User talk:Lancy1214/Ritualist/Ritualistarchives
Cool! ^_^ Now we can better devote discussions to each profession. When can we get back to Rits Skills, Active Rituals and Binding Spells? --Falconeye 20:26, 5 October 2008 (UTC)
P.A.R.C.S. - All Things Active[edit]
- Disclaimer: All Rights Reserved within their respective parties.
- -Goals- (please add any missing goals)
- Urgent Objective
- - Standardize Active System (almost complete!)
- A) Binding Rituals (75% complete)
- B) Particular Skills That Target or Directly Affect Rituals (25% complete)
- C) Weapon & Item Spells, and skills related to them (25% complete)
- D) All Other Skills, and those affected by spirits in general (25% complete)
- - Unified Formatting (I believe we should go -Concise-, but thats my opinion)
- - Standardize Active System (almost complete!)
- Mid-term Objective
- - Generate innovative ideas and user feedback from friends/guildies, wiki-users & elite-players...
- whether playing as rits, party'ed to them, or caught on the recieving end.
- Long-term Objective
- - To hopefully create a finished product & 100-page essay detailing ins-n-outs of A.R.C.S.
- - To obtain 10,000 signatures of like mined guildies. We need to convince them that...
- A) This has a real shot of happening.
- B) The Active Ritual Campaign System is -Superior- to current version.
- - To convince Izzy and the good folks of Anet to seriously take A.R.C.S. into consideration.
- - To hopefully be recognized/rewarded for our efforts by being given free GW2 accounts.
- (Lancy they're not going to pay their customers ^_^)
Standardizing Active System[edit]
- 25 Binding Rituals
Attack Spirits Shutdown Spirits Support Spirits 'Pop' Spirits Utility Spirits Pain Soothing Union Agony Recovery Bloodsong Dissonance Preservation Destruction Empowerment Anquish Disenchantment Shelter Life Earthbind Doom Shadowsong Recuperation Lamentation Restoration Vampirism Wanderlust Displacement Rejuvenation Gaze of Fury
-Spawning Power Synergy- (Ive done the numbers; however, please add/adjust list if changes are needed) -- For every 3 ranks in Spawning Power, [Spirit's Name] lasts X second(s). -- -Spirit Levels- Recharge Duration Spawning Rank Lifespan SR's Effects 1...5...6 - Laughable HM Survival 30 sec dies 25 sec SP 3 rank = 10 sec Neglegible 1...8...10 - Average For Support Spirits 25 sec dies 20 sec SP 3 rank = 5 sec Minimal 1...10...12 - Average For Attack Spirits 20 sec dies 15 sec SP 3 rank = 3 sec Moderate 1...13...16 - Stronger Then Normal 15 sec dies 12 sec SP 3 rank = 2 sec Potent 3...21...25 - Tough as Flesh Golem 12 sec dies 10 sec SP 3 rank = 1 sec Dramatic 10 sec dies 8 sec 8 sec dies 6 sec
-3-Types of Binding Rituals- -Passive/Failed Concepts- -Active/Balanced Concepts- The 'Chained' Aliens Nearby & Area Range (SR) Soul Reaping/Spirit Range -=or=-(ES) Eartshot Range The 'Totem' Lords Killing off Spirits All Spirits cannot directly benefit from or affect each other. And 'Popper' Spirits All Spirits effects non-spirits +30 sec recharge sucks Spirits -YOU- Control -=or=- (ES) Eartshot Range 5 sec activation sucks Static duration (6, 8, 10, 12, 15, 18, 21, 24, 30)
- After +2 years of playing, we both can agree on most of these.
- I have always treated Binding Rituals as 5 seperate types; with Nature Rituals being the 6th type.
- Did you know that Soul Reaping & Spirits share the same range?
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Of Binding Spells[edit]
This is only a generalized rough-sketch and is not finalized. As are Assassin's Daggers are devided into Lead-Attacks, Off-Hand Attacks, Dual-Attacks & Follow-Up Attacks... so too are Binding Spells. And yes, part of my plan is to deliberately berid this profession of as many enchantments/hexes as possible (except Painful Bond) then rebalanced it from that perspective; in my mind Rits have next to nothing in common with core professions in that category. However, they are still classifed as spells for balance purposes and ease of skill descriptions.
- Weapon Binds
- Same as before, except most of these are offensive/active oriented.
