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Old Apr 06, 2009, 09:31 PM // 21:31   #181
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yeah most of those ideas have been covered already. for items you could do, "while holding an item, you gain X Health and Y energy for every Z ranks in SP"
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Old Apr 06, 2009, 09:59 PM // 21:59   #182
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Default SP should work kinda like SR or ES...

a couple of options for SR (Soul Reaping) model:

1) For each rank in SP, every time a spirt U control dies, U gain that much E

2) For every 3 ranks in SP, every time ANY ritual dies (nature or binding) U gain that much energy

a couple of options for ES (Energy Storage) model:

3) For each rank in SP, your max E TEMPORARILY goes up by that amount for each binding ritual that U control

4) For every 3 ranks in SP, your max E TEMPORARLY goes up by that amount for each binding ritual in the area
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Old Apr 07, 2009, 07:43 AM // 07:43   #183
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Originally Posted by street peddler View Post
yeah most of those ideas have been covered already. for items you could do, "while holding an item, you gain X Health and Y energy for every Z ranks in SP"
idea's enough. but good ones are rare. but still good idea's can give A-net idea's enough.

Maybe it's not a bad idea to sum up all idea's we had untill now.
This also goes for idea's for other thread's that I can Remember.
good and bad.

energy related:
  • Gain EN on item creation.
  • Gain EN regen while holding a item.
  • make SP 'expertise' for spells.
  • make SP 'Soul reaping' for spirits.
Lastingtime:
  • Make item spells last longer.
  • make weapon spell's last longer.
  • Make spirit's last longer.
Spirits buff:
  • Per # ranks of SP allow copies.
  • Per # ranks of SP make spirit's mobile.
  • Increase Spirits (/minions) level.
  • Decrease cast time.
  • Decrease recharge time.
Other:
  • Armour penetration on rit skill's per rank
  • 'divine favor' rip off's.
  • Increase range of item spells
  • Just buff SP SKILLS
Ill add other idea's that you post

Last edited by Kattar; May 05, 2009 at 11:27 AM // 11:27.. Reason: Cleaning after merge
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Old Apr 30, 2009, 10:12 PM // 22:12   #184
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Perhaps the Spawning power discussion should be related more to a professional ideal. For example Necromancers are supposed to gain power from Death... hence Soul Reaping gives energy when things die. Warriors are supposed to be people that can slash and smash better than others, so Strength gives them the ability to hit for a bit more via armor penetration. If you look a it more in depth, you'll find that most professions primary attribute is there to support the type of persona that class represents... Mesmers are tricksters and so need to be quick, Monks are healers and so gain a benefit from healing, etc. I think you'd find that every other profession besides ritualists have primary attributes that support their professional roll, regardless of how balanced it is in game (Soul reaping says hi).

The given description of a ritualist is: Ritualists channel other-worldly energies that summon allies from the void and employ mystic binding rituals that bend those allies to the Ritualist's will. They hood their eyes to better commune with spirits that grant great power and protection to Ritualists and their comrades. The energy they channel drives Ritualist skills which enhance the deadliness of an ally's weapon and wreak havoc on an enemy's health. The Ritualist can also use the remains of the dead to defend the living-not by reanimating corpses as a Necromancer would, but through the ritual use of urns and ashes. Where the Ranger lives as one with the spirit world, the Ritualist can and will be its master.

So to be consistent with the other professions, Spawning Power should be something that makes the ritualist better at doing these things than any other profession.

Possible ideas:

1) Spawning Power gives health/energy upon creation of spirits/minions and items.

2) For each rank in Spawning power, spirits/items/weapons are created faster and cost less energy.

