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Old Jun 28, 2006, 05:00 PM // 17:00   #21
Hell's Protector
 
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Quote:
Originally Posted by Guildmaster Cain
Concerning Bloodsong: It is a bit unclear to me, wether it heals itself, me or both, because I've seen both happen I think. Also when it attacks, its says '-0 -21', is 0 the damage and 21 the lifestealing? Anyway, as all spirits do armor ignoring attacks, Bloodsong does a lifestealing armor ignoring attack. This means that it will ignore effects from damage reducing spells as well, like Protective Spirit and Shelter. You might actually be able to kill Kanaxai with it.
The -21 is definitely pure ifestealing damage, which heals the spirit but NOT your character.
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Old Jun 30, 2006, 07:00 AM // 07:00   #22
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test / retest #2
The info on attackspeeds provided is correct, kudos to GreedyGus. So there yoy have it, you got your confirmation Jetdoc.

- Bloodson 1.75s
- Pain 2s
- Shadowsong 2s
- Disenchantment 2s
- Dissonance 2s
- Wanderlust 2s
These observations on attackspeeds were made without the use of FRAPS, so should be taken with any precaution.


An a completely different note: the image of the spirit of 'Destruction' is completely different then other spirits.

After the dust settles, I'll take all comments into a revised form of the article probably and ask Inde to replace the original.... To much info to just linger in these forumposts...
================================================== =====
Quote:
Originally Posted by JKM
For Makkert: May I suggest a name change for your guide to "Communing with the Spirit World." Just a suggestion. It's your guide, so do what u like.
While your title is more elegant in many ways, I'll pass on the suggestion. Simply because I'm a dumm European that would need to take a dictionary to look up the meaning of 'Communing' to know what it is, and I'm afraid I'm not the only one.....
Quote:
Originally Posted by Guildmaster Cain
[B]Well, I guess sooner or later I will recieve the proper credits, when you can confirm it yourself. ^^
See 'test/retest #1'.
Partly you were right. Partly I believe you were mistaken, or I can't recreate your combo.

Quote:
Originally Posted by Guildmaster Cain
Might be nice to add some info on other skills that effect spirits... like the warrior skills, mentioned above. You can't cast most spells on them directly, but global spells seem to have effect though.
Note that those aren't spells, but shouts.


Quote:
Originally Posted by Guildmaster Cain
Might as well add a section on things that spirits have effect on themselves. As far as I noticed, Recuperation and Life heal the Necromancers minions as well! Same goes for any other allied unit, like SF dwarves, THK dwarves, etc.
Let's take a look at Recuperation:
Quote:
Originally Posted by Recuperation
Create a level 1...8...11 Spirit. Non-Spirit allies within its range gain +1...3...3 Health regeneration. This Spirit dies after 15...39...47 seconds.
You talk about allies getting healed. Recuperation talks about allies. All seems as it should be. Is there any need to further explain this?

Quote:
Originally Posted by GC
Another point is the spirit range... I have noticed that putting spirits on high cliffs, extends their range greatly, sometimes up to 2/3 radar. Put attack spirits on a high cliff, walk down and attack targets with staff/wand. The spirits will then attack the same target as you do. I think spirit AI is the same as minion AI. It's so much fun when you are charging a group and suddenly you see 4 siege dark energy balls flying high above your head. ^^
No, it's not the same as minion AI.
As for the range, I believe that is the same as any ranged attack, that alleviation may increase it's range of following a target after it's been target-triggered by being in aggrobubble range. I might do a test on it, maybe not.

On uses of spirits in pve / pvp: this guide was not meant to do so. It's meant to inform on the workings of spirits mostly, because else the article would derail quickly.
I'll make a quick note on your Ritualist victory: I'm guessing your opponent wasn't an interrupt ranger

Last edited by Makkert; Jul 02, 2006 at 08:36 PM // 20:36..
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Old Jul 01, 2006, 01:28 PM // 13:28   #23
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Alright, my cirumstances when I noticed this were: Me being Necro with BotM and a Rt hench that casted Shelter. Just use BotM and you see a +122 (or any other value depended on DM) fly a obove the spirits head. Same as BotM heals all undead allies around, which would mean that IF there are 3 MMs around with ALL 10 minions, you would sacrifice more than 100% of health when you use BotM. So far I've never got the chance to test wether that kills you. But it most definately heals your minions, allied minions, and allied spirits.
Well of Blood was a bit harder to notice. In this case I was Rt and there was a A/N in the unwaking waters party. This was my first time ever (so far I've counted 2 occasions) that a Sin was usefull. The Sin kept spamming Wells everywhere, and I noticed that my Spirits that damaged themselves (eg Union) were getting healed, because I spawned them inside the well.

Furthermore, I would like to stress that Necros and Rts have great synergy. A Rt that is spamming spirits, will kill any duplicate spirits in the area, thus giving the Necro more energy for his pool, due to Soul Reaping. Furthermore the skills seem to enhance eachothers. For instance, spawning power gives as far as I know ANY undead creature you create 4% more live per level. Imagine a Flesh Golem with 60% more live, though it will need to be 3 lvls lower. I am certain that some imaginative minds can create some nice dual builds with them. Also, spirits can make the Necro minions live a considerable deal longer.

Concerning the range and aggro buble: I placed the spirits on top of a high cliff, but outside of the enemies range. Then when I walk down and enter bubble range, and start wanding, the spirits will attack. Thus they will aggro outside their owen bubble, as long as they can reach it ballisticswise.

Side note about my victory, ofc there can be numerous builds that can counter Spiritspammers in PvP. For instance a AoE nuker, since spirits cant run away like post-nerf monsters do. Furthermore, I think Ritualist and Mesmer have some skills that can destroy enemy spirits very fast.
But, an interrupt ranger would have been blinded for 36 seconds by my shadowsong, and I think I was packing Mantra of Resolve as well at the time. Then they tried with Necro, but his skills got interrupted every 2 secs by dissonance, ftw.

I just wanted to share some information about how I play Rt, I guess everyone will have to make his own build that suits him the best. :P

EDIT: nvm BotM, now it appears not to heal Spirits anymore I can't say wether I was wrong before, or that they updated it, since it was about 1 month ago when I saw this happen.

Last edited by Guildmaster Cain; Jul 01, 2006 at 01:52 PM // 13:52..
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Old Jul 09, 2006, 05:03 PM // 17:03   #24
Black Beast of Aarrrrgghh
 
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test / retest #3

some confirmations of remarks made before in this thread.

- if a foe in range is under 50% hp, then the AI of the spirits will trigger, and this foe will be targeted.

- if damage is less then 15, union will take that amount of damage instead.

compliments to finding these things to to the respective OP's.


greetings Makkert
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Old Jul 13, 2006, 08:19 PM // 20:19   #25
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Quote:
Originally Posted by Hamumu
<about Destruction>

And more than just the range, we're talking 120 non-penetrating damage,
I didn't see anyone comment on this, so I'd just like to pop in and say that the last time I used Destruction, its damage ignored armor.
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Old Jul 14, 2006, 09:03 AM // 09:03   #26
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Yup Destruction always ignored dmg i think.
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