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Old Nov 10, 2007, 10:53 AM // 10:53   #1
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Default my idea to improve ritualist

i posted this idea on riverside inn but the post got deleted

my idea is that, at 12 of above in spawning power, you take the aspect of spirit, you are counted to be one spirit

you are a spirit so you always have at least one spirit within earshot and you are benefited from it, eg you dont sacrify when you use spirit light

when two ritualist stay together, they both have invest 12 on spawning power, then they have two spirit within their earshot, so Mend Body and Soul can remove 2 conditions

when you use Gaze from Beyond and Spirit Transfer, you sacrify you health

a lot of ritualist skills require a spirit or need a spirit within earshot, spirits can be killed too easily and it make the skills useless, so i suggest this idea

this change require 12 spawing power so i think its not too powerful and inbalance?

this idea is acceptable? i want to hear your comment
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Old Nov 10, 2007, 11:26 AM // 11:26   #2
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Interesting idea, however, most of skills were ballanced on fact that they cost party one aditional skillslot and are quite fragile
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Old Nov 10, 2007, 12:31 PM // 12:31   #3
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not sure how this could work out as there are enough skills that would exploit this, such as Reclaim Essence, Banishing Strike, etc
if you are considered a summoned creature you can die instantaniously or take huge amounts of damage from certain skills...

Ritualists do need a balance, but you're confronting the problem from the wrong direction...
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Old Nov 10, 2007, 12:46 PM // 12:46   #4
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you are counted to be a spirit but you are not actually a spirit so Reclaim Essence, Banishing Strike cannot kill you

if my suggestion is too powerful, what about make it an enchantment?

Spirit Mind
enchantment spell/skill, for 10.....63 s, youself is counted to be one spirit
5e, 1s, 20r(spawning power)
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Old Nov 10, 2007, 01:26 PM // 13:26   #5
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why monk is a better healer than rit?

1, monk have some good protection prayer skills
2, divine favor make all monk healing spell very efficient

rit cant remove hexes, she even have no any direct skill to remove conditions

powerful non-elite skill to boost red-bar up? the most powerful restoration skills are spirit light and Spirit Transfer, they both require spirit( that is why i suggest the above idea),

yes i can summon spirits, but they are too weak, and if your teammates are in danger, you have time to spent 3s to summon a spirit?

if a ritualist is willing to invest 12 at spawning power, i think the rit deserve some rewards to counter the weakness
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Old Nov 10, 2007, 01:38 PM // 13:38   #6
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Rt is made to be hybrid character ... also, he beats monk flat when you campare needed attribute invetsment for healing output.
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Old Nov 10, 2007, 01:55 PM // 13:55   #7
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Quote:
Originally Posted by zwei2stein
Rt is made to be hybrid character ... also, he beats monk flat when you campare needed attribute invetsment for healing output.
i understand it, i just feel boring to see monk healer all the time,

we have warrior, dervish, ass in the front line,

mes, ele, ranger, paragon, rit, necro in the middle line

but only monk can be the main healer in the back line

why dont give ritualist a chance to replace monk as a main healer sometimes?
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Old Nov 10, 2007, 02:41 PM // 14:41   #8
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Quote:
Originally Posted by Qdq Swi
Your comments are getting dummer by the second, EVER HEARD OF SPIRIT PLACEMENT?!?! 3s???? My god uve never seen half casting time mods???? Spirits TOO WEAK????? My god... learn a little before u preach to people who know what theyr talking about...
Please, take your own advice and learn a little before talking.

HCT has no effect on Spirit casting times.

And Glimmer of Light is still crap, btw.
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Old Nov 10, 2007, 02:48 PM // 14:48   #9
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Quote:
Originally Posted by Stormlord Alex
Please, take your own advice and learn a little before talking.

HCT has no effect on Spirit casting times.

And Glimmer of Light is still crap, btw.
94 is crap? Now thats just dumb too.
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Old Nov 10, 2007, 02:50 PM // 14:50   #10
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I think your confused... Rits USED to be better healers than monks... but look at the recent buffs... No offence to the rit class theyr still awesome support... but DAM glimmer of light actually looks good
Rits were never better than Monks at Monking. Ritualists only have a few advantages, and one of the main ones is that they can defend and heal without speccing points into anything other than Restoration. Monks cannot properly heal with only Protection Magic, and they cannot effectively prot with only Healing Magic. That is why you see N/Rts in tombs, soaking up energy with Soul Reaping. Monks can't do that.

