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Old May 31, 2009, 08:07 AM // 08:07   #241
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Originally Posted by MithranArkanere View Post
Actually, spirits are solid. Like demons, they are the 'solidification' of spiritual energy. Something like globs ectoplasm.
For each rank of spawning power and each time you kill a foe you have .0001% more chance its soul turn into a glob of ectoplaspm ?
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Old May 31, 2009, 03:36 PM // 15:36   #242
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I'd rather not see anything related with energy or armor penetration like some suggest. Better to have it affect spirits, weapon spells and item spells.....only much much better than it is doing now.
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Old May 31, 2009, 07:18 PM // 19:18   #243
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if they want to give SP a general effect , then id say make it reduce recharge times on all skills by 2% per rank. if thats too much then just make it for ritualist skills, or make it for rituals and spells only.
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Old Jun 01, 2009, 11:02 AM // 11:02   #244
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Hm... I don't think recharge would be a good idea, unless you increase the recharge of many Ritualist skills, so in hands of a ritualist they can spam spirits much more than other professions.

Something like Expertise but with recharge:

For each rank of Spawning Power you have, creatures you create (or animate) have 4% more Health and the Recharge of all of your Rituals, Creation (or animation) spells, Item spells, Weapon spells and and Ritualist skills are decreased by 2%. Some Ritualist skills, especially those related to Spirit creatures, become more effective with higher Spawning Power.

With that, instead making Ritualist better at using his skills, you'll make other professions worse at using them, since they will never recharge as fast as a ritualist when casting them.
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Old Jun 01, 2009, 01:55 PM // 13:55   #245
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maybe an additionnal light health/energy regen for any summoned creatures would stay closely related to spawning power.
(for balance, make life loss costs of spirits be a fixed %of their max life)

Rit would be better at mm... and necro at restoration ^^
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Old Jun 03, 2009, 02:39 AM // 02:39   #246
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Quote:
Originally Posted by MithranArkanere View Post
Hm... I don't think recharge would be a good idea, unless you increase the recharge of many Ritualist skills, so in hands of a ritualist they can spam spirits much more than other professions.

Something like Expertise but with recharge:

For each rank of Spawning Power you have, creatures you create (or animate) have 4% more Health and the Recharge of all of your Rituals, Creation (or animation) spells, Item spells, Weapon spells and and Ritualist skills are decreased by 2%. Some Ritualist skills, especially those related to Spirit creatures, become more effective with higher Spawning Power.

With that, instead making Ritualist better at using his skills, you'll make other professions worse at using them, since they will never recharge as fast as a ritualist when casting them.
This is perhaps the best idea I've heard for buffing Spawning Power yet. It not only does the job, but it fits perfectly with some of the other primary attributes. It's like fast casting in reverse.
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Old Jun 03, 2009, 06:07 AM // 06:07   #247
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Quote:
Originally Posted by MithranArkanere View Post
Hm... I don't think recharge would be a good idea, unless you increase the recharge of many Ritualist skills, so in hands of a ritualist they can spam spirits much more than other professions.

Something like Expertise but with recharge:

For each rank of Spawning Power you have, creatures you create (or animate) have 4% more Health and the Recharge of all of your Rituals, Creation (or animation) spells, Item spells, Weapon spells and and Ritualist skills are decreased by 2%. Some Ritualist skills, especially those related to Spirit creatures, become more effective with higher Spawning Power.

With that, instead making Ritualist better at using his skills, you'll make other professions worse at using them, since they will never recharge as fast as a ritualist when casting them.
1. After buffing SP to include weapon spells, the guys trashed some of the weapons spells' duration to compensate.
Do you potentially want to see this?

2. Which ritualist build would improve by throwing 10 points into Spawning, thus reducing the overall effectiveness of the build BUT gaining a 20% faster recharge?
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Old Jun 03, 2009, 10:51 AM // 10:51   #248
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Those that can't keep some effects more than 50% of the time, would be able to go past that, for example.
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Old Jun 03, 2009, 11:31 AM // 11:31   #249
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Quote:
Originally Posted by MithranArkanere View Post
Those that can't keep some effects more than 50% of the time, would be able to go past that, for example.
quite easy to abuse (vwk).
And if it would aply to all spells it would be even more.
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Old Jun 03, 2009, 12:11 PM // 12:11   #250
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I'd rather not see anything related with energy or armor penetration like some suggest. Better to have it affect spirits, weapon spells and item spells.....only much much better than it is doing now.
/not signed
Spawning power is by far the worst primary attribute in the game, and i hate the way it limits ritu by buffing his skills only. Necro's soul reaping works great regardless of your 2nd profession (just look at discord, sabway etc.). The same goes for elementalist, you can use energy storage to your advantage with any other 2nd profession (doa cryers anyone?). Mesmers? They can cast all classes' spells and guess what? Fast casting is still there. Rangers expertise works with other classes skills. And now look at ritualists. More %hp for spirits nad longer weapon spells? Ok, the first part works for ranger's spirits too, but honestly who cares about that? Longer weapon spells? I don't remember it being important at all. The base time is long enough. I think ritu's primary should be more flexible in merging with other classes.
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Old Jun 03, 2009, 12:31 PM // 12:31   #251
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So, if you think it needs a change, why don't you agree with changing it? o_ô ?
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Originally Posted by spirit of defeat View Post
quite easy to abuse (vwk).
And if it would aply to all spells it would be even more.
I've said SOME. In your example, since that skill is god as it is, it could get its rechage increased and keep the 20seconds only when you have Spawning Power at rank 13.
Then ritualists would be able to use it at full extent, while a necromancer won't be able to use it as good as a ritualist. Just... good enough.

