Mar 04, 2009, 03:48 AM // 03:48
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#1
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Frost Gate Guardian
Join Date: Apr 2007
Profession: Rt/
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Buff to Spawning Power
For each rank in spawning power, your spells should have 1% armor penetration.
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Mar 04, 2009, 04:56 AM // 04:56
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#2
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Departed from Tyria
Join Date: May 2007
Guild: Clan Dethryche [dth]
Profession: R/
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1. I don't see how that power is related to Spawning at all.
2. That doesn't sound very useful or like it would encourage Ritualist builds with mainly Ritualist skills.
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Mar 04, 2009, 05:02 AM // 05:02
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#3
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Frost Gate Guardian
Join Date: Feb 2008
Location: Cali
Guild: Trinity of the Ascended[ToA]
Profession: E/
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Are you Izzy's apprentice or something in dartboard buffs?
1% Armor pentration is like making them casting warriors, which imo would be better suited for an ele. Only Channeling would get anything worthwhile from that, so it wouldn't be that good, especially considering only 1-2 skills are generally offensive channel spells on a rit bar(Ancestor's and sometimes rift/channeled strike).
Spawning does need a buff yes, but this isn't a very beneficial one.
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Mar 04, 2009, 07:57 AM // 07:57
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#4
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Wilds Pathfinder
Join Date: Aug 2006
Location: Europe
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Hmmm, why does this sound so familiar to me ... oh yeah:
Strength
/notsigned aka stupid idea
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Mar 04, 2009, 10:58 AM // 10:58
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#5
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Administrator
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Is this just some random buff you thought up or is there some reasoning behind it? Really, this buff a) doesn't make spawning much better and b) is completely unrelated.
__________________
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Mar 04, 2009, 11:35 AM // 11:35
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#6
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Lion's Arch Merchant
Join Date: Feb 2008
Location: Somewhere between GW and GW2
Guild: Shaved Wookies [HoT]
Profession: N/
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Someone should just create a spawning power buff thread and sticky it. That way, all the suggestions can be compiled and people can just add on to it without cluttering. They can place it either in riverside or here.
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Mar 04, 2009, 11:56 AM // 11:56
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#7
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Jungle Guide
Join Date: Apr 2008
Location: Serbia
Profession: Me/
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Increase the armor of created creatures by 1 per rank or 1 per 2 ranks of SP
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Mar 04, 2009, 01:29 PM // 13:29
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#8
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Lion's Arch Merchant
Join Date: Aug 2007
Guild: Shadow Hunters Of Light [SHOL]
Profession: R/
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So when you cast a weapon spell on someone, they get the 1% armor bonus? Power to the Warriors.... "I have the power of greyskull!" Joe Bloggs warrior becomes an uber penetrator...
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Mar 04, 2009, 01:35 PM // 13:35
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#9
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Frost Gate Guardian
Join Date: Apr 2007
Profession: Rt/
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No, I meant ADDED on the the existing spawning power stuff, your direct damage spells should get 1% armor penetration per level of spawning power.
I just thought of this because I thought that the existing spawning power doesn't really effect channeling much, and this would be better than nothing.
If I'm thinking right, all other classes "special" attribute effects all of their other attributes, spawning doesn't. That extra % longer weapon spell won't help on your splinters.
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Mar 04, 2009, 01:45 PM // 13:45
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#10
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Lion's Arch Merchant
Join Date: Aug 2007
Guild: Shadow Hunters Of Light [SHOL]
Profession: R/
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But not all primary powers affect others..... Divine Favour doesnt heal someone if chuck up Aegis. Most, e.g. warriors are keyed to things like hitting something.
"For each rank of Spawning Power you have, creatures you create (or animate) have 4% more Health, and weapon Spells you cast last 2% longer. Some Ritualist skills, especially those related to Spirit creatures, become more effective with higher Spawning Power."
Kinda specific and dont see the need to try and add any penetration to this as well plus no idea how you'd restrict to what affects and not.
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Mar 04, 2009, 02:16 PM // 14:16
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#11
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Underworld Spelunker
Join Date: Nov 2006
Location: wikipedia.org/wiki/Vigo
Guild: Heraldos de la Llama Oscura [HLO]
Profession: E/
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Spawning power it's all about the power of creation.
