Jan 19, 2009, 02:01 AM // 02:01
|
#21
|
Ascalonian Squire
|
Spawning Power
Quote:
Originally Posted by Anet
For each rank of Spawning Power you have, creatures you create (or animate) have 4% more Health, weapon and enchantment Spells you cast last 2% longer.
|
Fixedededed.
|
|
|
Jan 19, 2009, 07:37 AM // 07:37
|
#22
|
Lion's Arch Merchant
Join Date: May 2007
Guild: [AvA]
Profession: Rt/
|
it wouldn't work with Enchantment spells because it has nothing to do with spawning something.
I think it should be something like Soul reaping where you get a energy for spawning a spirit or something like 1 energy for every 2 ranks or something
|
|
|
Jan 19, 2009, 05:57 PM // 17:57
|
#23
|
Forge Runner
Join Date: Feb 2006
Guild: Kindred Order of Souls [KOS]
|
Quote:
Originally Posted by The Lost Explorer
it wouldn't work with Enchantment spells because it has nothing to do with spawning something.
I think it should be something like Soul reaping where you get a energy for spawning a spirit or something like 1 energy for every 2 ranks or something
|
That sounds a lot like that one spawning enchantment spell (I forget the name of it atm and can't look it up).
Rits are already good with energy. What we need is to lower the energy cost on some spirits for pve (Players can keep up [save yourselves] without a problem but we can't keep up [shelter]? WHere's the sense in that?) as well as lower the recharge and maybe lower the activation time to 2 seconds on avg., 3 for the more powerful spirits. While we're at it, lower the health sac on those that do.
TL;DR: Make them more viabale for pve, period.
|
|
|
Jan 19, 2009, 06:11 PM // 18:11
|
#24
|
Frost Gate Guardian
Join Date: Jun 2007
Location: NY
Guild: RaiN
Profession: Rt/
|
what they REALLY need to change is the Warrior primary, i mean come on. its not even like it has a effect to it
|
|
|
Jan 19, 2009, 06:29 PM // 18:29
|
#25
|
Krytan Explorer
Join Date: Nov 2007
Location: Holland
Profession: Rt/
|
I like the idea to give SP last enchantments last longer.
I'm against any idea that involves Energy, it would lead to endless nerfs.
Quote:
Originally Posted by Elite Bushido
what they REALLY need to change is the Warrior primary, i mean come on. its not even like it has a effect to it
|
Warrior's use there primary.
|
|
|
Jan 19, 2009, 06:37 PM // 18:37
|
#26
|
Forge Runner
Join Date: Feb 2006
Guild: Kindred Order of Souls [KOS]
|
Quote:
Originally Posted by Elite Bushido
what they REALLY need to change is the Warrior primary, i mean come on. its not even like it has a effect to it
|
A good warrior uses thier primary for the skills that go along with it, not for the armor penetration. [Primal Rage] says, "ohai."
P.S. I can kind of see where the enchantment idea comes from since many skills from spawning are enchants but still, it would not be the best idea that I've seen.
|
|
|
Jan 19, 2009, 08:39 PM // 20:39
|
#27
|
Krytan Explorer
Join Date: Sep 2007
Profession: Rt/
|
Quote:
Originally Posted by Elite Bushido
what they REALLY need to change is the Warrior primary, i mean come on. its not even like it has a effect to it
|
What? Some of the most powerful skills are in the strenth line.
I wouldn't really care if they add that +enchantment stuff to spawning power. It still won't be that great.
They could easily have spawning power affect casting times and energy costs of spirits, and make spirits more powerful in general. It is spawning power after all....
|
|
|
Jan 20, 2009, 12:29 PM // 12:29
|
#28
|
Forge Runner
Join Date: Jul 2006
Guild: Guild Of Handicrafted Products [MaSS]
Profession: W/Mo
|
Hmm at the least a pve rit could make nice Rt/Mo hybrids, me likes super-powered aegis. The best idea I could come up with is treat spawning the same as strength, add armor penetration to their damage skills.
Problems with rits however is that once you buff them too much, the PvP crowd will go berserk, and for good reasons, because there have been several balance issues with ritus in the past.
