Feedback:User/Yullive/mess up the Ritualist
mess up the Ritualist | |
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User | Yullive |
Categories | Skill feedback → Ritualist → Other Player vs. Player |
The Ritualist is not clearly/well-defined. This Profession is in a huge mess. He has some of all and does nothing right.
There is a need of clear image, what the Ritualist should be like. Some "rules" could be helpfull.
Attributes[edit]
The skills of the Ritualist are after many updates in a mess. The discriptions of the Attributes do not realy tell what the task of it is and some skills seem to be in the wrong Attribute. The Attributes need a new definition and the skills have to get a new order. The inherent effect of Spawning Power needs a buff at weapon spells and need to improve item spells.
- Spawning Power:
- supporting the use of Weapon Spells, Item Spells and Binding Rituals through improving skills
- inherent effect:
- Your Spirits, Minions and Pets have 8% more Health for every 2 points in Spawning Power.
- Your weapon spells last 6% longer for every 2 points in Spawning Power.
- If you hold an item spell you gain 1 stacking base damage reduction for every 2 points in Spawning Power.
- Channeling Magic:
- supporting allies with energy and buffs (interrupt, life steal, unblockable, etc) and dealing indirekt damage (mainly lightening and armor ignoring) through spells, weapon spells and spirits
- offensive support
- Communing:
- potecting group by Binding Rituals, single allies by Weapon Spells and self by Item Spells; disturbing foes by Binding Rituals and hexes
- protect
- Restoration Magic:
- healing over time, reducing duration/benefit of/from conditions and hexes on group by Binding Rituals, on single alies by Weapon Spells and on self by Item Spells; instant heal and condition remove by spells
- heal
arrange the whole skill list new (well, if you just cound the skills for every attribute like they are right now, you see, there is a need...)
Kinds of Abilities[edit]
Rit Trinity[edit]
The Ritualist has 3 kinds of skills, that only he owns. Item Spells, Weapon Spells and Binding Rituals. I like to call it the Rit Trinity.
These 3 special abilities should be the base of every Ritualist build. Everything the Ritualist does for the group or counter the foes, should be done by the use of these kinds of skills.
All other skills should support the Rit Trinity or be based on them.
Weapon Spells[edit]
Without Weapon of Aggression (right now) all weapon spells can be cast on allies and they all can't get removed by foes. Weapon spells are the perfect kind of skill for the active support. They should be nearly as strong as enchantments are, because they are spells like enchantments. Well, enchantments can get removed by foes but every player can just wear one weapon spell. So it does nearly offset the removal problem. And weapon spells turn your rare weapon skin into a glittering bone.^^
I have the idea of making Weapon Spells opposable, for an easier balance.
- Cracked Armor and/or Weakness could decrease the duration of Weapon Spells by 30% (don't stack).
Weapon Spells should be the perfect support for allies in every task.
- support the allies
Item Spells[edit]
Item spells are very important for the Ritualist. Many of them are good in use but some are simple too weak. Important to mention is that there are some problems a player gains by holding bundle. The most important is that he can't hold weapons while holding an item spell. So he is unable to attack foes and he loses every effect of his weapons. He drops the bundle if he takes a shadow step, or pickes up a flag. So holding a bundle is a handicap anyway. The two effects of the bundles: drop effect and hold effect have to be different in it's balance.
- The drop effect should be a bit worse than normal spell, because the player can carry the bundle into fight and just has to drop the item for the effect. He can't be interupted (by interupting abilities) and he doesn't need energy at that moment.
- The hold effect should be way stronger. It is hard to compare with stances or enchantments because the enemies can't remove the bundle. Better to compare it with a weapon spell. Weapon spells are kinda item spells without the mentioned handicaps. So the hold effect of item spells should be realy strong.
The Item Spells do only work on the caster himself (after the patch of Glaive), which weakens it a lot.
I have the idea of making Item Spells opposable, for an easier balance.
- Weakness could decrease the duration of Item Spells by 30%.
The main task for item spells should be to fortify and defend the Ritualist him self.
