GW2 Ritualist: Profession Outline

GW2 Ritualist: Profession Outline

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Posted by: Swagg.9236

Swagg.9236

OUTLINE INFOGRAHPIC
See attachment #2 (_v2 as of now)

SOULBOUND SPIRIT COMMANDS
I figured that for now, there would only be four basic commands. More could easily be added, I suppose, but I believe that the four proceeding ideas will basically cover the proper bases for effectively wielding a Soulbound Spirit on a dynamic battlefield.

Send

  • Your Soulbound Spirit charges forward, leaving behind a trail of spiritual energy and creating an effect dependent on its nature at target location.
  • Cast-time: ¼ second
  • Recharge: 20 seconds
  • Range: 900

Stand

  • Your Soulbound Spirit stands directly before you and awaits your command.
  • Cast-time: ¼ second
  • Recharge: 20 seconds
  • Duration: 20 seconds
    • NOTE: The ¼-second cast-time does not reflect the cast-time of the actual, active skill that this skill produces. Upon casting [Stand], the player summons his/her Soulbound Spirit directly ahead of him/her (where it remains visible; rotating and moving with the player until triggered), and then [Stand] chains into another skill dependent on whichever Soulbound Spirit was summoned. Upon using the new chain skill, [Stand] enters into its regular recharge. The 20-second duration reflects how long the chain skill will remain active before flipping back and sending the skill chain into recharge.

Invoke

  • Tie your Soulbound Spirit to target location for a short period of time in its Binding Ritual form.
  • Cast-time: ¾ second
  • Recharge: 30 seconds
  • Range: 900
    • Invoke is a carbon copy of a Spirit’s regular [Binding Ritual] presence, but with a shorter duration and no [Unbind] option. Invoke effectively gives the Ritualist the option to summon out a Soulbound Spirit to battle in its bound form if he or she should desire.
    • In the skill descriptions below here, Invoke will read as nothing but a duration. In-game, the description would read exactly the same as a [Binding Ritual] skill description (except for the duration), I just wanted to emphasize the difference in duration between the two types of skills here in this thread.

Shield

  • You Soulbound Spirit appears at your side and awaits your command. Commanding your Spirit invokes a defensive ability based on its nature.
  • Cast-time: ¾ second
  • Recharge: 40 seconds
  • Duration: 20 seconds
    • This skill follows the same conventions as the NOTE underneath of [Stand]‘s skill description. However, instead of the spirit being summoned directly ahead of the player, it appears at the player’s side in the case of [Shield].

MANA
This is the resource unique to the Ritualist and appears as a turquoise bar located below the F-skills.

  • Activating an F-skill (except for F4) will consume 1000 mana.
  • Since Binding Rituals are a 3-skill chain, this means that a full Binding Ritual skill rotation will cost 3000 mana.

BINDING RITUAL SKILLS
Recharges

  • A [Binding Ritual]‘s recharge will only begin counting down after its respective Spirit expires naturally (lasts its full duration) or is destroyed. A Binding Ritual Spirit is destroyed either when an enemy player reduces its HP to 0 or when a Ritualist destroys it by means of using that Binding Ritual’s respective [Unbind] skill.
  • A Ritualist may also manually dismiss a Binding Ritual in the same way as an Engineer picks up a Turret: the player must go next to the Spirit and press the [interact] button. In the case that a player manually dismisses an active [Binding Ritual], that Spirit leaves the battle as if it had died, except that its [Binding Ritual] goes into recharge for its normal cool-down time minus 5 seconds.

Binding Ritual process (up to summoning a Spirit to battle)

  • See attachment #1 and attachment #2 (text marked by the blue box)

Unbind Skills

  • After summoning a Spirit (Step 2 in the infographic linked above), a [Binding Ritual] skill will chain once more into an [Unbind] skill. A Binding Ritual’s respective [Unbind] skill allows the Ritualist to prematurely destroy his or her spirit for a special bonus. However, destroying the spirit in such a manner requires a cost to the tune of 2500 mana points (slightly more than 20% of the Ritualist’s base 12,000 mana pool). Once destroyed via an [Unbind] skill, a Binding Ritual will immediately enter into its regular recharge.

Attachments:

(edited by Swagg.9236)

GW2 Ritualist: Profession Outline

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Posted by: Swagg.9236

Swagg.9236

BINDING RITUALS AND THEIR SOULBOUND SPIRIT COMMANDS
Spirit of Pain (Utility Skill and F2/F3 Skill)

  • Cast-time: 1 second
  • Recharge: 15 seconds
  • Communing Binding Ritual. Bind a Spirit of Recuperation at your location that you can later summon. It attacks enemies with bolts of energy that inflict high damage.
  • Damage: 400
  • Rate of attack: 2 seconds
  • Attack range: 1,000
  • Duration: 30 seconds

Summon Spirit of Pain (Spirit of Pain’s [Summon] skill; the skill that actually activates the placed Binding Ritual and manifests Pain on the battlefield)

  • Cast-time: 0 (instant; can be used while performing other actions)

Ancestor’s Rage (Spirit of Pain’s [Unbind] skill)

  • Cast-time: 0
  • Mana cost: 2500
  • Pain enters into a frenzy and attacks your current target. You gain Fury and Might. Pain dies after executing this skill.
  • Increased rate of attack: 100%
  • Frenzied Spirit Duration: 4 seconds
  • Fury: 5 seconds
  • Might (3): 15 seconds

Send Pain

  • Pain charges out from your body with extreme force, leaving behind a trail that burns enemies inside and inflicts damage at the target location.
  • Damage: 850
  • Trail Burn: 1 second
  • Trail Pulse: 1 second
  • Trail Duration: 4 seconds
  • Trail Combo Field: Fire
  • Blast damage: 600
  • Blast radius: 180
  • Combo Finisher: Blast
  • Range: 900
    • Any time “Blast” is mentioned, it refers to the effects that occur at the target location. All effects (boons, conditions, ect) that are listed below a “Blast damage/healing” marker also occur at the target location.
    • “Range” refers to the range of the “target location” AoE marker.

Stand Pain

  • Cast-time: ½ second
  • Pain stands before you and unleashes a flurry of blows that destroy projectiles and damage enemies in a line in front of you.
  • Damage (8x): 1,000
  • Duration: 3 seconds
  • Range: 600
    • The Spirit uses the charr Warrior animation for the skill [Flurry] to shoot the fists from the Guardian skill [Smite] in a manner akin to the Guardian skill [Zealot’s Defense].

Invoke Pain

  • Bind Pain to target location.
  • Duration: 15 seconds

Shield of Pain

  • Cast-time: 0
  • For 3 seconds, the next time you are struck by an attack, Pain attacks and knocks back all adjacent enemies.
  • Damage: 475
  • Duration: 3 seconds
  • Knock-back: 180
  • Range: 180
    • [Staggering Blow]; hits up to 5 targets

Spirit of Shadowsong (Utility Skill and F2/F3 Skill)

  • Cast-time: 1½ seconds
  • Recharge: 30 seconds
  • Communing Binding Ritual. Bind a Spirit of Recuperation at your location that you can later summon. It attacks enemies with blinding bolts of energy.
  • Damage: 175
  • Blind: 1 second
  • Rate of attack: 3 seconds
  • Attack range: 1,000
  • Duration: 15 seconds

Summon Spirit of Shadowsong (Summon skill)

  • Cast-time: 0

Shadowsong (Unbind skill)

  • Cast-time: 0
  • Mana cost: 2500
  • Destroy your spirit and blind foes akittens location. You gain immunity to blindness and create a smoke field at your location.
  • Damage: 400
  • Blind: 5 seconds
  • Spirit blind radius: 240
  • Blind immunity duration: 10 seconds
  • Smoke Field Duration: 5 seconds
  • Smoke Field Radius: 240
    • The blind immunity functions identically to the [Utility Goggles] boon.

Send Shadowsong

  • Shadowsong charges out from your body, leaving behind a trail that blinds foes inside of it and blinds foes at the target location.
  • Trail Blind: 1 second
  • Trail Pulse: 1 second
  • Trail Duration: 4 seconds
  • Trail Combo Field: Smoke
  • Blast damage: 85
  • Blindness: 5 seconds
  • Blast radius: 240
  • Range: 900

Stand Shadowsong

  • Cast-time: 2¼ seconds
  • Shadowsong wails, damaging and blinding foes in front of you in a cone.
  • Damage (5x): 100
  • Blind: 1 second
  • Range: 400
    • A dark-grey, re-color of the Elementalist’s [Cone of Cold]. Each attack tick would inflict a 1-second blind. Maximum 5 targets at once.

Invoke Shadowsong

  • Duration: 15 seconds

Shield of Shadowsong

  • Shadowsong breaks stun and cloaks you and nearby allies within its embrace.
  • Cast-time: 0
  • Stealth: 4 seconds
  • Radius: 240

(edited by Swagg.9236)

GW2 Ritualist: Profession Outline

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Posted by: Swagg.9236

Swagg.9236

BINDING RITUALS CONTINUED
Spirit of Recuperation (Utility Skill and F2/F3 Skill)

  • Cast-time: 1¾ seconds
  • Recharge: 35 seconds
  • Restoration Binding Ritual. Bind a Spirit of Recuperation at your location that you can later summon. It grants regeneration to nearby allies.
  • Regeneration: 3 seconds
  • Spirit Pulse: 2 seconds
  • Spirit Radius: 360
  • Duration: 15 seconds

Summon Spirit of Recuperation

  • Cast-time: 0

Rejuvenation (Unbind skill)

  • Cast-time: ½ second
  • Mana cost: 2500
  • Destroy your spirit and heal nearby allies. You gain Regeneration and Protection.
  • Healing: 1,200
  • Regeneration: 5 seconds
  • Protection: 3 seconds

Send Recuperation

  • Recuperation charges out from your body, leaving behind a trail that grants regeneration to allies within it and heals a small amount at target location.
  • Trail Regeneration: 2 seconds
  • Trail Pulse: 1 second
  • Trail Duration: 5 seconds
  • Trail Combo Field: Water
  • Blast healing: 650
  • Blast radius: 180
  • Range: 900

Stand Recuperation

  • Recuperation stands before you, removing 2 conditions and healing adjacent allies.
  • Healing: 800 (160/pulse)
  • Spirit Pulse: 1 second
  • Spirit Radius: 180
  • Duration: 5 seconds
    • The condition removal triggers on the first pulse (right when the Spirit appears).

