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Class Ritualist


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#1 Taliesin

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Posted 10 March 2012 - 08:52 PM

I got bored so I decided to think up a way the Ritualist could return :p seeing as it was my main, along with Mesmer and Dervish ;) (guess what's coming next :p)

Anyway I have a little "conspiracy theory" that Anet have planned to bring back the Rit and Dervish since the beginning :p Read below:

Spoiler

Anyway Dervish is for another time so enjoy this first ;) Here is intro:

Spoiler

Alors les Profession Mechaniques, I know that's not correct French :L s'ok :p

Spoiler

Right, now the fun stuff! Skills :p First of all here is a list of unique Ritualist Skill Types:

Spoiler

Now for weapon skills!

Spoiler

Heals:

Spoiler

Utilities:

Spoiler

Elites:

Spoiler

Trait Lines:

Spoiler

I shall update traits when I have more time and inspiration :p

#2 Tamora

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Posted 10 March 2012 - 09:29 PM

a quite detailed description of how a ritualist could be implemented in gw2. i think the ritualist should have a comeback in gw2 somewhen in the future. looking at the this thread (http://www.guildwars...hes-t24832.html), we're not the only ones. :)

i think it's interesting tho that almost everyone got a different vision of how the ritualist should be implemented. that's why i think the ppl like the ritualist as we theme and what to apply it to a profession they would enjoy to play. my interpretation of the ritualist, or an evolution of the ritualist rather, would be this: http://www.guildwars...4&postcount=134. :)

#3 Tipsy

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Posted 10 March 2012 - 10:23 PM

hmm does the mesmer have any kind of "possessor" abilities to controle the body of his/her enemies? this in combination with a voodoo master would be sweet.If the mesmer has none of that kind I certainly like to see a ritualist or possessor of some kind

Edite:the ritualist could be some kind of "medium" that controles the flow of energies in life and death.
with self sacrifice (taking damage of other players) or transmitting it to an enemy(may be too much like the mesmer ?)
what if necromancer and mesmer had a baby?
would be so much fun to seed demons in players while no one can help them with eviction/exorcism

Edited by Tipsy, 10 March 2012 - 10:37 PM.


#4 Taliesin

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Posted 10 March 2012 - 10:38 PM

Tamora said:

a quite detailed description of how a ritualist could be implemented in gw2. i think the ritualist should have a comeback in gw2 somewhen in the future. looking at the this thread (http://www.guildwars...hes-t24832.html), we're not the only ones. :)

i think it's interesting tho that almost everyone got a different vision of how the ritualist should be implemented. that's why i think the ppl like the ritualist as we theme and what to apply it to a profession they would enjoy to play. my interpretation of the ritualist, or an evolution of the ritualist rather, would be this: http://www.guildwars...4&postcount=134. :)

Thank you :) it took long enough :p it would be rather disappointing if it didn't come back in a Canthan expansion :( yes! There's a great deal to the Ritualist, I feel, that isn't gameplay based. There's just something fascinating with the profession that an engineer, whilst it serves a similar purpose mechanically, just cannot replace.

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Tipsy said:

hmm does the mesmer have any kind of "possessor" abilities to controle the body of his/her enemies? this in combination with a voodoo master would be sweet.If the mesmer has none of that kind I certainly like to see a ritualist or possessor of some kind

Edite:the ritualist could be some kind of "medium" that controles the flow of energies in life and death.
with self sacrifice (taking damage of other players) or transmitting it to an enemy(may be too much like the mesmer ?)
what if necromancer and mesmer had a baby?
would be so much fun to seed demons in players while no one can help them with eviction/exorcism

None that we know of :p unless you count Moa morph ;) possibly difficult to implement tho :p I'd say that would infringe more on the necro's territory tbh, not the Mesmer :p Loool, that would be fun, possibly a bit OPed ;) but fun none the less! On the sacrificial note, look at Blood Offering on the Dagger :p

Edited by Taliesin, 10 March 2012 - 10:43 PM.


