Buff to Spawning Power

street peddler

street peddler

Wilds Pathfinder

Join Date: Apr 2007

increasing spirits level is probably the most realistic buff. increasing max health doesnt really make a difference when the spirit has 30 armor and dies in 2 hits anyway.

Zahr Dalsk

Grotto Attendant

Join Date: Aug 2007

Canada

Quote:
Originally Posted by spirit of defeat View Post
or 3 recuperation so you get 9 regen?
will have to many issues
Cause 9 regen is oh so imba, but SY isn't overpowered at all.

/sarcasm

Magikarp

Magikarp

Desert Nomad

Join Date: Nov 2007

[HAWK]

Quote:
Originally Posted by spirit of defeat View Post
wtf so @ 12 SP and 12+1+3 chan and 3 dump points in res
I will have a total of 20 chan :S and still have total 7 resto :S

overpowered


This has been suggested but how would it work?
set up 3 life?
or 3 recuperation so you get 9 regen?
will have to many issues

When most of the rit skills are as weak as they are, 20 Channeling really wouldn't be THAT strong. 41 damage from AR, 18 seconds of WW, 38 damage from SW, and so on.. and that's IF you take a superior rune like you suggested for the break point. I'm pretty sure no one runs superior runes for nearly anything anymore besides PvE, and last time I checked, SY, SF, and the rest of the imba garbage is still WAY more powerful.

Fine, make it for every -4- ranks of SP your other attributes go up by 1. That's not even close to overpowered imo, especially when 12 would pretty much be the max breakpoint.

12+1+1 Resto (+3)
12+1 SP

oh no, 112 heal from Soothing Memories.. so broken? what?

as for spirit stack, they still WOULD stack. as each Life would die, you get its health, Recuperation wasn't even seriously a comment I hope seeing as +9 regen IS NOT overpowered, and more importantly, if it's GIVING health it's DYING, so idk how you could cast 3 of them before at least the first one dies.

draxynnic

draxynnic

Furnace Stoker

Join Date: Nov 2005

[CRFH]

Basically, in most cases it'd be something that allows multiple Ritualists with the same spirits to get the benefit of all of them rather than one potentially locking out the other. (This happens. I remember, in a PUG not long after Factions came out, I was in a party with a N/Rt (but was planning to bring a spirit or two) with another player bringing a primary Ritualist. I made repeated requests to know what spirits they were carrying so we didn't end up with duplicates, and was completely ignored. Sure enough...

I'd probably make it one spirit of a given type per character, though. For those spirits with durations >>> recharge (Pain, for instance), I could see this being interpreted as an obligation to try to carry around as many Pain spirits as possible, and I'd prefer to avoid the stop-start play that that might encourage. If, on the other hand, a party WANTS to bring along a Pain spirit each...

...actually, that and Signet of Ghostly Might would be painful. Might not want to allow it in PvP

infameGW

Ascalonian Squire

Join Date: Mar 2006

R/

Maybe split spawning power just like some skills - pve and pvp.

spirit of defeat

spirit of defeat

Krytan Explorer

Join Date: Nov 2007

Holland

Rt/

Quote:
Originally Posted by Magikarp View Post
When most of the rit skills are as weak as they are, 20 Channeling really wouldn't be THAT strong. 41 damage from AR, 18 seconds of WW, 38 damage from SW, and so on.. and that's IF you take a superior rune like you suggested for the break point. I'm pretty sure no one runs superior runes for nearly anything anymore besides PvE, and last time I checked, SY, SF, and the rest of the imba garbage is still WAY more powerful.

Fine, make it for every -4- ranks of SP your other attributes go up by 1. That's not even close to overpowered imo, especially when 12 would pretty much be the max breakpoint.

12+1+1 Resto (+3)
12+1 SP

oh no, 112 heal from Soothing Memories.. so broken? what?

as for spirit stack, they still WOULD stack. as each Life would die, you get its health, Recuperation wasn't even seriously a comment I hope seeing as +9 regen IS NOT overpowered, and more importantly, if it's GIVING health it's DYING, so idk how you could cast 3 of them before at least the first one dies.
getting 3 [[recuperation] up with [[ritual lord] will challenging but 2 will work.
so 6 to 9 regen on ALL allies in spirit range-> minions to.