Invoke Recuperation

  • Duration: 8 seconds

Shield of Recuperation

  • Recuperation grants you aegis and becomes a wall of reflection at your location.
  • Cast-time: ¾ second
  • Aegis: 5 seconds
  • Wall duration: 5 seconds

Spirit of Recovery (Utility Skill and F2/F3 Skill)

  • Cast-time: 1¾ seconds
  • Recharge: 50 seconds
  • Restoration Binding Ritual. Bind a Spirit of Recovery at your location that you can later summon. It removes and reduces the effectiveness of conditions placed on nearby allies.
  • Recovery: 3 seconds
  • Spirit Pulse: 1 second
  • Spirit Radius: 360
  • Duration: 7 seconds
    • Recovery is a unique boon that reduces condition duration on a player by 50%. The active Spirit of Recovery removes 1 condition from allies within its radius at each pulse (every second).
    • Each pulse removes 1 condition.

Summon Spirit of Recovery

  • Cast-time: 0

Spirit Light (Unbind skill)

  • Cast-time: ½ second
  • Mana cost: 2500
  • Destroy your spirit and convert up to 3 conditions on nearby allies into boons.
  • Spirit Radius: 360
    • All [Spirit of Recovery] condition-boon conversions use the [Well of Power] conversion table.

Send Recovery

  • Recovery charges out from your body, leaving behind a trail that grants regeneration to allies within it and converts one condition to a boon on allies at target location.
  • Trail Regeneration: 2 seconds
  • Trail Pulse: 1 second
  • Trail Duration: 5 seconds
  • Trail Combo Field: Light
  • Blast healing: 300
  • Blast radius: 180
  • Range: 900

Stand Recovery

  • Recuperation stands before you, converting conditions on nearby allies into boons.
  • Spirit Pulse: 1 second
  • Spirit Radius: 180
  • Duration: 3 seconds

Invoke Recovery

  • Duration: 3 seconds

Shield of Recovery

  • Recovery breaks stun, granting you stability and recovery.
  • Cast-time: 0 seconds
  • Stability: 3 seconds
  • Recovery: 5 seconds
  • Breaks stun.

(edited by Swagg.9236)

GW2 Ritualist: Profession Outline

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Posted by: Swagg.9236

Swagg.9236

BINDING RITUALS CONTINUED
Spirit of Destruction (Utility Skill and F2/F3 Skill)

  • Cast-time: 1¼ seconds
  • Recharge: 30 seconds
  • Channeling Binding Ritual. Bind a Spirit of Destruction at your location that you can later summon. It damages nearby enemies while also inflicting vulnerability.
  • Damage: 200
  • Vulnerability (2): 5 seconds
  • Spirit Pulse : 1 second
  • Spirit Radius: 240
  • Duration: 15 seconds

Summon Spirit of Destruction

  • Cast-time: 0

Rupture Soul (Unbind skill)

  • Cast-time: ½ second
  • Mana cost: 2500
  • Destroy your spirit, damaging and inflicting vulnerability and weakness to nearby enemies.
  • Damage: 600
  • Vulnerability (5): 10 seconds
  • Weakness: 5 seconds
  • Spirit Radius: 240
  • Combo Finisher: Blast
    • All [Spirit of Recovery] condition-boon conversions use the [Well of Power] conversion table.

Send Destruction

  • Cast-time: ½ second
  • Mana cost: 2500
  • Destruction charges out from your body, leaving behind a trail that inflicts vulnerability to enemies within it and inflicts weakness at target location.
  • Trail Vulnerability (1): 5 seconds
  • Trail Pulse: 1 second
  • Trail Duration: 5 seconds
  • Trail Combo Field: Lightning
  • Blast damage: 400
  • Weakness: 5 seconds
  • Blast radius: 180

Stand Destruction

  • Destruction stands before you, crippling and weakening nearby enemies.
  • Cripple: 2 seconds
  • Weakness: 3 seconds
  • Spirit Pulse: 1 second
  • Spirit Radius: 180
  • Duration: 3 seconds

Invoke Destruction

  • Duration: 7 seconds

Shield of Destruction

  • Cast-time: ½ second
  • Destruction sends out a wave that dazes, weakens and inflicts vulnerability on foes in front of you.
  • Damage: 250
  • Daze: 2 seconds
  • Weakness: 7 seconds
  • Vulnerability (8): 7 seconds
  • Range: 600
    • Red re-color of the Mesmer skill [Illusionary Wave].

Spirit of Wanderlust (Utility Skill and F2/F3 Skill)

  • Cast-time: 1½ second
  • Recharge: 40 seconds
  • Communing Binding Ritual. Bind a Spirit of Wanderlust at your location that you can later summon. It damages and cripples nearby enemies while granting nearby allies swiftness and Wanderlust.
  • Damage: 100
  • Cripple: 2 seconds
  • Swiftness: 4 seconds
  • Wanderlust: 1 second
  • Spirit Pulse : 1 second
  • Spirit Radius: 240
  • Duration: 7 seconds
    • Wanderlust is a unique boon that doubles a player’s Endurance regeneration while also making him/her immune to cripple, chill and immobilize.

Summon Spirit of Wanderlust

  • Cast-time: 0

Earthbind (Unbind skill)

  • Cast-time: 1 second
  • Mana cost: 2500
  • Destroy your spirit, immobilizing enemies akittens location. You knock down your current target.
  • Immobilize: 3 seconds
  • Knock-down: 2 seconds
  • Spirit radius: 240
  • Knock-down Range: 1200

Send Wanderlust

  • Cast-time: ½ second
  • Wanderlust charges out from your body, leaving behind a trail that cripples enemies inside of it while immobilizing enemies and granting swiftness to allies at target location.
  • Trail Cripple: 2 seconds
  • Trail Pulse: 1 second
  • Trail Duration: 5 seconds
  • Trail Combo Field: Lightning
  • Blast damage: 120
  • Immobilize: 3 seconds
  • Swiftness: 8 seconds
  • Blast Radius: 180

Stand Wanderlust

  • Wanderlust pulls your target towards you.
  • Cast-time: 1¼ seconds
  • Range: 1,200

Invoke Wanderlust

  • Duration: 4 seconds

Shield of Wanderlust

  • Cast-time: 0
  • Wanderlust breaks stun and cures you of chilled, cripple and immobilize. You leap to target location while evading attacks, knocking back nearby enemies when you land.
  • Damage: 200
  • Knock-back: 400
  • Landing radius: 120
  • Evasion: ½ second
  • Breaks stun
  • Range: 900
  • Combo Finisher: Leap

(edited by Swagg.9236)

GW2 Ritualist: Profession Outline

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Posted by: Panda.1967

Panda.1967

hm… You know… I actually Kinda like your implementation… However… Something I’d suggest… the 1-5 skills when activating F4… keep them based on active weapon type rather than a Single standard F4 skill, weapon swap could be disabled while F4 is active too.

Please stop assuming I’m a guy… I am female.

GW2 Ritualist: Profession Outline

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Posted by: Swagg.9236

Swagg.9236

BINDING RITUALS FINAL
Spirit of Bloodsong (Utility Skill and F2/F3 Skill)

  • Cast-time: 1¼ second
  • Recharge: 25
  • Channeling Binding Ritual. Bind a Spirit of Bloodsong at your location that you can later summon. It attacks with bolts of energy that bounce between enemies and allies, bleeding enemies and granting regeneration to allies.
  • Damage: 100
  • Bleeding (1): 4 seconds
  • Regeneration: 1 second
  • Rate of attack: 2 seconds
  • Number of bounces: 4
  • Duration: 20 seconds

Summon Spirit of Bloodsong

  • Cast-time: 0

Spiritleech Fury (Unbind skill)

  • Cast-time: 0
  • Mana cost: 2500
  • Bloodsong enters into a frenzy and attacks your current target with bolts of energy that steal health for you. Your next attack inflicts your target with bleeding and poison. Bloodsong dies after executing this skill.
  • Increased rate of Spirit attack: 300%
  • Frenzied Spirit Duration: 5 seconds
  • Healing per strike: 700
  • Bleeding (3): 5 seconds
  • Poison: 5 seconds

Send Bloodsong

  • Cast-time: ½ second
  • Bloodsong charges out from your body, leaving behind a trail that poisons enemies within it while inflicting bleeding to enemies at target location. The next attack of allies at target location steal some health from their targets.
  • Trail Poison: 3 seconds
  • Trail Pulse: 1 second
  • Trail Duration: 5 seconds
  • Trail Combo Field: Poison
  • Blast damage: 200
  • Blast Bleeding (3): 5 seconds
  • Blast radius: 180

Stand Bloodsong

  • Cast-time: 0
  • Bloodsong stands before you, bleeding adjacent enemies.
  • Bleeding (1): 5 seconds
  • Spirit Pulse: 1 second
  • Spirit Radius: 180
  • Duration: 5 seconds

Invoke Bloodsong

  • Duration: 10 seconds

Shield of Bloodsong

  • Cast-time: 0
  • Bloodsong forms a shield around you that inflicts weakness, bleeding and poison to enemies that attack you.
  • Bleeding (1): 2 seconds
  • Poison: 2 seconds
  • Weakness: 2 seconds
  • Duration: 4 seconds

Spirit of Empowerment (Utility Skill and F2/F3 Skill)

  • Cast-time: 1¾ second
  • Recharge: 40
  • Communing Binding Ritual. Bind a Spirit of Empowerment at your location that you can later summon. It grants nearby allies might, vigor and mana energy.
  • Might (1): 3 seconds
  • Vigor: 3 second
  • Mana: 800
  • Pulse: 1 second
  • Radius: 360
  • Duration: 15 seconds

Summon Spirit of Empowerment

  • Cast-time: 0

Zealous Bond (Unbind skill)

  • Cast-time: ½ second
  • Destroy your spirit, granting allies might, vigor and fury at its location. You gain 5000 mana.
  • Might (3): 15 seconds
  • Vigor: 10 seconds
  • Fury: 10 seconds
  • Location radius: 360

Send Empowerment

  • Cast-time: ½ second
  • Empowerment charges out from your body, leaving behind a trail that grants might to allies within it while granting might and vigor to allies at target location.
  • Trail Might (1): 3 seconds
  • Trail Pulse: 1 second
  • Trail Duration: 4 seconds
  • Trail Combo Field: Fire
  • Location Might (2): 10 seconds
  • Location Vigor: 5 seconds
  • Location Radius: 180

Stand Empowerment

  • Empowerment stands before you, granting might, fury and vigor to nearby allies.
  • Might (1): 5 seconds
  • Fury: 2 seconds
  • Vigor: 1 second
  • Spirit Pulse: 1 second
  • Spirit Radius: 180
  • Duration: 3 seconds

Invoke Empowerment

  • Duration: 5 seconds

Shield of Empowerment

  • Cast-time: 0
  • You gain might and vigor, and Empowerment blocks attacks aimed at you.
  • Might (3): 15 seconds
  • Vigor: 10 seconds
  • Duration: 3 seconds
    • This is a channeled block skill.

