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Taurin
20-01-2006, 22:11
When it says steals up to 20 or whatever life , is it healing or real tealing like Order of the Vampire and Vamp Weapons (adding damage and healing)?

WingspanTT
20-01-2006, 22:31
Steal = take it from the target. They lose, you gain. They die, you laugh.

nightmarestop
23-01-2006, 11:52
I've been playing with possible builds for this skill in my head, but I do NOT understand why it's an elite. I would understand if it healed more per second, but 13ish max?
Can someone please explain this to me?

Lanto
23-01-2006, 15:12
It can stack with... lets say trolls ungent for a theoretical 16 pips.

stueyman
23-01-2006, 23:44
ooh, nice idea lanto. Healing Breeze + S L weapon ftw. aslo, a guildie of mine got the sup restoration rune, and i believe he said it was at 18/second (9 pips.)

Shi Violet
24-01-2006, 03:23
It can stack with... lets say trolls ungent for a theoretical 16 pips.

Not possible. Both health degen and regen max out at 10 pips. But nice idea. :wink:

Ace of Spades
24-01-2006, 03:45
Not possible. Both health degen and regen max out at 10 pips. But nice idea. :wink:

Spirit light weapon isnt regen tho...its heal per second... so it should stack with regen

so if you get +10 regen its like 20 health per sec i think and the spirit light weapon actually heals you every second instead of contuinously

so if it heals at 18 per sec add it to the 20 so you got 38 health gain per second

im not really good at math but all i can say is by definition Spirit life weapon isnt regen so it should stack

compare its definition to other ones

Spirit Light Weapon
Description: For 10 seconds, target ally gains 3-13 Health each second. spirit Light Weapon ends if that ally is not near a spirit. This is an elite skill.


Weapon of Warding
Description: For 5-10 seconds, target ally has a Weapon of Warding. The Weapon of Warding grants a 50% chance to block and you gain +1-3 Health regeneration.


Troll Unguent
Description: For 10 seconds, you gain health regeneration +3-9.


Healing Breeze
Description: For 10 seconds, target ally gains +3-8 health regeneration.

Shi Violet
24-01-2006, 04:22
Spirit light weapon isnt regen tho...its heal per second... so it should stack with regen

so if you get +10 regen its like 20 health per sec i think and the spirit light weapon actually heals you every second instead of contuinously

so if it heals at 18 per sec add it to the 20 so you got 38 health gain per second

im not really good at math but all i can say is by definition Spirit life weapon isnt regen so it should stack

compare its definition to other ones

Spirit Light Weapon
Description: For 10 seconds, target ally gains 3-13 Health each second. spirit Light Weapon ends if that ally is not near a spirit. This is an elite skill.


Weapon of Warding
Description: For 5-10 seconds, target ally has a Weapon of Warding. The Weapon of Warding grants a 50% chance to block and you gain +1-3 Health regeneration.


Troll Unguent
Description: For 10 seconds, you gain health regeneration +3-9.


Healing Breeze
Description: For 10 seconds, target ally gains +3-8 health regeneration.

I stand corrected. And BTW, a pip is 3 health per second, so 10 regen would be 30. But, it does look like SPL has the potential to stack. We'll see what the devs do with it.

nightmarestop
24-01-2006, 04:26
I understand that it stacks, which is nice, but Healing Spring isn't elite, and it does something similar in an /area/. I understand that it's good... but WHY?! is it elite? It's possible that I haven't thought of an elite skill that it would stack with and be ridiculous, but other than that, it seems like a waste of an elite.

just discussed with my roomie, and it makes more sense now. hehe.

HonshuHigamori
24-01-2006, 04:59
I stand corrected. And BTW, a pip is 3 health per second, so 10 regen would be 30. But, it does look like SPL has the potential to stack. We'll see what the devs do with it.

Minor correction. A pip, at least according to what I know, is 2 health per second, not 3.

Also, do keep in mind Spirit Light Weapons energy cost and recharge time when deeming whether it is or isn't worthy of an elite slot. Also consider that it could cap at 15 hp per sec at 16 Restoration Magic. All things considered, I think that 15 hp per sec for 10 seconds is pretty good for 5 energy. Not godly, but pretty good.

aeonbahamutzero
24-01-2006, 06:34
random question: can weapon spells be removed? they're not quite enchantments so they pretty much can't be removed right?

