Quote:
Originally Posted by Lyphen

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.