And [[recuperation] doesn't lose health, that's [[Rejuvenation]

And about the atribute increase you sayed [Ancestors' Rage] does 41 damage, but that is 3 times, its the pvp version.
And [splinter weapon] lasts 6 attack and does 8 (pve) damage more so it does 105 ((8*5)+65) more damage.

like I sayed about most idea's.
It will lead to a lot of nerfs

street peddler

street peddler

Wilds Pathfinder

Join Date: Apr 2007

[skill]spirit channeling[/skill] - 5e 1s 30r, For 1...20 seconds you count as a spirit. (saw this on wiki and thought it was a great idea)

[skill]Wielder's zeal[/skill] - 5e 1s 10r, For 10...30 seconds whenever you cast a weapon spell on an ally you gain 1..4 energy, and that ally gains 10...60 health. (distancing Rits from N/rt's)

[skill]consume soul[/skill] - 5e 1s 10r, Destroy target spirit. Your next spell that targets an ally heals all allies in the area of that ally for 30...75 health. (was fairly recently changed but still really isnt that useful)

spawning power needs more useful elites, and these skills are the most in need or the elites most open to change.

spirit of defeat

spirit of defeat

Krytan Explorer

Join Date: Nov 2007

Holland

Rt/

Quote:
Originally Posted by street peddler View Post
[skill]spirit channeling[/skill] - 5e 1s 30r, For 1...20 seconds you count as a spirit. (saw this on wiki and thought it was a great idea)

[skill]Wielder's zeal[/skill] - 5e 1s 10r, For 10...30 seconds whenever you cast a weapon spell on an ally you gain 1..4 energy, and that ally gains 10...60 health. (distancing Rits from N/rt's)

[skill]consume soul[/skill] - 5e 1s 10r, Destroy target spirit. Your next spell that targets an ally heals all allies in the area of that ally for 30...75 health. (was fairly recently changed but still really isnt that useful)

spawning power needs more useful elites, and these skills are the most in need or the elites most open to change.
I like it.
But [spirit channeling], does that mean you can't move? And are imum to most conditions? can't get hexed/enchantment?
And [consume soul] still doesn't sound like something i'd use.

Some of my idea's
[Renewing Memories]Make it last longer, to keep it up you need 15 SP make it 25 seconds @ 12 SP
[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.
[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

Magikarp

Magikarp

Desert Nomad

Join Date: Nov 2007

[HAWK]

I still really think the whole profession needs buffed simply through SP. Even if none of the skills get buffed, I at least want a cool buff to SP.

How about this though.. "if you are a Ritualist primary, you have the power to unleash your spirits, allowing them to move and still be under your control". - then everyone else gets stationary spirits, while yours will act like ranged henchmen, able to dodge AoE and projectiles to an extent, while of course, following you. Defensive spirits can sort of "kite" too. That would be PERFECT for a primary-only type thing.

as for skills though..

Spirit Channeling-I like your idea Street, but to add to it a bit, you're a spirit that can do everything you normally did. It's plus side is that hexes and conditions mean nothing to you. The downside is that you can't get enchants.

Doom- Armor ignoring

Explosive Growth- Armor ignoring damage

Energetic Was Lee Sa- 5e 1sec cast (you barely gain any energy where it's at)

Weapon of Renewal- 5e 1sec cast 20rec. for 5 seconds target has a Weapon of Renewal. If they land an attack skill, all of that allies attack skills are recharged.

Ritual Lord- scale the duration from 25..60



I really liked your ideas as well Street

street peddler

street peddler

Wilds Pathfinder

Join Date: Apr 2007

the change to spirit channeling would just mean that you would trigger effects that require spirits (and all allies within range would also get the benefit of you being a spirit) without needing to bring a spirit.

i think that would be pretty interesting to see. and it would give Rit primaries a unique aspect.

Kanyatta

Forge Runner

Join Date: Jun 2006

Guildless, pm me

R/Mo

Quote:
Originally Posted by Magikarp View Post
Spawning Power-
For each rank of Spawning Power you have, creatures you create (or animate) will have 5% more Health and weapon spells you cast last 3% longer. For every 4 ranks of Spawning Power, all of your other Ritualist skills will gain 1 additional attribute point. Some Ritualist skills, especially those related to Spirit creatures, become more effective with higher Spawning Power.
I really like this idea. One reason I think that Spawning Power SERIOUSLY needs a buff is that people run stuff like N/Rt Resto-Healers, just because Soul Reaping is infinitely better than Spawning Power. I realize people go R/D, R/A, or R/W just because Expertise is that much better than the other primary attribs too, and I think those should be addressed as well.