- fortify the caster
Binding Rituals[edit]
The long living and slow casted spirits aren't compatible for PvP. The Binding Rituals of the Ritualist have to become more activ. The Ranger's Natur Rituals don't have this problen, because they have a hughe range and effect all players.
Here is a list of things I would like to change for the Spirits of the Ritualist:
- increase the lvl of the spirits; bring it up to 1 lvl for every attribut point (lvl 15 for 15 points in the Attribut)
- Reason: With the lvl of a spirit mainly the armor grows. A lvl 15 spirit has only 300Hp but his armor counts 92.
- A lvl 15 spirit is save from most aoe-spells, which kill today a spirit even without targeting the spirit in a few seconds. And a Warrior does need more than a few attacks by his autoattack.
- But the spirits die fast of armor ignoring damage. If the foes use attack skills, or anti-summon-spells, they kill the spirits fast.
- Because the strongest spirits lose health for using their abilities, every healthpoint they lose by an enemy attack hurts.
- --> The enemies have to focus the spirits. But if they do, the spirits die quit fast.
- decrease the life span to about 20 seconds
- Reason: long durating skills aren't pushing an active gameplay
- decrease the recharge time to about 15 seconds
- Reason: see above
- decrease the binding time to 2-3 seconds (addicted to the strength of the spirit)
- Reason: No one would take 5 seconds to cast a spirit that lives for 20 seconds.
- decrease the energy of Binding Rituals (max 15 energy)
- Reason: No one would spend 25 energy to cast a spirit that lives for 20 seconds.
- decrease the range of some spirits (no spirit using "within range")
- Reason: Spirits with such a hughe range can't get balanced.
- add the circumstance that a spirit dies if it's energy pool reaches 0
- Reason: To take a use of the spirit's energy can strengthen many abilities of the Ritualist. If the spirit dies when the player draw to much energy out of the spirit, the Ritualist has to
- watch, that he does not use to many spells, which need the spirits energy.
- the skills, the spirits use should use some energy (minor amounts for passive spirits; 3 energy for attack skills)
- Reason: Active spirits have a minor bonus if they don't attack. While attacking they can't recharge their energy.
- Passive spirits could die of their energy-lose, before their health-lose kills them beause the Ritualist draws some energy of it.
Channeling Magic
10 2 20 - (Channeling) - Item Spell. Hold Lingwah's ashes for up to 3...25...30 seconds. Dropping her ashes summons a level 1...12...15 Spirit of Anguish that does 5 damage for every Hex you suffered while holding the bundle (maximum 40 damage) and deals double damage to Hexed foes. This Spirit dies after 5...21...25 seconds.
- Anguish -
10 2 15 - (Channeling) - Binding Ritual Create a level 1...12...15 Spirit. This Spirit's attacks deal 5...25...30 damage and deal double damage to Hexed foes. This Spirit dies after 5...17...20 seconds.
- Pain -
5 2 15 - (Channeling) - Binding Ritual. Create a level 1...12...15 Spirit. This Spirit's attacks deal 5...37...45 damage. This Spirit dies after 5...17...20 seconds.
5 2 15 - (Channeling) - Binding Ritual. Create a level 1...12...15 Spirit. Attacks by that Spirit steal up to 5...29...35 Health. This Spirit dies after 5...17...20 seconds.
10 2 20 - (Channeling) - Binding Ritual. Destroy target Spirit and create a level 1...12...15 Spirit of Fury. This Spirit's attacks deal 5...33...40 damage. This Spirit dies after 5...21...25 seconds.
5 2 15 - (Channeling) - Binding Ritual. Create a level 1...12...15 Spirit. When this Spirit dies, all foes in the area take 1...5...6 damage for each second the Spirit was alive. This Spirit loses 2 Energy each second. This Spirit dies after 5...17...20
- Agony -
10 2 15 - (Channeling) - Binding Ritual. Create a level 1...11...13 Spirit. This Spirit causes a -1 Health degeneration to foes with less than their maximum Healthpoints, a -2 Health degeneration to foes with less than 3/4 of their maximum Healthpoints, a -3 Health degeneration to foes with less than 1/2 of their maximum Healthpoints and a -4 Health degeneration to foes with less than 1/4 of their maximum Healthpoints within within Earshot. The degeneration doubles to foes in the area. The Spirit loses 1 Energy every 3 seconds for each effected foe. This Spirit dies after 5...17...20 seconds.
