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Old Mar 24, 2009, 03:59 PM // 15:59   #121
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increasing spirits level is probably the most realistic buff. increasing max health doesnt really make a difference when the spirit has 30 armor and dies in 2 hits anyway.
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Old Mar 24, 2009, 04:14 PM // 16:14   #122
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or 3 recuperation so you get 9 regen?
will have to many issues
Cause 9 regen is oh so imba, but SY isn't overpowered at all.

/sarcasm
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Old Mar 24, 2009, 05:43 PM // 17:43   #123
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wtf so @ 12 SP and 12+1+3 chan and 3 dump points in res
I will have a total of 20 chan :S and still have total 7 resto :S

overpowered


This has been suggested but how would it work?
set up 3 life?
or 3 recuperation so you get 9 regen?
will have to many issues

When most of the rit skills are as weak as they are, 20 Channeling really wouldn't be THAT strong. 41 damage from AR, 18 seconds of WW, 38 damage from SW, and so on.. and that's IF you take a superior rune like you suggested for the break point. I'm pretty sure no one runs superior runes for nearly anything anymore besides PvE, and last time I checked, SY, SF, and the rest of the imba garbage is still WAY more powerful.

Fine, make it for every -4- ranks of SP your other attributes go up by 1. That's not even close to overpowered imo, especially when 12 would pretty much be the max breakpoint.

12+1+1 Resto (+3)
12+1 SP

oh no, 112 heal from Soothing Memories.. so broken? what?

as for spirit stack, they still WOULD stack. as each Life would die, you get its health, Recuperation wasn't even seriously a comment I hope seeing as +9 regen IS NOT overpowered, and more importantly, if it's GIVING health it's DYING, so idk how you could cast 3 of them before at least the first one dies.
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Old Mar 25, 2009, 02:38 AM // 02:38   #124
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Basically, in most cases it'd be something that allows multiple Ritualists with the same spirits to get the benefit of all of them rather than one potentially locking out the other. (This happens. I remember, in a PUG not long after Factions came out, I was in a party with a N/Rt (but was planning to bring a spirit or two) with another player bringing a primary Ritualist. I made repeated requests to know what spirits they were carrying so we didn't end up with duplicates, and was completely ignored. Sure enough...

I'd probably make it one spirit of a given type per character, though. For those spirits with durations >>> recharge (Pain, for instance), I could see this being interpreted as an obligation to try to carry around as many Pain spirits as possible, and I'd prefer to avoid the stop-start play that that might encourage. If, on the other hand, a party WANTS to bring along a Pain spirit each...

...actually, that and Signet of Ghostly Might would be painful. Might not want to allow it in PvP
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Old Mar 25, 2009, 04:03 AM // 04:03   #125
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Maybe split spawning power just like some skills - pve and pvp.
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Old Mar 25, 2009, 08:00 PM // 20:00   #126
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When most of the rit skills are as weak as they are, 20 Channeling really wouldn't be THAT strong. 41 damage from AR, 18 seconds of WW, 38 damage from SW, and so on.. and that's IF you take a superior rune like you suggested for the break point. I'm pretty sure no one runs superior runes for nearly anything anymore besides PvE, and last time I checked, SY, SF, and the rest of the imba garbage is still WAY more powerful.

Fine, make it for every -4- ranks of SP your other attributes go up by 1. That's not even close to overpowered imo, especially when 12 would pretty much be the max breakpoint.

12+1+1 Resto (+3)
12+1 SP

oh no, 112 heal from Soothing Memories.. so broken? what?

as for spirit stack, they still WOULD stack. as each Life would die, you get its health, Recuperation wasn't even seriously a comment I hope seeing as +9 regen IS NOT overpowered, and more importantly, if it's GIVING health it's DYING, so idk how you could cast 3 of them before at least the first one dies.
getting 3 [[recuperation] up with [[ritual lord] will challenging but 2 will work.
so 6 to 9 regen on ALL allies in spirit range-> minions to.

