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Old Jun 23, 2009, 05:21 AM // 05:21   #1
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Default Soul Twisting needs a new effect.

Really, considering Binding Rituals now cast either near-instantly or in one second, there's little need for Soul Twisting's cast time reduction as it currently stands. It only serves the purpose of removing recharge.

Something to be done with the 66% faster cast time, I say. Replace it with something else, like reduced energy cost?

Last edited by Zahr Dalsk; Jun 23, 2009 at 05:23 AM // 05:23..
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Old Jun 23, 2009, 05:43 AM // 05:43   #2
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If you want energy just use reclaim essence. I say make it like the *Buffed* OoU, Or old Signet of whatchacallit, Make a super Spirit.
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Old Jun 23, 2009, 05:44 AM // 05:44   #3
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5e 1 sec 20re

Maybe destroy target spirit. Create a spirit of hatred and anger at it's position. These spirit's levels are reduced by half the original spirit's level. (You gain 5...10 energy)
Attribute: Channeling.
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Old Jun 23, 2009, 05:58 AM // 05:58   #4
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I disagree with buff, Rits just got a huge buff theres no need to go through every skill they have and change it. I think if they keep buffing rits, they gonna nerf it because people abuse them. Other professions need buffs imo like paragon, plus every profession has a horrible not-loved elite/skill. But this is just my opinion, i think other professions need some fixes before a-net buff rits to the edge of pwnage.
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Old Jun 23, 2009, 06:26 AM // 06:26   #5
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So you're saying leave crap skill crap? About 80% of elites need a buff, but this is just an example for this one.
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Old Jun 23, 2009, 06:46 AM // 06:46   #6
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Im all in for buffs, i would just hate to see such a good one get nerfed due to misuse or overpower. And i mean by, Rits just got a great buff which means more are gonna wanna play them. This leads to abuse/overpowered builds and nerf-hammer from a-net.
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Old Jun 23, 2009, 06:51 AM // 06:51   #7
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Quote:
Originally Posted by Zahr Dalsk View Post
Really, considering Binding Rituals now cast either near-instantly or in one second, there's little need for Soul Twisting's cast time reduction as it currently stands. It only serves the purpose of removing recharge.

Something to be done with the 66% faster cast time, I say. Replace it with something else, like reduced energy cost?
It still serves it's purpose in PvP.
Well it would if spirits were any good.

/No need to change it.
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Old Jun 23, 2009, 07:15 AM // 07:15   #8
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Quote:
Originally Posted by upier View Post
It still serves it's purpose in PvP.
Well it would if spirits were any good.

/No need to change it.
I herd PvE/PvP split is gud

But seriously, I definitely agree. The new buffs to spirits in PvE make this skill very obsolete. It doesn't need a buff, it just needs it's functionality reworked.
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Old Jun 23, 2009, 07:51 AM // 07:51   #9
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Here's an idea then:

Move skill to Spawning Power, -1en 10e 0,25s 10re.
Enchantment Spell. All adjacent allied spirits becomes mobile at 5..100% normal speed. When you stop maintaning this enchantment, theese spirits are binded at it's current location.
Mobile spirits follows it's master at all time, not nesessary yourself. Whenever it's master is outside adjacent range, theese spirits stops doing any active effects and tries to return to it's master before they resume active effects. This works on nature spirits as well.

- Skill will be near useless for non-primary Ritualists.
- It will add increased incentive to spend points into Spawning Power.

::::::::::::::::::::::::::::
Alternative B, a spirit version of Order of Undeath:
Move into Spawning Power, -1en 15en 0,25s 30re
Enchantment Spell. While you maintain this enchantment, all your spirits deal +3...13 damage, but you lose 5..1% of your maximum Health whenever one of your spirits hits with an attack.

- Allows you to cause additional damage with your spirits. The high recharge is there as an incentive to maintain the enchantment. It will also encourage you to add points into Spawning Power not to have you killed. As it's health loss, you can't mitigate it with skills like Shield of Absorption or similar.

::::::::::::::::::::::::::::
Alternative C, a Spirit version of Life Bond.
Move into Spawning Power, -1en 10en 0,25s 15re
Enchantment Spell. While you maintain this enchantment, whenever an allied spirit within range takes damage from an attack, half the damage is redirected to you as health loss. The health loss you receive this way is reduced by 3...25.