Communing
10 3 15 - (Communing) - Elite Binding Ritual. Create a level 1...16...20 Spirit. Alies within Earshot move 25% faster. The next time a moving non-Spirit ally within earshot would be knocked down by a foe, that foe is knocked down instead and the ally steals 5...69...85 health from this foe. This Spirit dies after 1...16...20 seconds.
10 3 15 - (Communing) - Binding Ritual. Create a level 1...12...15 Spirit. The Spirit's attacks cause Blindness for 1...4...5 seconds. This Spirit dies after 5...17...20 seconds.
10 2 15 - (Communing) - Binding Ritual. Create a level 1...12...15 Spirit. This Spirit deals 5...17...20 damage and anyone struck by its attack loses one Enchantment. This Spirit dies after 5...17...20 seconds.
10 3 15 - (Communing) - Binding Ritual. Create a level 1...12...15 Spirit. This Spirit deals 5...17...20 damage. Whenever this Spirit's attack hits a stationary foe, that foe is interrupted. This Spirit dies after 50...22...15 seconds.
15 3 15 - (Communing) - Binding Ritual. Create a level 1...10...12 Spirit. Non-Spirit allies within earshot have a 75% chance to block incoming attack skills. Every time the Spirit prevents an attack, it takes 60 damage and loses 5 Energy. This Spirit dies after 5...17...20 seconds.
- Shelter -
15 3 20 - (Communing) - Binding Ritual Create a level 1...10...12 Spirit. Non-Spirit allies within earshot cannot lose more than 20% maximum health from a single strike. When this Spirit prevents damage, 50% of the remaining damage will be directly transfered to it and the spirit loses 5 Energy. This Spirit lasts 5...17...20 seconds.
- Union -
15 3 15 - (Communing) - Binding Ritual. Create a level 1...11...13 Spirit. Whenever a non-Spirit ally within Earshot takes damage, that damage is reduced by 10, the Spirit takes 15 damage, burns for 2 seconds and loses 1 Energy. If the Spirit already burns, it burns for 2 seconds longer. This Spirit dies after 5...17...20 seconds.
10 2 15 - (Communing) - Binding Ritual. Create a level 1...12...15 Spirit. All allies within Earshot gain 25% of the Spirits current Health as maximum Health and 50% of it's current Energy as maximum Energy. This Spirit loses 2 Energy each second. This Spirit dies after 5...17...20 seconds.
- Soothing -
10 2 15 - (Communing) - Binding Ritual. Create a level 1...12...15 Spirit. All foes within Earshot attack 25% slower. This Spirit loses 2 Energy each second. This Spirit dies after 5...17...20 seconds.
10 2 15 - (Communing) - Binding Ritual. Create a level 1...10...12 Spirit. All non-Spirit foes knocked down within Earshot are knocked down for 1 second longer. Whenever this happens, this Spirit loses 60 Health and 4 Energy. This Spirit loses 2 Energy each second. This Spirit dies after 5...17...20 seconds.
Restoration Magic
15 3 15 - (Restoration Magic) - Elite Binding Ritual. Create a level 1...16...20 Spirit. For each Hex or Condition non-spirit allies within Earshot are suffering from, they gain +0...2...2 Health regeneration. When this spirit dies, allies within range lose 0...1...1 Condition. This Spirit dies after 5...17...20 seconds.
10 2 15 - (Restoration Magic) - Binding Ritual. Create a level 1...12...15 Spirit. This Spirit heals all party members within Earshot, who suffer from a condition for 5...13...15 Health each second. This Spirit loses 5...13...15 Health for each party member healed in this way. This Spirit loses 2 Energy each second. This Spirit dies after 5...17...20 seconds.
5 2 15 - (Restoration Magic) - Binding Ritual. Create a level 1...12...15 Spirit. Hexes on allies within Earshot of this Spirit expire 10...22...25% faster. This Spirit loses 2 Energy each second. This Spirit dies after 5...17...20 seconds.