And [[recuperation] doesn't lose health, that's [[Rejuvenation]

And about the atribute increase you sayed [Ancestors' Rage] does 41 damage, but that is 3 times, its the pvp version.
And [splinter weapon] lasts 6 attack and does 8 (pve) damage more so it does 105 ((8*5)+65) more damage.

like I sayed about most idea's.
It will lead to a lot of nerfs
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Old Mar 25, 2009, 09:36 PM // 21:36   #127
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[skill]spirit channeling[/skill] - 5e 1s 30r, For 1...20 seconds you count as a spirit. (saw this on wiki and thought it was a great idea)

[skill]Wielder's zeal[/skill] - 5e 1s 10r, For 10...30 seconds whenever you cast a weapon spell on an ally you gain 1..4 energy, and that ally gains 10...60 health. (distancing Rits from N/rt's)

[skill]consume soul[/skill] - 5e 1s 10r, Destroy target spirit. Your next spell that targets an ally heals all allies in the area of that ally for 30...75 health. (was fairly recently changed but still really isnt that useful)

spawning power needs more useful elites, and these skills are the most in need or the elites most open to change.
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Old Mar 26, 2009, 08:11 AM // 08:11   #128
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[skill]spirit channeling[/skill] - 5e 1s 30r, For 1...20 seconds you count as a spirit. (saw this on wiki and thought it was a great idea)

[skill]Wielder's zeal[/skill] - 5e 1s 10r, For 10...30 seconds whenever you cast a weapon spell on an ally you gain 1..4 energy, and that ally gains 10...60 health. (distancing Rits from N/rt's)

[skill]consume soul[/skill] - 5e 1s 10r, Destroy target spirit. Your next spell that targets an ally heals all allies in the area of that ally for 30...75 health. (was fairly recently changed but still really isnt that useful)

spawning power needs more useful elites, and these skills are the most in need or the elites most open to change.
I like it.
But [spirit channeling], does that mean you can't move? And are imum to most conditions? can't get hexed/enchantment?
And [consume soul] still doesn't sound like something i'd use.

Some of my idea's
[Renewing Memories]Make it last longer, to keep it up you need 15 SP make it 25 seconds @ 12 SP
[Attuned Was Songkai]To keep this up you need an extra skill, so make it last 60 sec. Maybe change the en cost to 15 for balance issues.
[Rupture Soul]increase range to in the area of maybe earshot.
[Spirit to Flesh]increase range to in the area of maybe earshot, change cost to 5en
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Old Mar 26, 2009, 02:30 PM // 14:30   #129
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I still really think the whole profession needs buffed simply through SP. Even if none of the skills get buffed, I at least want a cool buff to SP.

How about this though.. "if you are a Ritualist primary, you have the power to unleash your spirits, allowing them to move and still be under your control". - then everyone else gets stationary spirits, while yours will act like ranged henchmen, able to dodge AoE and projectiles to an extent, while of course, following you. Defensive spirits can sort of "kite" too. That would be PERFECT for a primary-only type thing.

as for skills though..

Spirit Channeling-I like your idea Street, but to add to it a bit, you're a spirit that can do everything you normally did. It's plus side is that hexes and conditions mean nothing to you. The downside is that you can't get enchants.

Doom- Armor ignoring

Explosive Growth- Armor ignoring damage

Energetic Was Lee Sa- 5e 1sec cast (you barely gain any energy where it's at)

Weapon of Renewal- 5e 1sec cast 20rec. for 5 seconds target has a Weapon of Renewal. If they land an attack skill, all of that allies attack skills are recharged.

Ritual Lord- scale the duration from 25..60



I really liked your ideas as well Street
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Old Mar 26, 2009, 02:58 PM // 14:58   #130
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the change to spirit channeling would just mean that you would trigger effects that require spirits (and all allies within range would also get the benefit of you being a spirit) without needing to bring a spirit.

i think that would be pretty interesting to see. and it would give Rit primaries a unique aspect.
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Old Mar 26, 2009, 07:11 PM // 19:11   #131
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Spawning Power-
For each rank of Spawning Power you have, creatures you create (or animate) will have 5% more Health and weapon spells you cast last 3% longer. For every 4 ranks of Spawning Power, all of your other Ritualist skills will gain 1 additional attribute point. Some Ritualist skills, especially those related to Spirit creatures, become more effective with higher Spawning Power.
I really like this idea. One reason I think that Spawning Power SERIOUSLY needs a buff is that people run stuff like N/Rt Resto-Healers, just because Soul Reaping is infinitely better than Spawning Power. I realize people go R/D, R/A, or R/W just because Expertise is that much better than the other primary attribs too, and I think those should be addressed as well.