Skills that are not so strong could have their recharges untouched or less


You can also change it to work only for Ritualist skills, and then NON-spells skills (touches won't be included either if they are touch spells). And that would be really interesting, since Ritualits have quite some skills that benefit from being a martial weapon users (they were even going to have a skill to ignore the req of a weapon).

Last edited by MithranArkanere; Jun 03, 2009 at 12:35 PM // 12:35..
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Old Jun 03, 2009, 01:12 PM // 13:12   #252
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Quote:
Originally Posted by MithranArkanere View Post
I've said SOME. In your example, since that skill is god as it is, it could get its rechage increased and keep the 20seconds only when you have Spawning Power at rank 13.
Then ritualists would be able to use it at full extent, while a necromancer won't be able to use it as good as a ritualist. Just... good enough.

Skills that are not so strong could have their recharges untouched or less.
That's what I call a nerf.

The problem is that the recharge buff you proposed equals the longer weapon spells buff.
It DOES buff SP - but the only way one would invest in it is if the skills worth running get nerfed so that one is FORCED to run it.
It still isn't good enough to invest in it on it's own.
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Old Jun 03, 2009, 01:44 PM // 13:44   #253
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Then the weapon spell buff would be removed, not being necessary eny longer.
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Old Jun 03, 2009, 10:54 PM // 22:54   #254
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/not signed
Spawning power is by far the worst primary attribute in the game, and i hate the way it limits ritu by buffing his skills only. Necro's soul reaping works great regardless of your 2nd profession (just look at discord, sabway etc.). The same goes for elementalist, you can use energy storage to your advantage with any other 2nd profession (doa cryers anyone?). Mesmers? They can cast all classes' spells and guess what? Fast casting is still there. Rangers expertise works with other classes skills. And now look at ritualists. More %hp for spirits nad longer weapon spells? Ok, the first part works for ranger's spirits too, but honestly who cares about that? Longer weapon spells? I don't remember it being important at all. The base time is long enough. I think ritu's primary should be more flexible in merging with other classes.
Sure, but the suggestions made about energy and armor penetration would suck imo. Armor penetration....well, it's quite weak. I'd rather see for example an increase in effectiveness for rit spells or attribute levels. Anyway, there are some good suggestions made in this thread earlier on. I just don't see the need for anything related to energy. Rits have some good energy management.
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Old Jun 04, 2009, 10:04 AM // 10:04   #255
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Quote:
Originally Posted by MithranArkanere View Post
I've said SOME. In your example, since that skill is god as it is, it could get its rechage increased and keep the 20seconds only when you have Spawning Power at rank 13.
Then ritualists would be able to use it at full extent, while a necromancer won't be able to use it as good as a ritualist. Just... good enough.

Skills that are not so strong could have their recharges untouched or less

You can also change it to work only for Ritualist skills, and then NON-spells skills (touches won't be included either if they are touch spells). And that would be really interesting, since Ritualits have quite some skills that benefit from being a martial weapon users (they were even going to have a skill to ignore the req of a weapon).
But that would f*ck up all rt/mo 330/600 farm builds.
It would result in to many nerf's
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Old Jun 04, 2009, 10:58 AM // 10:58   #256
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Im still looking through this, and i still dont see anything good...


Look, if its not broke... DONT FIX IT!

and Lol at the Spawning causeing Armor-penetration... 3 words: Rit Cant Tank.
Squishies on the frontline is not prefered....

/notsigned (again)
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Old Jun 04, 2009, 01:46 PM // 13:46   #257
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But that would f*ck up all rt/mo 330/600 farm builds.
It would result in to many nerf's
Farm builds are out of the picture. They are not in cosideration for balance. If a change is good for gameplay and bad for farming... well... bad for arming.
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Old Jun 04, 2009, 01:52 PM // 13:52   #258
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That will be hard to say what is created. is a avatar created/summoned?
Depends on how you look at it, but almost every elemental spell is "created"
Quite hard to balance.
Not really hard to balance.

If it triggers the conditional of Unnatural Signet, it counts. If not, it doesn't.
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Old Jun 04, 2009, 02:12 PM // 14:12   #259
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Originally Posted by deank81 View Post
I just don't see the need for anything related to energy. Rits have some good energy management.
Well if you dont see it , check again mate. The Rits E-management sux but hey , it is something that needs to be balanced.
Best ideas for rebalance SP involve :
- Energy back somehow ( spirits , wspells )
- Increase lvl and or armor for spirits
- Wspells bonus ( stacking with actual duration bonuses ).

There are so many ways to do that . Imho i dont think Anet is going to do nothing about it but for god sake , the first 2 things i said are issues that SP should fix and dont. How can you have "the power to spawn things" if that attribute dont give you "power" ( energy ) ?. If they mean "power" with 4% Hp per rank to a BLOODY LOW LEVEL spirit and 2% almost meaningless ( except for some restoration Wspells maybe ) longer time for Wspells .... i think they got the idea ALL wrong
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Old Jun 04, 2009, 09:10 PM // 21:10   #260
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rits have good energy management, its just that you have to sacrifice your elite slot for it, which sucks.
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