- Recovery -
5 2 15 - (Restoration Magic) - Binding Ritual. Create a level 1...12...15 Spirit. Conditions on allies within Earshot of this Spirit expire 20...44...50% faster. This Spirit loses 2 Energy each second. This Spirit dies after 5...17...20 seconds.
- Life -
10 2 15 - (Restoration Magic) - Binding Ritual. Create a level 1...12...15 Spirit. When this Spirit dies, all non-Spirit allies within Earshot are healed for 1...7...8 Health for each second this Spirit was alive. This Spirit loses 2 Energy each second. This Spirit dies after 5...17...20 seconds.
10 2 15 - (Restoration Magic) - Binding Ritual. Creates a level 1...12...15 spirit. If a party member within Earshot dies, he becomes resurrected after 3 seconds with 7...61...75% Health and 0...60...75% of the spirits Energy and the spirit dies. This Spirit loses 2 Energy each second. This Spirit dies after 5...17...20 seconds.
The Elite Rituals have 2 minor benefits:
- they are lvl 20
- they dont lose/use energy by their self
--> The Ritualist can trust in them more than in the normal spirits.
- Reason: foes don't kill them easely and he can draw energy from the spirits without harming them
Enchantments[edit]
The Ritualist uses his Rit Trinity (Item Spells, Weapon Spells and Spirits) to support others and to fortify him self. But he still has some Enchantments. I want to use them, to improve his special abilities, or the use of them.
For that, I would pull them nearly all on Spawning Power.
Short durations and recharge times support active gameplay. ;)
5 ¼ 15 - (Spawning Power) - Elite Enchantment Spell. (15 seconds) Whenever a Spirit in earshot dies, Ritual Lord becomes the Ritual to this spirit for 4 seconds, using your Spawning Power attribute. Every time this happens, you gain 1...8...10 Energy and your non Ritual skills are deactivated for 3 seconds.
5 ¼ 20 - (Spawning Power) - Elite Enchantment Spell. For 1...15...19 seconds, if you use a skill on an ally, he gains 25 health for every spirit within earshot to you (maximum 80). Spells you cast on a foe have 33% armor penetration, if you are within earshot of a spirit. If you are not within earshot of a spirit you sacrifice 7% of your maximum health whenever you use a skill.
10 1 10 - (Spawning Power) - Elite Enchantment Spell. For 10...26...30 seconds, whenever you cast a Weapon Spell on an ally, you gain 1...4...5 Energy.
5 1 20 - (Spawning Power) - Enchantment Spell. (5...25...30 seconds.) You are healed for 150...350...400% of the Energy cost and you gain 1 Energy plus 30% of the Energy cost whenever you create a creature.
5 1 20 - (Spawning Power) - Enchantment Spell. (5...25...30 seconds.) Whenever you create a Spirit, allies within earshot gain 5...29...35 Health and lose 1 Condition.
5 1 20 - (Spawning Power) - Enchantment Spell. (5...25...30 seconds.) Whenever you create a creature, up to 5 foes near that creature are struck for 20...64...75 lightning damage.
10 1 30 - (Spawning Power) - Enchantment Spell. (5...25...30 seconds.) You cast your Binding Rituals 50% faster. Your spells recharge 25% faster if you are nearby to an allied spirit.
5 1 20 - (Spawning Power) - Enchantment Spell. (5...25...30 seconds.) Your Spirits within earshot attack the enemy you target and cannot get blocked. The spirits attack remove stances and one shout from foes they hit.
5 1 20 - (Spawning Power) - Enchantment Spell. (5...25...30 seconds.) Whenever you cast a Spell you steal 5...41...50 Health and 0...1...1 energy from one Spirit within earshot.
5 1 20 - (Spawning Power) - Enchantment Spell. For 5...17...20 seconds, while holding an item, any weapon and item Spells you cast cost 5...29...35% less Energy.
5 1 15 - (Spawning Power) - Enchantment Spell. For 10...26...30 seconds, whenever you cast a weapon Spell on an ally, that ally loses 1 Condition.