In the end I will just vote for an extra number of undead minions/rank of spawning power, it's SPAWNING power after all. PvE crowd happy, because they can make cool minion bombers, pvp crowd happy, because minions in pvp suck.
|
|
|
Jan 21, 2009, 07:19 PM // 19:19
|
#29
|
Desert Nomad
Join Date: Dec 2007
Location: USA
Guild: [Thay]
Profession: R/Mo
|
Quote:
Originally Posted by bungusmaximus
In the end I will just vote for an extra number of undead minions/rank of spawning power, it's SPAWNING power after all. PvE crowd happy, because they can make cool minion bombers, pvp crowd happy, because minions in pvp suck.
|
That would be quite nice actually. More crap to blow up.
Still, spawning needs something to make it viable in PvP.
|
|
|
Jan 21, 2009, 08:42 PM // 20:42
|
#30
|
Imma Firin Mah Rojway!
Join Date: Aug 2008
Location: At the Mac Store laughing at people that walk out with anything.
Profession: E/Mo
|
Quote:
Originally Posted by bungusmaximus
In the end I will just vote for an extra number of undead minions/rank of spawning power, it's SPAWNING power after all. PvE crowd happy, because they can make cool minion bombers, pvp crowd happy, because minions in pvp suck.
|
Death magic already increases number of minions.
Increase spirits health? What were they thinking?! Most enemies kill spirits in 2 hits even with 400 health. AoE = death for them, even if they have 1000 health. 2% longer weapon spells... what? Ok, thats fine. I want [[weapon of [email protected]] to last an extra 2 seconds. Better yet, [[weapon of [email protected]], [[vengeful [email protected]], [[Nightmare [email protected]], [[splinter [email protected]] and [[Xinrae's [email protected]] ends after 3-4 attacks or take damage.
|
|
|
Jan 22, 2009, 11:47 AM // 11:47
|
#31
|
Frost Gate Guardian
Join Date: Mar 2007
Profession: W/D
|
Quote:
Originally Posted by Zodiac Meteor
Death magic already increases number of minions.
|
I think bungus meant, increasing the cap even further than Death Magic does ^^.
|
|
|
Jan 22, 2009, 01:47 PM // 13:47
|
#32
|
Lion's Arch Merchant
Join Date: Feb 2008
Location: Somewhere between GW and GW2
Guild: Shaved Wookies [HoT]
Profession: N/
|
That minion increasing thing would be awesome. Another viable fix for spwning power would be that it can allow and determine the cap for the # of weapon spells on a character.
For example, at 7 spawning power, you can stack 2 weapon spells and at 13 spawning power, you can stack 3.
Another viable fix should also be targeted at item spells. Maybe spawning power can give back a certain amount of energy whenever a rit summons an item within earshot.
For example, Rit 1 and Rit 2 are on opposite teams and rit 1 casts PwK. Rit 1 gains x energy and if Rit 2 was within earshot of the spell, he also gains x energy depending on his spawning power level.
It kinda works like soul reaping but with creating item spells. Maybe it can also apply to spirits?
|
|
|
Jan 22, 2009, 09:49 PM // 21:49
|
#33
|
Imma Firin Mah Rojway!
Join Date: Aug 2008
Location: At the Mac Store laughing at people that walk out with anything.
Profession: E/Mo
|
There is sooooo many things you can do with spawning power. No on even uses a rit primary because of no benefits. Teaseway me/rt, Lichway N/rt, Iway N/rt. It would be more helpful if they had stronger skills in spawning power like Strength. Besides I notice a damage difference in strength but spirits die in one hit no matter what.
|
|
|
Jan 23, 2009, 09:44 AM // 09:44
|
#34
|
Krytan Explorer
Join Date: Nov 2007
Location: Holland
Profession: Rt/
|
They should replace the health gain with higher levels, which means higher HP and AL.
And it should be balanced so, that minions you get @12 SP are higher level then minions of a prime Necro.
Other idea give item spells levels. And each higher level will give you health on drop. (no EN)
|
|
|
Jan 23, 2009, 11:46 AM // 11:46
|
#35
|
Desert Nomad
Join Date: Nov 2005
Location: www.mybearfriend.net
Guild: Servants of Fortuna [SoF]
Profession: E/
|
I would take the bonuses that Spawning Power already provides for summoned creatures and weapon spells and extend them to bundles as following:
For each rank of Spawning Power you have, creatures you create will have 4% more Health and you gain 5 health when dropping ashes, weapon spells you cast last 2% longer and you have +2 energy while holding an item.