I wouldn't have a problem if they made every primary attribute really imba, just because it would give a lot of incentive to diversify your party, and would open up a ton of new team builds. I'd rather see Mysticism or Strength be made overpowered than to see Scythe Rangers or Bunny Thumpers get nerfed, personally.

Zahr Dalsk

Grotto Attendant

Join Date: Aug 2007

Canada

Quote:
Originally Posted by street peddler View Post
the change to spirit channeling would just mean that you would trigger effects that require spirits (and all allies within range would also get the benefit of you being a spirit) without needing to bring a spirit.

i think that would be pretty interesting to see. and it would give Rit primaries a unique aspect.
Though useful, that's a weak elite. It would need to be either a permanent-duration non-enchantment skill, or stay as it currently is but as a non-elite and with lower recharge.

Magikarp

Magikarp

Desert Nomad

Join Date: Nov 2007

[HAWK]

Quote:
Originally Posted by Zahr Dalsk View Post
Though useful, that's a weak elite. It would need to be either a permanent-duration non-enchantment skill, or stay as it currently is but as a non-elite and with lower recharge.

if it was able to be kept up 3/4 of the time, made you immune to hexes and conditions, and allowed you to count yourself as a spirit to benefit the gains of conditional skills, THAT'S worth the elite spot annnnny day to me.

street peddler

street peddler

Wilds Pathfinder

Join Date: Apr 2007

well it would probably end up as "Hexes and conditions expire 50% faster on you."

Magikarp

Magikarp

Desert Nomad

Join Date: Nov 2007

[HAWK]

then it's not good. 50% means nothing really..

draxynnic

draxynnic

Furnace Stoker

Join Date: Nov 2005

[CRFH]

Quote:
Originally Posted by Kanyatta View Post
I really like this idea. One reason I think that Spawning Power SERIOUSLY needs a buff is that people run stuff like N/Rt Resto-Healers, just because Soul Reaping is infinitely better than Spawning Power. I realize people go R/D, R/A, or R/W just because Expertise is that much better than the other primary attribs too, and I think those should be addressed as well.
R/D, R/A and R/W - and I would probably put R/N in there as well - are all fairly niche builds, however - the majority of D, A and W builds still work better as D, A and W primaries. Between the Rt and the N/Rt, however, it's the Rit primary that has the niche builds.

spirit of defeat

spirit of defeat

Krytan Explorer

Join Date: Nov 2007

Holland

Rt/

Quote:
Originally Posted by draxynnic View Post
R/D, R/A and R/W - and I would probably put R/N in there as well - are all fairly niche builds, however - the majority of D, A and W builds still work better as D, A and W primaries. Between the Rt and the N/Rt, however, it's the Rit primary that has the niche builds.
the think most run by N/RT is healer.

Builds I run as Rit never have energy problems.
So fixing SP doesn't involve energy.

What is the answer that's the hard part.

Tenebrae

Tenebrae

Forge Runner

Join Date: Feb 2007

Spain

LHV

R/N

Quote:
Originally Posted by street peddler View Post
increasing spirits level is probably the most realistic buff. increasing max health doesnt really make a difference when the spirit has 30 armor and dies in 2 hits anyway.
+1999999999999. Its bloody retarded to give a binding ritual that lasts X seconds a 45 recharge and when u use it it gets killed in 2 or 3 hits by almost any mob.

Magikarp

Magikarp

Desert Nomad

Join Date: Nov 2007

[HAWK]

I wish we had a spirit that could actually tank. Kind of off topic, but wouldn't that be awesome? Like Soothing is totally revamped to "sooth" a mob, making it aggro on him. He'll get 300 armor, 1000 health, (obviously condition and hex immunity) but can't move or attack. Off topic, but a neat idea I guess haha.

Kanyatta

Forge Runner

Join Date: Jun 2006

Guildless, pm me

R/Mo

Quote:
Originally Posted by draxynnic View Post
R/D, R/A and R/W - and I would probably put R/N in there as well - are all fairly niche builds, however - the majority of D, A and W builds still work better as D, A and W primaries. Between the Rt and the N/Rt, however, it's the Rit primary that has the niche builds.
This is kind of what I was getting at.

