Spawning Power Buff

DeBron

DeBron

Lion's Arch Merchant

Join Date: Oct 2006

MD

Update - Thursday, June 07, 2007

Spawning Power states that it increases weapon spell duration by 2% per rank.

NICE! Now we're cookin' ANET.

Spirit's Strength + Vital Weapon is even more FTW now.

LifeInfusion

LifeInfusion

Grotto Attendant

Join Date: May 2005

in the midline

E/Mo

*cough*

Thank goodness they buffed Spawning Power.

http://www.guildwarsguru.com/forum/s...php?t=10163287

Oso Minar

Oso Minar

Lion's Arch Merchant

Join Date: Jun 2006

Zealots of Shiverpeak [ZoS]

Rt/

'bout time. It would be FULLY sweet if it would increase the length of time you could hold an Ash spell as well, but that would just be TOO good.

Calen The Civl

Frost Gate Guardian

Join Date: Nov 2006

Rt/

If this change sticks, it will be a nice addition to the ritualist. It only makes sense to have the class's primary increase skills that are unique to the class.

Fishmonger

Fishmonger

Krytan Explorer

Join Date: Jul 2006

P/W

I saw this and nearly freaked out in excitement! this just proves that if you complain about something long enough on guru, your wish somes true

Now i love resilient wep even more!!!!
with a spirit channeling/resto build...
[email protected]= 21 secs
[email protected]=30%longer
new resil wep=27.3 seconds

and that is what makes me happy. take THAT enchantments!

But wouldn't this destroy the rit lord build even more? that health buff was a big deal. and this kind of affects rits with minions (unless you bomb them, then w/e)

Dodo The Extinct

Dodo The Extinct

Wilds Pathfinder

Join Date: Dec 2005

Me/Rt

This buff makes me so happy. I feel like I have hope for Ritualists.

ArKaiN

Jungle Guide

Join Date: Jan 2007

Lotus Branca[Lbr]

Mo/Me

Hold on. Is this about the "leak" they had on the display? What makes you guys think this'll ever be implemented? Or did I miss an announcement or something?

pork soldier

pork soldier

Krytan Explorer

Join Date: Jul 2005

O HAI!, resilient weapon is even more uber now.

ArKaiN

Jungle Guide

Join Date: Jan 2007

Lotus Branca[Lbr]

Mo/Me

Quote:
Update 2 - Thursday June 7

* Fixed a bug that prevented players from entering a Challenge Mission in Hard Mode.
* Removed inaccurate changes to several skill and attribute descriptions. .....................

DeBron

DeBron

Lion's Arch Merchant

Join Date: Oct 2006

MD

^I'm assuming it will be implemeted in time.

ArKaiN

Jungle Guide

Join Date: Jan 2007

Lotus Branca[Lbr]

Mo/Me

based on what, exactly?
hope?

pork soldier

pork soldier

Krytan Explorer

Join Date: Jul 2005

My money says that the spawning power buff and the fast cast buff are part of the "really big ZOMG mid-june update"

Neither are particularly good ideas IMO.

Master Ketsu

Master Ketsu

Desert Nomad

Join Date: May 2006

middle of nowhere

Krazy Guild With Krazy People [KrZy]

R/

they will likely implement both, neither would make rits or mesmers overpowered. I actually think the signet fast cast is a pretty cool buff IMO.

LifeInfusion

LifeInfusion

Grotto Attendant

Join Date: May 2005

in the midline

E/Mo

Quote:
Originally Posted by ArKaiN
based on what, exactly?
hope? And the hope is fulfilled...

ArKaiN

Jungle Guide

Join Date: Jan 2007

Lotus Branca[Lbr]

Mo/Me

/eatownwords

lennymon

lennymon

Forge Runner

Join Date: Nov 2005

Seattle

Odin's Hammer [OH] - Servant's of Fortuna [SoF]

R/

lol, cmon man it *was* a legitemate question... it's not like you actually said it wouldnt be implemented. Go Denial!!!

Bane of Worlds

Bane of Worlds

Wilds Pathfinder

Join Date: Mar 2006

Meadow

Rt/

/celebrates

going to love this buff to Spawning Power.

Sazgo

Ascalonian Squire

Join Date: May 2007

England

I dont see how this is a buff at all

1. Armor capping has meant resilient weapon is useless almost. If your group contains any party wide armor buffs or the people you cast it on e.g' warriors use a skill that increases armor. All your resilient weapon is doing is giving some health regen.

2. Weapon of warding duration has been nerfed. So basically you will need to put 12 resto 12 spawning power to have the same WoW as you did with just 12 resto before.

All i see with the changes is that maybe an interesting support build could be made with some of the less used weapon spells, but then 13 in SP only gives 26% longer duration is that really enough to make a big difference on things like weapon of quickening and weapon of fury.

phool

phool

Frost Gate Guardian

Join Date: Jan 2007

^agree.

A standard pvp rt running 14 channeling 13 resto (enough for 5 charges on splinter) has had their weapon of warding lowered to approximately 7 seconds. An e/rt's has gone down to 6. Resilient would be nice, except the combination of armour stacking cap and the superior (though obviously not directly comparable) WY makes it basically a conditional healing breeze. We all know how 00ber that gem of a skill is. The only build I've ever been able to bring myself to use spawning with is with attuned was songkai, I don't think that's going to change.

Terra Xin

Terra Xin

Furnace Stoker

Join Date: Mar 2006

New Zealand

Me/R

A lot of the lesser used weapon spells will be more popular now. This excludes Splinter, Nightmare, Vengeful and Remedy weapons though, as the extended duration isn't going to make a significant difference.

I reckon that "Watch Yourself!" is now going to be the only armor boost needed... anywhere... unless parties have their own personal higher-armoured skill. Otherwise Resilient Weapon just got a reasonable nerf despite the extended duration.

Vital Weapon gets the most out of the buff IMO, and we may be seeing a bit more use of Guided Weapon in GvG and HA.

Warmongers, Quickening and Weapon of Fury aren't too bad for the extension either.

ArKaiN

Jungle Guide

Join Date: Jan 2007

Lotus Branca[Lbr]

Mo/Me

Does NOT exclude splinter and nightmare: this buff allows you to pre-cast these weapons on your whole team, which means the next mob/foe will be dust in 2 seconds.
Warmongers and wailing will see play heavily after this.

MelechRic

MelechRic

Desert Nomad

Join Date: Jun 2005

RA

[ODIN]

N/Mo

It's definitely a debuff for Weapon of Warding. I could run it for 10 seconds at 13 Restoration. Now it's a little more energy intensive to maintain when I'm holding the aggro of 1-2 warriors/dervs/sins.

Since I run 16 Channeling, 13 Restoration and nothing else I'll dump the remaining points into Spawning. To get from 8 seconds of warding to ~9.

I do agree that this will be a boon to other weapon spells that have longer durations.