Aug 29, 2006, 01:48 AM // 01:48
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#1
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Academy Page
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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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Aug 29, 2006, 02:01 AM // 02:01
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#3
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Furnace Stoker
Join Date: Apr 2006
Location: South Pole
Guild: The Magus Order
Profession: N/Mo
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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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Aug 29, 2006, 02:01 AM // 02:01
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#4
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Academy Page
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i dont get it, how is it an exploit
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Aug 29, 2006, 02:06 AM // 02:06
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#5
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Banned
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Quote:
Originally Posted by Bellucci
i dont get it, how is it an exploit
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i mean exploit it!!!
j/k :P
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Aug 29, 2006, 02:19 AM // 02:19
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#6
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Desert Nomad
Join Date: Nov 2005
Profession: N/
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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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Aug 29, 2006, 02:22 AM // 02:22
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#7
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Academy Page
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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.
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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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Aug 29, 2006, 02:25 AM // 02:25
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#8
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Desert Nomad
Join Date: Nov 2005
Location: Oh Noes! The 'burbs!
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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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Aug 29, 2006, 02:25 AM // 02:25
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#9
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Furnace Stoker
Join Date: Apr 2006
Location: South Pole
Guild: The Magus Order
Profession: N/Mo
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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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Aug 29, 2006, 02:52 AM // 02:52
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#10
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Desert Nomad
Join Date: Aug 2005
Profession: Mo/
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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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Aug 29, 2006, 03:12 AM // 03:12
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#11
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Avatar of Gwen
Join Date: Apr 2005
Location: Wandering my own road.
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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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Aug 29, 2006, 03:20 AM // 03:20
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#12
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Krytan Explorer
Join Date: Mar 2006
Location: Arizona
Guild: We Have Big [Meat]
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Anet prefers to give us prettyness in hopes that we forget the bugs...
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Aug 29, 2006, 04:18 AM // 04:18
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#14
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Wilds Pathfinder
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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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Aug 29, 2006, 04:19 AM // 04:19
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#15
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Krytan Explorer
Join Date: Mar 2006
Location: Arizona
Guild: We Have Big [Meat]
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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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Aug 29, 2006, 04:39 AM // 04:39
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#16
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Wilds Pathfinder
Join Date: Dec 2005
Guild: Girl Power [GP]
Profession: Mo/Me
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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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Aug 29, 2006, 04:42 AM // 04:42
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#17
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Avatar of Gwen
Join Date: Apr 2005
Location: Wandering my own road.
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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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Aug 29, 2006, 05:26 AM // 05:26
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#18
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Grotto Attendant
Join Date: Oct 2005
Location: Cedartown, Georgia
Profession: R/
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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.
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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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Aug 29, 2006, 05:55 AM // 05:55
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#19
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Ascalonian Squire
Join Date: Jun 2006
Guild: Black Eagles [BEG]
Profession: W/Me
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GG to kill EoE, Frozen Soil
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Aug 29, 2006, 07:41 AM // 07:41
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#20
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Banned
Join Date: Dec 2005
Guild: Il Power Overwhelming Il [HaX]
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Quote:
Originally Posted by tomcruisejr
exploit!!!
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An exploit is something wrong with the game that makes its effectiveness go up, like iway.
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