- Dulled Weapon - Binding Weapon Spell. For 5...17...20 seconds, target hexed foe and all nearby foes cannot achieve a critical.
- Weapon of Aggression - Binding Weapon Spell. (5...13...15 seconds.) You attack 25% faster.
- Weapon of Warding - Binding Weapon Spell. For 5...9...10 seconds, target ally has a Weapon of Warding that grants target ally +2...4...4 Health regeneration and a 50% chance to block.
- Vengeful Weapon - Binding Weapon Spell. For 8 seconds, the next time target ally takes damage from a foe, that ally steals up to 15...51...60 Health from that foe.
- Spirit Light Weapon - Binding Weapon Spell. For 10 seconds, target ally gains 1...12...15 Health per second and an additional 1...12...15 Health per second if that ally is within earshot of a Spirit.
- Weapon of Remedy - Elite Binding Weapon Spell. For 8 seconds, the next time target ally takes damage from a foe, that ally steals up to 15...63...75 Health from that foe and loses 1 Condition.
- Sundering Weapon - Binding Weapon Spell. For 4...9...10 seconds, target ally's next 3 attacks have 10% armor penetration and cause Cracked Armor for 5...17...20 seconds.
- Guided Weapon - Binding Weapon Spell. For 5...10...11 seconds, target ally's attacks cannot be blocked.
- Brutal Weapon - Binding Weapon Spell. Give target ally a Brutal Weapon for 15...39...45 seconds. The bearer's weapon strikes for +5...13...15 damage as long as the bearer is under no Enchantments.
- Weapon of Fury - Elite Binding 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.
- Weapon of Aggression - Binding Weapon Spell. For 5...13...15 seconds, you attack 25% faster.
- Warmonger's Weapon - Binding Weapon Spell. For 5...13...15 seconds, if target ally attacks a foe who is not attacking, that foe is interrupted.
- Wailing Weapon - Binding Weapon Spell. For 5...10...11 seconds, target ally has a Wailing Weapon. Whenever the Wailing Weapon strikes an attacking foe, that foe is interrupted.
- Splinter Weapon - Binding Weapon Spell. For 20 seconds, target ally has a Splinter Weapon. Target ally's next 1...4...5 attacks deal 5...41...50 damage to up to 3 adjacent foes.
- Nightmare Weapon - Binding Weapon Spell. For 12 seconds, target ally has a Nightmare Weapon. Target ally's next 3 attacks are reduced by 10...42...50 damage and steal up to 10...42...50 Health.
- Wielder's Zeal - Binding Weapon Spell. For 10...26...30 seconds, whenever you cast a weapon Spell on an ally, you gain 1...4...5 Energy.
- Weapon of Renewal - Binding Weapon Spell. For 4...9...10 seconds, the next time target ally hits with an attack Skill, that ally gains 1...6...7 Energy.
- Armor Binds
- Same as above. Several Weapon Spells and Enchantements are converted into this; They are generally defensive/passive oriented. Besides the obvious advantage to -finally- have a reason to take 2 'weapon effects' and combo them -- along with (as-of-now) unstrippable buffs -- this also forces the Rit to decide what effects should apply at any given situation (particularly ex-Enchants).
- Ghostly Haste - Binding Armor Spell. For 5...17...20 seconds, spells you cast while within earshot of a Spirit recharge 25% faster.
- Renewing Memories - Binding Armor Spell. For 5...17...20 seconds, while holding an item, any spell and ritual you cast cost 5...29...35% less .
- Wielder's Remedy - Binding Armor Spell. For 10...26...30 seconds, whenever you cast a weapon spell on an ally, that ally loses 1 condition.
- Armor of Unfeeling - Binding Armor Spell. (10...30...35 seconds.) You have 10 base damage reduction while casting binding rituals.
- Binding Chains - Binding Armor Spell. For 5...15...17 seconds, target hexed foe moves 90% slower and cannot attack. Binding Chains ends if that foe takes damage.
- Resilient Weapon - Binding Armor Spell. For 5...17...20 seconds, target ally has a Resilient Armor. While suffering from a hex or condition, that ally gains +1...5...6 health regeneration and +24 armor.
- Vital Weapon - Binding Armor Spell. For 5...29...35 seconds, target ally has a Vital Armor and has +40...148...175 maximum Health.
