Spirit Bond's hit counter. Working as intended?

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TideSwayer
TideSwayer
Wilds Pathfinder
#1
I've been having some fun with Rezdogg's 330 Rit/Mo farming build the past few days but one thing that irks me is the Spirit Bond hit counter behavior. I haven't really made much use of this skill since it was nerfed just before Nightfall's release.

Quote:
For 8 seconds, whenever target ally takes more than 60 damage from the next 10 attacks or spells, that ally is healed for 40...88 Health.
Yeah, you get 10 hits when it's cast, but when you recast it while a previous Spirit Bond is still up, the hit counter DOESN'T RESET. My question to ANet is this: is this the way the Spirit Bond hit counter is supposed to work, or was it intended for that 10-hit hit counter to reset every time you recast it? Right now, the hit counter doesn't appear to be resetting itself. It's mighty annoying to recast Spirit Bond while an old one is still up just to see it go down after only 1 or 2 "new" hits. If this is the way Spirit Bond is supposed to work, well that sucks.

Anyone else messing around with this build and noticing this about Spirit Bond?
Divinus Stella
Divinus Stella
Desert Nomad
#2
Yup i noticed this a while ago, if its not already in the bug section then its best to add it so Anet are aware.
Prof Of Black
Prof Of Black
Desert Nomad
#3
Thats how I lost my Legendary Survivor, twice.

Casted SB twice by accident, third got interrupted.

~Prof.
makosi
makosi
Grotto Attendant
#4
It's designed like that to complicate farming but so that it goes unnoticed in PvP battle.

Spirit Bond farming was way to easy because you could tank infinite creatures with it and if the counter does not reset then it would be spammable and behave as it did before.
DreamRunner
DreamRunner
Krytan Explorer
#5
Working as intended.
OwN3dPwN3d
OwN3dPwN3d
Frost Gate Guardian
#6
spirit bond ftw in RA ^^
TideSwayer
TideSwayer
Wilds Pathfinder
#7
Quote:
Originally Posted by makosi
It's designed like that to complicate farming but so that it goes unnoticed in PvP battle.

Spirit Bond farming was way to easy because you could tank infinite creatures with it and if the counter does not reset then it would be spammable and behave as it did before.
Uh dude. The counter doesn't reset. That's my point. My point isn't that Spirit Bond should work for an infinite amount of hits during the duration, as it was during all of Factions (until the pre-NF skill nerf). I'm not talking about the old-school Spirit Bond. That was obviously way too powerful.

ANet put a 10-hit counter on Spirit Bond to nerf it from its original format, but it simply isn't giving you 10 hits every time you cast Spirit Bond. If you recast Spirit Bond before an original Spirit Bond has expired (10 hits not made yet or the time limit hasn't run out), then for the next cast you only get the remaining number of hits that you had left on the counter, not a full 10 reset. You only get the full 10 hits if you wait until a Spirit Bond has expired and then recast it.

I want to know if THIS is how the new Spirit Bond was designed to function, because it seems rather odd that spending full energy to cast a new Spirit Bond while an old one is still up doesn't give you 10 new hits. The way the skill is worded it seems like it should.
K
Kas
Frost Gate Guardian
#8
I'm not sure it is working as intended, but it turned out to be good the way it is.
twicky_kid
twicky_kid
Furnace Stoker
#9
Quote:
Originally Posted by TideSwayer
Uh dude. The counter doesn't reset. That's my point. My point isn't that Spirit Bond should work for an infinite amount of hits during the duration, as it was during all of Factions (until the pre-NF skill nerf). I'm not talking about the old-school Spirit Bond. That was obviously way too powerful.

ANet put a 10-hit counter on Spirit Bond to nerf it from its original format, but it simply isn't giving you 10 hits every time you cast Spirit Bond. If you recast Spirit Bond before an original Spirit Bond has expired (10 hits not made yet or the time limit hasn't run out), then for the next cast you only get the remaining number of hits that you had left on the counter, not a full 10 reset. You only get the full 10 hits if you wait until a Spirit Bond has expired and then recast it.

I want to know if THIS is how the new Spirit Bond was designed to function, because it seems rather odd that spending full energy to cast a new Spirit Bond while an old one is still up doesn't give you 10 new hits. The way the skill is worded it seems like it should.
Its suppose to work this way. Since its recharge is very low the hit counter would be pointless if it reset after every cast. The spirit bond farming would have continued if it reset after cast.
Mercury Angel
Mercury Angel
Avatar of Gwen
#10
Life Sheath and Signet of Strength worked this way until they were fixed, and Signet of Illusions currently works this way. Unless it's stated in the description, it's inconsistent, and something is wrong, whether it's intentional and the description needs reworking, or it's unintentional and the functionality needs fixed.
TreeDude
TreeDude
Frost Gate Guardian
#11
With the current description I would say it is NOT functioning properly. However because it is a very powerful skill I think it SHOULD work that way. That way you must time it right to keep it up. Otherwise you could tank all day.
Thunder79
Thunder79
Krytan Explorer
#12
The skill is bugged...if they want to limit the functionality so it can't be used to tank infinite enemies they they should nerf the skill...not leave a bug in game.