HonshuHigamori
24-01-2006, 07:28
As far as I know, no they cannot as they are excempt from the normal enchant rules. That said, I don't know for sure because I never had much time to test the weapon enchants.

WhiteZombie
24-01-2006, 08:09
i can see spirit light weapon being useful in pve for use on tank, as much of pve monsters' damage is slow and sustained rather than spike. combine it with some high regen pips and youve got a pretty tough tank, especially if he has stances.

Lanto
24-01-2006, 10:15
By the way, this skill would also be affected by Aura of Faith and life attunement cast by other monks perhaps. It could alter the spirit light weapons regen for a max of (17 x 104%) + 17 = 34.68 Energy per second or 17 pips.

Then again in that case it would be affected by scourge healing.

stueyman
24-01-2006, 18:58
thinking about it, this spell could be VERY effective against a pressure/degen team. low cost, good recast. sure, you would need some supplemental heals, but this would help alot.

Death Dragon
24-01-2006, 22:07
I stand corrected. And BTW, a pip is 3 health per second, so 10 regen would be 30. But, it does look like SPL has the potential to stack. We'll see what the devs do with it.

What you are thinking of is Energy Regeneration, but inverted.

1 Pip of Energy Regen = 1/3 energy per second or 1 energy per 3 seconds.
3 Pips of Energy Regeneration = 1 energy per second.
1 Pip of Health Regeneration = 2 health per second.

Shi Violet
24-01-2006, 23:34
Minor correction. A pip, at least according to what I know, is 2 health per second, not 3.


Gah, I feel like an idiot. Health pips are two. Engergy pips are 1/3, which was where I got the 3. Sorry for that.

Edit: And the above poster just pointed that out. Sorry for the redundancy.

HonshuHigamori
25-01-2006, 04:38
By the way, this skill would also be affected by Aura of Faith and life attunement cast by other monks perhaps. It could alter the spirit light weapons regen for a max of (17 x 104%) + 17 = 34.68 Energy per second or 17 pips.

Then again in that case it would be affected by scourge healing.

Oh man. That would be absolutely *hillarious*. In upwards of 60 damage every second on the Healer... lmfao, ouch.

Kookus
25-01-2006, 10:15
I don't think scourge healing will be triggered by it. Scourge healing also does not get triggered by healing seed or healing hands.

Also: Mend ailmend and reversal of fortune do not trigger scourge healing, which is nice for boon/prots :-)

HonshuHigamori
25-01-2006, 11:13
I don't think scourge healing will be triggered by it. Scourge healing also does not get triggered by healing seed or healing hands.

Also: Mend ailmend and reversal of fortune do not trigger scourge healing, which is nice for boon/prots :-)

Perhaps; but tell me it wouldn't be entertaining ::P

Besides, remember. Healing Seed and Hands are triggered by enemy attacks. Spirit Light Weapon heals automatically every second.

Kookus
25-01-2006, 13:36
Yep, have to addmit that would be a sweet sight :laugh:

mesmer of zada
01-02-2006, 14:11
Well....
I just want to know if Weopon Spells would work on pets.
What do you guys think?

Erasculio
01-02-2006, 15:18
They work on the Ritualist's spirits, that cannot be the target of any enchantment or hex.

So yeah, the Weapon Spells are likely going to work even if you drop an item and cast said spells on it.

Erasculio

Metagenki
01-02-2006, 16:04
I think a lot of you are forgetting that you must be near a spirit or it stops working.

Basically useless for tanks.

That is what makes me also question it's elite status. Not to mention it's a weapon spell, and weapon spells don't stack with each other.

I'd rather have weapon of warding on, and it isn't even elite. I'd rather spam vengeful weapon. Use weapon of shadow.

I mean I really must be missing something, I'd even take Vital Weapon over this (+max hp, maintainable). And none of these others are elite OR require being near a spirit, both conditions very crippling to the skill.

