens in the april update i guess we can just consider it a lost cause.
Maybe, maybe not. We all know the April update has been taking up a lot of Anet's time and with less than a month left to go, I'd think what ever they've had planned for this update is (probably) set in stone by this point. If I was the optimistic type, I'd be looking at may's update. Until April/May, looks like it might be a nice time to branch out from GW.

One thing to add is that if you really want to get something done, you've got to keep pressing the devs. (In a nice way, of course )

Dr.Jones

Dr.Jones

Banned

Join Date: Jul 2008

Quote:
Originally Posted by Nightow View Post
Well, I can't say that the dev's aren't aware of the situation now...

http://wiki.guildwars.com/wiki/User_...g_power_lovein

But linsey's response leaves me less than hopeful.
well if you look at that topic she is right to be wary of it. i mean its walls and walls of text.

Nightow

Nightow

Forge Runner

Join Date: Feb 2006

Kindred Order of Souls [KOS]

Quote:
Originally Posted by Dr.Jones View Post
well if you look at that topic she is right to be wary of it. i mean its walls and walls of text.
People have talked about adjusting Spawning Power for how long now? I think players have been patient enough with this issue and it was only a matter of time for one of the devs to get a load of it. It's not to say that Linsey isn't one of my favorite devs but it had to be one of them to get the wall of text.

street peddler

street peddler

Wilds Pathfinder

Join Date: Apr 2007

well at least its a huge debate with some intelligent discussion and not just some guy going "plz buf spwning my spirts aways die". hopefully they take it seriously and dont just brush it off..

spirit of defeat

spirit of defeat

Krytan Explorer

Join Date: Nov 2007

Holland

Rt/

An idea to change SP skills to make SP useful without changing the inheritet effect.
[Renewing Memories]Make it last longer, to keep it up you need 15 SP make it 25 seconds @ 12 SP
[Ghostly Haste]Same as above.
[Attuned Was Songkai]To keep this up you need an extra skill, so make it last 60 sec. Maybe change the en cost to 15 for balance issues.
[Empowerment]Half recharge to 15 sec and cast time to 2 sec. To increase "mobility" of player.
[Doom]Change to 5 energy. Or for each binding ritual on skill bar.
[Spirit Channeling]change health degen to -2, remove health gain at the end and change recharge to 15-20 sec?
[Weapon of Renewal]Change it too something, I know it's not intended to be used with [[Spirit's strength].
[Rupture Soul]increase range to in the area of maybe earshot.
[Spirit to Flesh]increase range to in the area of maybe earshot, change cost to 5en

infamous16

Frost Gate Guardian

Join Date: Apr 2007

Rt/

Quote:
Heh thanks. I'm trying to keep up with my wiki and I'm really strict with myself about reading all of a discussion before responding (usually reading it a couple times by the time I respond), but man I do not look forward to reading this lol. You won't mind if I don't read it, do you? I'll just keep in mind that spawning power might like to get looked at. - Image:User Linsey Murdock sig.jpgLinsey talk 03:41, 8 March 2009 (UTC)
Yes, I do mind.

Sweet Mystery

Sweet Mystery

Lion's Arch Merchant

Join Date: Aug 2007

Shadow Hunters Of Light [SHOL]

R/

Well your one of the miniscule masses Infamous16 that may think a wholescale revamp to add 1% armor pen to spawning power is worth it.

I'd prefer Anets attention focused where it is and where it's needed, not on some minor un-needed change to SP.

If Anet look at I am sure they will look long and hard...

street peddler

street peddler

Wilds Pathfinder

Join Date: Apr 2007

Quote:
Originally Posted by Sweet Mystery View Post
Well your one of the miniscule masses Infamous16 that may think a wholescale revamp to add 1% armor pen to spawning power is worth it.

I'd prefer Anets attention focused where it is and where it's needed, not on some minor un-needed change to SP.

