We need a real ritualist fix (change mine, add yours)

Lyphen

Lyphen

Lion's Arch Merchant

Join Date: May 2006

Having spent time playing since the update, I've quickly become jaded with the ritualist changes. It was really exciting to see so many changes, but when you think about it, the majority were just based on speeding up set-up time, which really wasn't my main problem with ritualists in the first place

So, this patch was a really decent step, and I was happy to see rits get some attention, but it hasn't solved the classes' problems. I've got a few ideas, feel free to change some around and come up with your own.
Making useless skills like...the majority of the Channeling line (Lamentation, Renewing Surge) interesting. It's nukes need to be buffed, because as it is now, they're incredibly weak, and with ridiculous cooldowns. Fixing Vampirism and Signet of Spirit's targeting glitches. It'd be nice if shorter-lasting weapon buffs scaled better after 12. For example, Warding at 10 SP and 14 Restoration: 12s pre, 11.2 post. 10 without any investment in SP pre-patch. So shorter weapon buffs saw a nerf for ritualists aswell, who need to invest a heafty amount into SP to get a 1s gain over pre-patch. Making the Communing spirits more durable. Even with Armor of the Unfeeling, it's pretty rough. A purely personal request, only affecting party members, would greatly help with MM team. As a guideline, spirits should at least be 2/3rds as effective (durable) as an imbagon's shouts, considering how much of the bar has to be invested in it, and with so little energy management available outside of Assassin's Promise. Speaking of energy management, Ritual Lord giving 5 energy per binding ritual? Spirit-spamming builds do need energy management (or at least, the protective ones do, as they're still 15-25e). The new Spiritleech Aura doesn't belong in Restoration.
So, this patch was a really decent step, and I was happy to see rits get some attention, but it hasn't solved the classes' problems.

lewis91

lewis91

Wilds Pathfinder

Join Date: Jul 2008

Wales

Order of the Azurelight[OA]

E/

I actually find spirit spamming fun now, within 4ish seconds i can get 7 spirits which is fun with painful bond.

Quote:
Fixing Vampirism and Signet of Spirit's targeting glitches. Along with them two, Spirit Siphon needs to be fixed too, if your targeting a foe out of earshot, and you have spirits all around you, and you activate spirit siphon, you'l actually run upto the enemy and then activate the skill which is annoying as hell.

Helix Dreadlock

Helix Dreadlock

Jungle Guide

Join Date: Jan 2009

Imperial Sanctum

Legendary Drunken Masters [DUI]

E/Me

I find that they need more e-management. Playing a Rit isn't my thing, but anything else works. Maybe in spawning power

"for each rank in s power, you gain +1e whenever a spirit is created,gained,or dies, of yours, in earshot. This cannot be used more than 5 times in 10 seconds to gain energy."

Zahr Dalsk

Grotto Attendant

Join Date: Aug 2007

Canada

Quote:
Originally Posted by Lyphen View Post
the majority were just based on speeding up set-up time, which really wasn't my main problem with ritualists in the first place It kinda was my main problem with spirits, that and frailty.

Now I can get them up quickly (I hate standing around long cast times) and keep them alive longer.

Of course, I'm all in favour of more buffs, but I'm content for now with what we got.

Holy Ritualst

Academy Page

Join Date: Dec 2008

Heart Of The Phoenix Eternal

Rt/

i think rits where just fine befor this update

FoxBat

Furnace Stoker

Join Date: Apr 2006

Amazon Basin [AB]

Mo/Me

Armor-based nuking is generally garbage in HM, see eles. Arage/spirit rift are relatively good vs eles for their energy costs, and I didn't even bring up splinter or OoS or now-super offensive spirits in the same line.

Armor of unfeeling interacts with union/that blocking skill in a sick matter. The only one notably left out is shelter, which I'm surprised they didn't at least dock the cost of. Fixing the minion interaction is probably tricky, since no spirit in the game targets party members.

Lhim

Lhim

Krytan Explorer

Join Date: Sep 2007

Rt/

^Restoration and Rejuvenation.

This is a great update for the most part for offensive spirit spamming. Faster casting times etc are great. However, offensive spirit spamming wasn't the biggest problem. The combo of Signet of Ghostly Might + Painful Bond + Summon Spirits + A bunch of Spirits already was pretty good actually. With some smart usage of Summon Spirits you could keep them alive with no problem.