(edited by Swagg.9236)

GW2 Ritualist: Profession Outline

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Posted by: Swagg.9236

Swagg.9236

CHANNELER MODE F-SKILLS
Spirit Sending (F1)

  • Cast-time: 0 (instant; can be activated while performing other actions)
  • Recharge: 10 seconds
  • Mana cost: 1000
  • Your Soulbound Spirit charges at your target to deliver a powerful blow.
  • Damage: 450
  • Range: 900
    • For any given Soulbound Spirit, the [Spirit Sending] functions identically to its respective [Send] Soulbound Spirit Command skill except that [Spirit Sending] does not have a cast-time and your Spirit actually attacks a targeted enemy. Furthermore, this skill will function akin to the Ranger F1-skill that locks the pet onto the current target. After using Spirit Sending, the Soulbound Spirit will continue to attack the targeted enemy.

Draw Spirit (F2)

  • Cast-time: 0
  • Recharge: 10 seconds
  • Mana cost: 1000
  • Your spirit leaps towards you, granting you its power.
  • Range: 900
    • I’ll detail the specific [Draw Spirit] skills for each Soulbound Spirit later.

Swap (F3)

  • Cast-time: 0
  • Recharge: 20 seconds
  • Mana cost: 1000
  • Instantly switch positions with your Soulbound Spirit.
  • Skill radius: 600
    • This skill will not produce any effect if a Ritualist’s Soulbound Spirit is outside of the skill radius. The Ritualikittennctions as the radius’ center.

CHANNELER MODE WEAPON SKILLS
The first 3 are determined by your Soulbound Spirit while the last 2 are determined by the weapons that you are wielding when you enter Channeler mode. The 4 skill is determined by your main-hand weapon while the 5 skill is determined by your off-hand. Two-handed weapons provide both a 4 and 5 skill.

(edited by Swagg.9236)

GW2 Ritualist: Profession Outline

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Posted by: Naughty.4102

Naughty.4102

All i have to say is OMG yes! I don’t care if they follow your outline / guide…. But i would love to see a ritualist class again. It was my main and favorite in GW1

GW2 Ritualist: Profession Outline

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Posted by: Swagg.9236

Swagg.9236

All i have to say is OMG yes! I don’t care if they follow your outline / guide…. But i would love to see a ritualist class again. It was my main and favorite in GW1

As much as I’d love the Ritualist to return to Tyria in GW2, something inside of me doesn’t want to leave my favorite profession (flavor-wise) in the hands of the people that created the travesty that is the GW2 Warrior and Ranger; the people that created Life Force and only used it to activate a single skill; the people who said “Let’s bring back the Assassin—but instead of using chain skills or some sort of responsible, thought-oriented spam limiter, let’s just let them use all of their Weapon Skills whenever they want!” I mean, the thought of those people designing the GW2 Ritualist just makes me twitch. So here I am. Doing this.

And even with all that in mind, once again, as much as I’d love to see the Ritualist come to GW2, the current state of GW2 is pretty poor on so many fronts to put the situation nicely and ANet should really get their butt in gear to re-evaluate GW2 across the board before even dreaming of adding more professions.

I’m just putting these things here so I can have them ready—or maybe better put: I just wish that I could be part of the creation process. I don’t dislike the people responsible for the creation and balance of the current classes, but I just wish that they had done a better job. However, since most of my balance ideas wash away with most petitions written in the forums, I’ve taken to designing the entire Ritualist profession myself. I think of this whole thread as a GW2 version of going mad. Ah, well.

(edited by Swagg.9236)

GW2 Ritualist: Profession Outline

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Posted by: Faux.1937

Faux.1937

I loved the rit in GW1, was my main character, over 4k hours into it, and would love for anet to bring it back. +1

SAB or RIOT

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Posted by: Teraphas.6210

Teraphas.6210

I do worry the class mechanic may be too much like a ranger pet just reskinned. Not exactly like it but too close.

The thing is you need an extremely unique class mechanic for any new class to have a chance. You can skin and theme skills anyway you want but that unique mechanic will affect every build and set the general tone of the class.

I pointed this out in another ritualist thread as well
https://forum-en.gw2archive.eu/forum/game/suggestions/GW2-Ritualist/first#post1910480

What you want is that unique archtype. This version of the ritualist reads like a pet class with finer control. I would rather see thr ranger gain finer controls like what you put forth, than have two pet classes with varying degrees of control/micromanagement.

I would love to see the ritualist back but it needs to be its own thing not a copy with some tweaks and twists

You can’t spell Slaughter without Laughter

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Posted by: Swagg.9236

Swagg.9236

I do worry the class mechanic may be too much like a ranger pet just reskinned. Not exactly like it but too close.

The thing is you need an extremely unique class mechanic for any new class to have a chance. You can skin and theme skills anyway you want but that unique mechanic will affect every build and set the general tone of the class.

I pointed this out in another ritualist thread as well
https://forum-en.gw2archive.eu/forum/game/suggestions/GW2-Ritualist/first#post1910480

What you want is that unique archtype. This version of the ritualist reads like a pet class with finer control. I would rather see thr ranger gain finer controls like what you put forth, than have two pet classes with varying degrees of control/micromanagement.

I would love to see the ritualist back but it needs to be its own thing not a copy with some tweaks and twists

This is actually funny to me since this whole suggestion stemmed from my original idea about how to fix the Ranger—that is, rather, make the Ranger more intuitive with regards to pet control (it’s still incomplete in the infographic department). However, I gave up on the idea of ANet listening to me. I doubt they’ll listen to me. Call me crazy, but I’ll keep at the work happening in this thread.

Furthermore, this particular set-up wouldn’t necessarily work with the Ranger since Pet’s themselves have several skills, including their own special skill that is actively triggered by the Ranger. More importantly, the Ritualist SoulBound Spirit design I’ve drawn up leans more towards the disposable side than do your typical Ranger pet (at least in theory or flavor). Moreover still, the options open to the Ranger given how pet control works for the profession now severely limits the number of unique skills that can be devoted specifically to pet control. All this added on top of the fact that not only do I think that ANet won’t listen to balance suggestions submitted by its player-base combined with my assumption that ANet will not give up on pushing the idea of a full-time Ranger pet have lead me to simply scrap it and use the ideas for something cooler.

Also, the true pet class is Mesmer. Their pets don’t weigh players down and can accomplish varying tasks very quickly.

To the effect of a “unique archetype,” I find that this suggestion fits well enough. It’s a pseudo-pet-class that is truly at one with a single pet while also able to trigger several different pets for varied effects across a battlefield. Furthermore, the lines that it can form with spirit trails are a unique thing. I also haven’t even finished the entire suggestion—which could take weeks in all honesty if I keep just nailing away at it bit by bit. So many ideas.

(edited by Swagg.9236)

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Posted by: Swagg.9236

Swagg.9236

Bump because another update and more clarification. I’ll do another picture for the typical Binding Ritual skill chain in its entirety next. I’m also working on skill descriptions for two more Binding Rituals as well as updating the original profession infographic. After that, I’ll probably work on better clarifying the Channeler skills (at least the F-skills anyway). Until then, enjoy my walls of text and new, silly picture.

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Posted by: Fievre.4510

Fievre.4510

This just really makes me miss my rit.

I’m just going to go sob in a corner and mourn.

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Posted by: Zeivu.3615

Zeivu.3615

The Dervs and Paragons were merged into other classes/races this time around because they didn’t really have a niche of their own in the first game. SOS Rits were way too powerful, no matter how they nerfed it. I doubt these classes will ever see the light of day again, and for good reason.

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Posted by: Fievre.4510

Fievre.4510

The Dervs and Paragons were merged into other classes/races this time around because they didn’t really have a niche of their own in the first game. SOS Rits were way too powerful, no matter how they nerfed it. I doubt these classes will ever see the light of day again, and for good reason.

To be fair, SoS has a really ridiculous buff. It wasn’t quite as OP until they removed the cast time of all spirits in PVE.

The nice thing about GW2 is that you can see traces of each class that didn’t make it, in all the ones that did. The nicer thing, is that they reworked all the original classes and honestly I don’t think anything is too far fetched.

That said, they wouldn’t be the same as they were in GW1 (which I guess is the point) and that might turn some people off pretty quickly. I mained a rit in GW1, but i would probably not play one in GW2 even if it was possible.

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Posted by: Swagg.9236

Swagg.9236

The Dervs and Paragons were merged into other classes/races this time around because they didn’t really have a niche of their own in the first game. SOS Rits were way too powerful, no matter how they nerfed it. I doubt these classes will ever see the light of day again, and for good reason.

Are you implying that a hasty mistake made in an effort to make Ritualists relevant in GW1 PvE should somehow impact how a Ritualist would function in GW2? I can’t even comprehend that train of thought. SoS in GW2 doesn’t need to be what it was in GW1 (if it even comes back at all). To copy-paste GW1 skills to GW2 is to throw away so much of the GW2 engine. Looking at the materials that GW2 has at the ready, the Ritualist could be come a balanced and unique class all it’s own with enough creativity.

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Posted by: Swagg.9236

Swagg.9236

Destruction and Wanderlust are up now. I still have two more Soulbound Spirits to go before I hit 8 (the target number). I guess I’ll try working on a finalized “Binding Ritual Process” picture next, though.

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Posted by: ArtemusHunter.9521

ArtemusHunter.9521

I was thinking of doing something like this but for the dervish class. You should put together a Dervish Profession Outline too

Also, bumping because need more professions.