You can't abuse it with Balthazar's Spirit / Essence Bond because it's health loss. This simply gives a means of protecting your spirits by taking part of the damage instead. This might be painful with AE attacks against your spirits but that's part of the fun.
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Old Jun 23, 2009, 09:14 AM // 09:14   #10
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Why not make it an elite version of the new Signet of Binding?

"All spirits in earshot come under your control."
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Old Jun 23, 2009, 09:26 AM // 09:26   #11
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Removing recharge is good enough when there are spirits that recharge in 60 seconds.
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Old Jun 23, 2009, 09:26 AM // 09:26   #12
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Quote:
Originally Posted by Shriketalon View Post
Why not make it an elite version of the new Signet of Binding?

"All spirits in earshot come under your control."
And let's go meet mr. Duncan

Last edited by DeFFik; Jun 23, 2009 at 09:26 AM // 09:26.. Reason: ortography
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Old Jun 23, 2009, 06:31 PM // 18:31   #13
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"destroy target allied spirit. The next 2 binding rituals recharge 50% faster"

Not overpowerd, and usefull.
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Old Jun 23, 2009, 07:21 PM // 19:21   #14
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The problem with focusing on recharge is that Ritual Lord is better then everything you guys have suggested so far.
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Old Jun 23, 2009, 07:47 PM // 19:47   #15
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Quote:
Originally Posted by Bristlebane View Post
Here's an idea then:

Move skill to Spawning Power, -1en 10e 0,25s 10re.
Enchantment Spell. All adjacent allied spirits becomes mobile at 5..100% normal speed. When you stop maintaning this enchantment, theese spirits are binded at it's current location.
Mobile spirits follows it's master at all time, not nesessary yourself. Whenever it's master is outside adjacent range, theese spirits stops doing any active effects and tries to return to it's master before they resume active effects. This works on nature spirits as well.

- Skill will be near useless for non-primary Ritualists.
- It will add increased incentive to spend points into Spawning Power.

I like this idea, it would be pretty cool having spirits following you and it saves taking a skill like Summon Spirits.
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Old Jun 23, 2009, 09:17 PM // 21:17   #16
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Quote:
Originally Posted by MithranArkanere View Post
Removing recharge is good enough when there are spirits that recharge in 60 seconds.
Then this is like a bad version of echo that only works on spirits and nothing else. It's not TERRIBLE, but soul twisting certainly could be better.
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Old Jun 23, 2009, 09:24 PM // 21:24   #17
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I believe July monthly update will solve most of our concerns regarding all useless post-buff skills. Let's just hope aNet will do its best on it and wait patiently.
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Old Jun 23, 2009, 09:34 PM // 21:34   #18
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Agree it should be remade. I propose:

Soul Twisting: Destroy target spirit. The next binding ritual has 66% lower recharge and cost 50% less energy to cast.
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Old Jun 24, 2009, 01:57 PM // 13:57   #19
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Hm... if it destroyed any spirit, not just allied ones, it would be a good change. It's an elite after all, so more versatile usefulness is good.
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Old Jun 24, 2009, 07:44 PM // 19:44   #20
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Signet of Creation needs a new use in PvE as well. (it currently causes instant cast to binding rituals)

Signet of Creation: 0e, 1c, 30r

Create a 1...9...11 level Spirit of Pain. Attribute: Spawning Power

Reason for attribute - gives a basic spirit for ritualists who go Restoration/Spawning Power

Soul Twisting: 5e, 1c, 25r

Destroy target allied spirit and create three 1...10...12 level spirits. Attribute: Communing

Basically, a Signet of Spirits/Call of the Spirit Realm version in Communing, with the requirement of destroying a spirit and having an energy cost where Signet of Spirits doesn't.

I.e., elite version of Gaze of Fury.

Signet of Spirits also needs a small, note: SMALL, nerf.

Signet of Spirits: 0e, 2c, 30r

Create three level 1...10...12 Spirits. These Spirits deal 5...27...32 damage with attacks. These Spirits die after 60 seconds.

Reason: At the moment, it is too overpowered compared to all spirits, creating three spirits (even if they don't attack at once - that should be fixed if this gets nerfed, btw) for no energy and the shortest recharge time... is rather silly. And yes, I do play Rit, and I love this skill.

Last edited by Konig Des Todes; Jun 24, 2009 at 07:53 PM // 19:53..
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