They didn't do much about weapon spells in a whole. Even forcing you into SP to get the same duration for the weapon spells that will last their full duration. But most of the weapon spells end on a trigger. I would like to see something done about them. Weapon Spells are just as Spirits unique for Rits, but the update didn't do anything for them. The 4% longer duration doesn't cut it for me.

snaek

snaek

Forge Runner

Join Date: Mar 2006

N/

the buff makes spirit spamming easier to play...though doesn't really make spirit spamming all that more effective than it was before.

Zahr Dalsk

Grotto Attendant

Join Date: Aug 2007

Canada

More durable spirits. Faster spirit replacement. A skill that gives us three new spirits, with only one slot needed, while serving as a fast energy fill-up (Boon).

It's a very nice improvement in effectiveness.

Daisuko

Wilds Pathfinder

Join Date: Mar 2007

California

[Vr]

E/Me

spirit spamming is fun, but not very effective (against groups of foes) it's mainly good in dungeons or similar areas with high-hp foes to deal enormous dps to a single target. also, as for spirit fun.... http://img35.imageshack.us/img35/1117/gw173s.jpg but seriously, pretty much most skills need a buff for rits.

spiritleech aura needs to be put into channeling, and possibly also give a net bonus to damage instead of merely damage conversion... changing armor-ignoring into life stealing doesn't matter that much.

I'd like it if painful bond was changed to... "Whenever hexed foe takes damage from a spirit, all other foes hexed with painful bond take that damage as well"

clamor of souls should deal damage based on how many spirits are within earshot... something like.. at 15 channeling... target foe and all nearby foes take 20 damage for every spirit within earshot... or maybe target and nearby foes take 30 damage for every spirit within earshot of that foe... and remove the energy back.

Destructive Was Glaive... remove the drop damage, instead make the AP scale, maybe 1.5% per rank of channel... 24% at 16, 1% less than most air magic skills.

essence strike should also give energy based on number of spirits... capping it off as well... making it more like 1..4 energy per spirit in earshot, max of 1..15 (1 per rank of channeling)

gaze from beyond... should destroy the nearest friendly spirit, and deal 1..15 (again one damage per rank of channeling) damage per level of that spirit. (level 13 spirit = 208 damage at 16 channel


lamentation... reduce recharge to 15... change to "target foe takes 2..30 (2 per channeling rank) lightning damage per corpse within earshot of that foe

Renewing surge... change description to... "if this spell kills a foe, all your channeling magic skills recharge instantly"

spirit burn... increase recharge to 8, increase energy cost to 10, change description to... for each spirit within earshot, 1 foe near your target begins burning for 1..3 seconds

spirit boon strike... change to... hits one foe per friendly spirit within earshot

destruction... increase recharge to 30 seconds, increase energy cost to 10, change description to.. "Whenever a foe within range of this spirit takes lightning damage, it takes 1% more damage per rank of channeling magic"

caretaker's charge... change description to... heals all adjacent allies for 1 health per 2 damage this skill deals.

spirit rift... increase energy cost to 15, increase recharge to 20, change description to... for 5..20 seconds, whenever a spirit is destroyed in this ward, all adjacent foes take 15..50 damage.

spirit siphon... remove all energy from all spirits nearby you, you gain 10...25% of the energy lost by each spirit.

splinter weapon : change damage type to piercing.

weapon of aggression : reduce duration to 1..5 seconds, change to... target ally has a weapon of aggression, that ally deals +10..25 damage with attacks, renewal on hit.

weapon of fury... add 25% faster attack speed to skill description.

wielder's strike... change to remove target foe's weapon spell, deals 20..80 damage if a weapon spell is removed.

all of these would be PvE skill changes, of course. That's the rough idea I get for channeling skills off the top of my head...

edit : got plenty of ideas for other rit skills too, but then again everyone probably thinks my ideas are terrible, so no point rambling on more than I have :P

Zahr Dalsk

Grotto Attendant

Join Date: Aug 2007

Canada

Quote:
Originally Posted by Daisuko
View Post
I'd like it if painful bond was changed to... "Whenever hexed foe takes damage from a spirit, all other foes hexed with painful bond take that damage as well" That'd be amazingly powerful. Basically... the time it would take spirits to kill one enemy of a group, all enemies with the same health would be killed too.

Still, I'd like it.

tom999

tom999

Frost Gate Guardian

Join Date: Jan 2009

House of Lord Darcia [HoLD]

W/

I agree with lewis, it is a lot more fun now.

Also I find combining Boon of creation and Signet of Spirits ample energy management. 0 energy to cast and, at 12 SP, + 15 energy for making the spirits. I think the updates have injected new life into the ritualist but deffinitely agreed that more buffs are needed like to the resto line to make rits more powerful healers.