IGN: Floyd Hunter
TheRavingNecromancer.tumblr.com

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Posted by: Swagg.9236

Swagg.9236

No thanks, Mesmer are annoying enough with clones which caused a lot of complaints, last thing we need is a spirit spammer.

I don’t think we need any more professions, there are already enough. Also by adding new professions it will cause ANET to do more balancing, which will mean more classes being nerfed.

Good work on the suggestion, but it’s a no from me!

Adding new professions does not inherently cause nerfs.
Navegating through Mesmer clones isn’t that difficult. The only thing that really works against it is GW2’s terrible targeting system, not the clones themselves.
You say Spirit Spammer when I’ve already dictated that a Ritualist can actively maintain no more than 2 Binding Ritual Spirits at a single time. I haven’t discussed it yet, but Binding Ritual Spirits probably wouldn’t have a lot of health, and honestly Spirits won’t have the same effect as they did in GW1 due to the many options that the typical player has for mitigating damage and speeding up combat.

That said, I can respect your opinion on the “no.”

I was thinking of doing something like this but for the dervish class. You should put together a Dervish Profession Outline too

Also, bumping because need more professions.

This suggestion isn’t even 1/3 the way done probably, I can’t imagine starting another profession even if I wanted. Also, to be honest, GW2 doesn’t need any more professions right now. This game is PLAGUED with balance issues, bugs and optimization problems. It’s honestly a mess. I’m just playing ahead of the game so hopefully I can get some discussion going with devs before they take the whole task of making the Ritualist into their own hands.

(edited by Swagg.9236)

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Posted by: Swagg.9236

Swagg.9236

I’m rearranging some posts in order to make room for more skill descriptions. I think I’m running out of room…

hm… You know… I actually Kinda like your implementation… However… Something I’d suggest… the 1-5 skills when activating F4… keep them based on active weapon type rather than a Single standard F4 skill, weapon swap could be disabled while F4 is active too.

That’s actually not a bad idea. It reduces the amount of skills that would need to be designed and also let’s enemy players have a better sense of the Ritualist’s upcoming attacks since it’s typically easy to see weapons and process their attack styles. The only thing I worry about with that is how some weapon sets might just end up clearly being better than others as is often the case in the current state of the game. Then again, if the skills produce effects that are often heavily spirit-dependent (their effects change on which Soulbound Spirit you have equipped), then that might help mitigate the under-powered weapon paradigm.

Then again, thinking back on this, either way this goes (design skills for the spirit or skills based on the weapon set), there could end up being a LOT of skills that would need to be designed. I’ll think about it more, but I appreciate your input regardless.

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Posted by: Swagg.9236

Swagg.9236

ITEM SPELLS (Utility Skill sub-class #1)
Item Spells are bundles that function akin to Engineer Kits except that Item Spells drain certain amounts of mana energy every ¼ second while active. To this effect, they cause mana degeneration and have a soft-capped time-limit for their skills that depends on your mana energy level. Furthermore, a Ritualist cannot wield an Item Spell while in Channeler mode. If a Ritualist enters Channeler mode while actively wielding an Item Spell, that item spell will be automatically de-equipped so as to activate that Ritualist’s proper Channeler mode weapon skills. There is no limit to the number of Item Spells that a Ritualist can equip. When wielding Item Spells, Ritualists wield different weapons or items to reflect that they are using an Item Spell.

Cutlass of Glaive the Raider

  • Mana drain: 700 every ¼ second
  • Channel the weapon of Glaive the Elonian corsair, gaining new powers.
    • Weapon Skills: [Hack] —> [Crack] --> [Cyclone Slash]; [Pursue]; [Moor] —> [Sail]; [Broadside]

Hack (1-1)

  • Cast-time: ½ second
  • Hack your foe.
  • Damage: 225 (1.0)
  • Range: 130

Crack (1-2)

  • Cast-time: ¼ second
  • Crack your foe with the hilt of your cutlass.
  • Damage: 200 (1.0)
  • Range: 130

Cyclone Slash (1-3)

  • Cast-time: ½ second
  • Whirl in place and strike all adjacent enemies. You can move while performing this attack.
  • Damage (2x): 200 (1.3)
  • Combo Finisher: Whirl (20% chance)
  • Radius: 180

Pursue

  • Cast-time: ¼ second
  • Recharge: 8 seconds
  • Leap at your foe to deliver a crippling kick.
  • Damage: 275 (1.0)
  • Cripple: 3 seconds
  • Range: 400

Bombardment

  • Cast-time: ¾ seconds
  • Recharge: 15 seconds
  • Call down spiritual firebombs at your location to damage foes.
  • Damage: 100 (1.0)
  • Burning: 1 second
  • Pulse: 1 second
  • Radius: 240
  • Combo Field: Fire
  • Duration: 4 seconds

Moor (4-1)

  • Cast-time: 0
  • Recharge: 20
  • Bind nearby Spirits that you control to yourself. Marked spirits follow you.
  • Skill radius: 600
  • Mark duration: 15 seconds

Sail (4-2)

  • Cast-time: 0
  • Your marked Spirits charge at your target, damaging nearby foes when the reach their destination.
  • Damage: 150 (0.5)
  • Radius: 180
  • Range: 600

Broadside

  • Cast-time: ½ second
  • Recharge: 30 seconds
  • Unleash a wave of energy that damages, cripples and knocks foes backwards.
  • Damage: 300 (1.0)
  • Cripple: 3 seconds
  • Knock-back: 240
  • Range: 400

(edited by Swagg.9236)

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Posted by: Swagg.9236

Swagg.9236

Fan of Lee Sa the Lively

  • Mana drain: 200 every ¼ second
  • Channel the weapon of Lee Sa the energetic monk, gaining new powers.
    • Weapon Skills: [Wind Cutter]; [Mana Tornado]; [Whirlwind] —> [Backdraft]; [Vortex] -->[Spirit Pull]; [Clamorgust]

Wind Cutter

  • Cast-time: ¾ second
  • Cast out a wheel of air that bleeds foes and returns to you.
  • Damage: 100
  • Bleeding (1): 2 seconds
  • Range: 900
    • [Vapor Blade].

Mana Tornado

  • Cast-time: ¼ second
  • Recharge: 8 seconds
  • Cast out a tornado that strikes foes and returns to you. You gain mana for each foe that it hits.
  • Damage: 175
  • Mana gained per hit: 800

Whirlwind (3-1)

  • Cast-time: ¼ second
  • Recharge: 15 seconds
  • Whirl in target direction, evading attacks while crippling and blinding foes in your path.
  • Damage: 150
  • Cripple: 2 seconds
  • Blind: 3 seconds
  • Range: 450

Backdraft (3-2)

  • Cast-time: ½ second
  • Roll backwards, knocking back foes in your path. Using this ability increases the skill’s recharge time by 100%.
  • Damage: 100
  • Knock-back: 240
  • Radius: 180
    • [Withdraw] retreating roll.

Vortex (4-1)

  • Cast-time: ½ second
  • Recharge: 30 seconds
  • Pull foes to you with a powerful backdraft.
  • Damage: 150
  • Range: 450
    • [Backdraft] with a shorter range and a cast-time.

Spirit Pull (4-2)

  • Cast-time: 0
  • Teleport all Spirits in the area that you control to your location.
  • Skill range: 1200

Clamorgust

  • Cast-time: 1 second
  • Recharge: 30 seconds
  • Create a linear rift at target location. Foes that pass through this rift have their first weapon skill replaced by the skill Manic Soul.
  • Rift duration: 5 seconds
  • Mania duration: 3 seconds

Manic Soul

  • Cast-time: ½ second
  • You become confused and charge directly forward, venting your built up energy.
  • Self-confusion (2): 5 seconds
  • Range: 450

(edited by Swagg.9236)

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Posted by: Swagg.9236

Swagg.9236

Longbow of Khanhei the Vengeful

  • Mana drain: 700 every ¼ second
  • Channel the weapon of Khanhei the spiteful strategist, gaining new powers.
    • Weapon Skills: [Sundering Arrow]; [Keen Arrow]; [Spiritwalk Arrow] —> [Spiritwalk]; [Savage Shot]; [Spite]

Sundering Arrow

  • Cast-time: ¾ second
  • Recharge: 0
  • Fire an arrow at your foe that inflicts vulnerability.
  • Damage: 200
  • Vulnerability (2): 4 seconds
  • Range: 1000

Keen Arrow:

  • Cast-time: ¾ second
  • Recharge: 8 seconds
  • Fire an arrow at your foe that bleeds your foe. If you strike your target’s flank, you also immobilize them and steal some health.
  • Damage: 125
  • Bleeding (3): 4 seconds
  • Flank damage: 175
  • Flank healing: 175
  • Flank immobilize: 2 seconds
  • Range: 1000

Spiritwalk Arrow (3-1)

  • Cast-time: ½ second
  • Recharge: 20 seconds
  • Fire an arrow, creating a pulsing field at target location that damages foes and pulls all nearby spirits that you control to its location. You may teleport to the arrow’s location if you wish.
  • Pulse damage: 80
  • Pulse: 1 second
  • Duration: 6 seconds
  • Arrow’s pull radius: 600
  • Field radius: 240
  • Combo Field: Ethereal
  • Range: 1000

Spiritwalk (3-2)

  • Cast-time: 0
  • Teleport to your arrow’s location.
    • This chain skill stays active as long as the Spiritwalk Arrow field is active.

Savage Shot

  • Cast-time: ¼ second
  • Recharge: 20
  • Fire an arrow that dazes your target. If you interrupted a skill, you also steal health from your target.
  • Base damage: 150
  • Interruption damage: 400
  • Interruption healing: 400
  • Daze: 1 second
  • Combo Finisher: Physical Projectile
  • Range: 1000

Spite

  • Cast-time: ¾ second
  • Recharge: 30 seconds
  • Create a pulsing rift at target location that damages foes while granting healing and Retaliation to allies.
  • Damage: 75
  • Pulse healing: 150
  • Retaliation: 2 seconds
  • Pulse: 1 second
  • Radius: 240
  • Duration: 5 seconds
  • Combo Field: Light

(edited by Swagg.9236)

GW2 Ritualist: Profession Outline

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Posted by: Swagg.9236

Swagg.9236

RITES (Utility Skill sub-class #2)
Rites are associated with mana management and taking advantage of Binding Ritual Spirits through positioning and consumption.

