Guild Wars Forums - GW Guru
 
 

Go Back   Guild Wars Forums - GW Guru > The Inner Circle > Sardelac Sanitarium

Notices

Reply
 
Thread Tools Display Modes
Old May 02, 2007, 12:17 PM // 12:17   #1
Furnace Stoker
 
Join Date: Jun 2006
Profession: E/
Advertisement

Disable Ads
Default Let Ritualists spawn their own individual spirits...

...I'm new to the Ritualist profession, despite having completed factions with it. I wouldnt say I'm a great Rit either, because I just tend to spam spirits on after the other with no real thought behind it.

So dont bother criticising my Rit ability, because I know its rubbish.

But when I came to try out Fort Asbenwood with my Rit I noticed something that I hadnt expected. Something I find confusing.

As you know, you can only summon one of each spirit at a time. So if you already have "Pain" summoned, and you summon it again, the first one dies to make way for the new one.

I was in a team with two Ritualists, and we were obviously using similar skills, and similar spirits.

What I hadnt expected, was if the other Ritualists summons their "Pain" spirit, it kills mine in place for theirs.

This means during PvP a Ritualists cant spawn or maintain its own, individual spirits. You can only have one of each spirit in a match, at one time and their effected by any other allied Ritualists in the match.

I find this confusing.

You dont have this with Necromancers. Necros can control their own individual minions. If you have 2 necromancers with Golem, they can both summon a Golem individually.

So why cant Ritualists do this?

Why arent we allowed to have individual spirits, who only we can influence.

I'm asking that Ritualists, in PvP instances should be allowed to summon their own spirits without effecting other Rits. Otherwise it seems quite crippling to Rits. You cant micro-manage your own spirits without fear of another player killing yours off.

Especially if your a noob to Rits like me, and you dont even realise your doing it.

Can someone explain to me why its like this?

Last edited by freekedoutfish; May 02, 2007 at 12:19 PM // 12:19..
freekedoutfish is offline   Reply With Quote
Old May 02, 2007, 12:22 PM // 12:22   #2
Desert Nomad
 
legion_rat's Avatar
 
Join Date: Aug 2006
Location: 668 the neighbor of the beast
Guild: TFK
Profession: A/
Default

it works like this for rangers as well fish. If you drop winter then i do mine kills yours. Its an old rule with GW no to spirits of same breed can stay in the same place. Though with rit spirits like pain i think an exception could be made as they are not AOE. The biggest problem with your idea that i see is its redundant. why do you need two spirits that do the same thing? Other then the few that actually attack, this isnt needed. using different spirits for different bonuses in PvP give you more power. also try placing your spirts just out of each others agro bubble. this should (note should) allow both to stay in place.

~the rat~
legion_rat is offline   Reply With Quote
Old May 02, 2007, 01:11 PM // 13:11   #3
Krytan Explorer
 
VinnyRidira's Avatar
 
Join Date: Feb 2007
Guild: Ridirian Guides
Profession: W/Me
Default

I guess if you are playing PvP and you can control the builds, equip with compimentary skills. When running with more than 1 ranger is PvE we equip different spirits even if the base builds are the same. By the way Ritualist rock anyway.
VinnyRidira is offline   Reply With Quote
Old May 02, 2007, 01:22 PM // 13:22   #4
Forge Runner
 
=HT=Ingram's Avatar
 
Join Date: Feb 2005
Location: Anchorage Alaska
Guild: Haz Team [HT]
Profession: R/W
Default

yea the weapon buffs alone make Rits worth their weigh in Gems. The spirts are nice bonuses in my opinion. Just do a little planning like rangers normally do and try not to bring the same ones as others. it works out really well that way. Rangers got used to this pretty early and make for some Killer groups when planned out with your PuGs. Rits can do the same I'm sure. Course Alliance battles make that a Little harder... cause you can't plan too well. Just try to be flexible is all I really mean. Don't be too dependent on any one spirit...
=HT=Ingram is offline   Reply With Quote
Old May 02, 2007, 01:27 PM // 13:27   #5
Desert Nomad
 
Bankai's Avatar
 
Join Date: Sep 2006
Guild: Bubblegum Dragons
Profession: Mo/E
Default

If everybody can have his own spirits, they can easily become overpowered. Just imagine facing 8 spirits of pain and bloodsong.
Bankai is offline   Reply With Quote
Old May 02, 2007, 01:56 PM // 13:56   #6
Krytan Explorer
 
SpeedyKQ's Avatar
 
Join Date: Dec 2005
Profession: E/Me
Default

During the Factions preview weekend two rits could have two spirits of the same type. For some reason they changed it for the release - I'm guessing they decided it was overpowered.
SpeedyKQ is offline   Reply With Quote
Old May 02, 2007, 06:00 PM // 18:00   #7
Furnace Stoker
 