#5 Tipsy

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Posted 11 March 2012 - 12:10 AM

yea I guess it would be more on the necromancer territory..
maybe if clearvoyant,necromancer and mesmer had a baby=ritualist
hmm just thinking about how they could be different from them.
ritualist would probably have wells too,to controle the area around them
But instead of summoning undead suffering minions to do their bidding they would be a spirit vessel
and commune with spirits,they could perhaps revert the down process of players(from a distance) protect allies against curses/possess enemies while creating a temporarily barriere around themselves while doing so
(because if you play as an enemy,other enemies can easily kill you) God I like to play as the enemy for 15 secs just to throw them off cliffs and stuff.

They could interrupt the foul necromancer's power to raise minions,to some extent
Instead of the fouling" necromancers,ritualists have a more purging feel to them.Or perhaps not;
Depends on whether the spirit united with their body is of a good/evil nature
It could be a benevolent spirit(purging)
Or it could be demons of desire,pride,rage,sloth,...

So skillset could be like

Wells
Commune
possess
purge-desire-pride-rage-sloth(based on the spirit that unites their body during the personal story)
oh rage causing enemies to fight amongst each other would be so much fun too now it think of it
Oh and an elite skill that triggers like death shroud of a necromancer,upon dying the ritualist could pass his soul in a teammate's body for some time granting a bonus/or possess a defeated partymember to play with for x time
(if that partymember is more powerful than you are it will be for a shorter time/or with less hp)

Edit: pretty neat btw the dagger and how you try to set up everything for the ritualist,I certainly believe there is room for this profession in an expansion(or even official release,but no way they gonna add it at this point ;( )
• Communing - Malice + Focus
• Channeling - Power + Prowess
• Spiritualism - Precision + Expertise
• Restoration Magic - Vitality + Compassion
• Invocations - Toughness + Concentration

very neat
I guess the possession and sacrifice lies in the "communing" category
and the spirit vessel/connection to the spirit world in "spiritualism
The spirit inhabiting the player during his personal story will decide what kind of ritualist it is;like a warrior's weaponchoice would decide what kind of warrior it is
But would a ritualist be able to have 1 spirit or change between multiple?lpurging them from their bodies in order to mix with others as they please?
like a medium that could be possessed by any type of spirit at any given time
Ofcourse allowing only to pick 1 spirit would make the profession very replayable

Edited by Tipsy, 11 March 2012 - 01:27 AM.


#6 Taliesin

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Posted 11 March 2012 - 08:12 AM

Tipsy said:

-snip-

It's an interesting idea :p I think it would be difficult to implement but it would be cool to see how it could turn out :p Not sure how it would work in PvP tho :/ PvE it would be more like a charm thing I guess, except you gain control over the NPC's actions, but PvP would be a tricky one :p how long would it last? Is it easily countered if you've got your wits about you? :p you can't dodge it so is it a removable condition etc etc

That would be quite cool of they had some effect on necromancer minions :p but I see them as different aspects of death, the Necromancer deals with the corpses of the dead, infusing them with energy, but they're really "conscious". A Ritualist deals with the souls of the deceased, but I feel they're much more conscious and aware, which is why they were bound in binding rituals, because a Ritualist doesn't have the same level of control over their spirits as a Necromancer does over their minions. They're still bound in my version, but they can just move where the Rit moves :p

On the whole "controlling areas"/wells point I've got Gates and Talismans :p Gates are more like wells I would say, as they're more offensive but they do control areas :p I like the idea of having to feed an opening to the Spirit World by sacrificing your spirits :p Talismans are a bit more confusing ;) and mainly beneficial :)

Thanks :) I've tried to mirror Anet's design philosophy :p I like the dagger :p Spirit Rift would be awesome I think I'd rather see it in a Canthan/Tengu expansion tbh, that's were the Rit has its roots, and although it is the oldest spell casting proffession, it's unique to Cantha, like the Dervish is unique to Elona (I'll right the Dervish up today if I have time :p)

Currently I'm looking at Communing being primarily Spirit Summoning, Channeling being damage focused, Spiritualism being Gates and Talismans, Restoration Magic is fairly self explanatory :P and then having Invocations covering Chants and Wards. I like wards, they'd be nice in a pinch :p

That's an interesting biography idea! Don't know how you'd show that because the profession choice is basically a cosmetic one :p but it's a good idea! I was thinking having a "before I go into battle I cover my eyes with a..." type question, as the head coverings were rather unique to the Rit. They're not now- in the necromancer skills vid there's a Charr with a headwrap but still. I came up with the following ideas:

Spoiler

Keep the uniqueness of Rits casting with their eyes closed though! It's very neat :p

#7 Tipsy

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Posted 11 March 2012 - 11:08 AM

I'd say once the npc/enemy player is in the ritualists grasp there is nothing that can be done about it for 15 secs or so unless that player gets downed
If this happens the ritualist would feel some kind of after effect(debuff) and is weakened for 10 seconds him/herself
There should be some spells/skills to counter it (like an elementalist could shock the enemy ritualist even with the damage ignoring bubble around them while trance-controling an enemy player)
It is certainly something to balance out but I don't think it would be impossible.
perhaps it can be controled/prevented easier before the npc/enemy is in the ritualist's graps somehow too.(how long will the spell take to actually gain controle over someone,...)

Ritualist is indeed a different aspect of death;dealing with the souls of deceased
They are the instruments through which spirits can enter our world/return to our world for a while
Tengu as playable race would be so cool too yea

Nice headwarp character creation question there,
the particular spirit watching over me/fusing with my soul could also be a question during character creation;

A spirit of compassion (watches over you and your companions,follow the light)
A demon of sloth(a crowd controling demon that can dislocate enemiem)
A demon of rage(can make enemies fight each other,give bloodlust to your companions)
A demon of desire(can charm mobs and players,persuasion(if any) and prices are better.This would be the demon that can controle enemy players/ npc's)
A demon of pride(burns the soul of enemies

Like the elementalist has to pick a favorite element/answere whether they'll meet the stag or,..

Edited by Tipsy, 11 March 2012 - 11:15 AM.


#8 Taliesin

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Posted 11 March 2012 - 12:15 PM

Well it's an certainly an interesting idea :p Tengu <3 The whole stag thing is a sylvari question :p with that biography question, would it provide an ingame buff? Because none of the other proffesions do :p

#9 Ravers

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Posted 11 March 2012 - 12:49 PM

I'm not sure how this would work lore-wise. From what I've understood, the magic of the Ritualist (and the Dervish) is connected to the human gods, so it would not really work with the other races that do not believe in these gods (especially not Charr). But I could be wrong...

#10 dss_live

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Posted 11 March 2012 - 12:56 PM

Ravers said:

I'm not sure how this would work lore-wise. From what I've understood, the magic of the Ritualist (and the Dervish) is connected to the human gods, so it would not really work with the other races that do not believe in these gods (especially not Charr). But I could be wrong...

The magic of the dervish is indeed connected to the gods, but the ritualist isn't. They draw thier powers from te mists and already were wielding magic before the gods granted humanity as a whole this power. The ritualist stands completely loose of the gods and therefor can be added in without worry.

#11 Ravers

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Posted 11 March 2012 - 01:17 PM

dss_live said:

The magic of the dervish is indeed connected to the gods, but the ritualist isn't. They draw thier powers from te mists and already were wielding magic before the gods granted humanity as a whole this power. The ritualist stands completely loose of the gods and therefor can be added in without worry.

Alright, thanks for the information. :)

#12 kƶj

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Posted 11 March 2012 - 01:55 PM

Ritualists!! *O* LOVELOVELOVELOVE

I hope you don't mind, but I will definitely be contributing to this thread in the future, including commenting on some of your skill ideas.

In the past, I saw a lot of posts stating that the Ritualist would never see a return as the mechanics had mostly been incorporated into the Engineer, and Weapon Spells became Spirit Weapons. But after knowing more information and seeing footage, each GW2 profession is capable of Damage, Control and Support... so (potential naive comment (encouraged by extreme Ritualist adoration) incoming) theoretically they could add more professions and it wouldn't imbalance the game, rather it would give more play styles available to players?

I would DIE to see the GW2 Ritualist and I definitely want to try and form some skill ideas of my own.

#13 Taliesin

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Posted 11 March 2012 - 05:25 PM

You're most welcome to! :p hopefully this thread can encourage some rit love :D Yeah, playstyle is the thing that separates professions mostly :p though I would say that encompasses mechanics but still :p

Regarding the Dervish, first of all I've changed the name to a Mystic, and I'd see it as being more a warrior of the Earth, fighting Joko's corruption etc etc. I will get that up soon I promise ;) and the Ritualist predates the giving of magic to humans by Abbadon :)

#14 Tipsy

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Posted 12 March 2012 - 12:04 AM

the whole stag thing is indeed a sylvari question hmm
I like your headwarp question for the ritualist

A Headwrap ~ I am attuned to the Otherworld enough that I remain completely aware of my surroundings even when engrossed in the deepest of Rituals

A Veil ~ I can easily shut off the clamour of the battlefield to focus on my Arts, yet I can also make quick tactical decision that ensure my victory!