- Weapon of Shadow - Binding Armor Spell. (4...9...10 seconds.) Inflicts Blindness condition (5 seconds) on anyone who attacks target ally.
- Ghostly Weapon - Binding Armor Spell. (5...17...20 seconds.) Target ally takes half damage from all sources except shadow damage. Cannot self-target.
- Weapon of Quickening - Elite Binding Armor Spell. For 5...21...25 seconds, target ally has a Weapon of Quickening, and Spells and Binding Rituals recharge 33% faster.
- Xinrae's Weapon - Elite Binding Armor Spell. Elite Weapon Spell. For 3 seconds, whenever target ally takes damage from a foe that, damage is limited to 5% of that ally's max Health and that ally steals up to 20...68...80 Health from that foe.
- Ancestor's Rage - Binding Armor Spell. (1 second.) End Effect: deals 5...89...110 lightning damage to foes adjacent to target ally.
- Item Binds
- No change. (no point in listing them)
- Chakra Binds
- These are former-enchantments and may be stacked -- provided conditions are met. Ironically under current Active-Rules, they are also only found under Spawning Power at this this present time. While the above can be made non-permanant, Chakras are relaint on those effects to work and cannot be forcefully removed (similar to Echoes) and may also end immediatly if conditions are not met. Many spells that are weapon or items spell reliant can be reworked to be triggered only by chakras; since the preciosly weapon/item spell have clearly been met. Chakra's are meant to reinforce the everyday Rit-style contradiciton... like the classic conundrum with AwS, GH, and Recup: I need to cast Recup spirit, but it costs too much... so I'll cast Attuned item, but it activates/recharges too slowly... so I'll cast Ghostly Haste, but it requires a Spirit present. Something needs to be placed first to jumpstart the neverending -Rituals- the is this profession's namesake.
- Boon of Creation - Binding Chakra Spell. For 30 seconds, whenever you create a summoned creature, you gain 5...41...50 health and 1...5...6 energy. No effect if not under the effects of an armor spell, weapon spell, or item spell.
- Explosive Growth - Binding Chakra Spell. For 30 seconds, whenever you create a summoned creature, up to 5 foes near that creature are struck for 20...56...65 damage lightning damage. No effect if not under the effects of an armor spell, weapon spell, or item spell.
- Spirit's Gift - Binding Chakra Spell. For 30 seconds, whenever you create a summoned creature, all allies near that creature gain 5...41...50 health and lose 1 condition. No effect if not under the effects of an armor spell, weapon spell, or item spell.
- Spiritleech Aura - Binding Chakra Spell. For 30 seconds, whenever you cast a Spell you steal 5...41...50 Health from one Spirit within earshot. No effect if not under the effects of an armor spell, weapon spell, or item spell.
5 ¼ 20 - (Spawning Power) - Elite Chakra Spell. "All spirits you control shadowstep to your current location. Both you and your teleported spirits gain 60...108...120 Health. For each spirit teleported, gain + 0...2...3 energy regeneration for 10 seconds. No effect if not under the effects of an armor spell, weapon spell, or item spell.
- Heres A Prime Synergy Example
- Sight Beyond Sight - Binding Chakra Spell. For 8...18...20 seconds, you cannot be blinded. No effect if not under the effects of an armor spell, weapon spell, or item spell.
- Spirit's Strength - Elite Binding Chakra Spell. For 15...51...60 seconds, your phsysical attacks deal 5...29...35 more damage. No effect if not under the effects of an armor spell, weapon spell, or item spell.
- Great Dwarf Weapon - Binding Weapon Spell. (20 seconds.) +15...20 weapon damage and 28...40% chance to cause knock-down with attacks. Cannot self-target.
- Great Dwarf Armor - Binding Armor Spell. (22...40 seconds.) +24 armor and +60 maximum Health. Additional +24 armor against Destroyers.
Ritualist Skill Balance & New Mechanics[edit]
Guidelines To Live By: (http://aiiane.net/gw/?p=7)
- Getting a little long and confusing there... mind if I try reorganize it into attributes and PvP/PvE/PvX (x=any)? You can always revert if you dont like. ^_^ --Falconeye 22:09, 17 September 2008 (UTC)
- There you go... and you -had- to go change Spirit Light just when I hit 'save'. ^_^ Anyways, I'll use this section for ideas I and a fellow guildy been throwing around since Gwen release. I'll post details on my page as needed in the near future, if not here (busy with other things for now).