Personally I think they should fix the bug and leave the skill functionality as is....there is still a limit to the number of foes you can take on even with the bug fix...unlike the old behavior of spirit bond.
-
-malachi-
Academy Page
#13
personally I get the feeling it is a bug, as sometimes it has been dropping off for me after 10hits, instead of 8s. Other times it sticks to the 8s.
U
Um Yeah
Frost Gate Guardian
#14
Quote:
Originally Posted by -malachi-
personally I get the feeling it is a bug, as sometimes it has been dropping off for me after 10hits, instead of 8s. Other times it sticks to the 8s.
If you get hit with more than 60 damage 10 times before the 8s is up, it ends. If you don't get hit with more than 60 damage 10 times, it will last the full duration.

SB has been working this way (reapplying it before the 10 hits or 8s are up doesn't reset the hit counter or the duration) ever since they changed it from its original functionality. It's nothing new so I doubt its unintentional. At the most, it may need a text rewording.
TideSwayer
TideSwayer
Wilds Pathfinder
#15
Hopefully someeone from Anet sees this thread and looks into it. It would sure be nice to have this cleared up before GW:EN.
makosi
makosi
Grotto Attendant
#16
Quote:
Originally Posted by TideSwayer
Uh dude. The counter doesn't reset. That's my point. My point isn't that Spirit Bond should work for an infinite amount of hits during the duration, as it was during all of Factions (until the pre-NF skill nerf). I'm not talking about the old-school Spirit Bond. That was obviously way too powerful.

ANet put a 10-hit counter on Spirit Bond to nerf it from its original format, but it simply isn't giving you 10 hits every time you cast Spirit Bond. If you recast Spirit Bond before an original Spirit Bond has expired (10 hits not made yet or the time limit hasn't run out), then for the next cast you only get the remaining number of hits that you had left on the counter, not a full 10 reset. You only get the full 10 hits if you wait until a Spirit Bond has expired and then recast it.

I want to know if THIS is how the new Spirit Bond was designed to function, because it seems rather odd that spending full energy to cast a new Spirit Bond while an old one is still up doesn't give you 10 new hits. The way the skill is worded it seems like it should.
I know, that's what I meant. Using Spirit bond before the previous Spirit Bond expired doesn't reset the counter so a 55hp monk can't maintain it (and be almost invincible where enchantment removals don't exist). In terms of normal PvP play it will be virtually unnoticed but it complicates mass farming. My belief is that this is intended for the good of the economy.
E
Enko
Forge Runner
#17
Quote:
Originally Posted by twicky_kid
Its suppose to work this way. Since its recharge is very low the hit counter would be pointless if it reset after every cast. The spirit bond farming would have continued if it reset after cast.
umm how would it be pointless? If you're using Spirit Bond to farm, you're going to be taking more than 10 hits before it recharges. Changing it to 10 hits per cast would work fine as it wouldn't destroy the functionality of the skill in normal play but did effectively neuter if for the specific use of farming. It can still work for farming if farming a small amount of enemies but most farm builds that are widely used depend on killing large amounts of enemies quickly.
Age
Age
Hall Hero
#18
I would drop and use something else shield of absorption perhaps.I gave it up along time ago.I much prefer good ole protective spirit over it any day.
g
gone
Guest
#19
if using for farming, I was under the impression that you should use the lowest armor that you can get in order to receive full effects of spirit bond.

http://www.pvxwiki.com/wiki/Build:Mo/any_Spirit_Bonder

http://gw.gamewikis.org/wiki/Spirit_Bond

Quote:
Originally Posted by Wiki
f you perpetually use this spell (for example, in a solo farm build) you have to wait until the icon blinks or the spell has ended before recasting. The 8 second duration of Spirit Bond will not reset if cast before then, and you will still have to wait the 2 second recharge time before you can cast (and the energy will have been consumed needlessly too).
E
Enko
Forge Runner
#20
Quote:
Originally Posted by flubber
if using for farming, I was under the impression that you should use the lowest armor that you can get in order to receive full effects of spirit bond.

http://www.pvxwiki.com/wiki/Build:Mo/any_Spirit_Bonder

http://gw.gamewikis.org/wiki/Spirit_Bond
umm that doesn't have anything to do with his question. The lowest armor thing was just to ensure that you were getting hit for over 60 damage each time. He's wondering about the Hit counter itself since if the enchantment is still up when its cast again, the 10 hit counter does not reset.