Jan 21, 2006, 12:48 AM // 00:48
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#21
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Wilds Pathfinder
Join Date: Sep 2005
Location: Manchester, England
Guild: New Dragons [NDR]
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I have to recomend 'Vengeful was Khanhei'. With 12 R.Magic, it lasts for 10 seconds and steals 30 health from any foe that causes damage to you. Good for using either defencively or offensively.
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Jan 21, 2006, 01:20 AM // 01:20
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#22
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Academy Page
Join Date: Jan 2006
Profession: Me/
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I've found my new class... Channeling magic is awesome. I tried a channeling build in the Pvp arenas and it works pretty well. My attributes arent so good but only because I havent got any runes.. Spirit Siphon works really well on a Destruction spirit. Since ive found they use no energy.
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Jan 21, 2006, 02:17 AM // 02:17
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#23
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Desert Nomad
Join Date: Oct 2005
Guild: None, free and clear
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I know these are still at a working stage but some of those skills are... well, over the top. Like that skill that gives interrupt on every attack... that thing with barrage or other similar aoe attack is clearly imbalanced. I love the ritualist, not too fond on the assassin but yea, i think they need to tune him down quite some for him to be balanced.
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Jan 21, 2006, 02:33 AM // 02:33
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#24
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Desert Nomad
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Quote:
Originally Posted by MSecorsky
Wailing Weapon - 10 en, 1 cast, 30 recharge
Weapon Spell. For 5-10 seconds, target ally has a Wailing Weapon. Whenever the Wailing Weapon strikes an attacking foe, that foe is interrupted.
Think Ranger. Think Barrage. Hmm....
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That is akin to cry of frustration, but a little better i think.
I have found that monk like ritualists are rather annoying to fight against. Im getting kinda tired of having to wipe out misc spirits before i can start killing people.
Last edited by Phades; Jan 21, 2006 at 02:35 AM // 02:35..
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Jan 21, 2006, 03:38 AM // 03:38
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#25
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Grotto Attendant
Join Date: Oct 2005
Location: Cedartown, Georgia
Profession: R/
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Quote:
Originally Posted by Hella Good
I know these are still at a working stage but some of those skills are... well, over the top. Like that skill that gives interrupt on every attack... that thing with barrage or other similar aoe attack is clearly imbalanced. I love the ritualist, not too fond on the assassin but yea, i think they need to tune him down quite some for him to be balanced.
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Rangers have had a skill that interupts every hit since game release...TWO skills actually.
Plus read it again: "strikes an attacking foe" - It interupts people attacking - It is useless against people that are in the middle of casting spells.
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Also note that for his Restoration/Spawning Magic Listings he doesn't give the ranges...The numbers you see are for ZERO in that attribute. They get better. Some people have commented saying they suck..well..yea..at 0 in that attribute I guess the skill really isnt that good..but that goes for most things.
Also note for some people - Those "[whatever] was [whoever]" spells actually make you hold an urn, much like you'd hold a flag as a flag runner- meaning you cant use your weapon or any skills linked to it.
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Also - SOme of the skills have ALREADY been buffed/nerfed since this listing.
My favorite holding item spell was buffed - the Elite "Tranquil Was Tanasen". Its Recharge is 20 sec not the 30 sec listed - meaning at high restoration you have little downtime with it (Its 17sec at 12 Restoration, so is probably 21-22 at 16). You lose the energy off your weapons and cant use weapon attacks - but you gain alot of armor (its like +24 at 12) and cannot be interupted (and thats cannot be interupted with NO PENALTY - like Resolve's energy taking).
EDIT IN: Also a small "hic-up" in graphics: When the time runs out on your Ashes and their taken away - Until you move your character or cast something - they'll remain in that "arms out like I'm holding something" emote.
Last edited by Former Ruling; Jan 21, 2006 at 03:55 AM // 03:55..
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Jan 21, 2006, 04:01 AM // 04:01
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#26
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Lion's Arch Merchant
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I'd have to say that the spirits need definite buffing. a 60 seconds recharge with a 5 second casting time that can get killed by an assasin with spirit walk in one combo? This wouldn't be too much of a problem except for the fact that I haven't been able to heal my spirits, at least with Rit. skills
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Jan 21, 2006, 04:08 AM // 04:08
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#27
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Grotto Attendant
Join Date: Oct 2005
Location: Cedartown, Georgia
Profession: R/
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"Lively Was Naomei" is another Light of Dwayna for EoE Bomb (Mo/Rit). Except it works better.