Nothing ~ My focus is great enough that I need only close my eyes to summon even the most powerful of spirits, this means I am ready for my enemy and can meet them with my eyes open


But perhaps there is room for more personal story questions:


The spirit that always comes to me through visions and images is a____

Benevolent spirit-feel the safety,let my light treasure your soul so that even death can be faced without fear...I will be your safety

Destructive spirit(demons)-may your soul burn in everlasting agony weak mortal,one day I might grant you powers beyond your wildest dreams,but your soul is mine forever!!

Tortured spirit-weight of 1000 chains upon you,reflect your grief and suffers,trap your foe's souls(possession) and sacrifice whatever necessary..even yourself

later in the story the one you chose will possess your body ,and just like a weapon you have to learn to use the spirits,you'll have to learn to unify with the spirit within to unlock the spirit's full power potential
As the spirit will always shelter deep within(perhaps if the ritualist has a full lifeforce bar the spirit could take upper hand for some time/seconds)
Depending on what type of spirit it would be..

#15 AyameYoshimoto

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Posted 12 March 2012 - 06:31 AM

There really isn't a big reason to add ritualists to the game, IMO.  There isn't much of a way to do them and keep some resemblance of the GW version without doing sort of a mashup of other profession abilities.  Your description of spirits doesn't sound much different from a mesmer with five phantasms instead of three.  On top of that, your gates sound much like mesmers shattering their illusions.  Your weapon spells sound like a thief's venoms that can be applied to your allies' weapons as well.  Chants again sound like mesmer mechanics with mantras expanded to benefit your allies as well as yourself.   The talismans and wards are the things I see as being something I wouldn't get from playing the other classes, mostly a mesmer.  Even still, I see the wards as seeming too monotonous if they were implemented.

#16 Coooturtle

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Posted 12 March 2012 - 06:35 AM

There is no way a dervish could be brought back. The whole point of the dervish is that it was a worshiper to the gods, and used their powers as their own or something like that. But in GW2, only the humans pray to the gods, and you couldnt make a human only profession, and if you made it open to the other races, then it would go against lore. ALSO, the gods have kinda abandoned the humans, so it also breaks that lore clause. But as for ritualists, I dont see anything wrong with them lore wise.

#17 Taliesin

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Posted 12 March 2012 - 09:28 AM

Tipsy: You can only have one biography question for the professions :/

Ayame: Phantasms are specific to a single target. If they're like anything, it's Ranger Nature Spirits. Gates are only akin to shatters in the fact that they sacrifice the spirits. Other than that, if you look at the different effects etc they're completely different. I haven't said anything about weapon spells being applied to allies and also most grant a boon to the Ritualist, rather than adding another dimension to a thief's attacks. Chants are nothing like mantras :L they're like warrior's stances that can affect the entire party. In reality all the things are rather unique, why are wards any more monotonous than banners or symbols? Well you're entitled to your own opinion.

Coooturtle: first of all I've done an evolution of the Dervish, and the lore can be easily added to. We have no up to date Elonan lore, it's all 250 years old!
One little thing could be the Djinn kept the teachings of the Dervishes alive and they changed to be a "warrior of the Earth" more elemental than holy. But I don't think the Exodus means that we can't have dervishes :/but there's certainly no reason the Rit can't come back :p

Edited by Taliesin, 12 March 2012 - 09:31 AM.


#18 AyameYoshimoto

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Posted 12 March 2012 - 03:52 PM

Okay, so they're phantasms that will change target.  That isn't very unique.

Gates sacrifice spirits and get greater effect the more spirits are sacrificed.  Sounds exactly like shattering to me.

If the weapon skills only apply to the ritualist, than you really do have a thief's venoms.  Even if you make them apply a boon rather than a condition, you're still lacking uniqueness.

Maybe it's how I read it, but the chants sound like mantras since you have to charge them and then pop them later.  The affecting multiple targets makes them no more unique than the spirits, which I've already said aren't.