It affects weapon spells because they create weapons.
It affects summoning spells because they create a binding with their worlds to keep them on Tyria (like the chains around ritualist spirits).
It affects animate spells because they create the creature themselves.
What kind of spells 'creates' stuff?
Only Bundle spells are left.
All you could do is make them last longer.
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Mar 04, 2009, 02:26 PM // 14:26
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#12
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Furnace Stoker
Join Date: Nov 2005
Guild: [CRFH]
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Personally, I'd like to see Spawning Power give a buff to the healing of Ritualist healing spells, and a to the damage of Ritualist damaging skills. That way, they could nerf secondary Rits and buff primary Rits simultaneously.
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Mar 04, 2009, 02:47 PM // 14:47
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#13
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Furnace Stoker
Join Date: Mar 2007
Guild: Our Crabs Know True [LOVE]
Profession: R/
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Strength does not affect LOTS of warrior skills. ["watch yourself!"][healing signet]["charge!"]..... need I go on?
Divine Favor does not affect LOTS of monk skills. [banish][smite][bane signet].... need I go on?
Mysticism has no effect on most Scythe attacks, Leadership has no effect on Spear attacks, Critical Strikes has no effect on any spells, Soul Reaping has no effect on any spell outside of that attribute, it only comes in when things die.
Perhaps Fast Casting, Expertise, and Energy Storage are the only ones that do anything. Although even Energy Storage only boosts total energy, it doesn't affect skills from Air, Earth, Fire, or Water.
/unsigned, pointless use to the idea as you already have [destructive was glaive] if you want armor penetration for Channeling.
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Mar 04, 2009, 03:06 PM // 15:06
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#14
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Krytan Explorer
Join Date: Aug 2007
Guild: Rank Three Plus Pug [deer]
Profession: W/
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SR, Leadership, and Critical strikes are still important though, in the same way that ES and Expertise are. They're all about energy management, something that is important to ALL the classes. If you're going to include ES and Expertise, I can't see why you excluded SR, Leadership, or critstrikes. Afterall, ES, like SR, only affects certain spells, and the rest of the time is there just for passive energy management.
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Mar 04, 2009, 07:28 PM // 19:28
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#15
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Desert Nomad
Join Date: Dec 2007
Location: USA
Guild: [Thay]
Profession: R/Mo
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What about spawning power giving you energy is more like it. Half of all primaries do that already, might as well add rit to the list.
Maybe create a creature, use weapon spell to gain energy.
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Mar 04, 2009, 08:06 PM // 20:06
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#16
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Furnace Stoker
Join Date: Jun 2006
Location: Minnesota
Guild: Black Widows of Death
Profession: W/Mo
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My thoughts
While casting a binding ritual or spell while with in an earshot of a spirit you receive 1-2-3 energy
Minimum of 5 / 10 / 16 speced in spawning
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Mar 04, 2009, 09:20 PM // 21:20
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#17
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Academy Page
Join Date: Dec 2006
Guild: Exiles of the Ironguard [EotI]
Profession: R/Me
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I don't think the effect of Spawning needs to be changed but durations lengthened plus maybe an armor boost in addition to health on spirits.
Or make the attribute reduce the recharge time of all spells (like fast casting only for recharges) to also make rit primaries maybe attractive to be able to use with long recharging spells in other professions.
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Mar 04, 2009, 10:12 PM // 22:12
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#18
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Frost Gate Guardian
Join Date: Apr 2007
Profession: Rt/
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sorry for trying to give a suggestion to help out spawning power...
but seriously, ALMOST every other class will have atleast 1 or more skill on there bar that will be effected by there primary only profession attribute, but if I don't have any spirits on my bar and im using a channeling build, it just seems useless.
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Mar 04, 2009, 10:23 PM // 22:23
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#19
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Frost Gate Guardian
Join Date: Apr 2008
Location: In the little house on the hill, Ascalon City, Presearing
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Sorry Not signed, only on the reason that Spawning the way it is is Fine.... just you need to THINK on how to use it, it can be VERY powerful when you just spend about a minute to think about it... Something most people in today's game cant seem to do...
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Mar 04, 2009, 10:50 PM // 22:50
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#20
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Desert Nomad
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last time I checked spawning powers *was* buffed to also increase duration of weapon spells...
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