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Old Oct 11, 2007, 07:47 PM // 19:47   #1
Wark!!!
 
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Default Skills and runes

I was just thinking last night, how come skills have never been balanced or tweaked with runes in mind. Take a N/rit over a standard rit. Thanks to soul reaping being imba N/Rits are better rits than rits are. So I was thinking, how could someone improve the standard rit without nerfing soul reaping or over-buffing Spawning power and it hit me. There is something that just about every ritualist has that a n/rit doesn't and that's runes (and the +1 hat). So why not change some of their skills so that they work slightly better depending on the runes (and hat) you have and no just points in that skill. For example, shelter loses 51 HP at twelve. But maybe it can lose only 45 at 10+1+1, with the +1's each reducing HP lost by 3 each. Or let's say Mystic Regen is a little too powerful on 55monks, but is good for dervs... just cap the max regen at +9 unless you have a +1 rune or hat on. 55's can still use it instead of HB, but they won't get +15 regen from it. Speaking of HB, maybe that could last and extra 2 seconds for each +1 you get from runes so 55 monks won't have to go /d. Another example is maybe a skill like vapor blade might have a reduced penalty if you are using the right rune or hat; each +1 might reduce the penalty for casting on an enchanted foe by 7.5%.

Now it would be dangerous to do this with every skill and we don't want the game to become too item/rune dependant, however most people have them so for some skills that are slightly underpowered or slightly overpowered, why not tweak them to take runes into account. If they are underpowered, but you don't want every class to make use of a big buff, give a little upward tweak based on runes. If they are overpowered for use from your secondary, maybe make it so that they keep their current strength only if you have a +1 rune equipped.
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Old Oct 11, 2007, 11:09 PM // 23:09   #2
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I think a rebalancing of Rit skills is overdue, they are powerfull in the right place,but sometimes its hard to find that place.

I find it curious that the two classes that came from Factions seem to be most disliked, few parties accept assassins as they have a bad "unfounded" reputation.
Ritualists come under attack because so many of their skills are slow to recharge esp the spirits.
would be interested to know if the above is correct or just in my head.


I have found fairly decent builds but cannot say I play ritualist prime much any longer, maybe I should try harder to master the class.

Have used it quite a bit as a secondary to a few classes and did try Rit/necro but necro rit was better imo
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Old Oct 11, 2007, 11:36 PM // 23:36   #3
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Spawning Power: Every rank gives an additional 4% Health to creatures created (or animated) by you. For each rank of spawning power, Weapon spells you cast last 2% longer.

That is why Rits are better Rits than N/Rt's. I use N/Rt builds, and I am no where near as effective as a natural rit is. If you really want to make it so that no other class can be as effective, or use a Rt secondary, link Spawning Power to the amount of spirits you can raise at once. :-)
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Old Oct 12, 2007, 02:35 AM // 02:35   #4
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Quote:
Originally Posted by gremlin
I find it curious that the two classes that came from Factions seem to be most disliked, few parties accept assassins as they have a bad "unfounded" reputation.
Ritualists come under attack because so many of their skills are slow to recharge esp the spirits.
would be interested to know if the above is correct or just in my head.
Well, the sin thing was sorta justified the first couple of weeks after Factions came out. So many level 17 sins in Viznuah Square named "Narato Rulez" who were new to GW. Luckly, there are now "good" sins and they are acceptable in PvP.

That explination for rts isn't why they are unexceptable. Meoteor shower recharges slowly. Some people still love it. The real reason is "the masses" don't like support roles, like Rts, Mesmers, or Paragons.
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Old Oct 12, 2007, 04:07 AM // 04:07   #5
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Rits are bad because spawning power is a bad primary, whereas a N/Rit has an overpowered primary line even if he doesn't bring any necro skills. The bonus to weapon spells is rearly more than 1-2 seconds and a little extra heal won't help the low al spirits.
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Old Oct 12, 2007, 05:33 AM // 05:33   #6
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Idea: Spawning Power should give the caster energy whenever they create a creature (spirits only maybe, or perhaps affecting minions too).

It would be like Soul Reaping in reverse. This would change things around quite a lot. Meaning spirit spells would remain costly to other characters but a Ritualist would regain their energy and so they would be able to do their job better than someone who only has /Rt secondary. It would require careful balancing of course or it could be very overpowered, but there might be a way to get it to function in a stable way and give a Ritualist primary an edge over the N/Rt.
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