Well, this is going to be my 6th attempt to make a friggin’ post here, as GWG kindly borks up all my attempt to reply to you. But now, typing in Word to save my typings, I hope I’ll be able to sqeeze a reply in here.
GG borky GWG.
1) range of spirits (caused by Destruction talk)
Quote:
Originally Posted by Kabale
I believe the 'within it's range' equals the 2/3 radar, but 'in the area' is the same as the range as it is shown in the Temple of Balth.
This basicly sums it all up.
2) Displacement
I’ve tested the tables on Union and Shelter and couldn’t find any problems.
If either:
- the description is wrong, it should be like Union and have 60 damage each time
- the skill is bugged, it should be as the table, but currently isn’t.
then the table for Displacement is currenlty wrong. I can’t foresee all silly things of Anet

.
3) Necro skills
Quote:
Originally Posted by Guildmaster Cain
Like Veratas Sacrifice and Well of Blood, which both effect spirits as well. BotM doesnt effect though as far as I have seen.
Very interesting. I’ll test it out…
Heal Area doesn’t work, but Well of Blood should?
Verata’s Sacrifice ‘undead allys’ covers rituals?
Well, have I ever. I’ll do a retest to check upon this. No offense to you, just have seen a lot of wrong perceptions made by people and like to see things with my own eyes.
4) “add information on skills that give spirits life / steal life”
I’ve pondered it, but in the end decided not to. A topic article such as this must set that which it clearly, or it will derail fast. Also most of these skills seem straight forward, and I figured people wouldn’t have a problem with them anyway…
I did mention Signet of Creation briefly, but stayed away from naming them all…
5) health equation
Quote:
Originally Posted by Makkert
70 + ((spirit level -1) * 20) * (1 + spawning power * .04).
Quote:
Originally Posted by Minnix
The equation: 50 + (Spirit Level * 20) * (1 + Spawning Power * .04) is the correct formula for both Ranger and Ritualist spirits.
look closely, and see that both give the same results. Funny though. Originally I had the same equation that Minnix posted, but decided to move to the equation that is currently in the article because I wanted to keep in line with guildwiki.org and prevent confusion. Now guildwiki.org changed the equation, and I’m still faced with this.
6) Destruction
the greatest thing about Destruction is it’s dandy recharge time. It makes for a nice fodder for Soul Twisting or Feast of Souls for example.
Quote:
Originally Posted by Jedi Mad Hatter
I treat Destruction more as a defensive spirit, and it allows me to devote more points to Channeling, rather than split some and stick them into Communing. I hang very close to it and use it as my nearby spirit to boost my Channeling skills, and just recast it when it recharges. It's a handy skill for what it can do... the damage is just a bonus.
I saw someone in RA use Destruction as a save place, and when a warrior dared to come close to him, he sacced the spirit to Rupture Soul for a damage boost and blind on the warrior. It made me chuckle to see it, the warrior got a nasty surprise there. But this is RA, it’s a bit too obvious what you are doing. Not to mention you’re then counting on people coming close to you. You could ball up as a team, but any team with AoE damage would eat you alive. Therefore the defensive value is so-so.
7) JoeKnowMo
I’ll have to give this guy an own header, with such a long post…
Union
Quote:
Originally Posted by JoeKnowMo
Also, unlike it's skill description, I've noticed that Union takes as much damage as it mitigates. If you're taking 16 or more damage, then Union mitigates up to 15 dmg and takes 15 damage. However, if you're taking less than 15 damage, Union will make that zero, and will itself only take as much damage as you should have received.
Interesting…. Not sure how many times you’ll receive less then 15 damage, but still interesting. Will check.
Quote:
Originally Posted by JKM
Displacement doesn't seem to trigger if the attacking foe is blinded or hexed with a spell that makes them miss (e.g., blurred vision) only if they're missing due to the hex/condition. Meaning Blinding Flash, Shadowsong, Blurred Vision, Price of Failure, Reckless Haste, etc. will help displacement last longer.
This sounds logical yes… good point, in retrospective I should have added this…
An article takes a long time to write for me (many weeks/months go by before it sees public) and nearing the end, you get some sort of blindness for your own article.
Quote:
Originally Posted by JKM
The energy regen of spirits is 4 arrows, which u probably knew, but wasn't included in the guide.
yep, it’s also on Guildwiki.org. Since spirits don’t use energy themselves, this is only of importance to skills that drain a spirits energy. Once again, ‘article blindness’.
Quote:
Originally Posted by JKM
Wanderlust should also be included on your spirits with AI list.
duh.
Quote:
Originally Posted by JKM
Although Wanderlust is also a Spirit with Health Penalty Effects, it does not have the 2/3 radar range of the other health penalty spirits.
logical, else this attackspirit could be a real pain in the ass…
Quote:
|
Originally Posted by JKM
If the life of a foe drops below 40% (somewhere around there, not sure exactly), all spirits will attack this foe regardless of armor level.
I’ll do a test on this one…
I think I got most of the remarks with this. Once again, thanks for the remarks, very nice discussion going on here.
Kind regards,
Makkert | | | | |