  • “Consume” is a key word associated with Rites. Skills with “consume” in their description automatically attempt to destroy all active Binding Ritual Spirits within their respective “skill radii” upon activation. Consumption can destroy multiple Binding Ritual Spirits at the same time, so the Ritualist must take care when activating these skills if there are Spirits nearby that he or she does not want to destroy.

Ghostmirror

  • Cast-time: 0
  • Recharge: 30
  • Mana cost: 2500
  • Break stun. If you were nearby a Binding Ritual Spirit that you control, you exchange places with it and gain 5000 mana.
  • Skill radius: 900
  • Breaks stun
    • “Skill radius” describes the “spirits within range” part of this skill’s description. In the case of [Ghostmirror], the skill will determine first whether or not there is an active Binding Ritual Spirit within 900 range (using the Ritualist as a focal point). If the skill does indeed detect any number of spirits, it confirms which one (out of a hypothetical infinite number of Spirits) is the closest in proximity to the Ritualist. After determining which Spirit meets these criteria, it swaps the Ritualist with the Binding Ritual Spirit. If [Ghostmirror] determines that there are no Spirits within its effetive radius that are under control of the Ritualist that activated it, then nothing happens and the Ritualist simply breaks stun.

Soul Twisting

  • Cast-time: 0
  • Recharge: 25
  • Mana cost: 3000
  • Consume nearby Binding Ritual Spirits that you control. You gain Attunement. If you consumed a Spirit, you also break stun and gain 4000 mana.
  • Skill radius: 180
    • “Attunement” is a key word that describes a unique boon that stacks in intensity. Each instance of Attunement has a fixed duration of 5 minutes. Attunement makes your next Binding Ritual activate instantly.

Feast of Souls

  • Cast-time: 0
  • Recharge: 60
  • Mana cost: 2500
  • Consume nearby Binding Ritual Spirits that you control. Break stun, gaining regeneration and vigor. If you consumed a Spirit, you gain both 4000 mana and a skill based on that Spirit’s nature.
  • Regeneration: 10 seconds
  • Vigor: 5 seconds
  • Skill radius: 180
  • Breaks stun
    • If you consume a Spirit with this skill, it chains into another skill.
    • The chain skills stay active for 10 seconds respectively and do not interfere with the cool-down of [Feast of Souls] (as is the case in the [Shadowstep] skill chain).

Channeled Strike (if you destroyed a Channeling Spirit)

  • Cast-time: 1½ seconds
  • Channel the fury of your destroyed spirit, inflicting enormous damage and launching your target through the air.
  • Damage: 800
  • Launch: 450
  • Range: 1200

Tanasen’s Sanctuary (if you destroyed a Communing Spirit)

  • Cast-time: ¼ second
  • You gain Attunement and form a protective shelter at your location. Foes and projectiles cannot enter.
  • Sanctuary duration: 3 seconds
  • Sanctuary radius: 240

Spirit Transfer (if you destroyed a Restoration Spirit)

  • Cast-time: ¼ second
  • Heal and convert up to 3 conditions into boons on allies at target location.
  • Healing: 1200
  • Radius: 240
  • Range: 900
    • [Spirit Transfer]’s condition-boon conversions use the [Well of Power] conversion table.

Offering of Spirit

  • Cast-time: 0
  • Recharge: 30 seconds
  • Bleed yourself and gain 5000 mana. If you were nearby a spirit when you used this skill, you also cure 3 conditions and break stun.
  • Self-bleeding (5): 5 seconds
  • Skill radius: 600

(edited by Swagg.9236)

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Posted by: Swagg.9236

Swagg.9236

SIGNETS (Utility Skill sub-class #3)

Death Pact Signet

  • Passive effect: You gain mana when using Summon and Unbind skills.
  • Mana gain on skill use: 1000
  • Cast-time: 1½ seconds
  • Recharge: 120 seconds
  • Revive up to 3 downed allies at the target location. The next time that you or any of those allies’ health falls below 5% within the next 30 seconds, you are downed.
  • Range: 1200
    • Applies a unique debuff to each revived player and the Ritualist called Death Pact. While under the effects of Death Pact, nothing happens. However, if one player’s hp falls below 5% of his or her total hp, Death Pact inflicts 50,000 damage to the Ritualist and then ends.

Signet of Binding

  • Passive effect: You constantly regenerate extra mana energy.
  • Mana gain: 100 points every ¼ second.
  • Cast-time: ¼ second
  • Recharge: 25 seconds
  • All of your Binding Ritual Spirits within range teleport to target location.
  • Skill radius: 1200
  • Range: 1200

Signet of Ghostly Might

  • Passive effect: Your spirits damage nearby enemies with their presence.
  • Damage: 150
  • Pulse: 1 second
  • Radius: 180
  • Cast-time: 1 second
  • Recharge: 45
  • Each one of your active Binding Ritual Spirits in range emits a mighty, spiritual shockwave that damages and launches foes.
  • Damage: 500
  • Blowout: 300
  • Blowout radius: 180
  • Skill radius: 600

Signet of Spirits

  • Passive effect: Your Binding Ritual Spirits spawn with more health.
  • Spirit health bonus: 33%
  • Cast-time: 0
  • Recharge: 15 seconds
  • Heal all of your active Binding Ritual Spirits in range and teleport them to your location.
  • Spirit healing: 3000
  • Skill radius: 1200

(edited by Swagg.9236)

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Posted by: Swagg.9236

Swagg.9236

ELITE SKILLS
Ritual Lord

  • Cast-time: 1 second
  • Recharge: 150 seconds
  • Elite Rite. All of your active Binding Ritual Spirits die, all of your Binding Rituals instantly recharge and you gain 5 stacks of Attunement. For 15 seconds, you have no limit on the amount of Binding Ritual Spirits that you can maintain at a single time. When this effect ends, all of your Binding Ritual Spirits die.

Staff of Togo

  • Mana drain: 450 every ¼ second
  • Channel the weapon of Master Togo the hero of Cantha, gaining new powers.
    • Skills gained: [Rebind]; [Spirit Boon Strike]; [Claw of the Angchu] —> [Sensali Swoop]; [Call to the Spirit Realm]; [Spirit Circle]

Rebind

  • Cast-time: 0
  • Recharge: 0
  • Teleport all spirits in the area that you control to target location.
  • Skill radius: 1200
  • Range: 1200

Spirit Boon Strike

  • Cast-time: 0
  • Recharge: 5 seconds
  • Strike your enemy with a surge of spiritual energy and heal all Binding Ritual Spirits in the area.
  • Damage: 250
  • Spirit healing: 3000
  • Skill radius: 1200
  • Range: 1200

Claw of the Angchu

  • Cast-time: ½ second
  • Recharge: 50
  • Mark up to 3 enemies at target location with the Claw of the Angchu.
  • Radius: 180
  • Mark duration: 15 seconds
  • Range: 1200
    • Chains into another skill: Sensali Swoop

Sensali Swoop

  • Cast-time: ¾ second
  • Pull all enemies in the area that are marked with the Claw of the Angchu to target location.
  • Target location’s pull range: 1200
  • Target location’s placement range: 1200
    • This skill is ground-targeted and has a linear “wall” targeting marker. The wall has a placement range of 1200 and serves as a targeting system for the pull. From the location at which it is placed, the wall will attempt to pull all targets within its range that are marked with the debuff “Claw of the Angchu” towards itself using the same vector as the Mesmer skill [Into the Void]. This pull has a maximum range of 1200 range units. If an enemy marked with “Claw of the Angchu” is further than 1200 range units from the epicenter of the [Sensali Swoop] AoE circle, the pull will have no effect.

Call to the Spirit Realm

  • Cast-time: 1 second
  • Recharge: 90
  • Summon three spirits at target location. They attack with bouncing bolts that damage enemies and grant fury to allies.
  • Damage: 125
  • Fury: 1 second
  • Rate of attack: 2 seconds
  • Number of bounces: 4
  • Duration: 15 seconds
  • Range: 1200
    • These spirits are not counted as Binding Ritual Spirits and therefore can exist alongside of other active Binding Rituals already under the Ritualist’s control. The 125 damage reflects the damage caused by a single bolt fired from a single respective spirit. The spirits each have their own respective health pools.

Spirit Circle

  • Cast-time: ¾ second
  • Recharge: 120 seconds
  • Create an enormous rift at your location. Spirit creatures inside this rift gain bound armor and retaliation. Allies within this rift regenerate mana energy and gain regeneration.
  • Bound armor: 1 second
  • Retaliation: 1 second
  • Regeneration: 1 second
  • Mana energy gained: 1000
  • Pulse: 1 second
  • Duration: 10 seconds
  • Radius: 1200
    • Bound armor is a unique boon that grants a 99% damage reduction.

(edited by Swagg.9236)

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Posted by: Swagg.9236

Swagg.9236

RIFTS (Utility Skill sub-class #4)
Rifts are AoE effects that influence movement and control space.

Vacuum

  • Cast-time: 1 second
  • Recharge: 45 seconds
  • Create a pulsing, circular rift at target location that pulls foes towards it. When the rift expires, it explodes, damaging nearby enemies.
  • Damage: 550
  • Pulse: 1 second
  • Rift duration: 2 seconds
  • Pull range: 450
  • Radius: 240
  • Combo Finisher: Blast
  • Range: 900
    • Functions effectively the same as the Rotmouths that pull targets towards their center except that it lasts only 2 seconds. It could even use the same visual cue paired with that of [Eruption] in order to cue the impending explosion (it’s practically the same skill anyway).

Spirit Flight

  • Cast-time: ½ second
  • Recharge: 40 seconds
  • Create a small, circular rift at target location. Allies that walk onto the rift leap upwards at great height. Enemies that attempt to cross the rift are knocked backwards.
  • Knock-back: 240
  • Rift duration: 4 seconds
  • Range: 900
    • This skill would use the same code as the jump-bumpers in the Aetherblade dungeon and jump puzzle. The total vertical distance would be need to be kept in check so that players couldn’t leap over tower walls in WvW (although, that would be loads of fun).