They need to make the Rit primary at least worth using, in my opinion.

Zahr Dalsk

Grotto Attendant

Join Date: Aug 2007

Canada

Quote:
Originally Posted by Magikarp View Post
if it was able to be kept up 3/4 of the time, made you immune to hexes and conditions, and allowed you to count yourself as a spirit to benefit the gains of conditional skills, THAT'S worth the elite spot annnnny day to me.
Oh, if we're including hexes and conditions, sure, but from the guy's wording it sounded like all it would do is make you count as a trigger when spells check for "spirit in range."

spirit of defeat

spirit of defeat

Krytan Explorer

Join Date: Nov 2007

Holland

Rt/

Quote:
Originally Posted by Zahr Dalsk View Post
Oh, if we're including hexes and conditions, sure, but from the guy's wording it sounded like all it would do is make you count as a trigger when spells check for "spirit in range."
If you where a spirit with all of it's properties, except the moving part I would consider it.

better idea
[spirit channeling]e5 c1 r30: for 1..45 seconds target ally binding ritual is binded to you and will follow you. If somehow the spirit can't follow you, it dies.

Magikarp

Magikarp

Desert Nomad

Join Date: Nov 2007

[HAWK]

Quote:
Originally Posted by spirit of defeat View Post
If you where a spirit with all of it's properties, except the moving part I would consider it.

better idea
[spirit channeling]e5 c1 r30: for 1..45 seconds target ally binding ritual is binded to you and will follow you. If somehow the spirit can't follow you, it dies.
no offense, but idk about all that. Sounds like there could be a lot of terrain bugs etc. I really like the idea of counting as a spirit, and being immune to hexes/conditions. That's just.. that's awesome.

spirit of defeat

spirit of defeat

Krytan Explorer

Join Date: Nov 2007

Holland

Rt/

Quote:
Originally Posted by Magikarp View Post
no offense, but idk about all that. Sounds like there could be a lot of terrain bugs etc. I really like the idea of counting as a spirit, and being immune to hexes/conditions. That's just.. that's awesome.
Making you count as a spirit will also give lots of questions.
no hexes/conditions? then no enchantments as well.
No healing spells on you.
making the exception for walking I get but the rest.
will you be effected by [gaze from beyond][signet of creation]and such.
What if an enemy uses[Consume Soul] on you.

And the terrain bugs you mention don't matter that much, spirit could use the same AI as minions to walk. in FOW spirits do walk.

FengShuiDove

FengShuiDove

Forge Runner

Join Date: Sep 2007

Trinity of the Ascended [ToA]

A/

I think the better idea of "counting as a spirit" would mean that you were: (1) Immune to some hexes and conditions and (2) fulfill the conditional for skills that read "If you are in range of a spirit."

In PvE, the conditionals that require a spirit to be in range are difficult to maintain because of the immobility of spirits themselves and the ease of having a spirit die. It takes an additional skill, ie [[Summon Spirits] on your bar to bring spirits with you or a low recharge spirit like [[Life].

Still, that's based on the functionality of some weak skills themselves, not the general applicability of Spawning Power as an attribute.

Magikarp

Magikarp

Desert Nomad

Join Date: Nov 2007

[HAWK]

Quote:
Originally Posted by spirit of defeat View Post
Making you count as a spirit will also give lots of questions.
no hexes/conditions? then no enchantments as well.
No healing spells on you.
making the exception for walking I get but the rest.
will you be effected by [gaze from beyond][signet of creation]and such.
What if an enemy uses[Consume Soul] on you.

And the terrain bugs you mention don't matter that much, spirit could use the same AI as minions to walk. in FOW spirits do walk.

You count as a spirit to your allies, not the enemy (consume soul wouldn't work on you then). As for the rest, yes, all of the skills affect you like a spirit (gaze/creation). I think it's only fair that you can't be affected by enchantments, but I think the clause "you are also a human" should be put into play though, so you can at least resto yourself or have support from your team.