If Anet look at I am sure they will look long and hard...
nobody agrees with the stupid armor penetration thing. this thread is just being used as discussion for different spawning power ideas.

and yes spawning power does need a change.

draxynnic

draxynnic

Furnace Stoker

Join Date: Nov 2005

[CRFH]

Quote:
Originally Posted by Lourens View Post
Ritualist are summoners they summon spirits and healing is just something they can do to I mean Paragons and Dervishes can Heal to but are they good at it? NO... so just leave the rit healing alone and focus on the supportive spirits weapons spells offensive spirits they all benefit greatly from spawning power as they should be, I mean restoration is like inspiration for mesmers you use them next to your main attribute (domination,communing,illusion,channeling) And I mean a N/Rt can never be a better healer then a Monk but a Rt/Mo with some hex removal can there are lots of good secondaries for ritualists that makes them shine
Actually, the ritualist was intended to act as a possible substitute for the Monk, both for healing and protection. I expect part of the inspiration for making the class came from the observation that 8-person groups almost invariably had two Monks in them, so when they went to eight professions they made one a Monk substitute.

Anyway, that's their intended role. Summoning spirits happens to be part of how they do it. They can use their powers offensively as well, of course, but so can a Monk with a little bit of Smiting (although, to be fair, the Rit is a little more offensively-oriented in general). This is part of the reason why Ritualist heals have been progressively buffed since Ritualists were introduced - they were initially 'priced' similar to Monk heals, but then ANet realised they were hurting due to lack of DF and improved the base skills to compensate instead of looking at the effect of the Ritualist primary... and this is why N/Rts are so powerful today. (And for the record, a Rit can sub in for a Monk in many areas and do the job. Human Monks tend to be preferred for a number of reasons that I'm not going to go into, but a Ritualist CAN do the job. And as for N/Rts, we all know of the power of Sabway...)

While going slightly off-topic, the healing of the Paragon and Dervish does seem to geared towards 'assisting' the primary healers rather than acting as one... but the imbagon certainly seems to perform well occupying one of the backline slots, and I have heard of specialised Dervishes doing a credible job of relieving pressure.

Nightow

Nightow

Forge Runner

Join Date: Feb 2006

Kindred Order of Souls [KOS]

Quote:
Originally Posted by draxynnic View Post
Actually, the ritualist was intended to act as a possible substitute for the Monk, both for healing and protection. I expect part of the inspiration for making the class came from the observation that 8-person groups almost invariably had two Monks in them, so when they went to eight professions they made one a Monk substitute.

Anyway, that's their intended role. Summoning spirits happens to be part of how they do it. They can use their powers offensively as well, of course, but so can a Monk with a little bit of Smiting (although, to be fair, the Rit is a little more offensively-oriented in general). This is part of the reason why Ritualist heals have been progressively buffed since Ritualists were introduced - they were initially 'priced' similar to Monk heals, but then ANet realised they were hurting due to lack of DF and improved the base skills to compensate instead of looking at the effect of the Ritualist primary... and this is why N/Rts are so powerful today. (And for the record, a Rit can sub in for a Monk in many areas and do the job. Human Monks tend to be preferred for a number of reasons that I'm not going to go into, but a Ritualist CAN do the job. And as for N/Rts, we all know of the power of Sabway...)

While going slightly off-topic, the healing of the Paragon and Dervish does seem to geared towards 'assisting' the primary healers rather than acting as one... but the imbagon certainly seems to perform well occupying one of the backline slots, and I have heard of specialised Dervishes doing a credible job of relieving pressure.
I've heard about how Rits were orig. supposed to backline with monks but if i recall correctly, people started to complain of very long PvP matches. When Anet saw this, they took the protection aspect of the rit out of favor. (outside of WoW) back when this first happened, some of us understood anet's reasoning and (begrudgingly) accepted loosing that aspect of the profession.

Now with us coming up on the one year anniversary since Arenanet has used the ability to split skills into PvE and PvP variations, there is very little reason (if any at all) to keep this aspect of the ritualist out of the game.



Before I forget, Alaris on the GWWiki posted a semi-decent summary of the discussion on Linsey's talk page thus far.