I would love it otherwise, as regen is my favorite kind of skill in any game, other than res. I hope somebody can show me what I'm missing so I can make use of it. =/

Edit: Also, btw, it says "gains" not heal. This means life attunement and aura of faith won't work.

Death Dragon
02-02-2006, 07:45
Metagenki, think of it this way:
Max possible Regeneration is 10 Pips, which translates to 2 Health per Pip, or 20 Health per Second. With this in mind, anyone with the right build, can easily overpower that 20 Health per Second, and decimate easier.

Spirit Light Weapon, heals for 3-13(16) Health per Second. That translates to 8 ADDITIONAL Pips of Regeneration, but are not real Pips, as it is actual Healing.

A warrior would not be able to outdo 36 life gained a second really. Also it makes for nice addons to Healing Seed and Hands.

This is truely meant for Healers and Casters for the most part.

Metagenki
02-02-2006, 17:54
Metagenki, think of it this way:
Max possible Regeneration is 10 Pips, which translates to 2 Health per Pip, or 20 Health per Second. With this in mind, anyone with the right build, can easily overpower that 20 Health per Second, and decimate easier.

Spirit Light Weapon, heals for 3-13(16) Health per Second. That translates to 8 ADDITIONAL Pips of Regeneration, but are not real Pips, as it is actual Healing.

A warrior would not be able to outdo 36 life gained a second really. Also it makes for nice addons to Healing Seed and Hands.

This is truely meant for Healers and Casters for the most part.
I understand regeneration and what it does. I'm saying just that isn't worth having to remain next to a spirit and taking up your elite slot.

And a warrior can EASILY outdo 36 life a second (average). Even a bad one. Against a warrior, most of the other weapon spells I mentioned that are not even elite would actually help you against a warrior much more.

You can't use it with hands, as they're both elite, and even if you get somebody else to use hands, it doesn't offer any additional benefit beyond what using each individually would yield. In other words, that doesn't make this skill itself any better. Same deal with seed.

What benefit it grants does not seem to be worth using up your elite slot AND only working on targets near a spirit (and then it stops working if they kill the spirit). So I'm saying, either this is not a very good skill, or something here is being missed.

Death Dragon
02-02-2006, 19:14
Yeah, I understand that some skills are "Situational", but aren't all skills in a way? Giving +3 Regen and 50% to evade all attacks is nice, but still, the +3 Regen is not going to add up to much against an Elementalist, I would rather take the 13(16) Health per Second over 3 Regen off of the other weapon, reason being: I can have Healing Breeze and Mending on me for +10 Regen, and use Spirit Light Weapon (or have it cast on me) to get 18 regeneration worth, and it would slow the elementalist down some. Not as much as full out Protection, but enough to let me do my thing easier.


It is all about Preference and not "What Looks Better on Paper".
If you are a Monk against a Ranger with interrupts, then the 50% Evasion will help you as you wont be interrupted as much. Warriors are the other class the 50% Evasion will help with. The rest of the classes use various methods of damage such as hurling Meteors at you, causing you to suddenly degenerate for no reason, or just heal others.

With Factions coming out within Months, I am looking at the potential:
* Most groups will use spirits (ranger spirits are included). This makes Spirit Light Weapon more viable.
* Me, myself, will be a Ritualist myself, so if I want to use SLW instead of my Elite Healing Spirit, I can do that instead, for somewhat a better effect.


It is mainly all what you decide to use, but there are times where an additional 16 health per second guarantee will be helpful, moreso than 50% evasion and +3 Regen.

Metagenki
02-02-2006, 23:47
Ok, but with assassin coming out, that's one more that warding is helpful against, and it is probably more helpful against them than any other.

Every skill may be conditional to some extent, but this one is HIGHLY conditional. As much or more so than many mesmer skills. By the sound of it, it doesn't seem to work anywhere that is under the affect of spirits, but like the other spirit dependant skills, only right next to them.

That alone is a big disadvantage, but the fact that you can't use another elite AND can't use a weapon spell on that target AND have your elite skill disabled whenever the enemy kills the nearby spirit are pretty significant additions.

