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Old Mar 15, 2009, 08:48 AM // 08:48   #21
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I've played mostly PvE so all these nerfs don't really bother me.
If some skill gets changed, I usually just find another purpose how to use it or just another skill to replace it.
In PvP I can just think how hard it can be to play as a Ritualist. Everyone knows how hard they've been nerfed since "The Great Spirit Nerf" and now the Weapon of Warding.

But I'm not going to lose my faith, not at all. I'm still pushing through these nerfs to get to my goal; GWAMM with a Ritualist. The thing I feel a bit sad is that ANet wouldn't include a profession like Ritualist in GW2 for human race at all..
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Old Mar 15, 2009, 05:54 PM // 17:54   #22
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Originally Posted by Teknikaali View Post
I've played mostly PvE so all these nerfs don't really bother me.
If some skill gets changed, I usually just find another purpose how to use it or just another skill to replace it.
In PvP I can just think how hard it can be to play as a Ritualist. Everyone knows how hard they've been nerfed since "The Great Spirit Nerf" and now the Weapon of Warding.

But I'm not going to lose my faith, not at all. I'm still pushing through these nerfs to get to my goal; GWAMM with a Ritualist. The thing I feel a bit sad is that ANet wouldn't include a profession like Ritualist in GW2 for human race at all..
where did you get this info from?
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Old Mar 15, 2009, 08:24 PM // 20:24   #23
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I was not "QQing" i'm dissapointed and as for your suggestion why should i?

Once upon a time every class was welcome anywhere, I'm sick and tired of the Pvp meta and every single person running exactly the same build.
i told you why you should pick either of the choices in my suggestion. in case you didn't catch it i'll tell you again.
you should run a different class if you want to win guild wars pvp. QQing about ritualists won't make you win any more often with them.
you should stick to pve if you want to have fun playing your favorite class. losing isn't fun so pvp wouldn't be the place to have fun with a ritualist.
if you disagree i'd like to know why. the only reasons i can see for disagreeing would be:
1) ritualists are viable in pvp and i can win with them as easily as i could win with a different class.
this point is obviously ridiculous as you wouldn't be making this thread if you thought ritualists were viable in pvp, but i thought i'd preempt it anyway.
2) i can have fun losing in pvp so why should i stick to pve?
that's a load of bullshit, of course, but if that's your argument go ahead and have fun losing. i'd hope to see you on the opposing team if i decided to play.
3) i don't like that guild wars is so broken and bad. i think i'll just not play at all.
i agree with this one, but i didn't include this case in my list of choices because i'm assuming you still want to play guild wars.
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Old Mar 15, 2009, 08:39 PM // 20:39   #24
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where did you get this info from?
Ouch, here comes in the "lost in translation".. What I meant was IF they woudln't include..
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Old Mar 29, 2009, 05:48 PM // 17:48   #25
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i got Monk, Necro, Ranger, Ritualist, and now im making Assasin and my favorite is Rt- best barrager for me, especially with EotN skills.
In RA im using now this healing build :
[build=OAajgYhLJTjTciSfETSTZMRTCPA]
with glyph i can maintain ashes all the time.

and this dmg build :
[build=OAmjImkZJTXbKbIbCAAZmhKYZgA]
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Old Apr 28, 2009, 05:56 AM // 05:56   #26
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Originally Posted by Rhamia Darigaz View Post
you are not a ritualist. you're a guild wars player. if you want to stay competitive run the best classes and builds. if you want to have fun playing your favorite class stick to pve.

Good players come out of that mindset playing classes they enjoy and still owning sht all over the battlefield. stop thinking only the core classes are the only "competitive" classes.
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Old Apr 28, 2009, 06:33 PM // 18:33   #27
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Originally Posted by Stealth Bomberman View Post
Good players come out of that mindset playing classes they enjoy and still owning sht all over the battlefield. stop thinking only the core classes are the only "competitive" classes.
That makes them good players, it doesn't reflect on the class. However, I do agree that people focus too much on "great builds" and neglect other essentials of GW.
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Old Apr 29, 2009, 12:25 AM // 00:25   #28
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That makes them good players, it doesn't reflect on the class. However, I do agree that people focus too much on "great builds" and neglect other essentials of GW.
whens the last time you saw 2 sins lead a gvg instead of 2 wars? or 2 rits heal a gvg instead of 2 monks? class does matter and its just sad it had to come to this bc gw is actually a good game its just VERY unbalanced.
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Old Apr 29, 2009, 11:53 AM // 11:53   #29
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Originally Posted by upier View Post
2. PvE is designed for people to succeed despite actions that should lead to failing. So, just because something works, that doesn't make it good.
i think it must be more a matter of fact than by design ^^

if AI were better in some areas, it could be much more challenging and look more like HA battles.
once agroed, mobs would fast switch their target and call for spikes on any member of the party... well actually it would be insane, you must be right.

Last edited by Elephantaliste; Apr 29, 2009 at 11:54 AM // 11:54.. Reason: typo
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Old Apr 30, 2009, 06:37 AM // 06:37   #30
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besides rebalancing skills, i think a key aspect of why the rit is broken is its primary att...

wtf can you do with more hp for spirits? specifically in high end pve? nothing...i think they should replace it with something similar to soul reaping, except energy gain whenever something is summoned, not wen something dies.

maybe im a noob rit, but i feel that energy management for rits, especially in pve, is pretty narrow, forcing you to "handicap" your template just to get energy. offering of spirit is nice, but imo i don't want to throw that in every rit build. likewise for boon of creation and etc....
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Old Apr 30, 2009, 06:49 AM // 06:49   #31
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Here is a thread full of ideas for Spawning Power, including your energy idea.

http://www.guildwarsguru.com/forum/s...php?t=10359038
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Old May 11, 2009, 08:47 PM // 20:47   #32
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Originally Posted by chuckles79 View Post
hating on blocking
The Guild Lord is the only aspect of GW PvP! Nerfing WoW so that it doesn't work on the GL has ruined blocking as we know it!