The wards sound monotonous to me because they all absorb a certain amount of damage and then pop to do something.  No matter what you stick at the end of it, they're going to feel mostly defensive when you're using them because they all start with that same mechanic.  Banners all provide different sets of buffs.  One makes everyone crit harder and more often, one makes everyone do more damage all around, one makes everyone take less damage and have more health, and the other heals.  Symbols do this too.  While all of them cause some sort of damage to foes, there are offensive things in there too, instead of just offensive.  Your wards, even if you add a "deals damage when it expires", will still come off sounding way too defensive all around.

#19 markusw7

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Posted 12 March 2012 - 04:07 PM

AyameYoshimoto said:

Okay, so they're phantasms that will change target.  That isn't very unique.

Gates sacrifice spirits and get greater effect the more spirits are sacrificed.  Sounds exactly like shattering to me.

If the weapon skills only apply to the ritualist, than you really do have a thief's venoms.  Even if you make them apply a boon rather than a condition, you're still lacking uniqueness.

Maybe it's how I read it, but the chants sound like mantras since you have to charge them and then pop them later.  The affecting multiple targets makes them no more unique than the spirits, which I've already said aren't.

The wards sound monotonous to me because they all absorb a certain amount of damage and then pop to do something.  No matter what you stick at the end of it, they're going to feel mostly defensive when you're using them because they all start with that same mechanic.  Banners all provide different sets of buffs.  One makes everyone crit harder and more often, one makes everyone do more damage all around, one makes everyone take less damage and have more health, and the other heals.  Symbols do this too.  While all of them cause some sort of damage to foes, there are offensive things in there too, instead of just offensive.  Your wards, even if you add a "deals damage when it expires", will still come off sounding way too defensive all around.

I agree with your points on the similarity of these profession mechanics with that of the other classes. In my opinion every new profession thread that get made treads firmly on the toes of one or more classes and then answer to why is quite obvious to me. Arenanet started with 12-15 class ideas, then they decided that this one is a warrior this is an elementalist etc, then they started to notice some overlap, warrior and berserker were too similar so they were merged, this happened multiple times even we had the current 8 professions. Arenanet removed as much overlap as possible, i honestly don't see anyone making a suggestion that doesn't heavy overlap another profession and i also don't imagine Arenanet making a new profession in an expansion.

Quote

<Laida> On reddit you mentioned to have 12 professions in mind at the start. Any chance of letting us know the 4 that didn't make it? Do you think any of them will be added later on?
<[ANet]IzzyCartright> As always with design we start with a large lists of ideas and then boil it down into the primordial goodness. So our large list of ideas has had lots of random things most of which we've taken the parts we like and put them into our current professions but some of those ideas where: warden, marksmen, juggernaught, artificer, dualist, knight, berserker and many others I'm sure I can't remeber right now.


#20 Taliesin

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Posted 12 March 2012 - 04:34 PM

Well if there is an overlap with spirits, it's with nature spirits on a ranger. Which I've said before and you completely ignored :L you basically repeated yourself and completely brushes over my points so... You don't "pop" chants, they get you charge them (up to 10s) the longer they last. Of course wards are going to be defensive :L first of all they're called wards and they block damage :L it's obvious you don't want the rit to return but quite a few people do. Does a Mesmer overlap with a thief because it uses stealth? Some people think so, I personally don't and see them as utilising the same tools but in ways that complement completely different playstyles.

Question did you actually look at any of the Gates/Weapon spells :L

Edited by Taliesin, 12 March 2012 - 04:40 PM.


#21 Tipsy

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Posted 12 March 2012 - 06:33 PM

Illusions are no spirits.Mesmer's clones and fantasms are just illusions,self images to confuse the enemy(as it is all about deception and misdirection with mesmers)
Mesmers manipulate perception but are no instruments/medium like a ritualist to mediate communication between the living and the dead itself
Compared to necromancers,who just use black magic and curses to enslave/trap undead minions,feeding on death an decay,..
The ritualist is the listener of the dead and living, and relay messages from spirits or allow spirits to controle their body and speak through them directly
The ritualist is as different from necromancer as a ranger is from a warrior,and as a mesmer is from an elementalist

channeling:is the receiving of messages from a "teaching" spirit.
Then the question is,would ritualists be able to controle who they get messages from?or not?
As there are different spirit types like a benevolent/destructive/tortured,..spirit..It opens doors to make this a very divers class
Maybe it should not be a biography question;perhaps it should be what the class is all about.