Quote:
* Spawning power needs a buff because (1) the primary is pretty useless to anything but Rt, and (2) it's pretty useless to Rts as well.
* Rit spike needed a nerf, but nerf went too far.
* N/Rt is the main way Rt skills are used (N/Rt healing). I'd also add Rt/N as a variant for minions.
* See also pages by Lancy/Falconeye, Yullive..and Cornflakeboy^^ for suggestions
* Perhaps better survival would be good (see monk & derv primaries).
* Spirits, especially communing, are too costly in time & energy to be worthwhile. Perhaps faster summon speed? They also don't last long enough to be worth it.
* Some back & forth ranting which is better ignored.
* Spawning primary is less universal than many other primaries.
* Spawning needs something to make it more useful for PvP, where movement is key.
* Some comments about "Save Yourselves" being OP'ed.
* Some say that even though Spawning may be a weak primary, the Rt is quite viable especially for PvE.
* Item spells involve a trade-off, and good players use that well. So it's ok for you to lose your weapon bonuses when you hold an item.
* Long discussion of warrior and paragon skills, mostly with regards to block and party-wide support mechanics - compared to spammable prot weapon spells.
* Linsey complaining about wall of text.

I think that sums it up. -- Alaris_sig Alaris 14:27, 9 March 2009 (UTC)
Draxynnic clarified a bit of the discussion for Alaris later on.

Quote:
Good summary, Alaris. One clarification I'd make is that the Save Yourselves! comparison is typically made with respect to the old Ritlord build rather than weapon spells - a lot of Rit players feel that if SY! is acceptable in PvE, than the old Ritlord build should also be returned to something close to its original functionality in PvE. It's certainly true that Rits function well despite the lackluster shape of Spawning Power - in fact, I think some buffs that have been made to individual skills seem to have been made to compensate for the lackluster effect of the primary attribute (healing spells especially, when compared to Monks who have Divine Favour). The problem is that this just provides more encouragement to dump Spawning Power entirely as it is largely unimportant to a Ritualist's effectiveness, possibly replacing it with a more applicable primary such as Soul Reaping. Draxynnic 01:05, 10 March 2009 (UTC)

draxynnic

draxynnic

Furnace Stoker

Join Date: Nov 2005

[CRFH]

Quote:
Originally Posted by Nightow View Post
I've heard about how Rits were orig. supposed to backline with monks but if i recall correctly, people started to complain of very long PvP matches. When Anet saw this, they took the protection aspect of the rit out of favor. (outside of WoW) back when this first happened, some of us understood anet's reasoning and (begrudgingly) accepted loosing that aspect of the profession.
Pretty much. To compensate, however, they have made huge buffs to the direct healing available to the Ritualist - on release, the typical Ritualist healing spell was roughly on par with a Monk healing spell without DF, and now they make some Monks jealous even with DF in the mix. As has already been observed multiple times, though, the opportunity for a backline role this represents has been taken by Ritualist secondaries - the healing N/Rt in Sabway being the most obvious example.

Regarding the ritlord, from memory the main problem with that in PvP was that due to the long range of spirits, a ritlord could often find some out-of-the-way part of the map that was still within range of the fighting location and drop spirits in relative safety. A variant of that concern may be part of the reason we haven't seen a PvE split of the skills involved (apart from Ritual Lord itself) - the SY! Paragon or Warrior still actually has to be in the fighting, after all, while the ritlord can, in theory, stay back and drop spirits in safety (unless found be a patrol the group neglected to clear...).

infamous16

Frost Gate Guardian

Join Date: Apr 2007

Rt/

Quote:
Originally Posted by street peddler View Post
nobody agrees with the stupid armor penetration thing. this thread is just being used as discussion for different spawning power ideas.

and yes spawning power does need a change.
I was just kinda putting that out there as a suggestion, but other people have put forth much better ideas.

if the devs think that the spawning power right now is fine, then they need to buff spirits, make new spirits, revamp spirits, and do the same for weapon skills.