5 1 20 - (Communing) - Enchantment Spell. For 5...21...25 seconds, while holding an item, you are imun to critical hits and bleeding.
other[edit]
Energy management[edit]
The spirits have 31 energypoints. The Ritualist could take a use of them.
For managing the energy storage of the Ritualist I would use the main attribute, like every other class (without Mesmer ôÔ). But not using the inherrent effect. This would be kinda lazy and not active. The spirits have 31 energypoint, they still don't use. The Ritualist could take a use of them.
10 2 60 - (Spawning Power) - Elite Item Spell. Hold Songkai's ashes for up to 45 seconds. While you hold her ashes, your spells and Binding Rituals cost -5...41...50% of the base Energy to cast.
5 ¼ 15 - (Spawning Power) - Elite Enchantment Spell. (10 seconds) Whenever a Spirit in earshot dies, Ritual Lord becomes the Ritual to this spirit for 4 seconds, using your Spawning Power attribute. Every time this happens, you gain 0...8...10 Energy and your non Ritual skills are deactivated for 3 seconds.
5 ¼ 15 - (Spawning Power) - Elite Spell. You gain 5% of the amount of the target, touched, controlled Spirit's health as energy. The spirit dies after 3 seconds.
5 2 12 - (Spawning Power) - Elite Spell. Steal up to 10...70...85 health from target foe. If you are within earshot to an allied spirit you also steal 0...5...6 energy from the target foe, and if you are in earshot to an adversarial spirit this spell casts and recharges 25% faster. If target foe was a Spirit, you steal the half of it's current health and energy.
10 1 10 - (Spawning Power) - Elite Enchantment Spell. For 10...26...30 seconds, whenever you cast a Weapon Spell on an ally, you gain 1...4...5 Energy.
5 2 20 - (Spawning Power) - Item Spell. Hold Lee Sa's ashes for 5...13...15 seconds. While you hold her ashes, you gain +2 Energy regeneration. When you drop her ashes, you gain +1...8...10 Energy.
5 1 20 - (Spawning Power) - Enchantment Spell. (5...25...30 seconds.) You are healed for 150...350...400% of the Energy cost and you gain 1 Energy plus 30% of the Energy cost whenever you use a Binding Ritual.
5 1 20 - (Spawning Power) - Enchantment Spell. (5...25...30 seconds.) Whenever you cast a Spell you steal 5...41...50 Health and 0...1...1 energy from one Spirit within earshot.
5 ¼ 8 - (Spawning Power) - Spell. You draw 1...12...15 Energy from target touched spirit.
5 1 20 - (Spawning Power) - Enchantment Spell. For 5...17...20 seconds, while holding an item, any weapon and item Spells you cast cost 5...29...35% less Energy.
Channeling Magic could be a good choice, for giving energy to team mates. Therefore the Ritualist again can use the energy of spirits, or give allies weapon spells, or could give them a buff from his Item Spells (on hold, or on drop).
15 1 10 - (Channeling Magic) - Elite Skill. For 2 second, nothing happens. When this skill ends, all foes adjacent to target ally are struck for 3...37...45 lightning damage for each nearby ally (maximum 135). If you are holding a bundle item, the ally gains 0...12...15 Energy.
5 1 8 - (Channeling Magic) - Elite Weapon Spell. For 5...17...20 seconds, target ally gains 5...41...50% more adrenaline and 1 Energy whenever that ally successfully hits with an attack.
5 1 15 - (Channeling Magic) - Spell. Deals 5...49...60 lightning damage. Nearby alies steal 0...2...3 Energy of the spirit nearest them if they have less energy than target foe.
- Essence Strike - no change -
10 ¼ 15 - (Channeling Magic) - Spell. If you hold a Bundle you dropp it and every foe without a bundle in the area loses 0...3...4 energy. For every effected foe, one ally in the area who is holding a bundle, gains 0...3...4 energy. No ally can be hit twice.
5 1 10 - (Channeling) - Weapon Spell. For 4...9...10 seconds, the next time target ally hits with an melee attack, that ally gains 1...6...7 Energy. If he hits with a projectile attack, he gains 0...5...6 energy.