Something like change mend body and soul to SP and remove 1 hex and 1 condition if you are within earshot of a spirit, but still with the heal.

Also I find it hard to keep track of which spirits are alive so maybe introduce a Spirit moniter that tells you how many spirits are alive, something like the Necro's minion counter.

Daisuko

Wilds Pathfinder

Join Date: Mar 2007

California

[Vr]

E/Me

Quote:
Originally Posted by Zahr Dalsk
View Post
That'd be amazingly powerful. Basically... the time it would take spirits to kill one enemy of a group, all enemies with the same health would be killed too.

Still, I'd like it. yeah, but notice I said "damage" meaning vampirism and bloodsong wouldn't trigger that effect... plus, it could be scaled down to making other foes take a percentage of damage, such as 15..75% of the damage the initial foe took.

Daisuko

Wilds Pathfinder

Join Date: Mar 2007

California

[Vr]

E/Me

Quote:
Originally Posted by tom999
View Post
I agree with lewis, it is a lot more fun now.

Also I find combining Boon of creation and Signet of Spirits ample energy management. 0 energy to cast and, at 12 SP, + 15 energy for making the spirits. I think the updates have injected new life into the ritualist but deffinitely agreed that more buffs are needed like to the resto line to make rits more powerful healers.

Something like change mend body and soul to SP and remove 1 hex and 1 condition if you are within earshot of a spirit, but still with the heal.

Also I find it hard to keep track of which spirits are alive so maybe introduce a Spirit moniter that tells you how many spirits are alive, something like the Necro's minion counter.

that's actually a decent idea... but lower mend body and soul's healing to around 50 at 15 resto, so the main thing would be hex/condition removal... and make it more like removes 1 condition per spirit in earshot and 1 hex per 3 spirits in earshot.

EDIT : also, several spawning power skills should be buffed to encourage primary rits.

empowerment : change from "item spell" to "weapon spell" as very few party members generally carry items.

ghostly haste : change to "while within earshot of a spirit, ritualist spells cast and recharge 25% faster"

Doom : change to a hex spell, making it cause -1..3 health degen per spirit you control, for 1..15 seconds.

Renewing Memories : change to a self-weapon spell; change description to "for each recharging ritualist skill, you gain 0..1 energy for every 2 recharging ritualist skill"

Reclaim essence : change to... destroy all allied spirits within earshot, for each spirit destroyed, one nearby ally gains 1..15 energy and 30..120 health. 10 energy, 2 cast, 15 recharge.

Spirit Channeling : change to... destroy all nearby spirits. For each spirit destroyed, you gain 1..5 seconds of 0...6 energy regeneration and 1 skill (except for this skill) is recharged per spirit destroyed.

Spirit to Flesh : reduce recharge to 10 seconds, change to... the nearest allied spirit is destroyed, target ally gains health equal to 20..100% of that spirit's current health.

Wielder's Zeal : change to... "While under the effects of a weapon spell, you gain 1...2 energy each time you cast a spell on an ally.

Unreal Havoc

Guest

Join Date: Dec 2007

Quote:
Originally Posted by tom999
View Post
I agree with lewis, it is a lot more fun now.

Also I find combining Boon of creation and Signet of Spirits ample energy management. 0 energy to cast and, at 12 SP, + 15 energy for making the spirits. I think the updates have injected new life into the ritualist but deffinitely agreed that more buffs are needed like to the resto line to make rits more powerful healers.

Something like change mend body and soul to SP and remove 1 hex and 1 condition if you are within earshot of a spirit, but still with the heal.

Also I find it hard to keep track of which spirits are alive so maybe introduce a Spirit moniter that tells you how many spirits are alive, something like the Necro's minion counter.

I currently use that skill combo along with Mantra of Inscriptions to speed up the signet recharge.

I'm using something like this at the moment until I figure out something better:

[build prof=Ritualist/Me spawning=11+1 inspir=10 Restor=10+1+1][Mend Body and Soul][Soothing Memories][Spirit Light][Feast of Souls][Signet of Spirits][Mantra of Inscriptions][Spirits Gift][Boon of Creation][/build]

Dawn Angelheart

Dawn Angelheart

Lion's Arch Merchant

Join Date: Mar 2008

We Bought Plan C On [Ebay]

W/E

Ill just say this as its what stood out.

Renewing Surge + might was vorizon = constant Dps.

gg.