These item holder spells are probably my second favorite of the tpye types of spells.
The drop to get its effect ones are great minus the long recharges on some. Its sort of liek a "pay now, and use the effect at your own convinance (within time limits of course)" kind of spells. YOu can summon up the urn and let it be recharging while you wait for the best time to use the effect by dropping the urn.
The hold to get the effect ones bring strategy into it - theres bad and good. Bad because you get no weapon usage, but good in the fact that noone can stop it once its summoned into your hands. Its not an enchantment or anything.
Last edited by Former Ruling; Jan 21, 2006 at 04:12 AM // 04:12..
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Jan 21, 2006, 05:03 AM // 05:03
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#28
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Academy Page
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does binding rituals counts as spells or as the description says a ritual?
as in will spell specific interupts effect these? powerspike etc.
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Jan 21, 2006, 05:11 AM // 05:11
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#29
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Ascalonian Squire
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Mighty Was Vorizun - 5 en, 2 cast, 30 recharge
Spell. Hold Vorizun's ashes for up to 15-51 seconds. While you hold his ashes, you gain +15 armor, and +20 maximum Energy.
This is an instant nerf I tell you...
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Jan 21, 2006, 05:29 AM // 05:29
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#30
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Lion's Arch Merchant
Join Date: May 2005
Location: North Carolina, USA
Guild: Evolution
Profession: Me/A
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Quote:
Originally Posted by Famtouse
Mighty Was Vorizun - 5 en, 2 cast, 30 recharge
Spell. Hold Vorizun's ashes for up to 15-51 seconds. While you hold his ashes, you gain +15 armor, and +20 maximum Energy.
This is an instant nerf I tell you...
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Howso? When you are holding the item you lose the benefit of your weapon and offhand items. So let's see: you are A) unable to attack, B) since most people carry a focus that's +12 energy out the window and C) all the while losing every benefit of your weapon mods and bonuses.
So you have a 5 energy buff that gives you +8 max energy, +15 armor, while removing all of your weapon mods, offhand mods, and prevents you from attacking. Woot! /sarcasmoff
Last edited by Narcissus; Jan 21, 2006 at 05:39 AM // 05:39..
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Jan 21, 2006, 05:29 AM // 05:29
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#31
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Krytan Explorer
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Quote:
Originally Posted by TGgold
Yes, the point is for us all to play them into the ground over the next 2 days, see if there are exploits/changes that need to be made. Then the team will tweak them before game. It's called the beta-phase ^_^
The ritualist, sounds, so, cool. Like, *rawr* I'm into this now.
Does fast casting effect the Binding Rituals. If not, do these count as non-spell skills, effect by expertise?
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Binding Rituals do not set off Backfire, so I'm wagering that they are indeed skills.
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Jan 21, 2006, 08:24 AM // 08:24
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#32
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Forge Runner
Join Date: Dec 2005
Location: Oz
Guild: Angel Sharks
Profession: Me/N
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Problem is that I've experienced interupts from power spike on my Rit. If they are non-spell skills then why does power spike work (and why doesn't backfire)?
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Jan 21, 2006, 09:27 AM // 09:27
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#33
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Desert Nomad
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Quote:
Originally Posted by Narcissus
Howso? When you are holding the item you lose the benefit of your weapon and offhand items. So let's see: you are A) unable to attack, B) since most people carry a focus that's +12 energy out the window and C) all the while losing every benefit of your weapon mods and bonuses.
So you have a 5 energy buff that gives you +8 max energy, +15 armor, while removing all of your weapon mods, offhand mods, and prevents you from attacking. Woot! /sarcasmoff
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Some of hte item carrying stuff is kinda blah, but there are other spells that work in conjunction with them that are pretty good. One that returns energy for every casting of the spell and heals someone if you are holding an item. Basically they are like rangers, because they get bonuses from many different sources, but they are casters instead of physical damage dealers.
