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Old Aug 29, 2006, 01:48 AM // 01:48   #1
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Default Merged: just discovered a nasty bug if your a R/Rt [Draw Spirit]

i post here seldomly, so if its old then ignore, if it isnt, then maybe a mod or someone can sticky there is a bug related forum (which i couldnt find here).

First, my explanation of why i need R/Rt:

Here is the deal, a guildmate gave me his B/P build (which is pretty decent). His build, like most B/P's (i assume) uses Favorable winds. Favorable winds sometimes isnt convenient to cast, especially during a fight, and with a 60 second recharge, its not always avilable to cast during a time most convenient to you. With 16 marksmanship, Favorable Winds lasts for almost 3 minutes. Thats where my tweak on an existing B/P build comes in (my build is more for general PvE than B/P group farm). The ritualist has a non attribute skill called "Draw Spirit," in a quarter of a second, you can move favorable winds or any other nature ritual anywhere you like. This is far better than recasting it, or waiting for the dreaded recharge to expire. And with almost 3 minutes life, you can forget about recasting it, just teleport it as often as you want; whenever or wherever. And it only costs 5 energy

In a sense, its like a favorable winds that never expires. You'd also have to replace rebirth with flesh of my flesh for anyone that wants to go R/Rt from a R/Mo


And now, the glitch:

WHen using the Ritualist skill called Draw Spirit on favorable winds, it doesnt teleport the effects of the spirit, just the spirit in its physical form. In other words, if you cast favorable winds at location A and then decide to "draw" the spirit to location B, the spirit gets moved however the effects of the spirit itself stay at location A. In reality, you could have a Favorable Winds ritual 10 miles from where you original casted it, moved by means of Draw Spirit, and you want benefit from its reduced arrow speed and +6 damage unless your in the area in which you originally casted it. Which is funny because the Favorable winds spirit thats giving you the bonus is like 10 miles away.

This really sucks for me because i changed my second profession to Rit for this reason alone. Waste of unlocked skills for my secondary monk profession.

Thanks for any "official" feedback
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Old Aug 29, 2006, 01:57 AM // 01:57   #2
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exploit!!!
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Old Aug 29, 2006, 02:01 AM // 02:01   #3
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First off, where are you doing B/P? It is common in many places, but only worth it in a few.

About the glitch, it seems like some sort of coding issue that they never noticed.
The game is programed to put up the effect in that area, make the physical object, and remove the effect when the physical object dies. They forgot, however, to link the location of the object to the effect itself.
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Old Aug 29, 2006, 02:01 AM // 02:01   #4
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i dont get it, how is it an exploit
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Old Aug 29, 2006, 02:06 AM // 02:06   #5
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Quote:
Originally Posted by Bellucci
i dont get it, how is it an exploit
i mean exploit it!!!

j/k :P
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Old Aug 29, 2006, 02:19 AM // 02:19   #6
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Interesting, you cast the spirit where you want to fight, then move the spirit to a safe location and still reap the benifits of the casting.
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Old Aug 29, 2006, 02:22 AM // 02:22   #7
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Quote:
Originally Posted by Markaedw
Interesting, you cast the spirit where you want to fight, then move the spirit to a safe location and still reap the benifits of the casting.
i like your glass half full attitude, but you move the spirit to YOUR location, not anywhere else... secondly, they have really long range anyway, so you can originally put it somewhere "safe"
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Old Aug 29, 2006, 02:25 AM // 02:25   #8
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I can see how Markaedw describes it, and it's good, but on the other hand, the OP's description of the drawback really sucks. I mean, your description is good, but the bug sucks.

Bellucci, did you submit a support ticket on this? If not, you should.
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Old Aug 29, 2006, 02:25 AM // 02:25   #9
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I went and tested with almost all of the current Nature Rituals, they ALL have this same glitch. I thought it might be a bug with old Tyrian rituals, but it still happens even with the new Canthan (including elite) rituals.
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Old Aug 29, 2006, 02:52 AM // 02:52   #10
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That small fact about Draw Spirits has been known for quite awhile, and Anet has done nothing besides ignore it. :\
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Old Aug 29, 2006, 03:12 AM // 03:12   #11
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http://www.guildwarsguru.com/forum/s...&postcount=337

Known in the official bug reports thread for a few months now, and nothing's been done about it since

Though, I've reported a few other bugs regarding ranger spirits myself back in February, and they haven't been touched either, so, meh. They don't seem to be a high priority because they don't really see much use.
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Old Aug 29, 2006, 03:20 AM // 03:20   #12
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Anet prefers to give us prettyness in hopes that we forget the bugs...
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Old Aug 29, 2006, 03:44 AM // 03:44   #13
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Default How to exploit it

The only real exploit I can think of is an IWAY group casting their spirits (NR, Pred, ect)up front where the battle will happen then the Rt in the group draws them away from the battle making them more difficult to kill, but still having effects in the battle. Start exploiting it so anet fixes it! =D
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Old Aug 29, 2006, 04:18 AM // 04:18   #14
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what about spirits which attacks?! like pain or blood song or disenchant?!

do they suffer from the same fate or are they safe?!
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Old Aug 29, 2006, 04:19 AM // 04:19   #15
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i think they are safe....

because.. seeing a spirit attack yet the attack coming from 20 feet behind wouldnt make any sense..
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Old Aug 29, 2006, 04:39 AM // 04:39   #16
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So this bug only affects nature rituals instead of binding ones? Wanna bet the fix will be changing the text to read "bound spirits" or something similar.
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Old Aug 29, 2006, 04:42 AM // 04:42   #17
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Offensive spirits work fine. However, Ritualist spirits of the passive effect variety suffer from the same problem.



I set the Union spirit in the center of the AoE target range (the one with both ally and enemy stakes) and walked to find its range, which happened to end just at the start of that stairway. So, I teleported it right next to the stairway, took a step outside of the original range, and it still ended at the same point.

All passive effects are tied to their location of summoning at this point in time, be they Ritualist or Ranger. The spirit apparently only serves as an off-switch.


I did the same with the Spirit of Pain, and tele'd it all the way over to the Master of Healing, which it attacked successfully.
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Old Aug 29, 2006, 05:26 AM // 05:26   #18
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Quote:
This really sucks for me because i changed my second profession to Rit for this reason alone. Waste of unlocked skills for my secondary monk profession.
You can just go back to a Profession Changer and change right back to Monk, and still have all the unlocks there...

Unless you meant that you RECREATED the character as a R/Rt for this. Which wouldn't be too good of an idea seeings how you get to the Profession Changer in Factions about 3 missions (a few hours) into the game...
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Old Aug 29, 2006, 05:55 AM // 05:55   #19
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GG to kill EoE, Frozen Soil
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Old Aug 29, 2006, 07:41 AM // 07:41   #20
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Quote:
Originally Posted by tomcruisejr
exploit!!!
An exploit is something wrong with the game that makes its effectiveness go up, like iway.
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