New Natural Rituals...

Weezer_Blue

Weezer_Blue

Elite Guru

Join Date: Feb 2005

Just a Box in a Cage

Hurry Up The Cakes [Oven]

I want to hear your oppinions on these new types of Natural Rituals. Good or Bad?

I personally like them in some cases such as that of Fertile Season and hate them in others.

Sausaletus Rex

Sausaletus Rex

Death From Above

Join Date: Dec 2004

Dang, people are reading my mind today...

Anyhow, I like the change to rituals. They're much more asymmetric and, therefore, have a lot more strategic and tactical uses now. Rituals that were based around affecting everything, everyywhere, like Edge of Extinction or Muddy Terrain, or rituals that let you just pick up and go, like Favorable Winds, have been cut down in effectiveness. But other rituals that you can use to harm the enemy and help yourself, through positioning or other situations, or at least not hurt yourself with, like Nature's Renewal and Frozen Soil, or rituals you can use for a defensive posture, like the Fertile Season you mentioned, have been raised in effectiveness.

Well, maybe not Nature's Renewal, that was the best enchantment removal around and you could cast it extremely rapidly. Now, not so much, but you can use it to strip the enemy and not your team and to, at the least, cause them to avoid certain areas of the map, if they can.

Vermilion Okeanos

Forge Runner

Join Date: Feb 2005

the new natural ritual play an important tactical position now... One might have to abandon their monk target just to kill the natural ritual spirit... (i wonder if you can cast some enchantment on the spirit to protect it... havent try)

One question thou... how do the mesemer unatural signet work now?

Sausaletus Rex

Sausaletus Rex

Death From Above

Join Date: Dec 2004

Quote:
One question thou... how do the mesemer unatural signet work now?
It doesn't. It does nothing. Neither affects the Spirit nor does anything to lock your skills. It just wastes your casting time and takes forever to recharge.

BlackArrow

Banned

Join Date: Feb 2005

It's like bringing a Signet of Capture to battle.

The one thing I like about the new Nature Rituals is that lack of DP. That was the main reason why I stayed away from them before.

In one tombs battle we had a Trapper Ranger join us who used Nature Rituals. Fertile Season really helped out but he used Nature's Renewal for Hex removal, which worked well, except none of my healing enchants would stay on me.

walder

walder

Elite Guru

Join Date: Feb 2005

I did not like the change, not that it made Rituals like Favorable Winds less effective (it did, but the skill is still usable) but in the way that it can be abused.

This about this...
Quickening Zephyr (Nature Ritual) Create a level 1..8 Spirit. For creatures within its range, all skills recharge twice as fast and cost 30% more Energy to cast. This Spirit dies after 30..126 seconds. Updated: 3/18/05 5 5 sec. 60 sec

A Ranger is using this skill. An enemy Elementalist comes up to that Ranger and attacks (from outside the Ritual radius). Now the Elementalist runs into the radius and gets the benefit of the recharge. Then the Elementalist runs out to attack and doesn't suffer from the 30% more energy cost. Rinse and repeat.

Unless the radius for the Ritual is bigger than the cast radius or as big as the farthest bow radius I think something needs to be changed.

whiskas

Ascalonian Squire

Join Date: Mar 2005

Weezer, were you with us when we played that match?

IT LASTED 45 BLOODY MINUTES

We would have won it in 10 if it wasn't for that damn fertile season. On average they must have had 30% DP, when their fertile season was down, they were getting cut down fast, wam bam thank you mam, and they were dead. But when their fertile season was on (99% of the time) it took bloody forever, it took a good solid 1-2minutes with focused attacks to bring down a person. Never in my life had I felt such rage in a game (and I play CS), that &%$&^% ranger that kept spamming those fertile seasons to prolong the inevitable, if he had been in the same room as me, I would broken his arms and legs and set him on fire and savour his screams of pain as his flesh burning to the bone.

Guild wars is supposed to be a fast paced game, I don't want to have to set aside 45 minutes for every guild battle because some idiots need over 1000hp to even have the slightest chance of winning in a game.

Blah Blah, the ritual affects you as well, its still fair. I don't care, its not fun killing the same person 10 times in a row when your team is clearly winning, and having to do it all over again because some stupid *&^%$ can't live without spamming lame rituals that completely slow down the pace of the game.

The idea of the spirits are cool, but fertile season MUST BE CHANGED. Make the spirit's HP unaffected by the ritual, give it a DP cost, or better yet just get rid of it altogether.

Weezer_Blue

Weezer_Blue

Elite Guru

Join Date: Feb 2005

Just a Box in a Cage

Hurry Up The Cakes [Oven]

45 minutes? It was 57! Or was that a different one?


Anyway... Yeah... I remember that battle well because it just wouldn't END! I ended up having to kill a few spirits and hunting the ranger who was casting them (I wasn't your healer that round).

I've also heard tales of how Negetive Zero owned the HoH with them. Had something like 2,000 health.