Daisuko

Wilds Pathfinder

Join Date: Mar 2007

California

[Vr]

E/Me

Quote:
Originally Posted by Dawn Angelheart
View Post
Ill just say this as its what stood out.

Renewing Surge + might was vorizon = constant Dps.

gg. except that I suggested to change the description, not add that onto it. :P in short renewing surge would be similar to assassin's promise, but only effecting channeling magic skills, if you killed a foe with it, and would not instantly recharge if you were holding an item anymore.

Longasc

Longasc

Forge Runner

Join Date: May 2005

Quote:
Originally Posted by tom999
View Post
Also I find it hard to keep track of which spirits are alive so maybe introduce a Spirit moniter that tells you how many spirits are alive, something like the Necro's minion counter. Why not. Just use a spirit image and put a counter on it, just like for minions. It is not that necessary, but it would be nice.

In PvP, Ritualists now lose flexibility as they need Spawning Power to get their Weapon Spells up to old levels. Other classes cannot use them as well anymore, on the other hand. This can be good or not, depending on your preferences.

In PvE, Spiritwalls are deadly and extremely powerful. Even with glitches.

So yeah, Spirits ARE now definitely viable. I would say they even beat Necros when it comes to PvE power. They are overbuffed, and we have just begun exploring the possibilities.

zwei2stein

zwei2stein

Grotto Attendant

Join Date: Jun 2006

Europe

The German Order [GER]

N/

Quote:
Originally Posted by Dawn Angelheart
View Post
Ill just say this as its what stood out.

Renewing Surge + might was vorizon = constant Dps.

gg. Worse than flare x,x

Lhim

Lhim

Krytan Explorer

Join Date: Sep 2007

Rt/

I'd like more consideration for weapon spells.

In the old SP thread some ppl suggested that for every X ranks of Spawning Power your other ritualist attributes are increased by 1. And of course the 4%health bonus to animated/created.

I think this could work, making rit spells better for Rit primaries. But it might be a bit too much with the recent changes. So how about:

**For every rank in SP your animated/created creatures gain 4% more health and your weapon spells gain 4% more effectiveness.**

Meaning the 4% effectiveness for weapon spells would affect the variable. So in Weapon of Warding it would affect duration and health regen. With Xinrae's Weapon it would affect the ammount of life-stealing (and not the duration).....would seem more logical to me, as most weapon spells end on a trigger, so lenghtened duration is useless then.

Jarus

Jarus

Frost Gate Guardian

Join Date: Aug 2005

Council of Iris

Having played a bit, I do see how Rits could still use a bit of love. Spirit wrangling is really all they addressed in this update, but at the same time they nerfed weapon spells.

Keira Nightgale

Krytan Explorer

Join Date: Jun 2007

Gulfstream Owners Club [GS]

Rt/R

Quote:
Originally Posted by Lyphen View Post
Having spent time playing since the update, I've quickly become jaded with the ritualist changes. It was really exciting to see so many changes, but when you think about it, the majority were just based on speeding up set-up time, which really wasn't my main problem with ritualists in the first place

So, this patch was a really decent step, and I was happy to see rits get some attention, but it hasn't solved the classes' problems. I've got a few ideas, feel free to change some around and come up with your own.
Making useless skills like...the majority of the Channeling line (Lamentation, Renewing Surge) interesting. It's nukes need to be buffed, because as it is now, they're incredibly weak, and with ridiculous cooldowns. Fixing Vampirism and Signet of Spirit's targeting glitches. It'd be nice if shorter-lasting weapon buffs scaled better after 12. For example, Warding at 10 SP and 14 Restoration: 12s pre, 11.2 post. 10 without any investment in SP pre-patch. So shorter weapon buffs saw a nerf for ritualists aswell, who need to invest a heafty amount into SP to get a 1s gain over pre-patch. Making the Communing spirits more durable. Even with Armor of the Unfeeling, it's pretty rough. A purely personal request, only affecting party members, would greatly help with MM team. As a guideline, spirits should at least be 2/3rds as effective (durable) as an imbagon's shouts, considering how much of the bar has to be invested in it, and with so little energy management available outside of Assassin's Promise. Speaking of energy management, Ritual Lord giving 5 energy per binding ritual? Spirit-spamming builds do need energy management (or at least, the protective ones do, as they're still 15-25e). The new Spiritleech Aura doesn't belong in Restoration.
So, this patch was a really decent step, and I was happy to see rits get some attention, but it hasn't solved the classes' problems. Simply revert ritualist skills to early 2006 values, pve only of course.