But monks have skills that heal quicker than Ritualists do, and they are not bound by restrictions, or by long casting times for spirits.

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yes i can summon spirits, but they are too weak, and if your teammates are in danger, you have time to spent 3s to summon a spirit?
Quote:
Your comments are getting dummer by the second, EVER HEARD OF SPIRIT PLACEMENT?!?! 3s???? My god uve never seen half casting time mods???? Spirits TOO WEAK????? My god... learn a little before u preach to people who know what theyr talking about...
Hong Kong has a point. That is a major downside of spirits. Summoning a spirit takes you out of the game for 3s. That can be lethal for you and your team.

Quote:
Yeah your sucky english and understanding of the class does offend me, u talk like your the oracle of the mists with your all mightyful knowledge however your still galaxies away from that margin. Ritualists are the paras of factions.. they need buffing but what do Anet do? Go and nerf another good skill... *Splinter Weapon*
You sound like you need to chill out.
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Old Nov 10, 2007, 02:51 PM // 14:51   #11
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Quote:
Originally Posted by Qdq Swi
I think your confused... Rits USED to be better healers than monks... but look at the recent buffs... No offence to the rit class theyr still awesome support... but DAM glimmer of light actually looks good



Are you stupid? How can you say monks are better healers cus THEY PROT??? Prot is very different to healing... its jsut stupid say that theyr better healers cus of something completely different. Divine Favor can dish out an extra couple of poins.. but untill yesterday update Life + Spirit Transfer with resto at 16 could beat any monk healing combo.



Please OHH Please just shut up... you dont know 2 cents about what your talking about... A rit used to be able to outheal a monk any day of the millenia.... A rit doesnt need powerful elite heals cus a rits normal skills are extremely powerful already! and again a rit used to be a better healer cus OF ENERGY MANAGMENT Offering Of Spirit is effective! and so is Attuned was Songkai!



Your comments are getting dummer by the second, EVER HEARD OF SPIRIT PLACEMENT?!?! 3s???? My god uve never seen half casting time mods???? Spirits TOO WEAK????? My god... learn a little before u preach to people who know what theyr talking about...
Ummm, spirits are crap right now, and have been for a while, why do you think you never see a rit healer in high-end PvP relying on them (exception being close to an all rit team, not heard of one being played recently though), they WoR and VW spam. Not to mention monks ARE better than rit healers because they can use prot. They can reduce the amount you have to heal, Prot Spirit is one of the biggest ones that is notorious for this. Sure a rit could possibly heal for more with some combo, but prot and the new WoH make a rit healer look silly, in PvP and PvE.

Back on topic though, I think as interesting as it is, the idea in this thread is a bad idea, just seems like a bad attempt at fixing spawning power, when it needs to be redone completely.

Last edited by Quicksilver Switch-Blade; Nov 10, 2007 at 02:55 PM // 14:55..
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Old Nov 10, 2007, 02:52 PM // 14:52   #12
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Quote:
Originally Posted by Qdq Swi
94 is crap? Now thats just dumb too.
It's barely better than RoF. Except it's in Healing Prayers and is elite.
Please, learn2monk before saying how great Glimmer is.
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Old Nov 10, 2007, 03:34 PM // 15:34   #13
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Rubbish... Course they were ask any1 whos ritted since the start of factions... they were better at making the little red bar go up... spirit transfer + life used to outheal any monk with healers boon and 16 healing and 16 divine.
Ritualists will never be better monks than monks will. If they ever are, then A-net has caused a proffesion to be worthless. GG

You are living in a fairy-tale world.
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Old Nov 10, 2007, 04:39 PM // 16:39   #14
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Quote:
Originally Posted by Quicksilver Switch-Blade
I think as interesting as it is, the idea in this thread is a bad idea, just seems like a bad attempt at fixing spawning power, when it needs to be redone completely.
I agree on that completely.

oh, and LOL @ Qdq Swi.....chill out dude...
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Old Nov 11, 2007, 03:15 AM // 03:15   #15
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i know ritualist can be a good healer.......