Join Date: May 2005
Guild: The Seraphim Knights [TSK]
Profession: R/
Default

it would be very overpowered, imagine 8 destructions all going off via a gaze of fury, 1 second before they would die normally, not only do you have a damage spike, but all of a sudden you have 8 more attackers, each doing 20+ damage (channelling 15+ vs AL60) at range
dargon is offline   Reply With Quote
Old May 02, 2007, 06:30 PM // 18:30   #8
Krytan Explorer
 
Join Date: Jan 2007
Location: Ivalice
Profession: D/P
Default

Having multiple spirits of the same kind in the same team can get out of hand really quickly and generally would be ineffective unless stacking can happen, which would be broken.
OhCrapLions is offline   Reply With Quote
Old May 02, 2007, 08:43 PM // 20:43   #9
Wilds Pathfinder
 
Join Date: Jul 2005
Profession: Mo/
Default

Quote:
Originally Posted by freekedoutfish
This means during PvP a Ritualists cant spawn or maintain its own, individual spirits. You can only have one of each spirit in a match, at one time and their effected by any other allied Ritualists in the match.

I find this confusing.

You dont have this with Necromancers. Necros can control their own individual minions. If you have 2 necromancers with Golem, they can both summon a Golem individually.
You are incorrect. That is " only one of the same spirits can exist at a time, but only in its range." So if you notice about the range of each spirit ( which is 2.7 times bubble circle radius according to Wiki) you can still spawn another Pain/Union/Shelter..etc.. as long as it is out of the other Pain/Union... range.
And necros can have their own minions but the corpse are used together. So if one necro summons a mm from a corpse, then that corpse can't be exploited anymore. If you have enough corpses for multiple mm ( in PvE), that's good for you.
linh is offline   Reply With Quote
Old May 02, 2007, 09:55 PM // 21:55   #10
Furnace Stoker
 
bhavv's Avatar
 
Join Date: Sep 2006
Default

Simple reason why this cant and never will be implemented:

8 rits in HA with Pain, Anguished was Linguah and Painful bond.

It would be way to imba and overpowered to have multiple copies of the same spirit.
bhavv is offline   Reply With Quote
Old May 02, 2007, 11:07 PM // 23:07   #11
Jungle Guide
 
Alex the Great's Avatar
 
Join Date: Feb 2007
Location: America.....got a problem with that?
Guild: [Lite]
Profession: W/
Default

lets see uhhhh


NEW META

lol in HA with 6 wonderlusts, 1 earthbind, 6 shadowsongs, 6 pains, 6 disenchantments..................


ggtyvmkbye
Alex the Great is offline   Reply With Quote
Old May 02, 2007, 11:10 PM // 23:10   #12
Wark!!!
 
Winterclaw's Avatar
 
Join Date: May 2005
Location: Florida
Profession: W/
Default

Fish, they did that because right before Factions came out, the ranger spirit spam build became popular... 8 rangers spamming various spirits. It got a lot of attention very quickly and ANet's nerf hammer came down.

I would like it that if you had a high enough skill, more than one ritual could be in the area, but just not to the amount that leads to spirit spamming. But it'd have to be pretty high, like 13 so you could create a spirit without killing one (if there's two around then you'd kill one).
Winterclaw is offline   Reply With Quote
Old May 02, 2007, 11:45 PM // 23:45   #13
Departed from Tyria
 
Shayne Hawke's Avatar
 
Join Date: May 2007
Guild: Clan Dethryche [dth]
Profession: R/
Default

This was really effing annoying during Wintersday, and my Jack Frost would be killed by my teammate's Jack Frost. I think they did something different though, how they had auras to each team's Jack, and so each team could have one.

If they had something like that, I would be all for it. Having teams summon large armies of Pain or Bloodsong could get a little out of hand.
Shayne Hawke is offline   Reply With Quote
Old May 02, 2007, 11:53 PM // 23:53   #14
Underworld Spelunker
 
MithranArkanere's Avatar
 
Join Date: Nov 2006
Location: wikipedia.org/wiki/Vigo
Guild: Heraldos de la Llama Oscura [HLO]
Profession: E/
Default

If they are far away enough, you can summon more of them, thought.

Just step away out of the zone of the previous spirit, and you can summon another one.
MithranArkanere is offline   Reply With Quote
Old May 03, 2007, 12:41 AM // 00:41   #15
Lion's Arch Merchant
 
Oso Minar's Avatar
 
Join Date: Jun 2006
Guild: Zealots of Shiverpeak [ZoS]
Profession: Rt/
Default

Overpowered. As someone said earlier, imagine Halls with a team of 6 spirit spammers. Good night.
Oso Minar is offline   Reply With Quote
Old May 03, 2007, 01:07 AM // 01:07   #16
Krytan Explorer
 
Crazyvietguy's Avatar
 
Join Date: Aug 2005
Guild: [Njk]
Profession: Rt/
Default

Quote:
Originally Posted by freekedoutfish
...I'm new to the Ritualist profession, despite having completed factions with it. I wouldnt say I'm a great Rit either, because I just tend to spam spirits on after the other with no real thought behind it.