- Yea i just saw that now...go right ahead--Lancy1214 22:12, 17 September 2008 (UTC)
- Ultimately, splitting spirits into PvP/PvE merely on basis of lifespan isnt jutifiable -- particularily if we want Anet & Izzy to take these ideas into serious consideration. I'd go with -Model B- as it creates a solid -baseline- framework to balanced-against, plus it creates 4, 8, 12, break-points in Spawning Power, for the same reasons Divine Favor as build in 3, 8, 13 break points. In most cases the SP-lifespan is not be critical/necessary for either rit-primes/seconds, but rather the Health & Lifespan as luxerious-boon for rit-primes. --Falconeye 16:18, 18 September 2008 (UTC)
Standardizing -Spawning Power- Synergy -- For every 3 ranks in Spawning Power, [Spirit's Name] lasts X second(s) longer. -- Spirit-types Model B Strength -Spawning Effect- Has Pain/Bloodsong/Vampirism SP 3 rank = lifespan 10 second. Neglegible - 1 sec or 100 seconds, it wont matter. Preservation/Destruction SP 3 rank = lifespan 5 second. Lesser Displacement/Anquish SP 3 rank = lifespan 3 second. Moderate Earthbind/Recuperation SP 3 rank = lifespan 2 second. Strong Shadowsong/Shelter SP 3 rank = lifespan 1 second. Powerful - even 1-3 sec diffence has drastic effects.
- You just gave me an idea, that way EVERY single ritualist who wants to summon spirits (which they kind of do) will have to invest in spawning power. I'm going to make modifications to the list now so that secondaries cannot abuse these at ALL.--Lancy1214 21:35, 18 September 2008 (UTC)
- Would you consider allowing me in Concising skill descriptions on -your- page to make it easier to read at a glance; Some folks (including me), and Anet in particualer, seem prefer that over detailed explanation where none are needed? The skill feedback/Rit page can be as detailed as you want that way, and it will help make your list appear neater. --Falconeye 02:13, 19 September 2008 (UTC)
- I don't see a difference, they basically state the same things but meh if you feel the need to add the consice descriptions...--Lancy1214 02:41, 19 September 2008 (UTC)
- Would you consider allowing me in Concising skill descriptions on -your- page to make it easier to read at a glance; Some folks (including me), and Anet in particualer, seem prefer that over detailed explanation where none are needed? The skill feedback/Rit page can be as detailed as you want that way, and it will help make your list appear neater. --Falconeye 02:13, 19 September 2008 (UTC)
- You just gave me an idea, that way EVERY single ritualist who wants to summon spirits (which they kind of do) will have to invest in spawning power. I'm going to make modifications to the list now so that secondaries cannot abuse these at ALL.--Lancy1214 21:35, 18 September 2008 (UTC)
Model B it is then. Be sure to balance the spirits (pretending that SP-synergy doesnt exist) so its fair for PvP/PVE & rit-primes/seconds. Then add the appropirate Weak-Strong SP-bonus thats appropriate for that spirit and enough to make rit-primes -WANT- to unvest in Spawning (just as Monks want Divine Favore). I'll comment/edit wherever appropriate, I try to maintain your -Intentions-, but should you feel I overstep my bounds feel free to let me know. On a side note, may I add several of my ideas to your list using your 'Active'-system? Im sure you already seem some of them (took my Attuned Was Songkai, you fiend ^_^) --Falconeye 03:47, 19 September 2008 (UTC)
- Please see -Guideline 3- "Its advisable to refrain from balancing a class so that its -forced- to use particular skills or attributes -- this often leads to lost of bar compression or attribute points." (http://wiki.guildwars.com/wiki/ArenaNet:Skill_feedback/Miscellaneous/General_balancing_guidelines) Just to satisfy my curiousity: Why remove the static-lifespan version from the previous day? Are you just working on SP-synergy first, then add non-SP duration later-on? Just giving you a heads up, cause its likely someonelse besides me may have issues with this; and part of creating a 'better Rit' is not-creating issues (or attempting fewest as possible).
