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Old Sep 21, 2007, 10:06 AM // 10:06   #41
Lion's Arch Merchant
 
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... fine as it is imo.

I didnt read half of that ,too long :P
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Old Sep 24, 2007, 12:05 AM // 00:05   #42
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Ok, so I figure many ppl are tired of seeing suggestions and obviously unbalanced ideas be thrown around, but to say spirits are fine as is, would be wrong imo.

So thought about a charge system which used something other than health as fuel for its effect, and on that note, thought of bonders, so, why not use spirits energy as fuel instead of health for spirits like union, wanderlust, shelter, etc; now, their inherent effect wouldnt work if they didn't the energy required at the time, thus still keeping their effeciency down.
Now on that note, many spirits might not require spamming since they stay up, but require something to keep their energy up, and would still be able to be killed, so I figured, why not add some micromanagement to the table to at least make them require some skill, albiet, still probably not to many ppls liking.

Spawning Power-would also add 4% to an animated creature's energy.

Of course the spirits would have to be adjusted to use energy instead of health, but Im not even going to try and give numbers to those.

Boon of Creation-whlie seems awesome for energy management, imo, its not that great unless over half you bar is spirits, so I thought maybe increase its energy management ability so you can use some skills that utilize mutliple spirits (like doom and such). So my suggestion for this and spirit's gift, and explosive growth, would be to make their effects trigger when an animated creature you control dies too (minion bombing might get out of control, but this is just an idea).

Signet of Creation-Lose the AoE, the 30 death countdown, 2sec cast time to 1sec, and reduce the recharge by half, then make it's benefit able to reach +10, and maybe move it over to communing, forcing a slight bit more micromanagement.

Signet of Creation 2-Lose the AoE, the 30 death countdown, 2sec cast time to 1/4sec, and reduce the recharge to 2, then make it's benefit able to reach +10, but only for 10sec, and maybe move it over to communing, and force constant management. (Im really slanted more towards this implementation)

Signet of Binding Changes to Signet of Channeling-Youll see why I would change the name later, but this would become signet of creation, but instead of affect health at +10, it would affect energy with +6 energy regen.

Signet of Spirits-Move over to Communing, and change it so its not really an e-management skill, but a skill that can help spirits. Reduce its recharge time to 10 or 15, cast time 2sec, and make it give a spirit full health and energy, making a spirit almost new again.

Draw Spirit Changes to Signet of Binding-This would allow spirits to teleport to your location with the same range of summon spirits (which is what I thought it shouldve been in the first place) giving some mobility to at least one spirit, since you dont always want all spirits to move to you. cast time would 1 sec, or less, and recharge would stay the same.

Spirit Siphon-Since spawning would also increase spirit energy, it would increase energy gain by this skill though, Im thinking it should be moved to spawning and maybe a slight increase in energy return and recharge, since it wouldnt be used on all spirits.

Spirits would retain their vulnerability of being stationary and relatively weak, but would also be more useful and require maybe some more skill or at least micromanagement, though I could be wrong and this might make spirits still broken (either too powerful or too weak), I dont know, I just thought I'd throw this idea out there.
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Old Sep 24, 2007, 03:31 AM // 03:31   #43
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so most of us agree....

our defensive spirits suck XD


so here's my idea.



I don't think spirits should be stationary. Every other profession is mobile and what not in all of their attributes. Communing isn't all that good unless you have a rit lord build, but it's just...so...MINDLESS!!! x___x

so anyways.....i was thinking on the definition of spirit, and i was like....

"hey! since weapon spells affect weapons....why not spirits do armor?!?!?"

For example,

Shelter - Binding Ritual
Energy: 15
Activation: 3 Duration: 5..12..13
Recharge: 20

Binding Ritual. For 5..12..13 seconds, target and nearby allies have Shelter, which prevents health loss of over 10% maximum for each hostile attack or spell.



this is just a rough estimation of what I'd like to see.

The aoe has been changed to nearby, but it moves with the ally it is binded to, making it much like a protection monk in "what ally to cast Protective Spirit on", but it also affects other allies.

I attempted to make the ritual "balance" in that the recharge time is greater than the duration, but not so long that Rit Lord HAS to be on your skill bar.

This could also translate to offensive spirits. Like we change bloodsong to "target and nearby allies have + 5..18..21 damage and steal 5..21..25 health." or something like that...but not so unbalanced. Maybe there should be a number count of which allies to effect....

/shrug

anyways, that's my 2 cents.

no flaming plz. ^_^

Last edited by horseradish; Sep 24, 2007 at 08:28 PM // 20:28..
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