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Jan 21, 2006, 11:01 AM // 11:01
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#34
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Wilds Pathfinder
Join Date: Nov 2005
Location: La La Land
Guild: [NOVA]
Profession: A/
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Assassins are simple: beat dude in face until he falls over. These guys are complex and messy and really freakin' scary...
*Runs back to Ranger and hides behind tree until mean nasty blind guys go away*
Mommy!!
XP
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Jan 21, 2006, 11:14 AM // 11:14
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#35
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Forge Runner
Join Date: Dec 2005
Location: Oz
Guild: Angel Sharks
Profession: Me/N
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lol! I'm loving the Ritualist. I'm a caster at heart and this class is so versitile. I don't think you would ever want more than one in an 8 player team, but I think in the future players will be wanting one, unlike some of the other caster classes (N & Me).
NOTE: I'm not saying that N and Me are useless, actually I rather like them and they really DO have a place in the team, my point is that a lot of PvE players don't seem to want them in teams because they don't really have a "pre-defined" roll in PvE. So despite their usefulness, players seem to forget about them completely. Ritualist can, and do, do the same amount of dmg as a nuker, and can - and do - have the healing powers of a monk. Once players get over their initial reaction to the new classes I think ritualists will become the new monks - limited in supply, but in high demand.
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Jan 21, 2006, 01:42 PM // 13:42
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#36
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Lion's Arch Merchant
Join Date: May 2005
Location: North Carolina, USA
Guild: Evolution
Profession: Me/A
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Quote:
Originally Posted by Phades
Some of hte item carrying stuff is kinda blah, but there are other spells that work in conjunction with them that are pretty good. One that returns energy for every casting of the spell and heals someone if you are holding an item. Basically they are like rangers, because they get bonuses from many different sources, but they are casters instead of physical damage dealers.
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Oh I know that some of them are good. Was just referring to another poster that said that "Mighty Was Vorizun" was nerfbait when it clearly is not.
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Jan 21, 2006, 03:42 PM // 15:42
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#37
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Wilds Pathfinder
Join Date: Sep 2005
Location: Manchester, England
Guild: New Dragons [NDR]
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Just a question, "Spirit Siphon" says that target spirit loses all energy,and you gain some, but it does not say 'allied' spirit. Can anyone confirm for me whether you can use this on hostile spirits?
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Jan 21, 2006, 04:55 PM // 16:55
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#38
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Ascalonian Squire
Join Date: Dec 2005
Location: Internet
Guild: Grenths Forgotten Ones
Profession: Mo/N
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Quote:
Originally Posted by LaserLight
Assassins are simple: beat dude in face until he falls over. These guys are complex and messy and really freakin' scary...
*Runs back to Ranger and hides behind tree until mean nasty blind guys go away*
Mommy!!
XP
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lol... it was sad for the first part of friday as everyone and their mother ran as a Ritualist, and noone knew how to use it. Half of the ritualists on mym PVP teams cast all of their spirits IN THE HOLDING AREA and then, once the gates opens, they were stuck in their uber-long recharge time... sigh.
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Jan 21, 2006, 06:24 PM // 18:24
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#39
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Grotto Attendant
Join Date: Oct 2005
Location: Cedartown, Georgia
Profession: R/
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Quote:
Originally Posted by Agild Greenfinger
does binding rituals counts as spells or as the description says a ritual?
as in will spell specific interupts effect these? powerspike etc.
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Tested this - They are NOT spells. The "Dazed" condition has no effect on their casting.
Lady Lozza - Are you sure Powerspike was the one interupting you? If so report the bug to Anet.
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Jan 21, 2006, 09:44 PM // 21:44
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#40
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Ascalonian Squire
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Quote:
Originally Posted by Narcissus
Howso? When you are holding the item you lose the benefit of your weapon and offhand items. So let's see: you are A) unable to attack, B) since most people carry a focus that's +12 energy out the window and C) all the while losing every benefit of your weapon mods and bonuses.
So you have a 5 energy buff that gives you +8 max energy, +15 armor, while removing all of your weapon mods, offhand mods, and prevents you from attacking. Woot! /sarcasmoff
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While I see your point, just because you are holding something doesn't mean you can't still cast, that along with the skills that return energy will always provide you with ample energy. Not only that, but this skill is recharged before it is over, so if anything they would change that.
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