Apr 29, 2006, 08:11 AM // 08:11
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#1
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Wilds Pathfinder
Join Date: Nov 2005
Location: London, UK
Guild: Rite Of Passage [RP]
Profession: E/Mo
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Multiple spirits for multiple Ritualists...
This seems to have been made impossible. I'm not talking about 1 Rit creating 2 creatures. Rather 2 Rit's creating there own version. Getting around the problem isn't a big deal (a lot more fore planning, and bringing Draw Spirit to move the guys around), but other than the abuse of their affects on the allied/enemy team, I can't see why this isn't allowed.
The effects of the spirits wouldn't stack anyway (they never do right?). People can already keep spirits alive indefinitely by just re-casting them. Assuming of course that they aren't killed. So there allied/enemy effects can be maintained somewhat anyway.
Basically I just don't see why this has not been allowed. If it's just Anet's way of forcing players to think more, that's cool. If there are other reasons, those are cool to. This isn't a rant, just a search for knowledge. I'd just like to know is all .
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Apr 29, 2006, 01:11 PM // 13:11
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#2
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Frost Gate Guardian
Join Date: Jul 2005
Location: Phoenix, Az
Guild: Kings of Chaos Knights (KoCK)
Profession: W/Me
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Possibly because the exploitation of spirits from rangers in certain areas of the prophecies campaign. Now the Rit's have spirits that actually attack and participate actively which means the more spirits you can lay down you'll have a little battalion of undead waiting to trash anything your group can draw back into them.
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Apr 29, 2006, 01:23 PM // 13:23
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#3
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Jungle Guide
Join Date: Mar 2006
Guild: Lost Haven
Profession: A/Mo
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I don't really understand why each rit can't make their own copy. All their power is in the spirits can killing your own teams for simply your own is annoying. The only good thing about having more than one rit on your team is to have some for healing and damage. Just almost seems unfair to rits because i mean cmon 1 sprit type per team...
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Apr 29, 2006, 01:28 PM // 13:28
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#4
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Frost Gate Guardian
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You just have to think a little.
1 Rit with attacking spirits
1 Rit with healing/protecting spirits.
It is sort of like monks. Do you really need 2 monks both throwing Healing breeze around.
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Apr 29, 2006, 02:32 PM // 14:32
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#5
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Frost Gate Guardian
Join Date: Jul 2005
Location: Phoenix, Az
Guild: Kings of Chaos Knights (KoCK)
Profession: W/Me
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Quote:
Originally Posted by unholy guardian
I don't really understand why each rit can't make their own copy. All their power is in the spirits can killing your own teams for simply your own is annoying. The only good thing about having more than one rit on your team is to have some for healing and damage. Just almost seems unfair to rits because i mean cmon 1 sprit type per team...
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Its all from the R/ or /R dropping crazy amounts of spirits early on in Prophecies... There is similar thread in here that made frojack start this one that explains how overlapping spirits and making walls upon walls of spirits made the Guild Lord invincible in GvG. Anet realized what was going on and fixed the issue by allowing only one per... so ritualists came out on the short end of the stick because of their Ranger spirit dropping counterparts...
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Apr 29, 2006, 08:19 PM // 20:19
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#6
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Wilds Pathfinder
Join Date: Nov 2005
Location: London, UK
Guild: Rite Of Passage [RP]
Profession: E/Mo
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You know what? I think I can now understand why this would be really over-powered. I really should think before posting .
Scenario:
8v8
8 ritualists
8x Spirit of Pain
8x Spirit of BloodSong
8x Spirit of Union
etc...
Lets just look at the attacking spirits BloodSong and Pain.
now the highest damage output of these guys I have personally seen is 20 at 15 Communing.
As far as I know, spirit damage ignores armour (for BloodSong at least, this is certain).
16 spirits attacking 1 target will end up dealling 320 damage. Or more accurately, 160 damage + 160 life-stealing. also, forget killing the spirits. With 8 ritualists keeping them alive by spamming Spirit Boon Strike at staggered intervals to deal with the 20 second cool-down (I'm at 10 channeling and I already heal them all for 70hp a piece) they will never go down.
I still hope that Anet decide to increase the party limit to something reasonable like 2 or 3 of each. That would at least stop them from being too overpowered and still allow multiple Ritualist spirits.
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Apr 29, 2006, 08:23 PM // 20:23
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#7
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Jungle Guide
Join Date: Mar 2006
Guild: Lost Haven
Profession: A/Mo
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Yeah i forgot about all those crazy spirit problems, i say be able to have 2 of the same spirits per team. It wouldn't be so powerful, and yet wouldnt stink too bad if you ended up in a RA with the same build as another rit
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