Edit:

this is how I think it should look-

Spirit Channeling: 10 energy 2second cast 45sec recharge
Elite Skill. Lose all enchantments. For 0..26 seconds you Channel your own spirit and count as, and meet all of the conditions of being a spirit. You cannot have any enchantments cast on you, but you are immune to hexes and conditions. If you are suffering any hexes or conditions, they will expire 50% faster. When this skill ends, your skills are disabled for 10..5 seconds.

street peddler

street peddler

Wilds Pathfinder

Join Date: Apr 2007

id rather have it at just "hexes and conditions expire 50% faster" then have some clearly overpowered effect and a tacked on "your _______ skills are disabled for X".

you have to think about how that would effect PvP if you were completely immune, Rits are already heavily used as flag runners, and a flag runner that is immune to hexes and conditions 2/3's of the time is insane.

Magikarp

Magikarp

Desert Nomad

Join Date: Nov 2007

[HAWK]

Quote:
Originally Posted by street peddler View Post
id rather have it at just "hexes and conditions expire 50% faster" then have some clearly overpowered effect and a tacked on "your _______ skills are disabled for X".

you have to think about how that would effect PvP if you were completely immune, Rits are already heavily used as flag runners, and a flag runner that is immune to hexes and conditions 2/3's of the time is insane.

then that would be good for a PvP only version. If it were just 50% in both PvE and PvP, no one would use it.

spirit of defeat

spirit of defeat

Krytan Explorer

Join Date: Nov 2007

Holland

Rt/

Quote:
Originally Posted by Magikarp View Post
You count as a spirit to your allies, not the enemy (consume soul wouldn't work on you then). As for the rest, yes, all of the skills affect you like a spirit (gaze/creation). I think it's only fair that you can't be affected by enchantments, but I think the clause "you are also a human" should be put into play though, so you can at least resto yourself or have support from your team.


Edit:

this is how I think it should look-

Spirit Channeling: 10 energy 2second cast 45sec recharge
Elite Skill. Lose all enchantments. For 0..26 seconds you Channel your own spirit and count as, and meet all of the conditions of being a spirit. You cannot have any enchantments cast on you, but you are immune to hexes and conditions. If you are suffering any hexes or conditions, they will expire 50% faster. When this skill ends, your skills are disabled for 10..5 seconds.
That's quote a complicated skill. and you still don't know all effects.
you don't say you can walk, and you do say what happens when you alrdy had an enchantment on you. And stances? I don't think using stances over this one will be balanced. and can you be healed just like allies?

My "unbinding ideas doesn't have any of these problem's.
But I have to admin this is cooler.

my suggestion for this is:
[channeling spirit] elite skill 10e 30r
for 1-20 sec you count as a binding ritual. You have all aspects of a spirit, exept you can walk. And can't use stances. start effect you lose all active effects on you.

Logicly you can't use item spell's and weapon spells on your self. you can't be healed. only through [Spirit Boon Strike].
For GVG let's just say you can't hold item's.

let's be honnest this wil be hard to do technically. Simply sayed to many rules/exeptions.

street peddler

street peddler

Wilds Pathfinder

Join Date: Apr 2007

lol they buffed spawning power in the fake update. weapon spells last 50% longer for every rank in spawning power, seems pretty useful..

draxynnic

draxynnic

Furnace Stoker

Join Date: Nov 2005

[CRFH]

Seemed to me that it was something intended to enrage both sides (if they didn't realise it was an April Fools). Doesn't give any incentive to run N/Rt-style builds as Rit primaries, and it might well have pigeonholed Ritualists even more.

On the other hand, consider Warmongering, Screaming Weapon or Weapon of Shadow with this...

spirit of defeat

spirit of defeat

Krytan Explorer

Join Date: Nov 2007

Holland

Rt/

Quote:
Originally Posted by draxynnic View Post
Seemed to me that it was something intended to enrage both sides (if they didn't realise it was an April Fools). Doesn't give any incentive to run N/Rt-style builds as Rit primaries, and it might well have pigeonholed Ritualists even more.

On the other hand, consider Warmongering, Screaming Weapon or Weapon of Shadow with this...
and consider splinter, vengefull and other end on effect spells

draxynnic

draxynnic

Furnace Stoker

Join Date: Nov 2005

[CRFH]

Quote:
Originally Posted by spirit of defeat View Post
and consider splinter, vengefull and other end on effect spells
That was part of the basis of the first hand - that while +500% (at SP10) to the duration of weapon skills looks powerful, in practise it wouldn't make much more difference to the commonly-used skills than +20% does now.

