ArenaNet:Skill feedback/Ritualist/Painful Bond
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Note: As of September 2, 2009 this page is no longer active. If you have suggestions for Guild Wars skills please go to Feedback:Main to learn how to submit suggestions that ArenaNet can use. |
Falconeye's Proposal
- Issue
- -Besides the obvious -Spirits dont attack what you want half the time- there are many areas where spirit-heavy builds (which are spiked based by riualist's nature) cant compete due to sheer number of foes (like Domain of Anguish) and such areas could benefit from greater build diveristy.
- -See Anguish
- Suggestion
15 1 12 - (Channeling Magic) - Hex Spell. Also hexes foes near your target (10...18...20 seconds). Spirits deal 8...18...20 more damage against these foes. Also deals 8...18...20 damage to adjacent foes whenever hit by a Spirit's attack.
- Reason
- -PvE-Would make spirit heavy builds more effective against mobs.
- -PvP-Would make spirit heavy builds viable (at least in Alliance Battles).
- --Falconeye 19:27, 9 May 2009 (UTC)
Don Knowall's Issue -- 09:31, 28 May 2008 (UTC)
- Issue
- Few spirits in Channeling magic.
- Suggestion
- Return skill to Communing magic and reduce the damage to compensate for the reason why this skill was moved across in the first place. The synergy with Anguish should not be ignored, the only hex in the skill line with merit it is Dulled Weapon which won't end after the first hit and costs 5 less energy for the same activation and recharge times.
Akirai's Issue
- Issue
- It's been pointed out Hex removal doesn't fit the rit. This is fine by me, but I'd like to see all hexes removed from the skill line up as well. (It's not like any of the hexes actually see use anyway).
- Suggestion
- 5e//1c//30r - Enchantment Spell. For 12..17..20 seconds, whenever a spirit suffers health loss, you lose half that health instead.
- Obvious use with Communing sac spirits. Basically allows them to take double punishment at the risk of the rit dying. If it's too effective, split between PvE and PvP. Alternatively something like this:
- 5e//1/4c//5r - Enchantment Spell. For 5 seconds, whenever you sacrifice health, a minion suffers 5...45..65% for you.
- 10e//1/4c//20r - Enchantment Spell. For 10 seconds, the next time target other ally dies, an allied Spirit dies instead. Target ally gains that Spirits total Health and this Enchantment ends.