Especially if your a noob to Rits like me, and you dont even realise your doing it.

Can someone explain to me why its like this?
Well first off, you apparently dont understand the power a Spirit spike has against an opponent.

[skill]Bloodsong[/skill][skill]Pain[/skill][skill]Anguish[/skill][skill]Shadowsong[/skill][skill] Wanderlust[/skill]

These are primary attack spirits, Combined with [skill]Painful Bond[/skill] deal 211 damage every 2 seconds. Thats a DPS of 105.5, roughly. With Knockdown every 2 seconds, and possibly knockdown permanetly with [skill]Earthbind[/skill]. Also this is ARMOR IGNORING

If only 3 Rits were pack these skills at 16 Communing and 12 Channeling an entire team could be elminated in 12 seconds theoretically, most likely it would take around 18 seconds... thats slighly overpowering.

However, dont forget the Restoration spirits.
[skill]Preservation[/skill][skill]Recuperation[/skill][skill]Recovery[/skill]

With 3 Rits packing ONLY these 3 skills at 16 Restoration not only will the entire party have +9 health regeneration every 4 seconds three allies gain 122 health. This can be compounded 20 seconds later to six allies every 4 seconds. Plus with 3 Recovery's , if they stack, conditions would be expiring the second they are placed on.

While this is an idea that has come up before and ideally would make ritualists more needed and wanted in PvE and PvP. You can see from a little math that this is completely idiotic and would be competely overpowered.
Crazyvietguy is offline   Reply With Quote
Old May 03, 2007, 09:02 AM // 09:02   #17
Furnace Stoker
 
Join Date: Jun 2006
Profession: E/
Default

Quote:
Originally Posted by linh
You are incorrect. That is " only one of the same spirits can exist at a time, but only in its range." So if you notice about the range of each spirit ( which is 2.7 times bubble circle radius according to Wiki) you can still spawn another Pain/Union/Shelter..etc.. as long as it is out of the other Pain/Union... range.
And necros can have their own minions but the corpse are used together. So if one necro summons a mm from a corpse, then that corpse can't be exploited anymore. If you have enough corpses for multiple mm ( in PvE), that's good for you.
I hadnt realised that. But thats not really much help when your in a confined PvP map where you cant even see the spirits AOE range.

And if your trying for an offensive build, where you need to spam spirits in on location to prevent entry or take out a group, then every Rit is going to want to spam spirits in the same place.

I agree they should limit buff Spirits on the field, but if its an offensive spirit, it seems daft.

If your going for an offensive build, you need 100% control of your spirits to maintain the attack. Your usually up front in the battle and need your spirits to survive.

A defensive build, which is for protection and buffing you spam spirits in a hidden location, out of sight and you have time to think what your doing. Plus they die anyway from exorbing the damage from others.

It would be nice if you could have your own offensive spirits, or maybe limit the field to 2 or 3 at a time.

But as I said, im no expert. Its just something I find odd.
freekedoutfish is offline   Reply With Quote
Old May 03, 2007, 09:02 AM // 09:02   #18
Furnace Stoker
 
Join Date: Jun 2006
Profession: E/
Default

Quote:
Originally Posted by linh
You are incorrect. That is " only one of the same spirits can exist at a time, but only in its range." So if you notice about the range of each spirit ( which is 2.7 times bubble circle radius according to Wiki) you can still spawn another Pain/Union/Shelter..etc.. as long as it is out of the other Pain/Union... range.
And necros can have their own minions but the corpse are used together. So if one necro summons a mm from a corpse, then that corpse can't be exploited anymore. If you have enough corpses for multiple mm ( in PvE), that's good for you.
I hadnt realised that. But thats not really much help when your in a confined PvP map where you cant even see the spirits AOE range.

And if your trying for an offensive build, where you need to spam spirits in on location to prevent entry or take out a group, then every Rit is going to want to spam spirits in the same place.

I agree they should limit buff Spirits on the field, but if its an offensive spirit, it seems daft.

If your going for an offensive build, you need 100% control of your spirits to maintain the attack. Your usually up front in the battle and need your spirits to survive.

A defensive build, which is for protection and buffing you spam spirits in a hidden location, out of sight and you have time to think what your doing. Plus they die anyway from exorbing the damage from others.

It would be nice if you could have your own offensive spirits, or maybe limit the field to 2 or 3 at a time.

But as I said, im no expert. Its just something I find odd.
freekedoutfish is offline   Reply With Quote
Reply

Share This Forum!  
 
 
           

Thread Tools
Display Modes

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump


All times are GMT. The time now is 05:00 AM // 05:00.


Powered by: vBulletin
Copyright ©2000 - 2016, Jelsoft Enterprises Ltd.
jQuery(document).ready(checkAds()); function checkAds(){if (document.getElementById('adsense')!=undefined){document.write("_gaq.push(['_trackEvent', 'Adblock', 'Unblocked', 'false',,true]);");}else{document.write("