- Again, the idea is make it so Rit-primes -WANT- to invest in SP, not to create a situation so that Rit-primes -HAVE- to invest in SP. Anet had already tried a concept like this... just as they tried using a skill-update that mandated that all Binding Ritauls caused Exhaustion for 2 weeks... and they failed spectaculary. ^_^ --Falconeye 04:12, 19 September 2008 (UTC)
- Try to reduce amount of PvP/PvE splits wherever they are not needed. I'll contunue to make adjustments wherever I feel are needed on your behalf. ^_^ --Falconeye 16:56, 19 September 2008 (UTC)
- Again, the idea is make it so Rit-primes -WANT- to invest in SP, not to create a situation so that Rit-primes -HAVE- to invest in SP. Anet had already tried a concept like this... just as they tried using a skill-update that mandated that all Binding Ritauls caused Exhaustion for 2 weeks... and they failed spectaculary. ^_^ --Falconeye 04:12, 19 September 2008 (UTC)
So I herd u kwon Macig[edit]
I think there are some wording issues in your suggestions:
- 1. Clamor of Souls (A): "For each spirit within earshot of target ally one foe (maximum 3) in the area of that ally is struck for XXX lightning damage. The same foe cannot be struck more than once.
- 2. Clamor of Souls (B): Create a Clamor of Souls at target foe's location. After 3 seconds, foes in the area are struck for XXX lightning damage.
- 3. Offering of Spirit (minor): You don't sacrifice health if there's a spirit within earshot.
- 4. Signet of Spirits (minor): Your next 2 spells steal XX health and XX energy from the nearest spirit.
- 5. Spirit Siphon: You steal X energy from each spirit within earshot (maximum XX energy).
- 6. Grasping was Kuurong: Hold Kuurong's ashes for up to X seconds. Whenever you or an ally in the area would be knocked down by a foe while holding his ashes, that foe is knocked down instead and is struck for XX lighting damage. When you drop his ashes, foes in the area are struck for XX lightning damage and knocked down.
- 7. Weapon of Fury: For 10 seconds, target ally gains double adrenalin from the next 1...4...5 attacks and these attacks cannot be blocked and deal +1...12...15 damage. This Weapon Spell has no effect if that ally is enchanted.
- 8. Weapon of Renewal: For 10 seconds, target other ally gains 3...7...8 energy the next time that ally strikes a foe.
- 9. Destruction: Create a level XX Spirit. When Destruction dies, it deals X damage to each foe within earshot for each second this spirit was alive.
- 10. Lamentation: Create a level XX Spirit. Whenever a creature in this spirit's range dies, Lamentation deals XX damage to each foe within earshot of that creature (maximum 5) and loses 100%..50% health. Lamentation dies after 6 seconds.
- 11. Gaze of Fury (very unclear): Destroy target Spirit and create a level XX Spirit of Fury at your location. This Spirit's attacks steal XX health.
So I made it up to the end of Channeling Magic. I try to do the rest later. Noctarch 22:18, 7 October 2008 (UTC)
- Thanks for the proofreading! We appreciate fresh-eyes spotting things we miss, I have addressed several of your concerns while a few others were correct grammer copied directly from skill-database. As for the rest, you are not reading them wrong... After 2+ years of as Rit-players, both Lancy and I have a solid grasp of what has worked and what has failed for Binding Rituals during that period. The list should display easily enough of our 'ACTIVE' vision, but if you any further questions/comments, please let us know about them! Also, what is 'kwon Macig'... is that a type of dish? ^_^ --Falconeye 18:40, 8 October 2008 (UTC)
- Falconeye, you dog. xD I was going to 0...0...0 the skills, but felt lazy. xD
~Xiao
- Sorry, I dont nderstand the contex of your comment, is there something I should know? ^_^
- Copying from originals doesn't mean you use correct text. ANet likes inconsistent wordings. Ah, and "kwon Macig" is "know Magic" as "Liek" is "Like" =P Noctarch 21:51, 8 October 2008 (UTC)
- If you feel a need to make 'minor edits' to skills for proper grammer/spelling please do so (lord knows how many times I've gone over these skills) just leave a memo of what changed and try not to deviate from any description's -intent-. Also note that certains skills were purposly concised to reduced unwarrant text; as a rule, if it takes more then 5 seconds to read at a glance (or fast-reading) before you know what the skill does, then its probably too wordy/clunky. --Falconeye 07:20, 10 October 2008 (UTC)