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[Suggestion] New Elite Spec. – The Ritualist


Alchimist.4738

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I’ve seen some new elite specs thread popping out, so I thought I might give it a try.

The Ritualist

You can summon your legends directly on the battlefield to fight alongside you, you gain access to Razah and dual wielding focus.

  • Focus Bar and Ritual of the Mist

You have access to a sort of adrenaline bar called “focus bar”, this bar fills every time you use energy, the higher amount of energy you use the faster it charges, and once the bar is full you can use a F2 skill called Ritual of the Mist, which has no energy cost but has a one second cast time. It’ll then summon the legend you’re currently in as a legendary spirit.Spirits behave like the thieves summoned from the Thieves Guild skill, meaning that they move based on your movements and will always attack your targets, while also having their own statistics, in addition they’ve the same anti-cleave protection as other minions in the game.Once the legendary spirit is summoned the “focus bar” will slowly decay, it’ll take 15 seconds to reach zero through decay, and when the bar reaches zero the legendary spirit will vanish, if it wasn’t killed before, in the situation where it’s killed the bar will reset to zero. The legendary spirit will rotate between its skills (see below) during the 15 seconds where it can stay on the field, during that time you can also freely legend swap without affecting the legendary spirit, and you can also force the legendary spirit to vanish by using F2 once again with End of the Ritual, which is going to trigger some traits and skills.

Shiro – He’ll always be under the effect of Enchanted Daggers and can use Phase Traversal to close gaps, his auto-attacks use the chain combo of the sword, whenever you’re under the effect of Impossible Odds he will too, before vanishing or if you use End of Ritual he’ll cast Jade Winds. Statistics: Assassin (fine rarity value).

Mallyx – He’ll use Pain Absorption every 5 seconds, his attacks inflict torment, whenever you’re under the effect of Embrace the Darkness he will too, before vanishing or if you use End of Ritual he’ll cast Unyielding Anguish, in addition he’ll also transfer 3 of his conditions to 3 foes within a 240 radius. Statistics: Carrion (fine rarity value).

Jalis – He’ll use Coalescence of Ruin every 5 seconds, and when you summon him he’ll cast Forced Engagement to your target, whenever you’re under the effect of Vengeful Hammer he will too, before vanishing or if you use End of Ritual he’ll cast Rite of the Great Dwarf. Statistics: Paladin (fine rarity value).

Ventari – He’ll use Purifying Essence whenever you or an ally has more than 3 conditions (with an internal cooldown of 7 seconds), alongside of Natural Harmony every 4 seconds, whenever the tablets is under the effect of Protective Solace he will too, before vanishing or if you use End of Ritual he’ll cast Energy Explosion. Statistics: Nomad (fine rarity value).

Razah – He’ll use Channelled Strike every 5 second, alongside Blood Song (which last for 10 seconds) after 10 seconds of being on the field, whenever you use Pain he will use it too (both Pain with stack on each other so your spirits will get +30% damage), before vanishing or if you use End of Ritual he’ll cast Wanderlust (which last for 10 seconds). Statistics: Mender (fine rarity value).

Legendary Ritualist Stance

Healing

Soothing Memories – You heal yourself (around 5000 (1.0)) and your spirits (around 3000 (1.0)); the cooldown is 30 seconds, the cast time is ¾ second, and the energy cost is 5.

Utility

Pain – Your spirits deal 15% additional damage; the cast time is ½ second and it has an upkeep of -5.

Channelled Strike – You strike your foes with high damage lightning which bounces twice, you get addition bounces per active spirit in the world; cast time is 1 second, it has a 900 range, and an energy cost of 35.

Spirit Transfer – You sacrifice one of your spirit to take its place, you gain 2500 barrier, and it stun breaks; it has a 900 range, it doesn’t have a cast time, and the energy cost is 20.

EliteThe Elite has 3 charges, and similarly to the Firebrand’s Mantras this Elite has a final cast which is more powerful.