Zero RoGuE
03-02-2006, 01:16
I don't think scourge healing will be triggered by it. Scourge healing also does not get triggered by healing seed or healing hands.

Also: Mend ailmend and reversal of fortune do not trigger scourge healing, which is nice for boon/prots :-)
Healing Scourge would be trigered..but it will hit the caster of Spirit Light Weapon.

Erasculio
03-02-2006, 01:37
It cannot be removed by anything we have at the moment, considering how Weapon Spells aren't enchantments. With a short cooldown (5 seconds) and low cost (5 energy), you can spam it on everyone...

...And, above everything else, Weapon spells work on spirits. Meaning, this is one of the two (only two) skills a Ritualist has that can heal a spirit - considering how many of them suffer damage when they trigger, having some kind of healing that cannot be turned off, that is easy to spam and that is in the healing line of skills is really useful. An oponent is using Firestorm on your spirits? Use this. Is your Shelter spirit going to destroy itself? Use this, and it will last longer.

The limitation of only working nearby spirits is not a limitation if you are using it on a spirit.

Erasculio

Metagenki
03-02-2006, 01:59
It cannot be removed by anything we have at the moment, considering how Weapon Spells aren't enchantments. With a short cooldown (5 seconds) and low cost (5 energy), you can spam it on everyone...

...And, above everything else, Weapon spells work on spirits. Meaning, this is one of the two (only two) skills a Ritualist has that can heal a spirit - considering how many of them suffer damage when they trigger, having some kind of healing that cannot be turned off, that is easy to spam and that is in the healing line of skills is really useful. An oponent is using Firestorm on your spirits? Use this. Is your Shelter spirit going to destroy itself? Use this, and it will last longer.

The limitation of only working nearby spirits is not a limitation if you are using it on a spirit.

Erasculio
Thank you. I actually realized this in another thread, but didn't mention it here yet because I was too busy trying to explain I wasn't a noob that doesn't understand the skill description. It working on spirits though is the only salvation.

On the first points, you can't cast it on everyone. It is unlikely most of the party will be near a spirit, and the recharge time only leaves you able to put it on two people at once without additional skills being used. Along with the cast time, you can't maintain it on even two people completely (though it can be up most of the time).

Erasculio
03-02-2006, 02:04
On the first points, you can't cast it on everyone. It is unlikely most of the party will be near a spirit, and the recharge time only leaves you able to put it on two people at once without additional skills being used.
Heh, I think it's possible for the entire party to be nearby a spirit, but not likely (just like you said) - I would expect, some time from now, to see some players able to use skills like Recuperation (everyone in range of the spirit gets health regeneration) in the entire party. Possible, yes, but only when people work on doing that.

And your second point...Oops, forgot about the short duration. You're right, it won't save so many spirits, but it's still one way to heal them. A Healing Breeze that cannot be dispelled and works on the spirits, with a horrible, horrible cooldown.

Erasculio

Drathon
09-02-2006, 14:20
Did anyone get the chance to test the effect of weapon spells on the following?:

Pets?

Spirits (ones that attack)?

Yourself while holding ashes?

Also, am I correct in assuming that weapon spells do not stack and you can only have one at a time active? Thanks for any answers!

Erasculio
09-02-2006, 16:34
There's this topic (http://forums.gwonline.net/showthread.php?t=384578), but almost no one replied to it anyway (heh, I hope that's not a pattern). They work on spirits.

Erasculio

Goldfish God
09-02-2006, 16:46
Weapon spells do not stack, like stances it's only 1 per person at a time.

I tried the casting on myself with pot/flag... it didn't work if I remember correctly. But it did when I cast on someone else holding a flag, and I think I tried it on a pet since I'm sure I tried it on something without a weapon, but 'm not 100% sure (and it might have been "fixed" as a bug or something anyway).

I didn't try on spirits, but spirits use "skills" to attack. i.e. Pain spirits use "pain" skill to attack. I'm not sure if the skill is an actual spell, or an attack skill, or a generic "skill".