Think of it,ritualist learning old long forgotten secret binding spell when ancient spirit speaks through them using automatic writing/drawing(runes,spirit codes,...)
With the binding soul they can bind a spirit/trap one in their body exploiting their powers(perhaps ritualist players should have to choice to bind a spirit or try to convince it to grant powers out of own will)
When other types of spirits(like tortured one) controle their body they have telekinetic powers/suffocating chains/sacrifice skills...
When a hunger demon takes over they have possession and crowd controle skills
A rage demon would grant powers to burn other's souls and mislocate enemy players,cage them,..
A benevolent spirits would be the support spirits that buff groups,heal,strenghten,weaken effect of necromancers power,turn their minions against them,reverse down state from a distance,...
the type of spirit(s) that visit/controle their body would be like another profession that swapped weapons(giving this class a very divers skillset)
And perhaps the one that they bound to their soul (convinced to fuse with their soul) will have most effect,...

Edited by Tipsy, 12 March 2012 - 07:00 PM.


#22 markusw7

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Posted 12 March 2012 - 07:26 PM

saying illusions are not spirits is meaningless if the gameplay implications are the same. In Guild wars 1 we had block and evade which while different things in real life had the exact results, they both made a physical attack do no damage so they were merged into a single entity. I don't care if spirits come from the otherworld while illusions are actually a figment of your imagination, if spirits do the same things as illusions and are removed while giving an effect like shattering the class mechanics are identical in gameplay terms.

#23 Taliesin

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Posted 12 March 2012 - 07:45 PM

Yes but the gameplay implications aren't the same! Just look at the list of them :L no one says ranger spirits are like illusions and for the third time- if anyone wants to make comparisons that's what you should be using instead of Mesmers, then I can even use the wiki to defend myself :p

#24 markusw7

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Posted 12 March 2012 - 07:58 PM

no one says ranger spirits are like illusions because they are NOT like illusions. Ranger spirits all provide passive benefits and only one (spirit of nature) does anything else. Illusions do active damage, inflict conditions and in some cases grants boons, and they can be shattered for a different immediate affect. Ranger spirits and illusions are clearly different.
These Ritualist spirits provide active damage, inflict conditions, give boons and through the gate skills can be destroyed to provide a different immediate effect. How is this not different from illusions? other than that they are spirits from the other world and not figments of the enemies imagination that looks like the mesmer?

#25 Taliesin

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Posted 12 March 2012 - 08:03 PM

The Gates are PBAoE, they're long duration and basically, nothing like shatters, except that they require a sacrifice :L also shatters are an integral part of the Mesmer, gates aren't as important :L

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Remove the sacrifice and change it so the effect increases due to the number of active rituals and then would you be appeased :L

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And I meant rit spirits being like ranger spirits :L mon dieu

Edited by Taliesin, 12 March 2012 - 08:07 PM.


#26 markusw7

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Posted 12 March 2012 - 08:08 PM

certainly not because it would be overpowered just as if shatters didn't destroy illusions and granted greater effects the more you had. Rit spirits are only like ranger spirits in that they are spirits otherwise they are different for gameplay. In the same way a ranger's bow skills are different from or warrior's or a thief's.

Edited by markusw7, 12 March 2012 - 08:20 PM.


#27 Tipsy

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Posted 12 March 2012 - 08:33 PM

spirits and illusions are not the same;

mesmer clones->copies of the player to confuse,misdirect and deceive enemies (multiple weaker clones" of 1 the same player,and nothing more than a trick on the mind)
their role is to use their clones/false images as distraction

ritualist linking with different types of spirits/demons->unification ritualist <-> spirit/demon,each grants unique skills to the ritualist(telekinesis,possession,souldamage,bindings,caging,..)
(Different unique spirits from beyond controling 1 player,as an instrument)
their body is a medium to be an intermediary between the world of the living and the world of the dead.
working together with the spirit or binding it/imprisoning it to their body to exploit their powers(not illusion)

Edited by Tipsy, 12 March 2012 - 08:37 PM.