The three skills I listed would be the only ones significantly affected... and do we really want to see Ritualist primaries being pinholed as the guy (or, probably more likely, girl) whose job it is to maintain Warmongering/Screaming on the physicals and Shadow on the rest?

Nightow

Nightow

Forge Runner

Join Date: Feb 2006

Kindred Order of Souls [KOS]

Quote:
Originally Posted by draxynnic View Post
That was part of the basis of the first hand - that while +500% (at SP10) to the duration of weapon skills looks powerful, in practise it wouldn't make much more difference to the commonly-used skills than +20% does now.

The three skills I listed would be the only ones significantly affected... and do we really want to see Ritualist primaries being pinholed as the guy (or, probably more likely, girl) whose job it is to maintain Warmongering/Screaming on the physicals and Shadow on the rest?
No but since the Rit Lord nerf they have been pushing us more towards a buffer / secondary healer role. If you think about it, there's not much else to a ritualist before you consider tossing in secondaries. Sure you have direct damage spells from channeling but we all know nuking is horrible and until (if ever) communing/spawning gets a good sized buff, our summoner role is pretty much useless. There are those "odd" (but sometimes powerful) spells like [binding chains] and [Spirit's Strength] but those I think are considered gimmicks.

To be honest, I really don't mind playing a support role or "the guy who maintains weapon spells on his front/midline" cause that's part of what a supporter does. They buff, buff some more and heal on the side. In other words, it's part of that extra edge that can really make a team work well and win in the end.

draxynnic

draxynnic

Furnace Stoker

Join Date: Nov 2005

[CRFH]

Oh, the Ritualist is definitely a support character. Was intended to be all along. Even the Ritlord is support. Offensive spirit spam not so much, but that's pretty much a niche build outside of 1v1 scenarios.

(That said, I have found that in some situations (especially when defending a location), a battery of artillery spirits with Ghostly Might can dish out some significant punishment. Made the MOX quests a lot easier when I thought of it, for instance, especially NOX)

Thing is, the 50%/rank weapon duration buff would likely still havr left most builds being more powerful as N/Rts. A build built around Shadow, Wailing and/or Warmonger's would have exploded in effectiveness, of course, but for the others? Not so much.

Magikarp

Magikarp

Desert Nomad

Join Date: Nov 2007

[HAWK]

Simply put, the much needed buff to SP needs to be universal, so that way not just one small aspect (that would pigeon hole us more..) of the Rits skills. Maybe (referring back to an earlier post of mine) they could make it so for every 5 ranks of SP, you gain +1 to all of your non-SP Rit attribute lines.. that would be sweet.

street peddler

street peddler

Wilds Pathfinder

Join Date: Apr 2007

i think just upping the percentages and buffing the skills is all that is needed. and most likely all that is going to happen. (but i dont think increasing the level of spawned creatures could hurt)

they could do some interesting things like taking a useless skill like [skill]spirit to flesh[/skill] and turning it into a ressurect with a 10s recharge that makes you immune to hexes for 0...10 seconds, to encourage investment into spawning power (and rit primaries).

They could make some SP direct heals too like [skill]weapon of renewal[/skill] becomes "5e 1/4s 5r the next time target ally takes damage from a foe, that ally steals 0...60 health and 0...3 energy from target foe."

and make some of the enchantments have less crazy requirements like [skill]renewing memories[/skill] and [skill]ghostly haste[/skill]. RM could easily drop the held item requirement without becoming overpowered, and ghostly haste could definitely lose the extremely limiting requirement of needing a spirit within earshot, and a duration boost (glyph of swiftness beats it in almost every way).

Nightow

Nightow

Forge Runner

Join Date: Feb 2006

Kindred Order of Souls [KOS]

Quote:
Originally Posted by draxynnic View Post
(That said, I have found that in some situations (especially when defending a location), a battery of artillery spirits with Ghostly Might can dish out some significant punishment. Made the MOX quests a lot easier when I thought of it, for instance, especially NOX)
Yes, I am familiar with the build that you are talking about and it's variations. (The first one used [Assassin's Promise] I believe) It can be powerful with the right set up but only if you have a solid front line and no hex removal on the enemy's side. lacking in either department and the build quickly drops in dps/efficiency.