Block users deserve to feel so oppressed.

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Old May 17, 2009, 04:36 PM // 16:36   #33
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Wow. I'm starting to look at builds in a bit of detail, and I'm finding issues without really trying.

1) Items. Let's take the popular [Protective Was Kaolai] for a moment. Assume for the sake of argument I normally carry a staff with defensive head and wrapping, along with some random inscription. So, casting PwK costs me 20 energy (10 for the cast, 10 for staff energy lost). I then run around without the inscription and 10 energy (the armor gained/lost is equivalent) until I drop the item, at which point I get an uniterruptable party heal, and my 10 staff energy and inscription back.

The heal is a wee bit stronger than, say "divine healing", but that only costs 5 energy.

That's just PwK, which is generally represented in many builds. Others are worse. Remember - you are using a skill slot when you could just use your regular staff!

2) Spawning power. I'm sure all of this has been said before, but the piddly gain in weapon duration and spirit health is nothing compared to things like energy storage or soul reaping. Nor are the skills in spawning power so awesome; compare to strength, for example, where things like enraging charge, flail, warrior's endurance, are staples in many builds.


Maybe I'm missing something, but it seems to me that the devs really need to take care of these two issues. Items need to be worth casting, bearing in mind that they replace what's in your hands, and Spawning Power needs to be reworked substantially. Otherwise, the only justification for a ritualist is the really cool armor. :-)

-Jeff


P.S. For my 2 cents:

Spawning Power should provide an added benefit while items are held, e.g. +2 health, +1 armor, and +1 energy per point while holding an item. The bonus for weapon duration should be seriously increased.

With these changes, Rit primaries would have an advantage when holding an item. Also, Rits would be natural buffers for the party.

I still am not sure what to do about spirits - basically, if all you do is summon spirits, it's best to go with another primary that gives you energy (e.g. soul reaping).
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Old May 28, 2009, 04:11 AM // 04:11   #34
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I say Anet should make a spell that works the same way as Mend Body and Soul except it removes hexes, and put it in Spawning Power. That should make our class stop whining and make rit healers > /rit healers.
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Old May 28, 2009, 04:49 AM // 04:49   #35
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They should put all the Rit skills into Spawning Power, period. That'll show those /Rit posers! XDDD
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Old Jun 04, 2009, 12:01 AM // 00:01   #36
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Originally Posted by Bargamer View Post
They should put all the Rit skills into Spawning Power, period. That'll show those /Rit posers! XDDD
Hmm, yeah it made me quite sad playing E/Rt with Ether Prism and Glyph+Aura of Restoration. I can pretty much roll my head over the keyboard and get great results, no energy worries or anything.

My ritualist gives me a lot more satisfaction though. It feels pretty well balanced for the most part.
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Old Jun 04, 2009, 02:02 AM // 02:02   #37
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Originally Posted by Bargamer View Post
They should put all the Rit skills into Spawning Power, period. That'll show those /Rit posers! XDDD
This made me chuckle quite a bit thank you =)

Maybe one day they'll fix the Spawning Power problem but either way I"m not too concerned, I've found ways to solve any problems with my Ritualist.

I agree with Cirian though, I get a lot of satisfaction out of her. Not just because of the balancing, but it actually takes some skill to play out a Ritualist, not talking down any other classes of course, but as Cirian said. Running his E/Rt build, he just rolls his face on the keyboard to win. It takes more work from us, maybe that's why. *Shrugs*
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Old Jun 04, 2009, 06:38 AM // 06:38   #38
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Originally Posted by jaif View Post
Maybe I'm missing something, but it seems to me that the devs really need to take care of these two issues. Items need to be worth casting, bearing in mind that they replace what's in your hands, and Spawning Power needs to be reworked substantially. Otherwise, the only justification for a ritualist is the really cool armor. :-)
1. It is worth carrying items for the bonuses of some of the skills ([Smoothing memories], [caretaker's charge], [channeled strike], renewing charge] comes to minds, just to mention a few)

2. You should not think of the rit as a primary healer of the party. Ritualists shine in support role and that does not only mean heling or condition removal, but also providing offensive/defensive buff for the party through weapon spells.

3. Thinking outside of support roles, running a spiritspammer build with [signet of ghostly might], [summon spirits], [painful bond] and some offensive spirtits, like [pain], [bloodsong] or [anquish] can be very deadly.
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Old Jun 04, 2009, 07:15 AM // 07:15   #39
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1. It is3. Thinking outside of support roles, running a spiritspammer build with [signet of ghostly might], [summon spirits], [painful bond] and some offensive spirtits, like [pain], [bloodsong] or [anquish] can be very deadly.
Just make sure you space them out correctly, you can't have them stacked in one area or else they'll be removed pretty quick That's a common Rit mistake I see.
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Old Jun 04, 2009, 07:55 AM // 07:55   #40
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Originally Posted by Ritual of Grace View Post
Just make sure you space them out correctly, you can't have them stacked in one area or else they'll be removed pretty quick That's a common Rit mistake I see.
Well, yeah, that's pretty much true. So it is worth examining the area you want to use this build in. Though the buff to [summon spirits] helps a lot to overcome this disadvantage.
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