I wouldn't have a problem if they made every primary attribute really imba, just because it would give a lot of incentive to diversify your party, and would open up a ton of new team builds. I'd rather see Mysticism or Strength be made overpowered than to see Scythe Rangers or Bunny Thumpers get nerfed, personally.
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Old Mar 26, 2009, 10:05 PM // 22:05   #132
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the change to spirit channeling would just mean that you would trigger effects that require spirits (and all allies within range would also get the benefit of you being a spirit) without needing to bring a spirit.

i think that would be pretty interesting to see. and it would give Rit primaries a unique aspect.
Though useful, that's a weak elite. It would need to be either a permanent-duration non-enchantment skill, or stay as it currently is but as a non-elite and with lower recharge.
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Old Mar 26, 2009, 10:22 PM // 22:22   #133
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Though useful, that's a weak elite. It would need to be either a permanent-duration non-enchantment skill, or stay as it currently is but as a non-elite and with lower recharge.

if it was able to be kept up 3/4 of the time, made you immune to hexes and conditions, and allowed you to count yourself as a spirit to benefit the gains of conditional skills, THAT'S worth the elite spot annnnny day to me.
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Old Mar 26, 2009, 10:26 PM // 22:26   #134
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well it would probably end up as "Hexes and conditions expire 50% faster on you."
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Old Mar 26, 2009, 10:29 PM // 22:29   #135
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then it's not good. 50% means nothing really..
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Old Mar 27, 2009, 02:03 AM // 02:03   #136
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I really like this idea. One reason I think that Spawning Power SERIOUSLY needs a buff is that people run stuff like N/Rt Resto-Healers, just because Soul Reaping is infinitely better than Spawning Power. I realize people go R/D, R/A, or R/W just because Expertise is that much better than the other primary attribs too, and I think those should be addressed as well.
R/D, R/A and R/W - and I would probably put R/N in there as well - are all fairly niche builds, however - the majority of D, A and W builds still work better as D, A and W primaries. Between the Rt and the N/Rt, however, it's the Rit primary that has the niche builds.
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Old Mar 28, 2009, 01:48 PM // 13:48   #137
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Originally Posted by draxynnic View Post
R/D, R/A and R/W - and I would probably put R/N in there as well - are all fairly niche builds, however - the majority of D, A and W builds still work better as D, A and W primaries. Between the Rt and the N/Rt, however, it's the Rit primary that has the niche builds.
the think most run by N/RT is healer.

Builds I run as Rit never have energy problems.
So fixing SP doesn't involve energy.

What is the answer that's the hard part.
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Old Mar 28, 2009, 04:16 PM // 16:16   #138
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increasing spirits level is probably the most realistic buff. increasing max health doesnt really make a difference when the spirit has 30 armor and dies in 2 hits anyway.
+1999999999999. Its bloody retarded to give a binding ritual that lasts X seconds a 45 recharge and when u use it it gets killed in 2 or 3 hits by almost any mob.
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Old Mar 28, 2009, 04:30 PM // 16:30   #139
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I wish we had a spirit that could actually tank. Kind of off topic, but wouldn't that be awesome? Like Soothing is totally revamped to "sooth" a mob, making it aggro on him. He'll get 300 armor, 1000 health, (obviously condition and hex immunity) but can't move or attack. Off topic, but a neat idea I guess haha.
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Old Mar 28, 2009, 08:37 PM // 20:37   #140
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Originally Posted by draxynnic View Post
R/D, R/A and R/W - and I would probably put R/N in there as well - are all fairly niche builds, however - the majority of D, A and W builds still work better as D, A and W primaries. Between the Rt and the N/Rt, however, it's the Rit primary that has the niche builds.
This is kind of what I was getting at.

They need to make the Rit primary at least worth using, in my opinion.
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