Quote:
Originally Posted by draxynnic View Post
Thing is, the 50%/rank weapon duration buff would likely still have left most builds being more powerful as N/Rts. A build built around Shadow, Wailing and/or Warmonger's would have exploded in effectiveness, of course, but for the others? Not so much.
Now I see what you meant originally and I have to agree. For summoning to be powerful enough, it must affect multiple if not all facets of the ritualist profession. Namely Weapon Spells, Binding Rituals and Item Spells. We've already listed most if not all of the possible changes they could make but if they make it lean too heavily towards one facet of the profession, it still won't be enough to really make a difference.

Spawning already affects weapon spells and binding rituals but lacks an effect for item spells. This reminds me of a suggestion someone had for a buff. It was to include an effect similar to [[email protected]]'s and just change that skill to something different entirely. This way when we use skills like [Pure Was Li Ming], we won't be loosing out on our max energy.

Quote:
Originally Posted by Magikarp View Post
Simply put, the much needed buff to SP needs to be universal, so that way not just one small aspect (that would pigeon hole us more..) of the Rits skills. Maybe (referring back to an earlier post of mine) they could make it so for every 5 ranks of SP, you gain +1 to all of your non-SP Rit attribute lines.. that would be sweet.
I really can't see any skills that would benefit from a change in attribute points from 14 to 15/16 except for maybe making it easier to hit [splinter weapon]'s 5 attack breakpoint. =\

draxynnic

draxynnic

Furnace Stoker

Join Date: Nov 2005

[CRFH]

Quote:
Originally Posted by Nightow View Post
I really can't see any skills that would benefit from a change in attribute points from 14 to 15/16 except for maybe making it easier to hit [splinter weapon]'s 5 attack breakpoint. =\
It'd be interesting to see.

It WOULD provide an incentive to use Rit primaries in particular and Spawning Power in general. If you're running two attributes (Channeling and Restoration, say), a 12/11/6 spread would be superior to the more traditional (for Ritualists) 12/12/3 spread. Or you could leverage Spawning Power even more by taking a 11/10/10 spread - which become equivalent to a 13/12/10 spread. Before runes.

For single attribute Ritualists, there is also an advantage- where normally a single-attribute Ritualist would grab Energy Storage or Soul Reaping, they could instead fill out Spawning Power to get an effective +2 on their attribute - which becomes an effective +4-6 once runes are considered. It may be a fairly subtle difference, but in combination with the fact that Spawning Power does in fact have some decent skills in its own line, it does provide a decent answer as to why it shouldn't be ignored entirely. And if that isn't enough, it could be made to kick in every 4 ranks instead of every 5 - making a third breakpoint easily achievable and putting a fourth within reach. Or make the bonus from SP work on itself...

Magikarp

Magikarp

Desert Nomad

Join Date: Nov 2007

[HAWK]

Quote:
Originally Posted by draxynnic View Post
It'd be interesting to see.

It WOULD provide an incentive to use Rit primaries in particular and Spawning Power in general. If you're running two attributes (Channeling and Restoration, say), a 12/11/6 spread would be superior to the more traditional (for Ritualists) 12/12/3 spread. Or you could leverage Spawning Power even more by taking a 11/10/10 spread - which become equivalent to a 13/12/10 spread. Before runes.

For single attribute Ritualists, there is also an advantage- where normally a single-attribute Ritualist would grab Energy Storage or Soul Reaping, they could instead fill out Spawning Power to get an effective +2 on their attribute - which becomes an effective +4-6 once runes are considered. It may be a fairly subtle difference, but in combination with the fact that Spawning Power does in fact have some decent skills in its own line, it does provide a decent answer as to why it shouldn't be ignored entirely. And if that isn't enough, it could be made to kick in every 4 ranks instead of every 5 - making a third breakpoint easily achievable and putting a fourth within reach. Or make the bonus from SP work on itself...

This is exactly what I'm talking about! I think it would overall push the want of SP for that +attribute bonus, and still wouldn't be enough to "break" the game. I personally (in an earlier post in this thread) said it should be every 3 ranks of SP, but I didn't want that to appear OP either. The idea that it works on itself (meaning some bonus to SP) is awesome imo, simply because the attribute gain would be awesome, but would require some sacrifice if you were to go all the way for max attribute bonus (especially in PvP).

Imagine

12+1 Spawning would equal 15 Spawning which could make a split..
10+(3)+Rune of choice
8+(3)+Rune of choice

MORE than enough to make SP sexy :P