Vampyrebass
11-02-2006, 09:36
Weapon Spells do work on spirits, for example Weapon of Warding:

Weapon of Warding (availability)
Description: For 5-10 seconds, target ally has a Weapon of Warding. The Weapon of Warding grants a 50% chance to block and you gain +1-3 Health regeneration.

When you cast weapon of warding on a spirit it gets the health regen and the assassin that attacks your spirits hits less often :D.

Siru
11-02-2006, 11:56
Emm.. BTW. Weapon spell creates a weapon to targets hand, right? So does it replace your original weapon and it's bonuses on the mean while or..? :huh:

Erasculio
11-02-2006, 12:01
No, it doesn't really "create" a weapon, it only adds certain properties for your next attack (or the next attacks, in some cases, or even for enemies' attacks). Your weapon still sets what modifiers you get, your damage, etc...Think of it more like Judgement's Insight than Illusionary Weapon.

Erasculio

Siru
11-02-2006, 22:10
No, it doesn't really "create" a weapon, it only adds certain properties for your next attack (or the next attacks, in some cases, or even for enemies' attacks). Your weapon still sets what modifiers you get, your damage, etc...Think of it more like Judgement's Insight than Illusionary Weapon.

Erasculio
Oh, ok, good :largehappy:. Just made me worry cause I remembered that it "created" a new weapon to my teammates hand what we amazed.. They look pretty nice IMO :grin:.

..dang, didn't remember to take a screenshot of it :undecided:

wzero
12-02-2006, 08:33
Oh, ok, good :largehappy:. Just made me worry cause I remembered that it "created" a new weapon to my teammates hand what we amazed.. They look pretty nice IMO :grin :.

..dang, didn't remember to take a screenshot of it :undecided:

OVER HERE!!! talking about me hey :grin:
http://img155.imageshack.us/img155/1711/gw5356cu.jpg

Siru
12-02-2006, 20:02
OVER HERE!!! talking about me hey :grin:

Ooohh! So pretty dusty axe!! :love:
I'm interested about those.. Do they all have different skins for every weapon (spiked axe/ piercing axe) or weaponspell? Hmmm.. :scratch:

Goldfish God
12-02-2006, 20:12
all weapons of the same type have the same "weapon spell" skin.

axes get that kinda curved head
swords look a bit like a single-edged blade with a hole through the mid-section
staffs look a bit like a bone with a ball-joint lump at the tip
daggers look like 1 basic kinda bone shard dagger
can't remember exactly what hammers look like, I think they have a skull head
can't remember wands, but it's a basic bone twig thing I think.

MaximumSquid
14-02-2006, 17:37
So here's what I have so far in the build. . .

Elementalist/Ritualist
Level: 20

Communing: 12
103 attribute points remaining.
http://img402.imageshack.us/img402/5861/guidedrenewalbuild4fd.jpg

Guided will last 10 seconsd at 12 communing making it possible to have Ritualist as the off class. Glyph of Renewal will make it more expensive to cast, but you can do this ever 15 seconds.

I can't think of what else to put into the build.

I can easily add earthbind to the build, but i'm already hurting for mana so I don't think i'd have enough for most knockdown combos. Obsidian Flame is tempting since it's so cheap to cast.

I'm honestly at a loss here though.

What else should I put in a build like this?

Goldfish God
14-02-2006, 21:21
Maybe Flesh of my Flesh (restoration. half max health to ressurect ally) or Lively was Naomei (restoration. ressurect all nearby allies when dropping ash-pot) instead of Rez Sig.

Wielder's Boon (restoration. heals addition amounts if target is weapon spelled) to heal/self-heal.

Blind was Mingson (restoration. blinding ash-pot) to protect against meleers.

Conjure <element> to increase the damage you do. I don't think it would strip Weapon Spells since they're not Enchantments. A focus on air Elementalist magic seems a good idea to combine with Ritualists since they also do lightning damage.

I can't really say I would take Guided Weapon for a spellcasting build since their weapon isn't their main attack. A warrior or ranger is much more affected by blindness or an evade/dodging target. One of the protective/healing weapon spells, or ones that inflict things in addition to damage (e.g. interrupting attacks or blindness).

MaximumSquid
15-02-2006, 01:01
I think restoration magic might be the best route.