Nightow

Nightow

Forge Runner

Join Date: Feb 2006

Kindred Order of Souls [KOS]

Quote:
Originally Posted by draxynnic View Post
Pretty much. To compensate, however, they have made huge buffs to the direct healing available to the Ritualist - on release, the typical Ritualist healing spell was roughly on par with a Monk healing spell without DF, and now they make some Monks jealous even with DF in the mix. As has already been observed multiple times, though, the opportunity for a backline role this represents has been taken by Ritualist secondaries - the healing N/Rt in Sabway being the most obvious example.
Correct me if I'm wrong but didn't the buffs to the resto heals occur after the buff to many healing prayer skills such as WoH? I always thought that the buff to resto was so that their numbers could compare to the post-buffed healing prayer skills and not to the lack of worthy prot skills.

Regarding the N/Rt's, I was thinking about some of the other primaries which supply energy such as mysticism and critical strikes. If you look at those two, the energy coming from those two attributes are scaled. Used normally, they do not provide an overwhelming amount of energy but usually enough for the wielder to perform well under pressure. Why not give soul reaping the same scaling method as those two attributes? It would stress more skillful use of skills and maintaining one's energy but the core mechanic would remain the same. (Essentially making one, Goliath sized attribute more back down to average)

Quote:
Originally Posted by draxynnic View Post
Regarding the ritlord, from memory the main problem with that in PvP was that due to the long range of spirits, a ritlord could often find some out-of-the-way part of the map that was still within range of the fighting location and drop spirits in relative safety. A variant of that concern may be part of the reason we haven't seen a PvE split of the skills involved (apart from Ritual Lord itself) - the SY! Paragon or Warrior still actually has to be in the fighting, after all, while the ritlord can, in theory, stay back and drop spirits in safety (unless found be a patrol the group neglected to clear...).
Ok, so would a logical answer be to reduce the area of affect that a spirit covers from roughly 2.7 Danger Zone radii to roughly 1.5 - 2.0 Danger Zone radii? This way, the player is closer to the battlefield, has a higher chance to have his spirits be hit by the other side and possibly put more active skills on their skill bar. ([Sundering [email protected]] comes to mind)

draxynnic

draxynnic

Furnace Stoker

Join Date: Nov 2005

[CRFH]

Quote:
Originally Posted by Nightow View Post
Correct me if I'm wrong but didn't the buffs to the resto heals occur after the buff to many healing prayer skills such as WoH? I always thought that the buff to resto was so that their numbers could compare to the post-buffed healing prayer skills and not to the lack of worthy prot skills.
I think there have been a few waves. First Ritlord got nerfed, then Ritualist direct healing effects were buffed to help them keep up with primary Monks better, then we had the general healing buffs.

(To demonstrate how much things have changed - I don't have a reference, but I vaguely remember that Spirit Light used to cost 10 energy while only healing about 80-100ish health (at typical ranges for Restoration). Mend Body and Soul originally healed for about half what it does now, from memory.)

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Regarding the N/Rt's, I was thinking about some of the other primaries which supply energy such as mysticism and critical strikes. If you look at those two, the energy coming from those two attributes are scaled. Used normally, they do not provide an overwhelming amount of energy but usually enough for the wielder to perform well under pressure. Why not give soul reaping the same scaling method as those two attributes? It would stress more skillful use of skills and maintaining one's energy but the core mechanic would remain the same. (Essentially making one, Goliath sized attribute more back down to average)
I think it's something that ANet has toyed with. One of the issues with Soul Reaping is that its effectiveness is more dependant on the environment than the player. You can get more out of Mysticism by using more enchantments, Critical Strikes by using more crit-enhancing skills, and so on, with each of these having their trade-offs but generally equally effective regardless of where you are (unless facing hard counters). Soul Reaping, however, is something that is incredibly powerful when you have a minion swarm along and it's triggering at the maximum rate, but weaker in, say, a PvP match where each death is significant.

A further consideration is that minion master builds actually do typically need that energy to function - a SR nerf would need to happen alongside reductions of costs of necromancer spells in general and minion spells in particular.

Quote:
Ok, so would a logical answer be to reduce the area of affect that a spirit covers from roughly 2.7 Danger Zone radii to roughly 1.5 - 2.0 Danger Zone radii? This way, the player is closer to the battlefield, has a higher chance to have his spirits be hit by the other side and possibly put more active skills on their skill bar. ([Sundering [email protected]] comes to mind)
That could do it. One possible concern is that it could make long-lived, long-recharge spirits less valuable by increasing the chance that the fighting will move out of range before the spirit is ready to be replaced, but this can be compensated for, especially with skills like Summon Spirits available.