At 9 SP you would thus have +18 energy while holding an item, essentially compensating for the lack of equipment (if not cast/recharge bonuses), and gain 45 health every time you drop a set of ashes (gain must be restricted to ashes to prevent abusing various items that you can freely drop and pick up again). Since extra energy doesn't equal energy management it cannot be readily abused, and the health gain is small enough that it cannot be abused either with the currently available item spells.
|
|
|
Jun 13, 2009, 05:55 PM // 17:55
|
#36
|
Ascalonian Squire
Join Date: Jun 2009
Profession: D/
|
sorry if this has already been suggested..but something like +1 or 2 energy/armor while holding items per rank in spawning power seems reasonable (rits will still need more help to be balanced) and seems to be in line with what they were going for with all these 'creation' bonuses from the attribute.
also consider health bonus while holding items.
why do i suggest this? how often do rits get pwned from casting an item spell? most all of them lower your armor, health and energy. if you cast an item spell at low-ish hp and your weapon has any hp mods you just flat out die. and how many times have you cast an item only to be below 0 energy for 10 seconds or more? lol
anyway, just hope rit gets some love soon.. fixing spawning power will be the key to making rits better than all the /rt secondarys that are currently doing our job as good or better than rit primary.
|
|
|
Jun 16, 2009, 06:14 AM // 06:14
|
#37
|
Ascalonian Squire
Join Date: Mar 2009
Profession: W/E
|
Quote:
Originally Posted by spirit of defeat
And it should be balanced so, that minions you get @12 SP are higher level then minions of a prime Necro.
|
I don't understand why people would want to craft a class' primary attribute to make them better at playing to their secondary class. We'll ignore the whole Me/E fast casting thing, but with the exception of Mesmers, all other primary attributes support the primary skill lines. Monks get Divine Favour, which boosts healing power, Warriors get (bad example) armour penetration for attack skills, etc.
If Spawning Power was to be remodeled with Ritualists in mind, not Necromancers or Monks. Enchantment increasing is just going to see some popular builds get nerfed and have every 55 rolling Ritualist as their primary. I believe if Spawning Power is going to be changed, it should first of all affect Weapons and Spirits. Seeing as health does little, I'd suggest increasing armour rating on spirits with higher SP and possibly a 1% decrease in a spirits sac cost for each rank. The weapon stuff is fine, really, any more would just beg for nerfs which results in no ground gained. So the new Spawning Power could read something like:
For each rank of Spawning Power you have, creatures you create (or animate) will have +6 Armour, lose 1% less health through skill use and weapon spells you cast last 2% longer. Some Ritualist skills, especially those related to Spirit creatures, become more effective with higher Spawning Power.
Result: Benefits for spirits to make them slightly more viable, Rit MMs get the added benefit of studier minions rather than ones that have more health but result in the same healing.
Personally, I'd like to see an enchantment that affects spirits only which gives them a 1...10% chance to negate damage received. But whatever, wall of text over, that's my take on this situation. Spawning power, with these effects, would make spirits twice as sturdy. Useless for Hard Mode, maybe, but at least we could see their use a little more in general gameplay.
|
|
|
Jun 18, 2009, 08:14 AM // 08:14
|
#38
|
Krytan Explorer
Join Date: May 2006
Profession: Rt/N
|
Quote:
Originally Posted by Potential Murder
have every 55 rolling Ritualist as their primary.
|
You say that like it would be a bad thing. XD
Much like a former joke Magic: the Gathering card became official, the Ritualist's April Fool's update actually was not a bad mechanic for permanent implementation. Too bad the gap between the Unglued and Mirrodin sets was 5 years.
Honestly, Anet is never gonna give up their idea of the Ritualist having viable builds without spending points in their Primary. The problem is, the other Attributes have to make up for that lack. And honestly they don't, when compared to the Core Profession's equivalent builds. We had ONE time in the spotlight when the RitSpike build dominated PVP, and we were nerfed so hard, they had to keep nerfing Necros more to compensate.
I'm just waiting for the Beta, now.
|
|
|
Thread Tools |
|
Display Modes |
Linear Mode
|
Posting Rules
|
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts
HTML code is Off
|
|
|
All times are GMT. The time now is 10:52 AM // 10:52.
|