The build is intended as support for an assassin or warrior. (most likely assassin).

I could setup an impressive backline with communing magic and earth magic. I'm mainly concerned about energy with the build. I don't have any way of getting it back in a pinch.

Goldfish God
15-02-2006, 02:24
I thought it might be support.

maybe add:
Sooting Memories (Restoration. 5 energy. Target ally is healed for 10-82 Health. If you are holding an item, you gain 3 Energy): I think this is supposed to be Soothing Memories, heals with energy back when holding an ash pot, like MightyVorizon.

Mighty was Vorizun (Communing. 5 energy. Hold Vorizun's ashes for up to 15-51 seconds. While you hold his ashes, you gain +15 armor and +20 maximum Energy).

Spirit Siphon (Channeling. 5 energy. Target spirit loses all Energy. You gain 15-27% of that Energy): You'd probably need to pack spirits to actually use this though.

Signet of Spirits (Channeling Elite. You gain 1-6 Energy for each spirit in the area, maximum of 5-17 Energy): Again it needs spirits.

Essence Strike (Chaneling. 5-energy. Target foe is struck for 5-41 lightning damage. If any spirits are in the area around you, you gain 1-6 Energy): Gives you an attack spell, plus some energy back.

Spirit Channeling (Channeling Elite. 5-energy. For 10 seconds, you gain +1-5 Energy regeneration but suffer -5 Health degeneration. When spirit Channeling ends, you gain 5-17 Health for each ally in the area): balance out health loss with a restoration spirit maybe.

Attuned Was Songkai (Spawning Elite. Hold Songkai's ashes for up to 45 seconds. While you hold her ashes, your spells cost 5-41% less Energy to cast): Needs spawning which isn't available for Elementalist primaries.

for leeching energy and other spirit-related spells, you could try

Destruction (Channeling. energy 10. Create a level 1-8 spirit that dies after 30 seconds. When this spirit dies, all nearby foes take 1-4 damage for each second the spirit was alive).

It only has a recharge time of 20 seconds according to this site, though if it's actually 45 like I suspect, you could use

Life (Restoration. 10 energy. Create a level 1-8 spirit. When this spirit dies, all allies within its range are healed for 1-4 Health for each second this spirit was alive. This spirit dies after 30 seconds)

with a 45 second recharge. A fast recharge with a on-death effect means you should be able to suck out some energy with spirit siphon, use it as a "nearby spirit" etc before it dies and then relatively quickly relocate if needs be.

For elementalist stuff, something like

Iron Mist (Earth. Energy 10. For 5-15 seconds, target foe moves 90% slower than normal. That foe gains immunity to damage from all sources except lightning): would work well if your allies pack lightning-damage weapons.

with other Earth defenses.

I think some of the Ritualist staff/wands do lightning damage.

serialkiller
22-02-2006, 14:19
Quick question about

Splinter Weapon

Cost: 10 Cast Time: 1 Recharge: 10

Weapon Spell. For X seconds, target ally has a Splinter Weapon. Target ally's next successful attack deals X damage to all adjacent foes.

Ok so is this a one time use echanment or does the effect last the duration?

Goldfish God
22-02-2006, 14:42
Quick question about

Splinter Weapon

Cost: 10 Cast Time: 1 Recharge: 10

Weapon Spell. For X seconds, target ally has a Splinter Weapon. Target ally's next successful attack deals X damage to all adjacent foes.

Ok so is this a one time use echanment or does the effect last the duration?
1. It's not an enchantment, so it won't effect things that require enchantment (such a "inspired enchantment" or "descecrat enchantment") etc.
2. The Weapon Spell triggers & ends on the first hit within X seconds. If no hit is made within that X seconds then the spell expires without having been used. If a hit is made, the effect fires and the spell ends, so subsequent hits can't re-trigger the effect without it being re-applied.

ralfsmith
23-02-2006, 21:20
Oh its very interesting. Could you provide me more information ?

johntvery@operamail.com

johntvery@hotmail.com

MaximumSquid
27-02-2006, 00:42
Could you provide me more information ? Me or Goldfish?

. .. and

COuld you be more specific?