Roilmaw

  • Cast-time: ½ second
  • Recharge: 90
  • Create a circular rift at target location to which enemies will be teleported via your entrance portal.
  • Rift duration: 60 seconds
  • Rift radius: 180
  • Range: 900

Hale (Roilmaw’s chain skill)

  • Cast-time: ½ second
  • Create an entrance portal for your rift. Upon creation, it pulses once, attempting to pull nearby enemies into it. Foes that cross the border of this portal are stunned and teleported to the epicenter of your Roilmaw.
  • Stun: 1 second
  • Pull range: 450
  • Rift duration: 8 seconds
  • Rift radius: 180
  • Range: 900

Renewing Memories

  • Cast-time: ½ second
  • Recharge: 75
  • Create a linear rift at target location. Enemies that cross the rift have each of their Utility Skills replaced respectively by the skill Path to Renewal.
  • Path to Renewal duration: 7 seconds
  • Rift duration: 7 seconds
  • Combo Field: Ethereal
  • Range: 900
    • The skill Path to Renewal does not interfere with the cool-downs of the skills that it replaces.

Path to Renewal

  • Cast-time: ½ second
  • Re-learn your lost skill. You are crippled, confused and teleport back to the location at which you learned Path of Renewal.
  • Cripple: 2 seconds
  • Confusion (2): 5 seconds

(edited by Swagg.9236)

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Posted by: Swagg.9236

Swagg.9236

Well, the Utility Skills are about 50% done now. I say fifty because I’m going to need to come up with a lot of skills for the Item Spells. That said, I already have ideas. I’ll probably do those bit by bit while I try to do what I said I was going to do before all of this (get a picture out that takes the reader through the Binding Ritual process).

(edited by Swagg.9236)

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Posted by: ArtemusHunter.9521

ArtemusHunter.9521

No thanks, Mesmer are annoying enough with clones which caused a lot of complaints, last thing we need is a spirit spammer.

I don’t think we need any more professions, there are already enough. Also by adding new professions it will cause ANET to do more balancing, which will mean more classes being nerfed.

Good work on the suggestion, but it’s a no from me!

Adding new professions does not inherently cause nerfs.
Navegating through Mesmer clones isn’t that difficult. The only thing that really works against it is GW2’s terrible targeting system, not the clones themselves.
You say Spirit Spammer when I’ve already dictated that a Ritualist can actively maintain no more than 2 Binding Ritual Spirits at a single time. I haven’t discussed it yet, but Binding Ritual Spirits probably wouldn’t have a lot of health, and honestly Spirits won’t have the same effect as they did in GW1 due to the many options that the typical player has for mitigating damage and speeding up combat.

That said, I can respect your opinion on the “no.”

I was thinking of doing something like this but for the dervish class. You should put together a Dervish Profession Outline too

Also, bumping because need more professions.

This suggestion isn’t even 1/3 the way done probably, I can’t imagine starting another profession even if I wanted. Also, to be honest, GW2 doesn’t need any more professions right now. This game is PLAGUED with balance issues, bugs and optimization problems. It’s honestly a mess. I’m just playing ahead of the game so hopefully I can get some discussion going with devs before they take the whole task of making the Ritualist into their own hands.

I know, but from what youve put together so far, I think you should take a wack at the dervish as well..at least sometime after a break after finish up ritualist lol :P

Just suggesting ahead of the game and all that >;D

IGN: Floyd Hunter
TheRavingNecromancer.tumblr.com

GW2 Ritualist: Profession Outline

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Posted by: Swagg.9236

Swagg.9236

HEALING SKILLS
Mend Body and Soul

  • Cast-time: ¾ second
  • Recharge: 15 seconds
  • Heal yourself. You also cure a condition for each nearby active Binding Ritual Spirit.
  • Healing: 4850
  • Skill radius: 480

Spirit to Flesh

  • Cast-time: 2¾ seconds (channel)
  • Recharge: 15 seconds
  • Mana cost: 1000/per pulse
  • Convert your mana energy into health and conditions on you into boons with every pulse.
  • Pulse heal: 1000
  • Pulse: ½ second
    • Condition-boon conversions use the [Well of Power] conversion chart.

Urn of Kaolai the Protector

  • Mana drain: 450 every ¼ second
  • Channel the weapon of Kaolai the Ritualist who bested Balthazar to defend a village, gaining new powers.
    • Weapon skills: [Spiritleech Aura]; [Drop]; [Liberty]; [Castling]; [Rift of Warding]

Spiritleech Aura

  • Cast-time: 0
  • Recharge: 7 seconds
  • Mana cost: 1500
  • Convert your mana energy into healing for yourself and nearby allies.
  • Healing: 80
  • Duration: 7 seconds
  • Skill radius: 1200
    • Applies a special effect similar to the Elementalist’s [Soothing Mist] to all allies in a 1200 range radius. It stacks neither in duration nor intensity. If a Ritualist applies this affect to allies that already have it, the newest instance of [Spiritleech Aura] cast by said Ritualist simply overwrites the older one (the effect starts over).

Drop

  • Cast-time: ¾ second
  • Recharge: 25
  • Heal yourself.
  • Healing: 4900

Liberty

  • Cast-time: ½ second
  • Recharge: 60 seconds
  • Knock nearby enemies away from you.
  • Knock-back: 400
  • Radius: 240

Castling

  • Cast-time: 0
  • Recharge: 60
  • Reflect projectiles with spiritual energy.
  • Duration: 5 seconds

Rift of Warding

  • Cast-time: ¼ second
  • Recharge: 90 seconds
  • Create a circular rift at your location. Allies inside the rift gain warding.
  • Warding: 2 seconds
  • Rift pulse: 1 second
  • Rift duration: 5 seconds
  • Rift radius: 180
  • Combo Field: Light
    • Warding is a unique boon that stacks in duration and gives players a 50% chance to gain Aegis (for 1 second) every second. Warding stacks neither in duration nor intensity. Individual instances of warding simply overwrite previous instances.

(edited by Swagg.9236)

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Posted by: Swagg.9236

Swagg.9236

2/5 Item Spells are now complete; one of them being an elite skill. I’ll be updating Signet of Creation soon as well.

I’ve also decided to make a little change on how mana degeneration works for Item Spells. I’ve decided that it would be best for mana drain to occur every ¼ second while holding an Item Spell instead of every 1 second. The ¼ second paradigm keeps more in line with the “degeneration” paradigm and gives a more fluid feel to the Ritualist’s mana bar. It also puts more pressure on the Ritualist to think ahead when activating Item Spells since his or her mana will almost instantly begin dropping bit by bit upon activation.

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Posted by: SoPP.7034

SoPP.7034

Turret engineer failed me as a ritualist spirit spammer substitute. I want my ritualist!

A warrior, a guardian, and an elementalist walk into an open field…
The Warrior turns to the guardian and says, “Did you hear something?”
Guardian replies, “No, but how’d the elementalist die?”

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Posted by: Swagg.9236

Swagg.9236

I decided to scrap Signet of Creation because signets are generally pretty boring. I added its passive effect to Signet of Binding, though. So that’s a thing now. Also, the third elite is an “Everybody was kung-[kitten] fighting” rift now.
Wow, I’m shocked that the censor edited out that song lyric.

ELITE SKILLS CONTINUED
Mistmarble

  • Cast-time: 1½ seconds
  • Recharge: 180
  • Elite Rift. Create a rift at your location that replaces the weapon skills of all creatures within it.
  • Pulse: 4 seconds
  • New skill duration: 4 seconds
  • Duration: 16 seconds
  • Radius: 480
    • Skills gained: [Feint]; [Leaping Kick]; [Celestial Fist]; [Hurricane]; [Great Shoulder Throw]
    • This skill overwrites a player’s currrent weapon skills with the skills listed above. The new skills do not interfere with the cool-down timers of the skills that they replace. Once used, a Mistmarble skill will flip back to the respective skill that it originally replaced. Each pulse renews the Mistmarble skills. What this means is that any skills not currently replaced by a Mismarble skill will be replaced respectively (according to its position in the weapon skill bar). To this effect, a player may actively be using Mistmarble skills until most or all of them have flipped back. That player then can wait until the next pulse and have those skills replace his or her weapon skills once again. Mistmarble skills that are still in effect (have not be used) when a pulse occurs are not affected (they do not flip into themselves as this might disrupt play). Mistmarble pulses once on creation and once right as it ends in addition to the three pulses in between these two events. Having a Mistmarble skill re-applied through a pulse does not affect its cool-down timer.

Feint

  • Cast-time: ½ second
  • Recharge: 4 seconds
  • Quickly feign a strike at your foe, dazing and confusing them.
  • Daze: ½ second
  • Confusion (2): 3 seconds
  • Range: 130

Leaping Kick

  • Cast-time: ½ second
  • Recharge: 4 seconds
  • Leap at your foe to deliver a crippling kick.
  • Damage: 150
  • Cripple: 2 seconds
  • Range: 400
    • Based off of the Ranger’s [Kick] skill.

Celestial Fist

  • Cast-time: ½ second
  • Recharge: 8
  • Unleash a flurry of punches on targets in front of you. Your first strike stuns your targets. Your final strike burns and knocks back your targets.
  • Damage (8x): 900
  • Stun: ½ second
  • Burning: 3 seconds
  • Knock-back: 240
  • Range: 150
    • Based off of the Mesmer’s [Blurred Frenzy] skill.

Hurricane

  • Cast-time: ½ second
  • Recharge: 12 seconds
  • Dash in target direction, knocking back foes in your path.
  • Damage: 200
  • Knock-back: 240
  • Combo Finisher: Whirl
  • Range: 450
    • Based off of the Warrior’s [Whirlwind Attack] skill.

Great Shoulder Throw

  • Cast-time: ¼ second
  • Recharge: 15 seconds
  • Daze and knock your target away from you. If you interrupted a skill, you deal extra damage launch your target instead.
  • Damage: 100
  • Knock-back: 240
  • Interruption damage: 350
  • Launch: 400
  • Range: 150

(edited by Swagg.9236)

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Posted by: JubeiTM.5763

JubeiTM.5763

I didn’t play GW1 but your idea is amazing.

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Posted by: GKC.3851

GKC.3851

Alright well you put a lot of thought into this, but your presentation is bad. All I see is jargon.
What is it that you want a ritualist to be able to do?
How is it different from the classes we already have?

