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Old May 30, 2006, 02:10 PM // 14:10   #1
Wilds Pathfinder
 
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Default Rits need attention badly

1) Spirit AI needs a serious kick up the bum.

I had a a 1 on 1 situation with myself as a rit and a shock warrior attacking me. The only spirit i had near me was a Dissonance.

IT DID NOT ATTACK the warrior.

This was not the first time a spirit hasn't attacked. Anyone who's played as a Rit will know what im talking about.


2) Spirits take 5 seconds to create, then do not attack until another couple seconds.

Make them attack as soon as they're binded.



3) Sever the tie between rits and necros.

Rits are not Necromancers, Necromancers are.

It is a shining example of Anets lack of imagination and resulted in the nerfing of the real MM's, Necromancers (i understand AB's had a role, but why create the skill veretas aura?)
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Old May 30, 2006, 03:29 PM // 15:29   #2
of Brackenwood
 
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However, I do agree with you about the spirits. I once yelled at my Shadowsong spirit to attack when he just sat there for 10 seconds while enemies within less than half his range pounded on my team mate. He eventually started to attack, but I really needed him to start blinding there and then. I think the AI for spirits changing targets when their current target dies or goes out of range needs improvement.
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Old May 30, 2006, 04:07 PM // 16:07   #3
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Welp, I have a Ritualist on the starter island, only lvl10 . The cast times for spirits needs to be shortened and make the spirits focus fire like you can do with the henchies. The 45 or 60 second recharge just plain sucks, especially when taking on small mobs in pve. It seems like by the time I get spirits up and they decide to start attacking its to late, every thing is dead or dieing and I'm stuck waiting for the skills to recharge for the next mob. I can handle that if I'm playing with henchies, but pugs don't wana wait on you thats for sure. I'll probably delete the Rit and build a prot monk, at least I'll be of more use to teams.
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Old May 30, 2006, 05:35 PM // 17:35   #4
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The spirits AI is a problem, and yes, i know exactly what you're talking about, since im playing with Rt all the time. Yes, a delay in attack is EXTREMELY horrible when talking about spirits such as Dissonance. Sure it's not big deal for Pain or Bloodsong, but when your spirit lasts for 23sec or less, imagine how bad it is when it just sits there for few more sec after creation, and doesnt attack instantly. Shadowsong also does not really prioritize warriors, it just hits squishie most of the time (unless warrior only one in range).

btw, if pvp, try Painful Bond. I could be wrong, but it seems spirits prioritize Bonded target abit. Or maybe after a lot of playing i just anticipate better :P no idea.

Spirits are usually fine, but few small tweaks would be nice.

Last edited by Servant of Kali; May 30, 2006 at 05:37 PM // 17:37..
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Old May 31, 2006, 06:00 AM // 06:00   #5
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cannot remember the name of the mission right off hand but it is the one were you have to protect the tree singers. i spammed about 6 spirits at 1 gate figuring they would make a wall and maybe kill a couple while i camped the other side. well it didn t happen like that lol they just sat there the whole time. we didn t see them attack at all we just took it as well they couldn t attack who we were attacking.

they should be like the enemy npc s when someone comes into there agro that is hostile fire away.
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Old May 31, 2006, 06:05 AM // 06:05   #6
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As asked for by the OP, I have cleaned this up a little. I removed all the posts about false advertising, since that seemed to be what was carrying this topic away.

Lets keep it to problems with Ritualists.

Vilaptca
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Old May 31, 2006, 09:12 AM // 09:12   #7
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Yep it happened again, spirits not attacking.

Who else has noticed this?
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Old May 31, 2006, 10:42 AM // 10:42   #8
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i dont experience a problem with rit spirits
i think one thing rits need is more base energy
like 40 instead of 30
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Old May 31, 2006, 10:54 AM // 10:54   #9
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Necro Minions = Straight, massive damage and meat sheilds/tanks
Rit Spirits = Interruptions, Blindness and other status effects as well as protection buffs

I fail to see how the rit overshadows the MM, the spirits in my eyes are totally different than the minions Necromancers raise, furthermore Spirits can't be healed, enchanted and they don't even move unless you bring Draw Spirit.

Somone other said that while necro animates act as allies, rit spirits act more like embodied area effects.

Last edited by Vahn Roi; May 31, 2006 at 10:58 AM // 10:58..
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Old May 31, 2006, 10:56 AM // 10:56   #10
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One of the reason I quit being a spiritualist is because of these spirit problems. They are simply not reliable anymore (they were more reliable to attack and lock closest target before release).

Btw, spirit boon strike heal them.
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Old May 31, 2006, 11:15 AM // 11:15   #11
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the spirits ritualist have seem good but whenever they do there primary function they lose a bunch of health
so im totally channeling rit
the only good spirits are pain and bloodsong
add them with painful bond and u got spirits doing 39 dmg each
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