Anyway, my suggestions
Pve Only

Channeling

Agony Binding Ritual. Create a level 4...13...16 spirit (15...39...52 second lifespan). Whenever a foe is hit by an attack that foe receives 7... 15... 27... additional damage 15e 3/4c 30r

Ancestor's rage Skill All foes adjacent to target ally are struck for 30-130 lightning damage. 5e 1/4c 8r

Bloodsong As it is now but increase level by 2

Channeled Strike as it is now but 1casting

Clamor of Souls Elite Spell. Allied spirit lose 100 health.
Deals (10...65...82) lightning damage to target and nearby foes. Steal up to 100hp from target foe and one additional foe for each spirit within earshot.
10e 1c 7r

Cruel Was Daoshen Item Spell. (15...51...60 seconds.) Drop effect: deals 10...94...115 lightning damage to all nearby foes, while holding Daoshen's ashes your channeling weapon spell deal 4-7-10 damage more.
15e 1c 10r

Destruction Binding Ritual. Creates a level 1...13...17 spirit (30 second lifespan). Everytime a foe in the area dies nearby enemies are stuck for 15...35...50 damage.
10e 3/4c 15r

Destructive Was Glaive Elite Item Spell. (30...54...60 seconds.) Your Ritualist skills have 15% armor penetration +3% for each rank in spawning power. Drop effect: deals 10...82...100 lightning damage to all foes in the area.
10e 1c 10r

Essence Strike Spell. Deals 15...51...60 lightning damage. You gain 1...7...9 Energy if any spirits are within earshot.
5e 1c 6r

Gaze from Beyond Spell. The spirit nearest you loses 10...26...30 Health. Deals 4 lightning damage to target foe for each point of Health lost, if target foe dies you gain 5 energy.
5e 1c 10r

Gaze of Fury Binding Ritual. Destroys a spirit. Creates a level 1...12...16 spirit (30...54...60 second lifespan). Its attacks deal 8...20...25 damage.
10e 3/4c 20r

Lamentation Spell. You remove 0...1...2 enchantments and deal 15...75...100 damage. No effect unless this foe is within earshot of a corpse or spirit. If more than 1 enchantment is lost this way this skill gets an additional 7 seconds recharge
5e 1c 7r

Nightmare Weapon Weapon Spell. (12 seconds.) Target ally's attacks steal 10...42...50 Health but deal 10...42...50 less damage. Ends after 15seconds.
5e 1c 20r

Offering of Spirit As it is now.

Painful Bond Hex Spell. Also hexes foes near your target (10...18...20 seconds). Spirits do 8...18...20 more damage against these foes, everytime an hexed foe is hit by a spirit nearby foes are stuck for 9...12...16 damage
15e 1c 12r

Renewing Surge Leave it as it is, rofl flare

Spirit Boon Strike Spell. Deals 10...82...100 lightning damage. If struck foe is casting a spell he's interrupted and a 1...7...12 spirit of sorrow dealing 5...13...17 damage is summoned
10e 1c 20r


Spirit Burn Spell. Target foe is struck for 5-50 lightning damage. If any Spirits are within earshot, Spirit Burn deals +10-40 damage.
5e 1c 6r

Spirit rift Spell Open a Spirit Rift at target foe's location. After 3 seconds, all adjacent foes are struck for 25-135 lightning damage.
10e 1c 5r

Splinter weapon
Spell For 15-60 seconds, target ally has a Splinter Weapon and his successful attacks deals 5-50 damage to all adjacent foes. Cannot be used on yourself
5e 1c 5r

Wailing Weapon Weapon Spell. (3...8...9 seconds.) Your attacks cause bleeding and interrupt attacking foes
5e 1c 15c

Warmonger's Weapon Weapon Spell. (3...11...13 seconds.) Attacks interrupt an action. Does not interrupt attacking foes.
5e 1c 20c

Weapon of Aggression Same as it is now

Weapon of Fury Elite Weapon Spell. (5...17...20 seconds.) Target ally gains +25% attack speed and +25% movement speed along with 5...41...50% more adrenaline gain but takes double damage instead, when this weapon spell ends you lose 5energy.
10e 1c 6r

Wielder's strike Spell Target foe is struck for 15-60 lightning damage. If you are under the effects of a weapon Spell, you deal an additional 15-60 lightning damage.
5e 1c 6r


Now, consider half of these changes can sound overpowered, but compared with SF, unnerfed ROJ, Imbagon a scythe sin they are not so unthinkable.
Most of the benefits are gained when playing in a party rather than solo or in a gimmick, therefore they are aimed to increase ritualist's presence in PUG's

Anyway they could simply make spirit stack like they used to do, that would be the only to make spiritspam on par with other builds.