3) For each rank in spawning power, spirit attacks and duration/effectiveness of weapon/item spells is increased by X% (could be something like 5%)

As it is Spawning power generally offers little power towards spawning or towards much else of use. Even the skills in this line are generally of poor quality. Personally, I'm in favor of #1 above the most, but any of them would be better than the current Spawning Power in my opinion.
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Old May 01, 2009, 07:51 AM // 07:51   #185
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I personally find rits overpowered in many ways. The fact that they can adequately spike/support/heal makes me wonder if it's spawning power that needs fixing or just the addition of more versatile skills.
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Old May 01, 2009, 03:58 PM // 15:58   #186
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Oh, I finally notices what's left.

Ritualists are more likely to hold bundles. But they will lose weapon stats when doing so.
Why not giving them +3 Health and +1 Energy for rank of Spawning power while holding a bundle? That would be +48HP and +16 Energy with rank 16. Considering you will lose other kinds of bonuses such as half casting or armor, that won't be too much.
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Old May 01, 2009, 05:29 PM // 17:29   #187
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Quote:
Originally Posted by spirit of defeat View Post
  • make SP 'expertise' for spells.
Spirits buff:
  • Per # ranks of SP allow copies.
  • Per # ranks of SP make spirit's mobile.
  • Increase Spirits (/minions) level.
  • Decrease cast time.
  • Decrease recharge time.
I like these. Would be particularly happy with spirit level boost, mobility, and copies. Cast and recharge time would be beautiful as well.

And of course SP as spell expertise would be nice, though I don't think it would be a good idea to combine it with the spirits buff.
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Old May 01, 2009, 08:03 PM // 20:03   #188
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I would love to see something along the lines of x% casting speed increase to rituals, as well as tougher spirits, SOMETHING needs to be done especially since Ritualists are supposed to deal with spirits, and in HM that is basically impossible to do..bring back the spirit builds!!
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Old May 02, 2009, 11:28 AM // 11:28   #189
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Quote:
Originally Posted by Raccoon View Post
I personally find rits overpowered in many ways. The fact that they can adequately spike/support/heal makes me wonder if it's spawning power that needs fixing or just the addition of more versatile skills.
The problem isn't really that rits are underpowered as a profession (although they aren't top-tier), but that they don't need their primary attribute for anything. This means that most primary rits go channeling/restoration (communing is generally seen as a weak attribute, and not without reason), while N/Rts and E/Rts, which DO have useful primary attributes, are overpowered. Heck, it's not hard to make a Ritualist build that would be benefited more by Fast Casting than its own primary!

If you'd read through the thread, you might have noticed that a lot of suggestions are aimed at allowing secondary Rits to be nerfed a little by proxy while leaving primary Rits at their current power levels.

A secondary issue is that spirits themselves are quite underpowered - outside of one-on-one spirit spamming builds, spirits tend to be used only as cheap tokens to tick the proverbial box on skills with spirit-related conditional effects.

Last edited by draxynnic; May 02, 2009 at 11:31 AM // 11:31..
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Old May 02, 2009, 11:52 AM // 11:52   #190
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Quote:
Originally Posted by MithranArkanere View Post
Oh, I finally notices what's left.

Ritualists are more likely to hold bundles. But they will lose weapon stats when doing so.
Why not giving them +3 Health and +1 Energy for rank of Spawning power while holding a bundle? That would be +48HP and +16 Energy with rank 16. Considering you will lose other kinds of bonuses such as half casting or armor, that won't be too much.
What will we gain of that? I think it's useless.
Doesn't fix the problem.
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Old May 02, 2009, 06:11 PM // 18:11   #191
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It gives them something. Something is better than nothing. And most other things you can think of are either already taken by other professions, too much, or too less.
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Old May 02, 2009, 06:14 PM // 18:14   #192
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Quote:
Originally Posted by draxynnic View Post
If you'd read through the thread, you might have noticed that a lot of suggestions are aimed at allowing secondary Rits to be nerfed a little by proxy while leaving primary Rits at their current power levels.
I know! Put all the Rit skills into the Spawning Power tree! That'll show them! XDDD (Kidding, kidding!)