Conditions[edit]
Removing, or using conditions by item spells, weapon spells, or spirits is a good remedy for the Ritualist. The way it is right now is quite ok.
Hexes[edit]
The Ritualist shouldn't be able to remove hexes. But he should be able to diminish their duration or their effect. Some more skills like Resilient Weapon and Resilient Was Xiko, which benefit from hexes on allies would be nice too.
15 3 15 - (Restoration Magic) - Elite Binding Ritual. Create a level 1...16...20 Spirit. For each Hex or Condition non-spirit allies within Earshot are suffering from, they gain +0...2...2 Health regeneration. When this spirit dies, allies within range lose 0...1...1 Condition. This Spirit dies after 5...17...20 seconds.
5 2 15 - (Restoration Magic) - Binding Ritual. Create a level 1...12...15 Spirit. Hexes on allies within Earshot of this Spirit expire 10...22...25% faster. This Spirit loses 2 Energy each second. This Spirit dies after 5...17...20 seconds.
10 2 20 - (Channeling) - Item Spell. Hold Lingwah's ashes for up to 3...25...30 seconds. Dropping her ashes summons a level 1...12...15 Spirit of Anguish that does 5 damage for every Hex you suffered while holding the bundle (maximum 40 damage) and deals double damage to Hexed foes. This Spirit dies after 5...21...25 seconds.
10 2 20 - (Channeling) - Item Spell. Hold Xiko's ashes for up to 5...17...20 seconds. For each Hex or Condition you are suffering from while holding her ashes, you gain +3 Health regeneration. When you drop her ashes, you lose 1...3...4 Conditions.
10 2 20 - (Channeling) - Weapon Spell. For 5...13...15 seconds, target ally has a Resilient Weapon. While suffering from a Hex or Condition, that ally gains +1...5...6 Health regeneration and +24 armor.
Anti-spirit-skills[edit]
I want to improve anti-spirit-skills. Making spirits stronger and giving all professions stronger anti-spirit-spells gives them a good chance, to fight spirits spammers. But they need to react on them and that is what I do miss right now. They just ignore spirits spammers (or hit the spirits 2 times as warior), because the spirits die too fast. Some times ago, the spirits were too strong and couldn't be fight well.
other skills changes[edit]
Spawning Power[edit]
Energetic Was Lee Sa doesn't give enaugh energy for the price of holding a bundle and investing 10 energy first. Cost of 5 energy would fit at all.
5 2 20 - (Spawning Power) - Item Spell. Hold Lee Sa's ashes for 5...13...15 seconds. While you hold her ashes, you gain +2 Energy regeneration. When you drop her ashes, you gain +1...8...10 Energy.
Channeling Magic[edit]
Spirit's Strength is a nice idea but the Ritualist shouldn't attack with weapons. It just isn't what the Ritualist stands for. (What does the Skill with spirits? --> SPIRIT'S Strength?) Change it to a Weapon Spell to support allies and move it to Channeling magic.
10 1 15 - (Channeling Magic) - Elite Weapon Spell. Give target ally Spirit's Strength for 10...30...35 seconds. If the bearer hits with his melee weapon, he steals up to 1...4...5 Health for every spirit within earshot (maximum 4 spirits). If he hits a summoned creature, he hits twice.
Weapon of Aggression is the same case like Spirit's Strength.
10 1 15 - (Channeling) - Weapon Spell. For 5...13...15 seconds, everytime target ally's melee attack becomes blocked, he attacks twice with his next melee attack.
Clamor of Souls is was a bad joke. After the change it even isn't worth an Elite. Maybe morph it to an Elite version of Ancestors Rage (PvE).
15 1 10 - (Channeling Magic) - Elite Skill. For 2 second, nothing happens. When this skill ends, all foes adjacent to target ally are struck for 3...37...45 lightning damage for each nearby ally (maximum 135). If you are holding a bundle item, the ally gains 0...12...15 Energy.
Spirit Rift costs to much energy for the effect, witch is easy to avoid. Because the enemies have 3 seconds to avoid the rift, the 2 seconds cast time aren't necessary.
