Those who watch Linsey's
talk page may recall my mentioning that I had an idea that I was going to wait until I had time to hit the forum before presenting (to avoid it being caught up in the wiki licensing issue). For those who don't, my inspiration came from this comment:
Quote:
Originally Posted by Shmutt
My main character is Ritualist too, I feel everyones pain. I can't understand what the skillbalance people think with, just to compare a few similar skills: Mind Blast vs. Caretaker's Charge. At 12 Fire Magic/Channeling Magic (Mind Blast/Caretaker's) it does 51/64 damage you gain 7/5 energy and with Caretaker's you also gain 41 health. To me this seems as a fair balance, although, Ritualist's need those extra points of energy more than Elementalists. The thing that chocks me is the recharge time, for Caretaker's it's at 4 seconds, which doesn't seem like that much - but Mind Blast has half the recharge, 2 seconds. So during the time you can cast one two Caretaker's (1sec cast + 4sec recharge)*2=10 seconds you can cast Mind Blast (1sec cast + 2sec recharge)*x=10 which gives you about 3,33 times. Taking that into consideration Mind Blast outshines Caretaker's Charge. Other discussed skills such as Essence Strike is also outshined by similar skills in other attributes, examples: Castigation Signet, Shock Arrow, Glowing Ice and so on and on and on and on.
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In the comparison between Mind Blast and Caretaker's Charge, Shmutt has missed an important consideration here. The latter actually gives back more energy than it uses - using Shmutt's numbers, Mind Blast gives a profit of 2 energy, and if Fire Attunement is also being used (which it almost always will be) then the profit goes up to 4. Extra investment in Fire or use of Aura of Restoration or Elemental Lord increases the profit even more.
Meanwhile, Caretaker's Charge (and its cousin Clamor of Souls) only ever give back the energy they use - you can't use them for energy management, just as regular (and not particularly good) attack spells that don't cost energy if you fulfill the condition. This means that the gap between the two are actually considerably greater than Shmutt's analysis suggests, as indicated by Mind Blast being one of the favoured elites while Caretaker's is almost unused. The only advantage Caretaker's has is the steady healing, but with Aura of Restoration or Elemental Lord, even that advantage shifts to the Elementalist's court.
That analysis complete, what really caught my eye was the last sentence - Shock Arrow, Glowing Ice, and their cousins, each of which actually uses Energy Storage to determine the energy return. Why? Because another class - specifically, fast-casting Mesmers - were getting more use out of the skills than primary Elementalists.
Sound familiar? Not directly - after all, N/Rts aren't running around abusing Channeled Strike, and, indeed, don't need to because they already have enough energy. But it's an interesting principle - can we make Spawning Power more attractive by making some of the Ritualist's energy-gain-on-condition skills rely on Spawning Power for the energy gain component? It wouldn't be a complete solution to the SP problem, but it may well prove to be
part of the solution.
So, with that in mind, here are some suggested skill changes:
Caretaker's Charge
Conditional energy gain increased to 5 plus 1 for every 2 ranks in Spawning Power
Clamor of Souls
Conditional energy gain increased to 10 plus 1 for every 2 ranks in Spawning Power
Essence Strike
Conditional energy gain changed to 5 plus 1 for every 2 ranks in Spawning Power
Soothing Memories
Recharge increased to 8s. Conditional energy gain increased to 5 plus 1 for every 2 ranks in Spawning Power
Pretty much all of these apart from Soothing Memories (and Essence Strike at high Channeling and low SP) are pure buffs. Soothing Memories is probably the most controversial of the four - however, I think Ritualists have enough short-recharge healing skills that the old version of Soothing Memories won't be missed if the new version serves as effective energy management... and clearly it can't have it's old recharge if it's potentially giving back 6-8 energy a pop.

However, the ability to heal and gain energy simultaneously, in the same attribute as regular healing spells, may prove to be a little too powerful - although this may be addressable by further increasing the recharge.
Thoughts?
While I'm on this topic, one concept that keeps coming up is that Ritualists are bad compared to Monks because they lack hex removal... but is this really the case, or is it that hex removal on non-Monk professions just isn't good enough? Looking at the professions available when Factions was released, it seems clear that the Monk wasn't actually intended to be the default hex-remover, but that the job was supposed to be split between the Monk and the Mesmer. Thus, in a hypothetical Factions-era party with one member of each profession, the Monk and Mesmer can share hex removal while the Monk and Ritualist can split protection, healing, and condition removal, with the end result being roughly equivalent to the two Monks that were seen as virtually required for success by the time Factions was released.
In practise, however, the Mesmer's hex removal is saddled with so many extras that it just isn't viable. Shatter Hex's incidental damage is balanced by an exhorbitant energy cost on a class whose energy management has been gutted, ironically because it was being abused by Monks. Inspired Hex is effectively disabled for twenty seconds when used. Expel Hexes is elite and only superior to the elegance of Remove Hex (let alone Monk elite hex removal spells) when the target has multiple hexes... and even then, it lacks the benefit of Divine Favour. And so on.
What this means in practise is that if you need heavy hex removal, you take Monks. And once you've got the two (or more!) Monks needed to control the hexes flying at you, why bring a Ritualist?
But what if Mesmers could remove Hexes as well as they could remove enchantments? It may not be possible for this iteration of Guild Wars, but if Mesmers could have a hex-removal equivalent to Mirror of Disenchantment or Air of Disenchantment for mass hex removal, it might serve to improve the desirability of
both professions in hex-heavy areas.