Nightow

Nightow

Forge Runner

Join Date: Feb 2006

Kindred Order of Souls [KOS]

Quote:
Originally Posted by draxynnic View Post
I think there have been a few waves. First Ritlord got nerfed, then Ritualist direct healing effects were buffed to help them keep up with primary Monks better, then we had the general healing buffs.

(To demonstrate how much things have changed - I don't have a reference, but I vaguely remember that Spirit Light used to cost 10 energy while only healing about 80-100ish health (at typical ranges for Restoration). Mend Body and Soul originally healed for about half what it does now, from memory.)
Heh; there's been so many changes over the years, I'm surprised anyone out there remembers anymore. You are right though, [spirit light] has been changed over the years. (7% additional health sac with a slightly more powerful heal)
http://guildwars.wikia.com/index.php...t&oldid=127429

Similar changes with [mend body and soul].
http://guildwars.wikia.com/index.php...l&oldid=127293

Healing powers aside, we all know the real sweet spot with backline support professions is the prot. You could make red bars go up all you want but to be efficient, you have to prevent the damage. Isn't efficiency something a lot of gamers (among other people) strive for in general? If Anet truly intends to make it possible for a rit to efficiently backline, we need the ability to prot.

Quote:
Originally Posted by draxynnic View Post
I think it's something that ANet has toyed with. One of the issues with Soul Reaping is that its effectiveness is more dependant on the environment than the player. You can get more out of Mysticism by using more enchantments, Critical Strikes by using more crit-enhancing skills, and so on, with each of these having their trade-offs but generally equally effective regardless of where you are (unless facing hard counters). Soul Reaping, however, is something that is incredibly powerful when you have a minion swarm along and it's triggering at the maximum rate, but weaker in, say, a PvP match where each death is significant.

A further consideration is that minion master builds actually do typically need that energy to function - a SR nerf would need to happen alongside reductions of costs of necromancer spells in general and minion spells in particular.
Ok, so how often do we see N/Rt's with minions and more than 1 actual ritualist skill? Only one I've seen is one of the discordway healers, that's it. If MM's need the energy then go ahead and lower the costs of animation skills but make it so that only the master receives energy from his dying minions.

I still believe that if SR was scaled in a similar fashion as mysticism is (1 Energy for every 3 ranks), it would tone down the excessive spamming that the current version allows and yet (with SoLS or other means) you could still use some key necromancer skills such as [spiteful spirit] and [Insidious Parasite].

Quote:
Originally Posted by draxynnic View Post
That could do it. One possible concern is that it could make long-lived, long-recharge spirits less valuable by increasing the chance that the fighting will move out of range before the spirit is ready to be replaced, but this can be compensated for, especially with skills like Summon Spirits available.
Agreed. The summoner would have to either rely on SS or Ritual Lord while moving from battle to battle. If Anet wanted to, they could actually reduce the life span on some of the rituals. As it is, a Spirit of Shelter lives naturally for up to 62 seconds. I'm sure most players will agree that a majority of battles last for far less time.

StormX

StormX

Krytan Explorer

Join Date: Nov 2005

E/Mo

Quote:
Originally Posted by draxynnic View Post
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.
I support this idea. (although armor penetration would be awesome =P)

Just in case anet actually bothers to read this, I have a few suggestions regarding the rit class in general:

1. Instead of buffing the amount of healing, reduce the casting time of restoration spells. The 3/4 to 1 sec cast time makes it very difficult to catch spikes.

2. Fewer conditional skills please! The reliance on conditions greatly hampers mobility and takes up extra skill slots. I don't think any other class has this many conditional skills (meaning: all that "if you are carrying an item/near a spirit/under an enchantment" kind of crap)

3. For item spells not to make you lose the benefits from your equipped weapon. (Eg: +30 hp, +12e, skill recharge etc) Otherwise, there needs to be some way to compensate for the loss of that 12 energy...I find it really annoying when item spells make your energy < 0.