Spawning Power Buff
DeBron
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.
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
*cough*
Thank goodness they buffed Spawning Power.
http://www.guildwarsguru.com/forum/s...php?t=10163287
Thank goodness they buffed Spawning Power.
http://www.guildwarsguru.com/forum/s...php?t=10163287
Oso Minar
'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
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
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)
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
This buff makes me so happy. I feel like I have hope for Ritualists.
ArKaiN
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
O HAI!, resilient weapon is even more uber now.
ArKaiN
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
^I'm assuming it will be implemeted in time.
ArKaiN
based on what, exactly?
hope?
hope?
pork soldier
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.
Neither are particularly good ideas IMO.
Master Ketsu
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
Quote:
Originally Posted by ArKaiN
based on what, exactly?
hope? And the hope is fulfilled...
hope? And the hope is fulfilled...
ArKaiN
/eatownwords
lennymon
lol, cmon man it *was* a legitemate question... it's not like you actually said it wouldnt be implemented. Go Denial!!!
Bane of Worlds
/celebrates
going to love this buff to Spawning Power.
going to love this buff to Spawning Power.
Sazgo
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.
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
^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.
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
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.
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
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.
Warmongers and wailing will see play heavily after this.
MelechRic
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.
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.