Lyphen

Lyphen

Lion's Arch Merchant

Join Date: May 2006

I was just thinking - Spirit Siphon is by an large the best thing that was updated, because it enables so many other changes to the channeling line. And, it also opens up a way to change ritualist energy management - not through inherent stats like Spawning Power|Soul Reaping, but by having specific skills that fix different playstyles.

Spirit Siphon is the support/channeling magic/spirit spam energy management (Life/Bloodsong/Signet of Spirits fit into those builds). We can now completely forget about putting Offering of Spirit on our bar, letting that skill become something more exciting.

But, in terms of ritualist roles, like I mentioned in the OP, defensive spirit spam still needs a skill to help out with energy management, because no points can be spared into channeling. I mentioned Ritual Lord, because it's the only reasonable ritualist elite for that playstyle. And if it were changed to a flat energy gain per binding ritual created, we can finally change the huge amount of boring e-management elites in SP: Attuned Was Songkai, Spirit Channeling, and Wielder's Zeal + Energetic Was Lee Sa. And Signet of Spirit's useless PvP version.

Going into more fanciful stuff, I'd really like to see Draw Spirit (PvE and PvP) to teleport all spirits to the caster, and Summon Spirits to be a Signet of Spirits-like spell (summon 2 spirits, dealing ~25 damage, lasting x seconds for x ranks in spawning power) Enabling all rit playstyles to have an offensive spirit spam, which I think is good, flavour-wise.

Tek

Frost Gate Guardian

Join Date: Apr 2008

Thunder From Down Under [TfdU]

Rt/

Quote:
Originally Posted by Daisuko View Post

essence strike should also give energy based on number of spirits... capping it off as well... making it more like 1..4 energy per spirit in earshot, max of 1..15 (1 per rank of channeling)

I agree with you on this one. It would be nice if they increase the energy gain from this skill. After you pay the energy cost, you're only gaining +3 energy.

caretaker's charge... change description to... heals all adjacent allies for 1 health per 2 damage this skill deals.

Okay, dude. This is one of the few Channeling skills that are actually good and you want to nerf it by putting it in the Restoration line? Rits have enough healing spells and do not need anymore.

spirit rift... increase energy cost to 15, increase recharge to 20, change description to... for 5..20 seconds, whenever a spirit is destroyed in this ward, all adjacent foes take 15..50 damage.

Okay, you can tell you didn't put ANY thought into this decision. Spirit Rift is THE best Channeling skill for damage and it already costs 10e. If you were to increase the energy cost and recharge time, it would be useless. Also, this would require a Ritualist to bring tons of spirits. I don't like playing a Spirit Spammer all the time and yet, I use Spirit Rift is almost all of my builds.

spirit siphon... remove all energy from all spirits nearby you, you gain 10...25% of the energy lost by each spirit.

Once again, dumb suggestion. By draining all energy from all of your spirits, you make them ineffective. Spirits can not attack w/o energy, bud. They did a good job with this skill by giving you 50% of a single spirit's energy.
They did a great job with improving the Rit. I believe one of the reasons they did this is to encourage people to play the Ritualist more oftten, since it's one of the underplayed toons. Also, Spirit Spamming takes absolutely no skill, what-so-ever. You lay down spirits, hit foes with Painful Bond, and then move your spirits (Summon Spirits) into position and let them do the rest. This update was a nice little jolt to get people interested in the Rit so they can see the true potential.

I have been playing a Rit as my primary since it was released. I have cleared all elite areas (w/o Ursan) using my Rit and currently working on GWAMM. Rits are so versatile in that they can run Damage, Support, Healing, Spirit Spamming, Buffs, etc. Show me another class that can play that many roles effectively.

Joseph Spiritmaster

Joseph Spiritmaster

Frost Gate Guardian

Join Date: Apr 2008

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

tbh, Rits were fine before update, but with the update and my play style it was a buff. I really do believe that the update did make a good step towards rits become possibly part of the meta again.

upier

upier

Grotto Attendant

Join Date: Mar 2006

Done.

[JUNK]

Move all spirits into Spawning.
Move skills that help spirits deal more damage into Channeling. Move skills that help spirits protect better into Communing. Move skills that help spirits heal better into Resto.