and i know her weakness as well.....
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Old Nov 12, 2007, 08:07 PM // 20:07   #16
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Although we all think spawning needs a buff I don’t think this is a good way to do it. Spirits don’t move, and you would get an unfair advantage with some of skills (Essence strike / Mend body and soul ETC...) Never once needing to put a spirit on your bar giving you an extra skill slot. They should have made binding skills only time based. Leave it with a basic spirit health but make them not loose health. Example: Displacement for 20 sec you have a 25-50% chance to be missed by melee. Rather then a health reduction to the sprit every time someone deflects an attack the spirit stays for the time duration. Yes you could still target the spirit and destroy it but the effects of the spirit do not hurt its own health. Spawning could add to the longevity of the spirits you cast 5-20% increased duration for ever 4 ranks in spawning. Just a thought to revive Communing
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Old Nov 13, 2007, 12:08 AM // 00:08   #17
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I think making spawning power affect Energy regeneration could be cool... Elementalists have Energy Storage, increases Energy Pool, Necromancers have Soul Reaping, gaining energy from the dying souls of nearby creatures... why should a Ritualist not have the power of the spirits flowing through them, granting more energy regeneration? Perhaps, for every 4 points in Spawning Power, gain one pip of energy regeneration. Hence at 16 Spawning Power (a heavy investment) they have a +4 regeneration to energy and so a total of 8 energy regen, representing the power of the spirits that aids them.

Perhaps a little overpowered, one might say... and yet, look at the insane energy an Assassin can get with Critical Strikes... using a moebius chain and Flurry I can keep my energy practically full while attacking despite expending massive amounts of energy using the chain. Look at Soul Reaping. In fairness this change to Spawning Power would not be all that overpowered, it would give it an actual purpose, and it might add a bit of incentive to play rit-primary builds instead of, for example, N/Rt.
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Old Nov 13, 2007, 12:24 AM // 00:24   #18
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Quote:
Originally Posted by Zahr Dalsk
I think making spawning power affect Energy regeneration could be cool... Elementalists have Energy Storage, increases Energy Pool, Necromancers have Soul Reaping, gaining energy from the dying souls of nearby creatures... why should a Ritualist not have the power of the spirits flowing through them, granting more energy regeneration? Perhaps, for every 4 points in Spawning Power, gain one pip of energy regeneration. Hence at 16 Spawning Power (a heavy investment) they have a +4 regeneration to energy and so a total of 8 energy regen, representing the power of the spirits that aids them.

Perhaps a little overpowered, one might say... and yet, look at the insane energy an Assassin can get with Critical Strikes... using a moebius chain and Flurry I can keep my energy practically full while attacking despite expending massive amounts of energy using the chain. Look at Soul Reaping. In fairness this change to Spawning Power would not be all that overpowered, it would give it an actual purpose, and it might add a bit of incentive to play rit-primary builds instead of, for example, N/Rt.
that is a bad idea perhaps that effect if there is one of your own spirits around but still that is pretty dam strong
i think spawning should have an expertise like effect on spirit costs they are really expensive and well that would make sense too so meh just an idea
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Old Nov 13, 2007, 04:13 AM // 04:13   #19
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Quote:
Originally Posted by placebo overdose
that is a bad idea perhaps that effect if there is one of your own spirits around but still that is pretty dam strong
i think spawning should have an expertise like effect on spirit costs they are really expensive and well that would make sense too so meh just an idea

Soul Reaping: gain energy when spirits die
expert: reduce the energy cost of summoning spirits
spawning power: spirit have more health

just consider the effects on spirits, spawning power is still worse than expert and soul reaping.........
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Old Nov 14, 2007, 05:32 AM // 05:32   #20
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Ok Hong Kong: let say you're a spirit:

a) immune to hexes
b) immune to conditions (except burning -lmao)

yay!!

c) cant be healed
d) cant move
e) cant be enchanted.

... bleh

Then unatural signet. Maybe not since you're not summoned.

Have fun. If you really want to be a spirit, it is perfectly fair to get all attributes of a spirit

@Qdq Swi:
Quote:
Originally Posted by Billy Madison
what you've just written is one of the most insanely idiotic things I have ever read. At no point in your rambling, incoherent response were you even close to anything that could be considered a rational thought. Everyone in this forum is now dumber for having read it. I award you a lol, and may God have mercy on your soul.

Last edited by yum; Nov 14, 2007 at 05:34 AM // 05:34..
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