May 02, 2007, 12:17 PM // 12:17
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#1
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Furnace Stoker
Join Date: Jun 2006
Profession: E/
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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..
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May 02, 2007, 12:22 PM // 12:22
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#2
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Desert Nomad
Join Date: Aug 2006
Location: 668 the neighbor of the beast
Guild: TFK
Profession: A/
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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~
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May 02, 2007, 01:11 PM // 13:11
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#3
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Krytan Explorer
Join Date: Feb 2007
Guild: Ridirian Guides
Profession: W/Me
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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.
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May 02, 2007, 01:22 PM // 13:22
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#4
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Forge Runner
Join Date: Feb 2005
Location: Anchorage Alaska
Guild: Haz Team [HT]
Profession: R/W
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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...
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May 02, 2007, 01:27 PM // 13:27
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#5
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Desert Nomad
Join Date: Sep 2006
Guild: Bubblegum Dragons
Profession: Mo/E
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If everybody can have his own spirits, they can easily become overpowered. Just imagine facing 8 spirits of pain and bloodsong.
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May 02, 2007, 01:56 PM // 13:56
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#6
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Krytan Explorer
Join Date: Dec 2005
Profession: E/Me
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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.
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May 02, 2007, 06:00 PM // 18:00
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#7
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Furnace Stoker
Join Date: May 2005
Guild: The Seraphim Knights [TSK]
Profession: R/
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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
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May 02, 2007, 06:30 PM // 18:30
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#8
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Krytan Explorer
Join Date: Jan 2007
Location: Ivalice
Profession: D/P
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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.
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May 02, 2007, 08:43 PM // 20:43
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#9
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Wilds Pathfinder
Join Date: Jul 2005
Profession: Mo/
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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.
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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.
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May 02, 2007, 09:55 PM // 21:55
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#10
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Furnace Stoker
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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.
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May 02, 2007, 11:07 PM // 23:07
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#11
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Jungle Guide
Join Date: Feb 2007
Location: America.....got a problem with that?
Guild: [Lite]
Profession: W/
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lets see uhhhh
NEW META
lol in HA with 6 wonderlusts, 1 earthbind, 6 shadowsongs, 6 pains, 6 disenchantments..................
ggtyvmkbye
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May 02, 2007, 11:10 PM // 23:10
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#12
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Wark!!!
Join Date: May 2005
Location: Florida
Profession: W/
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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).
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May 02, 2007, 11:45 PM // 23:45
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#13
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Departed from Tyria
Join Date: May 2007
Guild: Clan Dethryche [dth]
Profession: R/
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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.
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May 02, 2007, 11:53 PM // 23:53
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#14
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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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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.
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May 03, 2007, 12:41 AM // 00:41
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#15
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Lion's Arch Merchant
Join Date: Jun 2006
Guild: Zealots of Shiverpeak [ZoS]
Profession: Rt/
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Overpowered. As someone said earlier, imagine Halls with a team of 6 spirit spammers. Good night.
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May 03, 2007, 01:07 AM // 01:07
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#16
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Krytan Explorer
Join Date: Aug 2005
Guild: [Njk]
Profession: Rt/
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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?
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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.
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May 03, 2007, 09:02 AM // 09:02
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#17
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Furnace Stoker
Join Date: Jun 2006
Profession: E/
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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.
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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.
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May 03, 2007, 09:02 AM // 09:02
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#18
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Furnace Stoker
Join Date: Jun 2006
Profession: E/
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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.
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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.
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