Blood Song – You summon a spirit that life steal on hits, and the spirit last for 25 seconds; it has a range of 900 (and always try to be at maximum range) with a rather fast attack speed and average damage, a cast time of ¾ second, the energy cost is 15, it has 2 charges with a recharge recovery of 15 seconds, and has its own stats.WanderlustIt can only be activated after the two charges of Blood Song are gone. You summon a spirit that knocks down foes on hits, and the spirit last for 30 seconds; cast time ¾ second, the energy cost is 20, the recharge recovery for the next charge of Blood Song is 20 seconds, it uses melee and has its own stats (Wanderlust deals high damage but has a low attack speed).

Traits

Minor

Ritualist – You have access to legendary spirits, the Legendary Ritualist Stance, and dual wielding focus.Spirit's Gift – Whenever you create a spirit you give barrier to allies for 485 (0.3).Ritual Lord – You gain attributes for each active spirit in the world: 50 Power, 50 Healing Power, 25 Precision, and 25 Vitality.

Major

Top Line is inspired by spawning power and communing from Guild Wars 1’s Ritualist, so better summoning.Armor of Unfeeling – Your spirits spawn with one stack of stability lasting for 8 seconds. If the stability on the spirit is removed by a foe, you’ll gain one stack of stability for 3 seconds; icd (on the stability granted to the player): 5 seconds.Boon of Creation – The legendary spirits grant different boons upon creation: Shiro grants fury for 4 seconds, Mallyx grants resistance for 2 seconds, Jalis grants retaliation for 4 seconds, Ventari grants regeneration for 5 seconds, and Razah grants five stacks of might for 7 seconds.Weapon of Quickening – After the summoning of a legendary spirit your next weapon skill used (with an energy cost) will have a reduced recharge time of 66%; icd: 15 seconds.

Middle Line is inspired by restoration magic from Guild Wars 1’s Ritualist, so healing/life steal.Vengeful Weapon – Your next three attacks are going to life steal after one of your spirits die or vanish.Spiritleech Aura – Your life steal, and the life steal of your spirits, deals 10% more damage and grants 10% more healing. You life steal whenever you blind an enemy.
Preservation of Life – You give barrier to allies whenever one of your spirits die or vanish nearby (360 radius), the barrier for spirits is 780 (0.5), and the barrier for legendary spirits is 1425 (0.5).

Bottom Line is inspired by channelling magic from Guild Wars 1’s Ritualist, so better damage and energy control.Essence Strike – You gain 2 energy each time the lightning form Channelled Strike deals damage to a foe.Explosive Growth – Whenever you summon a spirit you cast lesser Channelled Strike, which can only bounce once.Spirit Siphon – Upon vanishing or dying your spirits grant you 15 energy and give you quickness for 4 seconds.

Focus

Main-Hand

Wielder's Strike – Strike your foe from 240 range, deals solid damage and the last skill from the chain has life steal.Ancestors' Rage – After a delay of one second strike your foe with a burst of damage, and inflict 5 vulnerability for 5 seconds; the range is 360, the cooldown is 4 seconds, the cast time ½ second, and the energy cost is 7.Gaze from Beyond – You blind your foe for 4 seconds, if the target is above 50% health the attack bounces twice within a 360 radius, if the target is below 50% you also inflict slow for 2 seconds, the 50% effect also applies on foes struck by the bounces; cooldown is 11 seconds, the range is 360, the cast time is ¾ second, and the energy cost is 10.

Off-Hand

Mending Grip – You’re making yourself invulnerable for 1 seconds, and you gain swiftness for 10 seconds; the cooldown is 15 seconds, the cast time is ¼ second, and the energy cost is 15.Spirit Rift – You open a rift at your target location, after a 3 seconds delay the target and the target’s allies within a 240 radius around the original target are pulled (the pull has a 900 range) back to the rift location and struck by a high burst of damage; cooldown is 15 seconds, the cast time is 1 second, and energy cost is 15.

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Rather Mending Grip wasn't a immunity, because that would hamper in SPvP and too similar to other weapon. Rather a Support skill be there that was also a AoE damage or heal.

How about a pull skill that pulls enemy to you and places a dot on them that explodes after certain amount of time or certain damage number is received

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