Makes binding rituals the ritualists version of dervish avatars.

Maneo Ranae

Frost Gate Guardian

Join Date: Mar 2007

W/D

Quote:
Originally Posted by deank81 View Post
I'd like more consideration for weapon spells.

**For every rank in SP your animated/created creatures gain 4% more health and your weapon spells gain 4% more effectiveness.**

Meaning the 4% effectiveness for weapon spells would affect the variable. So in Weapon of Warding it would affect duration
and health regen. With Xinrae's Weapon it would affect the ammount of life-stealing (and not
the duration).....would seem more logical to me, as most weapon spells end on a trigger, so lenghtened duration is useless then.
... Ehh, ehh... Ehh, WHAT?! At 14 Restoration Magic and 13 Spawning Power, that would be... 76x1,04^13=127 health steal,... Are you sure, or would you like to revise your statement?

Quote:
Originally Posted by Tek
Originally Posted by Daisuko
spirit siphon... remove all energy from all spirits nearby you, you gain 10...25% of the energy lost by each spirit.

Once again, dumb suggestion. By draining all energy from all of your spirits, you make them ineffective. Spirits can not attack w/o energy, bud. They did a good job with this skill by giving you 50% of a single spirit's energy. Tek,... Have you ever even played a Ritualist with an attackspirit? Their attacks,... Read this, remember it, write it down, I don't care,... Their attacks DO NOT USE ENERGY.

THEY DON'T NEED IT. So take it away! It doesn't matter! Just makes them less susceptible to Energy Surge, not that that skill's such a big problem or something lol.

Arkantos

Arkantos

The Greatest

Join Date: Feb 2006

W/

Quote:
Originally Posted by snaek View Post
the buff makes spirit spamming easier to play...though doesn't really make spirit spamming all that more effective than it was before. It's a lot more effective than it was before. In 5 seconds, you could have an army of spirits up. Before the update, you'd be able to get about 2 up. Not to mention you can now get 3 offensive spirits up in one second. Oh, and reclaim essence is amazing. Not only do you have fast casting spirits, you can recharge each one and get energy after a fight.

There are many more things that should be changed, but at least ritualists are useful now. I've been testing out builds for 2 hero ritualists, and I must say, 8 spirits up in about 4 seconds is amazing.

rick1027

rick1027

Jungle Guide

Join Date: Apr 2006

W/R

i think this last update might be a series to slowly bring ritualist it playing without making them op. my feelings are bring them up slowly and buff only there weakest spot til they become useable in every group. the spirit spamming was the weakest link to start with so thats why they started there

snaek

snaek

Forge Runner

Join Date: Mar 2006

N/

Quote:
Originally Posted by arkantos
It's a lot more effective than it was before. In 5 seconds, you could have an army of spirits up. Before the update, you'd be able to get about 2 up. Not to mention you can now get 3 offensive spirits up in one second. Oh, and reclaim essence is amazing. Not only do you have fast casting spirits, you can recharge each one and get energy after a fight. summon spirits says hai. once you get the first set-up done, its wasn't terribly hard to maintain it.

Lhim

Lhim

Krytan Explorer

Join Date: Sep 2007

Rt/

Quote:
Originally Posted by Maneo Ranae View Post
... Ehh, ehh... Ehh, WHAT?! At 14 Restoration Magic and 13 Spawning Power, that would be... 76x1,04^13=127 health steal,... Are you sure, or would you like to revise your statement?

Weapon spells as a whole should be looked at of course, weakening them by default, but making them stronger in combination with SP. I didn't bother doing the maths, because I'm not good at it. I'd leave that to others, but the idea is to make it beneficial for Rits to use SP, instead of forcing them to use it, as it is now the case (when using weapon spells).

For example: if you have Xinrae's Weapon and Warmonger's Weapon on the same bar. Since the update the duration of Warmonger's Weapon got shortened. To compensate you need an investment in SP. However doing so means taking some points off restoration, causing all spells in that attribute line to be less effective. With this change at least weapon spells from one attribute line wouldn't suffer if you have to invest into SP to compensate for weapon spells in another attribute line. It would make weapon spells stronger on a primary Rit. And what's wrong with that?

p.s. I got a different number btw, 115 and something...

Maneo Ranae

Frost Gate Guardian

Join Date: Mar 2007

W/D

I actually don't see the problem with the change to Weapon spell durations.

Before it was easy to just run 12 Resto with 12 Channeling (for Bloodsong & Offering of Spirit per example). Don't you see what's wrong with that? It's essentially a super-hybrid.