#28 markusw7

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Posted 12 March 2012 - 08:43 PM

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Talismans - I see them kind of like a cross between a guardian's symbols and signets, but in reality they're very different :P Talismans first of all provide a basic effect in an area, they can also be activated for a special effect which ends the Talisman, however, the talisman must be activated in the first half of its duration

Too much like the Guardians class mechanic virtues, its just a virtue that instead of always having a passive effect gets activated twice (for 2 different effects) and is AOE!

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Chants - I personally found these rather interesting. Basically they're kinda like stances that also affect your allies, so basically a buff  that has to be charged before (or during, possibly ) battle!

Mantras that also effect allies but presumably cannot be activated in the middle of casting another skill.

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Wards - A support ritualist's bread and butter: they block allies' damage up to a certain threshold and then expire giving a unique effect!

The Guardian's elite skill sanctuary (minus the prevention of movement) and an added effect when it ends.

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Ritual of Pain ~ Single Target Damage (15)
Ritual of Anguish ~ Inflict a Random Condition on Target (10)
Ritual of Life ~ Grants 5a Regeneration to Nearby Allies every 3s (15)
Ritual of Preservation ~ Grants 5s Protection to Nearby Allies every 3s (15)
Ritual of Destruction ~ PBAoE Damage (10)
Ritual of Empowerment ~ Grants 5s Might to Nearby Allies every 5s (10)
Ritual of Agony ~ AoE Life Siphon: Damages Enemy and returns a portion of the damage as a Heal to Nearby Allies (10)
Ritual of Cleansing ~ Removes 1 Condition from Nearby Allies every 3s (15)

Gates - Gates are special skills that require you to sacrifice up to 3 of your Spirits (from rituals!). The more spirits that are sacrificed, the longer the duration of the Gate's effects. Simples!

Phantasms and the shatter mechanic with more support.

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Tipsy said:

spirits and illusions are not the same;

mesmer clones->copies of the player to confuse,misdirect and deceive enemies (multiple weaker clones" of 1 the same player,and nothing more than a trick on the mind)
their role is to use their clones/false images as distraction

ritualist linking with different types of spirits/demons->unification ritualist <-> spirit/demon,each grants unique skills to the ritualist(telekinesis,possession,souldamage,bindings,caging,..)
(Different unique spirits from beyond controling 1 player,as an instrument)
their body is a medium to be an intermediary between the world of the living and the world of the dead.
working together with the spirit or binding it/imprisoning it to their body to exploit their powers(not illusion)

How are phantasms that are clearly not a mesmer going to be any different from the spirits?

You are far too hung up on the insistence that because a illusion is a trick of the mind and a spirit is some thing of the world of the dead that that doesn't mean the are not the same mechanically. For example its obvious that ritualist spirits from Guild wars one are not the same thing as turrets in GW2 but they do the same thing in the same way and therefore gameplay wise they are the same!

Edited by markusw7, 12 March 2012 - 08:48 PM.


#29 Taliesin

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Posted 12 March 2012 - 08:53 PM

Ermm talismans = virtues how? They're nothing like mantras, thy just shows you haven read my post probably :L the only similarity is that they're charges. Chants begin their effects as soon as you stop charging :L these links are just getting so tenuous it's unbelievable :L God, what have you been smoking :L I'm rather bored of this pointless bickering now. You have your opinion, tipsy and I have ours, we're quite happy speculating on the Ritualist, but it's unnecessary for you to spouting such wisdom every other post.

#30 Tipsy

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Posted 12 March 2012 - 08:57 PM

Phantasms are illusions that look like the caster but have their own names and carry special illusionary weapons,
which look different and have specific behavior. Phantasms are more powerful,
having more health and causing more damage. For example,
a staff mesmer can summon an illusionary mage that attacks its target and deals extra damage for each inflicted condition.

Phantasms are still illusions that are the caster's copy,only like an upgraded version with illusionary weapon
Basically just a more powerful version but still an illusion of the same mesmer empowering his/her own skills

For the ritualist there could be different spirits benevolent,tortured,demonic,...with each powers of their own.(while mesmer only uses phantasms to fuel his/her own powers)
Spirits have powers depending on what type of spirit it is.(as medium a ritualist can be controled to use those spirit powers but infact they are alien" to their body)

Edited by Tipsy, 12 March 2012 - 09:07 PM.