Spirit Bond's hit counter. Working as intended?

TideSwayer

TideSwayer

Wilds Pathfinder

Join Date: Jul 2005

We Farm Your [?????????s]

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

Join Date: Nov 2005

Wales

Steel Phoenix

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

Join Date: Nov 2006

@ Sensation Black

Death is Energy [DIE] ~ Raining fame alliance

Thats how I lost my Legendary Survivor, twice.

Casted SB twice by accident, third got interrupted.

~Prof.

makosi

makosi

Grotto Attendant

Join Date: Mar 2006

"Pre-nerf" is incorrect. It's pre-buff.

Requirement Begins With R [notQ]

Me/

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

Join Date: Nov 2006

W/

Working as intended.

OwN3dPwN3d

OwN3dPwN3d

Frost Gate Guardian

Join Date: Jun 2005

spirit bond ftw in RA ^^

TideSwayer

TideSwayer

Wilds Pathfinder

Join Date: Jul 2005

We Farm Your [?????????s]

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.

Kas

Frost Gate Guardian

Join Date: May 2005

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

Join Date: Jun 2005

Quite Vulgar [FUN]

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

Join Date: Apr 2005

Wandering my own road.

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

Join Date: Jun 2005

Buffalo, NY, USA

Dragon Storm

E/Mo

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

Join Date: Aug 2006

Chaos Rising

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

Join Date: Aug 2005

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.

Um Yeah

Frost Gate Guardian

Join Date: Aug 2006

Illusions of Grandeur [Illu]

W/

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

Join Date: Jul 2005

We Farm Your [?????????s]

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

Join Date: Mar 2006

"Pre-nerf" is incorrect. It's pre-buff.

Requirement Begins With R [notQ]

Me/

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.

Enko

Forge Runner

Join Date: Jun 2006

VA

Mo/

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

Join Date: Jul 2005

California Canada/BC

STG Administrator

Mo/

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.

gone

Guest

Join Date: Jan 2007

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).

Enko

Forge Runner

Join Date: Jun 2006

VA

Mo/

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.

gone

Guest

Join Date: Jan 2007

well when i use the same exact build(rt) with low armor...I have no probs at all.
-go figure.

Quote:
Originally Posted by Wiki
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).
i'm gonna go on a limb and say the 8 seconds won't reset and neither will the hit counter...
Solution..Don't over-spam it.

I've not had probs other than getting interrupted.

VendingMachine

Academy Page

Join Date: Nov 2006

It works as intended. Casting it again is like making it longer but thats it not reseting it. Its like the first 9 hits when this enchantment is on you, but when you refresh it its the same enchantment its just last another 9 seconds. So it shouldn't reset it.

code1101

Frost Gate Guardian

Join Date: Jan 2007

When I saw your post on the 330hp rit I got concerned ..

this spell can still be used for the 330hp rit build and the dual smite build but with more attention.

Now imagine they fix the counter in this spell but increase the recharge time ... this will make almost any build that uses SB for farming useless.

TideSwayer

TideSwayer

Wilds Pathfinder

Join Date: Jul 2005

We Farm Your [?????????s]

Quote:
Originally Posted by code1101
Now imagine they fix the counter in this spell but increase the recharge time ... this will make almost any build that uses SB for farming useless.
This isn't a thread calling for a further nerf to the skill. If ANet didn't want the skill to protect you from more than 10 hits, even if you were able to manage the energy to keep it up, they'd have upped the recharge time so you couldn't cast it within a reasonable timeframe of a previous Spirit Bond. They didn't. I'm still leaning towards the notion that this skill isn't working as intended or that there's a bug in there somewhere. It often goes down right after cast due to said hit-counter issues, but other times it seems to reset just fine. (Either that or the hit counter was still so low on recast it seemed like it.)

The way I see it, if you recast Spirit Bond you should get those 10-hits reset, no matter if an old Spirit Bond was still up or not. The skill says, "...the next 10 attacks or spells...". You are spending that 10 energy to reset the 10 more hits in addition to a duration reset. Why should you have to wait until it expires to get the hit counter to reset? Waiting to recast Spirit Bond just after it goes down serves the same purpose, just with a little more tedium on the player's part. It seems foolish to not allow a reset counter just because you haven't taken the full 10 hits yet from before and want to recast it "early".

Koning

Koning

Wilds Pathfinder

Join Date: Jan 2006

Maybe the text have to be changed, but how it works now is fine.

If the timer resets everytime you cast it would be almost familiar with the old one, and it's fine as it is now in PvP.