I love all these ideas. I was hoping that the big content update included a buff to Spawning Power, but alas...
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Old May 03, 2009, 08:27 AM // 08:27   #193
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Those of us who've been keeping up-to-date with happenings in Linsey-land knew it wouldn't be months ago - basically, it hadn't come to her attention while the April update was being planned and when it was brought to her attention, she already knew that the big update was going to be too big to slip anything else in. High hopes for the next quarter, however.
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Old May 03, 2009, 08:02 PM // 20:02   #194
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Quote:
Originally Posted by draxynnic View Post
Those of us who've been keeping up-to-date with happenings in Linsey-land knew it wouldn't be months ago - basically, it hadn't come to her attention while the April update was being planned and when it was brought to her attention, she already knew that the big update was going to be too big to slip anything else in. High hopes for the next quarter, however.
at least they can's say that they didn't have time :P
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Old May 04, 2009, 11:31 PM // 23:31   #195
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Default Spawning fix idea

Spawning is still kind of useless, and most rits spend their elite slots on energy management like OOS. So I was wondering, what if their was a complete change to the functioning of spawning? It could be something like: For each character affected by a weapon spell and each spirit in the area, you gain XX energy every XX seconds. What do you guys think? Could easily be OP, but it all depends on how much energy you get and how often it happens.

Edit: Oh, and it would actually make primary rits more popular, as opposed to the all the necros with rit secondaries that are taking over.
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Old May 05, 2009, 12:33 AM // 00:33   #196
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If you're running a true MM build (Not a minion bomber build) rit primaries still are awesome. Animate Bone Minions + explosive growth with a goodly bit in spawning (14-16) means a lot of damage and a lot of good tanks.

I've actually switched out my sabway MM for a rit MM. Doesn't kill as fast, but it works in places that the sabway MM never could.

Also, boon of creation > nerf'd soul reaping.
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Old May 05, 2009, 12:45 AM // 00:45   #197
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Ugh, yes, my rt mm would be terrible, i wouldn't be able to use Weapon Of Quickening for my dungeon running/VSF, my spirits wouldn't dominate RA, Attuned would fail, weapon spells would last less than half the time they do now, and yes, boon of creation + explosive growth = sexy. Please don't change spawning

Just buff those plentiful useless rit skills.


oh and yes i know WoQ is in communing, but w/o spawning it would never last, anywhere near what i use it for, so i kinda mentioned that twice there.

and as a side note, WoQ > QZ

Last edited by SimplyAmazing; May 05, 2009 at 12:48 AM // 00:48..
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Old May 05, 2009, 12:50 AM // 00:50   #198
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completely OP in a team consisting of [Weapon of Warding]+[Weapon of shadow] even at low specs,add in some channeling spells and a caller for wielder's strike and u got a team full of healers/protters/spikers with a bunch of energy to waste.
All i think they should improve is the affected time on weapon spells,it could be 3-4% instead of the nearly nothing 2%,which is only useful at high specs,not allowing you to be very versatile on atribute spread.(most people just go 12 resto/12 chan/3 spawn or something close to that)

Last edited by Betrayer of Wind; May 05, 2009 at 12:54 AM // 00:54..
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Old May 05, 2009, 01:32 AM // 01:32   #199
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Quote:
Originally Posted by Betrayer of Wind View Post
completely OP in a team consisting of [Weapon of Warding]+[Weapon of shadow] even at low specs,add in some channeling spells and a caller for wielder's strike and u got a team full of healers/protters/spikers with a bunch of energy to waste.
Who cares if it's OP? Necromancers can do this already. Paragons can do better with SY, as can Warriors. Monks have SoJ teams.

It would not be new.
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Old May 05, 2009, 03:02 AM // 03:02   #200
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Quote:
Originally Posted by Zahr Dalsk View Post
Who cares if it's OP? Necromancers can do this already. Paragons can do better with SY, as can Warriors. Monks have SoJ teams.

It would not be new.
Exactly, the thing is that people need a reason to use rit primaries. It would be hard to make it useful and not be OP, but I think its worth a try.

Please search before posting a new thread.
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