If Monks wanted to be a hybrid (Per example; healing and protting), they would have to make their split something like 12 HP, 10 PP & 8 DF.
With pretty much every other class, you'll have the same deal because their primaries are actually worth it, and so they invest in it, so other attributes had to be toned down.

But the Ritualists could just pump 12 & 12, be hybrid, deal damage AND heal as good as a Monk can. At least now, the Ritualists are forced to use their Primary when using weapon spells, like you said, but that only makes it more balanced.

I have an idea in my head of why it's fair and balanced, but if I didn't explain it right in the above, please excuse me.

Btw. The number I got = 126,54558655558948964966334464,... And that's the truth!

Keira Nightgale

Krytan Explorer

Join Date: Jun 2007

Gulfstream Owners Club [GS]

Rt/R

Quote:
Originally Posted by Maneo Ranae View Post
I actually don't see the problem with the change to Weapon spell durations.

Before it was easy to just run 12 Resto with 12 Channeling (for Bloodsong & Offering of Spirit per example). Don't you see what's wrong with that? It's essentially a super-hybrid.

If Monks wanted to be a hybrid (Per example; healing and protting), they would have to make their split something like 12 HP, 10 PP & 8 DF.
With pretty much every other class, you'll have the same deal because their primaries are actually worth it, and so they invest in it, so other attributes had to be toned down.

But the Ritualists could just pump 12 & 12, be hybrid, deal damage AND heal as good as a Monk can. At least now, the Ritualists are forced to use their Primary when using weapon spells, like you said, but that only makes it more balanced.

I have an idea in my head of why it's fair and balanced, but if I didn't explain it right in the above, please excuse me.

Btw. The number I got = 126,54558655558948964966334464,... And that's the truth! Too bad that ritualist aren't monks, majority of their skills do suck terribly compared to what monks have and neither channeling or restoration compare with healing/protection or elementalist air line. Therefore they were meant as a hybrid. Add to this that Spawning power is bad, while DF is pretty godly in what it does and you got your answer.

Add to that 2 years of constant nerfing and you got why ritualist cannot be viable with a tri attribute spread.

Add the fact that spawning power (unlike strength) doesn't offer the luxury of useful skills, heck they are even worse than the rest of ritualists one.

Cebe

Cebe

The 5th Celestial Boss

Join Date: Jul 2006

Inverness, Scotland

The Cult of Scaro [WHO]

E/

Quote:
Originally Posted by Lyphen View Post
Making useless skills like...the majority of the Channeling line (Lamentation, Renewing Surge) interesting. It's nukes need to be buffed, because as it is now, they're incredibly weak, and with ridiculous cooldowns. I do agree with this. There are only a select few Channeling Magic spells which make Channeling worthwhile. Lamentation seems especially weak. Renewing Surge, at least, can have it's recharge modified even if it is a Ritualist Flare Spam. Spirit Boon Strike is another which could do with being refreshed, although having a few players in a team using it at the right time can help to prolong the likes of Shelter and Displacement.

Lhim

Lhim

Krytan Explorer

Join Date: Sep 2007

Rt/

Quote:
Originally Posted by Maneo Ranae
View Post
I actually don't see the problem with the change to Weapon spell durations.

Before it was easy to just run 12 Resto with 12 Channeling (for Bloodsong & Offering of Spirit per example). Don't you see what's wrong with that? It's essentially a super-hybrid.

If Monks wanted to be a hybrid (Per example; healing and protting), they would have to make their split something like 12 HP, 10 PP & 8 DF.
With pretty much every other class, you'll have the same deal because their primaries are actually worth it, and so they invest in it, so other attributes had to be toned down.

But the Ritualists could just pump 12 & 12, be hybrid, deal damage AND heal as good as a Monk can. At least now, the Ritualists are forced to use their Primary when using weapon spells, like you said, but that only makes it more balanced.

I have an idea in my head of why it's fair and balanced, but if I didn't explain it right in the above, please excuse me.

Btw. The number I got = 126,54558655558948964966334464,... And that's the truth! Well, I do see your point. However, I still feel that SP could use a change, specially related to weapon spells. After all, the last update was directed to spirits (which is great), but SP hardly changed and weapon spells have been nerfed a little. Besides, SP still is the worst primary by far. At least they could narrow the gap more than they did with the last update. I'm just hoping that this wasn't the last thing they did.

Don't get me wrong though, I liked the last update and have always enjoyed playing my rit (before and after the changes).

p.s. I told you I was bad a math