10 1 5 - (Channeling) - Spell. Open a Spirit Rift at target foe's location. After 3 seconds, all adjacent foes are struck for 25...113...135 lightning damage.
Ancestors' Rage was a great skill in the past. But after the split it is pointless in PvP. I got a nice idea, which fits to it's name. It also gives a new possibility to harm a flagrunner.
5 2 15 - (Channeling) - Spell. Target foe drops a Bundle. If an ash is droped that way, target foe and adjacent foes take 5...53...65 lightning damage and lose 0...5...6 Energy.
Lamentation is useless because of the high recharge. Another spell that uses spirits to minor damage is a good choice I think.
5 1 10 - (Channeling Magic) - Spell. For each dead ally or allied spirit [[In the area|in the area] a foe within earshot takes 5...53...65 damage (The same foe cannot be struck more than once.). Deactivates your skills for 3 seconds.
Spirit Burn has a lack of use after the change, that gave it burning condition. Compared to Immolate it is a weak spell. My idea for a better user:
5 2 10 - (Channeling Magic) - Spell. Inflicts burning (1...4...5 second(s)) to all foe's near a spirit.
Spirit Boon Strike was never good in healing spirits. Once it was used for spikes, but now it just sucks. To heal spirits doesn't fit to my concept so I suggest a non-elite version of Caretaker's Charge.
10 2 8 - (Channeling Magic) - Spell. Target foe is struck for 32...90...105 lightning damage. If you are within earshot to a spirit, you gain 5 Energy and 5...41...50 Health.
Communing[edit]
Defiant Was Xinrae is a bad joke. It even was better before the "buff"-update. 10% cap and a defiant drop effect would be the right way.
10 2 25 - (Communing) - Elite Item Spell. Hold Xinrae's ashes for up to 15...27...30 seconds. While you hold her ashes, you cannot lose more than 10% of your max Health from a single hit. When you drop her ashes, all hostile Spells that target you fail and all attacks against you miss for 0...2...3 seconds.
Xinrae's Weapon is a boring copie. The 3rd spell that uses the same princip (Vengefull Weapon, Weapon of Remedy). Bring it back to it's old idea and move it back to Communing. Because it's effect gets easely activated by auto attacks, the skill-recharge-ability will not be overpowered.
5 ¼ 3 - (Communing) - Elite Weapon Spell. (8 seconds). The next time target ally takes damage from a foe, that damage is limited to 5% of target ally's max Health. If the ally becomes the target of a skill, that skill needs 0...12...15 longer to recharge.
Binding Chains is a good way to active protect the backline. But the data doesn't fit.
5 1 15 - (Communing) - Hex Spell. (1...8...10 seconds.) Target foe moves 90% slower and cannot attack. Ends if this foe takes damage.
Restoration Magic[edit]
Offering of Spirit is a simple energy management spell. But I have a lot of energy management in my concept. This spell would need a nerf because spirits are easy to upkeep in my concept. I would prefer to change the whole skill and to give the Ritualist an Elite active-healing spell. Move it to Restoration Magic (even needs some Elites).
10 ¼ 15 - (Restoration Magic) - Elite Skill Target allied spirit loses 5 energy every second. Allies nearby the spirit are healed for 5...49...60 every second.
Mending Grip is a bit weak. Just compare it to Dismiss Condition!
5 ¾ 3 - (Restoration Magic) - Spell. Target ally is healed for 15...63...75 Health. If that ally is under the effects of a weapon Spell, that ally loses one Condition.
Vital Weapon has a lack of use. My idea is a kind of preparation on the ally which allows the Ritualist (or the Monk) a better healing. Works better in an active gameplay.
10 1 5 - (Restoration Magic) - Weapon Spell. (5...13...15 seconds.) Target ally has +50...170...200 maximum Health and gains 30% more health from healing.
no Attribute[edit]
Soul Twisting
5 ¼ 10 - (no Attribute) - Elite Spell. Destroy target, touched allied spirit. The next 3 skills you use recharge 50% faster.
Draw Spirit
5 ¼ 10 - (no Attribute) - Skill. (15 seconds.) Teleport target allied Spirit to your location and repeat this every 5 seconds .