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Old Sep 02, 2008, 10:46 PM // 22:46   #1
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Default Ritualist buff

Here is my point of view as well as a proposed buff.

A necromancer is a mage that uses the body, the ritualist is a mage that uses the spirit. Both come from the same line of magic just different forks. With soul reaping you gain energy, whenever a minion, friend or foe dies. which is great for energy management. while the ritualist gains more life for a spirit that does not travel with him/her. While more life is nice, I would like to see the following.

not only does it add life but it gains 1/2 the enery that a necro does when something dies. The necro I think should also gain half the life that a rit does for his/her minions. this is for PVE only. Basically what a necro gains for spirit death a rit would gain for any death. the 2 times per 15 sec rule would also apply.

~the rat~
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Old Sep 02, 2008, 10:51 PM // 22:51   #2
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My point of view, having played a rit extensively. I very rarely have energy management problems, so I would say that it isn't needed.
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Old Sep 02, 2008, 10:55 PM // 22:55   #3
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Quote:
Originally Posted by quickmonty
My point of view, having played a rit extensively. I very rarely have energy management problems, so I would say that it isn't needed.
Seconded. [Offering of Spirit], [Essence strike] and many other skills take care of energy. That's why I made a rit and not a monk, tyvm. (Being able to go PEW! PEW! PEW! also helped with that decision. )

As other threads have said, have spawning reduce activation or recharge time or both of binding rituals and make said rituals viable for PvE once more. It would open up a few more builds into the Ritualist's style of play and might make fellow ritualist players a bit more interested in the game.
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Old Sep 03, 2008, 03:15 AM // 03:15   #4
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Quote:
Originally Posted by Nightow
Seconded. [Offering of Spirit], [Essence strike] and many other skills take care of energy. That's why I made a rit and not a monk, tyvm. (Being able to go PEW! PEW! PEW! also helped with that decision. )
Yeah, and you have to use skill slots on that; Necromancer gets free energy management with their primary attribute.

What I'd like to see: Spawning Power changed into basically Expertise for spells, binding rituals, glyphs, that sort of thing.
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Old Sep 03, 2008, 06:03 AM // 06:03   #5
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If Spawning Power is changed to something like Expertise but for spells, we are going to see some dumb builds...and some QQ threads about how overpowered it is.

Last edited by RedStar; Sep 03, 2008 at 06:05 AM // 06:05..
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Old Sep 03, 2008, 07:25 AM // 07:25   #6
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Quote:
Originally Posted by Zahr Dalsk
Yeah, and you have to use skill slots on that; Necromancer gets free energy management with their primary attribute.
This.
If a ritualist player doesn't run out of energy then they are either using e-management skills or playing smart.
Neither is needed to not run out of energy on a necro.

Quote:
Originally Posted by legion_rat
Here is my point of view as well as a proposed buff.

A necromancer is a mage that uses the body, the ritualist is a mage that uses the spirit. Both come from the same line of magic just different forks. With soul reaping you gain energy, whenever a minion, friend or foe dies. which is great for energy management. while the ritualist gains more life for a spirit that does not travel with him/her. While more life is nice, I would like to see the following.

not only does it add life but it gains 1/2 the enery that a necro does when something dies. The necro I think should also gain half the life that a rit does for his/her minions. this is for PVE only. Basically what a necro gains for spirit death a rit would gain for any death. the 2 times per 15 sec rule would also apply.

~the rat~
And I am going to be blunt here - I will go for a /non-signed (despite my ritu being my main) because of the obvious lack of understanding of game rules.
1. the necro gains no energy from the death of spirit. If on the other hand you implement that again - you've buffed SR, which is just insane.
2. it activates 3 times per 15 secs
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