From what I remember in GW1, ritualists had a few unique roles to play. First, they had spirits that would protect the entire group, like shelter or union. If player 1 got hit or if player 2 got hit it would consume the resource (the spirit’s health). This made it great for avoiding single target burns. There are abilities in GW2 that let you do this like the Mesmer’s phantasmal defender.
In GW1 ritualists were also well known for their offensive spirits, small targets that did a lot of damage but you could kill. We already have tons of abilities that let you deal damage with pet types. There’s Mesmer’s phantasms, necromancer minions, engineer turrets, ranger spirits, guardian spirit weapons and a handful of elite skills that are more or less the same. If you were to introduce a new class that can have pets then how will it be different?

You do have a few interesting skills but I really don’t grasp what you’re proposing. Help me out here.

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Posted by: Swagg.9236

Swagg.9236

Alright well you put a lot of thought into this, but your presentation is bad. All I see is jargon.
What is it that you want a ritualist to be able to do?
How is it different from the classes we already have?
… … …

The attached picture effectively inspired this thread: that idea being Ritualists in GW2 could wield Spirits as characters do Stands in JoJo’s Bizarre Adventure (curse me that the idea is reference-dependent). However, I’ll open with what I believe to be a succinct summary of my ideas in this thread:

Ritualist

  • Spirits and Rifts control battlefield movement with boons, damage and CC
  • Channeler mode gives Ritualists a way to quickly and directly strike opponents
  • Soulbound Spirits give Ritualists a variety of play-style options when it comes to the Channeler aspect of the profession
  • Unbind skills allow Ritualists to turn Spirits into mini bombs to boost allies or threaten opponents when keeping them around as totems/turrets just isn’t enough
  • A lot of skills that either re-position Spirits or move enemies towards Spirits to ensure that the Ritualist can position properly for powerful Unbind combos or so that the Ritualist can better control battlefield flow

In short, the GW2 Ritualist is a semi-mobile, area control class with relatively a fast set-up time, a plethora of play-style options, and a guaranteed hard-hitting, fast-acting damage option in Channeler mode (which is where the “stand” thing comes in). In essence, it’s the Ritualist from GW1, but with more mobility, more CC options and a reliable damage option that isn’t drawn out over many seconds due to long cast-times and no way to mitigate them (Item Spells in GW1 negated staff/scepter mods). The whole thing is pretty much a transliteration of the GW1 Ritualist into the GW2 play-style.

However, at the same time, I didn’t want to completely abandon the old Ritualist paradigms of support, spirit spam and spike. You also ask the question: “What is the Ritualist supposed to do?” The same question could easily be asked rhetorically about the GW1 Ritualist. That profession was sort of the spoony bard of GW1. The Ritualist did a lot, but he didn’t do anything exceptionally well, and in the end fell into a sort of niche role that fulfilled itself in gimmicky spike teams or as flag runners (at least in pvp). Furthermore, I didn’t want to copy-paste the SoS spirit spammer that everyone saw in GW1 PvE towards the end of the game’s life. Fighting with turrets isn’t exactly fun, engaging or even viable in GW2.

When it got to the Utility Skills, things got a bit crazy with Rifts because I started throwing in things like “replace skill with x” abilities and rifts that messed with enemy player movement. This, again, is all in line with the area control paradigm that fits the Ritualist and his typically immobile Binding Rituals. The goal of a Ritualist in combat is to control opponents while preparing an opening for either another ally can strike for big damage or the Ritualist can unleash devastating Unbind attacks or Channeler mode combinations for damage.

Now, with that said, it might try redesigning a few spirits that I have in mind in order to make them a little more flavorful and more threatening (either with what they do in damage or what they do for allies) on the battlefield. As for the Jargon, that’s just stuff to show that these skills can work and aren’t just all entirely theory about how the Ritualist could work.

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(edited by Swagg.9236)

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Posted by: JustMatt.7812

JustMatt.7812

Good work so far.

Probably the best prof outline I have seen.

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Posted by: GKC.3851

GKC.3851

Ok so you answered one of my questions. My other question still stands. How is the ritualist different than other classes currently. I’ll go through a list to see what kind of summons we got currently.

The warrior banners
These are summoned on the ground and provide a buff to everyone near. If you want to move it you need to pick it up. These cannot be killed.

Ranger spirits
These are much like warrior banners except they can be killed and you can use the ability a 2nd time to cause an effect, like a root or a burn.

Necro minions
They are mobile. They do damage and you can use the ability again for an added effect, sometimes a debuff.

Engineer turrets
They are stationary. They do damage and you can use the ability again for an added effect, usually for more damage.

Mesmer phantasms
They are mobile, they do damage and you can explode them if you’re done with them.

Guardian spirit weapons
They are mobile and they have some type of utility such as a stun, a heal or a block projectile.

So I ask again, what can your ritualist do that none of these can? I had a hard time thinking about this myself. Keep in mind, try and stick with simple abilities and the standard boons/conditions. I tried to do this myself and I came up with nothing. I really do wish you the best of luck but the game designers did a great job on their classes.

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Posted by: Gnat.9405

Gnat.9405

I commend you on your attention to detail and thoughtfulness to the profession, but I think this is too complicated for practical play, especially in the heat of GW2 combat.

I thought about a strategy to implement the Ritualist, and I thought an interesting way to do so would be having only 4 spirits (F1-4) and your weapon deciding the playstyle and abilties of those spirits.

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Posted by: Ngeluz.4860

Ngeluz.4860

WOW, I love it! 1++ for this awesome ideas!!!

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Posted by: Swagg.9236

Swagg.9236

Ok so you answered one of my questions. My other question still stands. How is the ritualist different than other classes currently. I’ll go through a list to see what kind of summons we got currently.
… … …

So I ask again, what can your ritualist do that none of these can? I had a hard time thinking about this myself. Keep in mind, try and stick with simple abilities and the standard boons/conditions. I tried to do this myself and I came up with nothing. I really do wish you the best of luck but the game designers did a great job on their classes.

Most summons at the moment behave more like a fog around a the player that summoned them than an actual extension of that player. They’re something that you just sort of have to wade through. They don’t move well, they don’t attack specific targets on command well and they often die very easily. Warrior banners are sort of a different beast and I would honestly say that they’re currently the strongest summon in the game given their reliability on actually have a constant effect on a battle (especially after their recent buff).

As for Ritualist spirits, I’m still planning on going over them to maybe give them abilities more unique than simple boons or damage, but on the whole they aren’t terribly different than current summons. I will say though, that collectively they have a wider range of abilities than something like Necromancer minions, Ranger spirits or even Engineer turrets. While those summons are primarily focused on damage and CC, the Spirits I’ve listed above have several support options that can give allies footholds in battle. It’s not about making them completely different from other profession summons, but giving the Ritualist options that other professions do not have.

However, what IS different is how this entire Ritualist profession is designed around handling them on the battlefield. There is not a single profession in this game (aside from Ranger and even with that profession, your options are incredibly limited) that has skills outside of their summons that can direct summon movement or skills that benefit from being near summons. That’s the difference with the Ritualist. The plan was to include at least 1 skill in every weapon skill set that allowed the Ritualist to move his or her active Spirits in a deliberate and calculated manner.

Furthermore, we have the Channeler mode, which gives you a spirit that aims to be a second body for the Ritualist on the battlefield. You can swap places with it, direct it to places, have it attack specific targets and, most importantly of all, execute a combination attack with it. I haven’t gotten along to actually writing down those abilities yet, but they’re very concrete ideas that could be executed in GW2 if expressed properly.

(edited by Swagg.9236)

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Posted by: GKC.3851

GKC.3851

Ok well first off I use a phantasm harass build on my Mesmer in tournaments. I throw down some phantasms to harass the player and then hide. I wait until the player is either low health or attacking the phantasms. I get to direct who it attacks, they follow their target, they do some great damage and they are not so easily killed.

If you ask me does the ritualist need to be completely different I would say yes. Every class in the game so far is completely different. I can kick kitten on my Mesmer but suck on my ranger because there’s no comparisons. There are 2 kinds of Mesmers in the game. There are people who play mesmers and then there are Mesmer players. That’s the kind of feel you want for the ritualist. It is a daunting task. I’m trying to think of ways to help you out, I really am, but a lot of this is covered by engineers or the traits you can put into them.

So you want a class that micro manages immovable spirits on top of the basic reactionary stuff players need to know. That sounds very complicated, which can be good, but it also creates a harsh learning curve.

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Posted by: Swagg.9236

Swagg.9236

Ok well first off I use a phantasm harass build on my Mesmer in tournaments.

That sort of build is exactly what I wanted to avoid with the Ritualist. I don’t want Spirits to do the work for the Ritualist, I want the Ritualist to work with the Spirits to inflict spikes, support allies, and generally manage the battlefield. Since Spirits have either AoEs with limited ranges or attacks that aren’t enough to deal extreme damage to opponents, the Ritualist has to manage both their locations on the battlefield as well as his opponent’s location in order to keep his target where he wants him: in a place where he’s going to take damage from Spirits and where the Ritualist can best benefit from Spirit presence (hence all of the pulls and spirit relocation skills). This also doesn’t mean that the Ritualist can’t inflict damage by himself. The guy has a weapon. I haven’t even gotten around to designing those yet, either. Regardless, the ultimate goal of the Ritualist is to turn every open field into a tight corner for his opponent, not spam Spirits and let them do 8k damage/instantly drain an opponent’s dodges from 1200 range while he putters about in stealth for a few seconds.

And, again, I think you seem to be ignoring the Channeler mode entirely. The Channeler mode is primarily the burst/CC mode of the Ritualist. Most importantly, all Ritualists have Channeler mode. Individual Ritualist Channeler modes will vary depending on weapon choice and Soulbound Spirit choice, but in the end, they will all include some hard-hitting attacks that can turn battles. I’ve also been keeping in mind how some players may not want to even use Binding Rituals or would prefer to focus on the Channeler mode aspect of the Ritualist. This is why I’ve included Soulbound Spirit Commands, Rifts, Signets and Item Spells.

but a lot of this is covered by engineers or the traits you can put into them.

Are you referring to turrets? If you are, once again, I have to say that the Spirits I’ve designed collectively have a lot more combat options than the collective abilities of Engineer turrets. That doesn’t even cover what it would take to make turrets more playable in the first place (https://forum-en.gw2archive.eu/forum/professions/engineer/Engineer-Comprehensive-Suggestion-List/first#post2092039; check down towards the bottom of the thread). I know that devs don’t really listen to us and I understand what it must sound like to hear me effectively saying “But listen to my idea!” over and over again, but several summons in GW2 are already flawed in a balance aspect due to their permanency. There are a lot of summons in this game that would do well to exploit a “throw-away” paradigm that gives you a short life with a high reward.

So you want a class that micro manages immovable spirits on top of the basic reactionary stuff players need to know. That sounds very complicated, which can be good, but it also creates a harsh learning curve.

This game’s engine deserves more than what it receives from its developers.

If you’re looking for a more concrete example of Ritualist game-play, then the closest thing that I can think of would probably be Engineer Bomb Kit combat in PvP. It’s all about managing your opponent’s movement. It takes on-the-fly planning, and it’s something that most “meta” builds just don’t need to do. I’m pretty much looking at that play-style and designing a profession around it so as to make the thing viable.

(edited by Swagg.9236)

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Posted by: Swagg.9236

Swagg.9236

I commend you on your attention to detail and thoughtfulness to the profession, but I think this is too complicated for practical play, especially in the heat of GW2 combat.

I thought about a strategy to implement the Ritualist, and I thought an interesting way to do so would be having only 4 spirits (F1-4) and your weapon deciding the playstyle and abilties of those spirits.

An idea similar to that also occurred to me, and to be honest, it seems that out of the most people who’ve been vocal about the Ritualist coming to GW2 that that idea might be the one upon most people collectively agree as a promising GW2 Ritualist profession paradigm. I guess I just took my own road. I am aware of ANet’s whole “burden of intelligence” nonsense and how they are more open to simple ideas than what I’ve outlined in this thread. However, given that this thread already exists and that I have no real urge to stop, I’ll press on.

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Posted by: Swagg.9236

Swagg.9236

Got another Item Spell utility filled in and also finished off the last of the Rite utility skills. I think I’ll end up making a new thread so I can actually chain all these things together in a neater manner than they are now.

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Posted by: Nurvus.2891

Nurvus.2891

All i have to say is OMG yes! I don’t care if they follow your outline / guide…. But i would love to see a ritualist class again. It was my main and favorite in GW1

As much as I’d love the Ritualist to return to Tyria in GW2, something inside of me doesn’t want to leave my favorite profession (flavor-wise) in the hands of the people that created the travesty that is the GW2 Warrior and Ranger; the people that created Life Force and only used it to activate a single skill; the people who said “Let’s bring back the Assassin—but instead of using chain skills or some sort of responsible, thought-oriented spam limiter, let’s just let them use all of their Weapon Skills whenever they want!” I mean, the thought of those people designing the GW2 Ritualist just makes me twitch. So here I am. Doing this.

And even with all that in mind, once again, as much as I’d love to see the Ritualist come to GW2, the current state of GW2 is pretty poor on so many fronts to put the situation nicely and ANet should really get their butt in gear to re-evaluate GW2 across the board before even dreaming of adding more professions.

I’m just putting these things here so I can have them ready—or maybe better put: I just wish that I could be part of the creation process. I don’t dislike the people responsible for the creation and balance of the current classes, but I just wish that they had done a better job. However, since most of my balance ideas wash away with most petitions written in the forums, I’ve taken to designing the entire Ritualist profession myself. I think of this whole thread as a GW2 version of going mad. Ah, well.

I completely agree with you, and I love the concepts behind your idea.
I made a much less detailed suggestion in my Expansion Concepts thread (link in my sig) regarding Dervish and Ritualist, as well as adding Paragon concepts into the Guardian gameplay (since supposedly Paragon practice was assimilated by Guardian), and Assassin concepts to Thief.

The only things I think you should add to your suggestion are:
- “Ashes” skills should have more presence. They should either change Weapon Skill functions (at least the auto-attack); or change F skill functions (at least 1).
They should also have passive effect while held, and the usual effect when dropped.
The second press of the Ash skill would Drop them.
- Multiple spells that interact with the Spirits, just like in GW1.
Examples:
a) “Deal X damage, and also lowers cooldown on your other Weapon Skills by Y seconds/Y% of base, if a Spirit is within (distance).” (Since there’s no mana).
b) “Deal X damage, plus an additional Y per Spirit within (distance).”

Not saying I agree entirely with the way weapon skills are done by ANet, but for the sake of consistency, some Spirits should be tied to Weapons.
Like 2 Spirits for 2handed weapons, and 1 spirit per hand for 1handed weapons.
There would also be Spirits available as Utility (and maybe even Healing).

A skill that would be interesting, would be one that binds a player to a Binding Ritual, preventing him from moving outside of a certain radius of the ritual. Like a gigantic Ring of Warding (Guardian Hammer 5th skill).
It could actually display spectral chains linking the player to the ritual.
It might spawn something damageable at the ritual location, like the spot where the chains meet the ground, that if destroyed ends the effect.

(edited by Nurvus.2891)

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Posted by: Swagg.9236

Swagg.9236

The only things I think you should add to your suggestion are:
- “Ashes” skills should have more presence. They should either change Weapon Skill functions (at least the auto-attack); or change F skill functions (at least 1).
They should also have passive effect while held, and the usual effect when dropped.
The second press of the Ash skill would Drop them.
- Multiple spells that interact with the Spirits, just like in GW1.

I was actually planning on designing a few traits with this thread among which would be included a few that effectively do what you’ve described for the Item Spells that I’ve laid out.

Not saying I agree entirely with the way weapon skills are done by ANet, but for the sake of consistency, some Spirits should be tied to Weapons.
Like 2 Spirits for 2handed weapons, and 1 spirit per hand for 1handed weapons.
There would also be Spirits available as Utility (and maybe even Healing).

This was actually my very first idea when it came to fleshing out the Ritualist. Spirits were determined by your weapons and were instant-activation skills that players could still channel for more benefits. I’ll attach the related picture to this post. Regardless, I went with the active stand version with this thread because I thought that the idea of teaming up with a spirit bro to punch your foes to death with mist energy was more fun. Furthermore, I decided that the Spirit-controlling abilities (teleport here, swap places, ect) were best sprinkled throughout the entire profession instead of contained within the profession mechanic.

However, I do understand your practical concerns. They worry me a bit too.

A skill that would be interesting, would be one that binds a player to a Binding Ritual, preventing him from moving outside of a certain radius of the ritual. Like a gigantic Ring of Warding (Guardian Hammer 5th skill).
It could actually display spectral chains linking the player to the ritual.
It might spawn something damageable at the ritual location, like the spot where the chains meet the ground, that if destroyed ends the effect.

This is actually really cool and I might try to fit it in somewhere (maybe for one or two of the spirits I’ve already designed since I was planning on going back over them already). I like the idea of being bound to a Spirit; not because it limits a Ritualist’s movement, but because if you have a direct tether to that Spirit, the skills that can be associated with that tether can lead to some really crazy play like shooting from one location right back to your spirit and vice versa.

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(edited by Swagg.9236)

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Posted by: Swagg.9236

Swagg.9236

Longsword of Vorizun the Mighty

  • Mana drain: 1000 every ¼ second
  • Channel the weapon of Vorizun the powerful and uncanny assassin, gaining new powers.
    • Weapon Skills: [Draw] —> [Slice] -->;[Jagged Strike]; [Lotus Thrust] —>;[Entangling Asp]; [Unsuspecting Strike] -->;[Fox Fangs]; [Blades of Steel]; [Trampling Ox]

Draw (1-1)

  • Cast-time: ¼ second
  • Bash your foe with the hilt of your blade.
  • Damage: 125
  • Range: 150

Slice (1-2)

  • Cast-time: ½ second
  • Slice your foe’s body, inflicting bleeding.
  • Damage: 125
  • Bleeding (1): 3 seconds
  • Range: 150

Jagged Strike (1-3)

  • Cast-time: ½ second
  • Lead Attack. Slice your foe again, inflicting bleeding.
  • Damage: 125
  • Bleeding (1): 3 seconds
  • Range: 150
    • Upon using a Lead Attack, all other Weapon Skills that are defined as Lead Attacks chain into their subsequent skill.

Lotus Thrust (2-1)

  • Cast-time: ½ second
  • Recharge: 8 seconds
  • Lead Attack. Stab your foe, inflicting weakness and poison.
  • Damage: 250
  • Weakness: 3 seconds
  • Poison: 3 seconds
  • Range: 150

Entangling Asp (2-2)

  • Cast-time: ½ second
  • Recharge: 12 seconds
  • Off-hand Attack. Poison, bleed and immobilize your foe.
  • Poison: 3 seconds
  • Bleeding (1): 5 seconds
  • Immobilize: 2 seconds
  • Range: 600

Unsuspecting Strike (3-1)

  • Cast-time: 0
  • Recharge: 15 seconds
  • Lead Attack. Shadowstep to your foe and deliver a staggering slice.
  • Damage: 375
  • Bleeding (3): 3 seconds
  • Range: 600

Fox Fangs (3-2)

  • Cast-time: ¼ second
  • Recharge: 10 seconds
  • Off-hand Attack. Leap at your foe and deliver a quick strike.
  • Damage: 500
  • Range: 400
    • Ranger [Kick].

Blades of Steel

  • Cast-time: ¼ second
  • Recharge: 20 seconds
  • Finisher. Leap in a target direction, slashing foes in your path while reflecting projectiles.
  • Damage: 425
  • Combo Finisher: Leap
  • Range: 450
    • Warrior’s [Whirlwind Attack].
    • Finishers remain blocked from use until a player uses an Off-hand Attack. Using a Finisher will both re-lock any other active Finishers and flip all active Off-hand Attacks back to their Lead Attack skills.

Trampling Ox

  • Cast-time: 1 second
  • Recharge: 30 seconds
  • Finisher. Strike your foe. If your foe was suffering from a condition, you also knock that foe down.
  • Damage: 475
  • Knock-down: 2 seconds
  • Range: 150

(edited by Swagg.9236)

GW2 Ritualist: Profession Outline

in Suggestions

Posted by: Poopsalotto.5124

Poopsalotto.5124

I think that’s over powered it will be over used and if they did make it a ton of people would start one and Arena net would nerf them and then everyone would get mad