Talk:Destructive Was Glaive
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[edit] Expiration Bug?
Is it just me or is this skill bugged? If you hold it until it expires it will simply disappear without the "was dropped" effect. --telamon 04:41, 5 July 2007 (UTC)
- I believe all items spells simply disappear when their duration is up. While holding a item, if you cast another item spell, swap weapon sets, or die, then the item is dropped. This skill use to have a weird animation, possibly a bug, but it appears to have been fixed. Tedium 05:20, 5 July 2007 (UTC)
- Not all item spells. Protective Was Kaolai will produce the party heal when it's dropped, no matter how it was dropped. 76.89.81.150 03:38, 2 April 2008 (UTC)
- 76.89, you are correct. I believe what you are trying to say is not that PWK will always trigger when dropped (as this happens with all item spells) but rather that the effect will trigger when the spell 'expires'... even with PWK a drop is not triggered upon expiration, only the effect. I hate to argue semantics, though. The anomaly you are describing is correct. Of course, the original question asked is the most important here: DWG is 'not' bugged. No item spells at all drop upon expiration. Then there's the point that DWG is not itself an item spell (the item's name is Destructive Was Glaive rather than Ashes of Destructive Glaive, as an item spell would be) but that only complicates the matter further and it really wakes no difference. --72.190.91.37 22:45, 25 April 2008 (UTC)
- Not all item spells. Protective Was Kaolai will produce the party heal when it's dropped, no matter how it was dropped. 76.89.81.150 03:38, 2 April 2008 (UTC)
[edit] Add a note about the bugged armor penetration
This skill has a flat -6 armor penetration vs the 10% armor penetration stated in the skill description, add a note reflecting this please so maybe ANet looks at it and fixes it (They don't seem to look at the un-official wiki at all, and though I dislike the official, they seem to pay it much more attention) Also, I suggest they really buff this skill, as it has pretty good potential. 68.62.233.226 07:15, 2 October 2007 (UTC)
[edit] Energy Cost
It's weird, when I use this skill, it removes 10 energy as per the spell, but then removes another 10 energy a tiny bit later. If I don't have it, my energy just remains at 0 until it would have been higher. You get the estra 10 back if you drop it or at the end of the duration. Am I the only one having this problem? Infuscare 02:17, 21 October 2007 (UTC)
- As with all item spells, when you hold the ashpot you lose the energy bonus of your weapon set because you aren't wielding them anymore. --Valshia 02:36, 21 October 2007 (UTC)
If anyone has the power to make this skill a proper item spell, please do so. This skill would be awsome if it wasnt so stupid and bugged =)
Thanks
[edit] Self casting with splinter weapon?
if you cast this spell on you, cast splinter on yourself while you are still holding it, then drop them and shoot your bow, will splinter still have the armor pen. bonus? Xodus I 01:26, 5 March 2008 (UTC)Xodus
- Notice it says "While holding her ashes, all Ritualist skills have 10% Armor Penetration..." so no I doubt that would work.--74.61.209.219 22:49, 5 March 2008 (UTC)
- I wouldn't be so sure. I haven't tested it myself, but judging from the way runes work - that is, that one can cast an enchantment on oneself and keep the increased stats on the enchant even after unequipping the armor - it might. Of course, there are 3 major assumptions here: that weapon spells work the same way as enchants, that item spells work the same way as armor, and that armor ignoring works the same way as a skill's variable numbers. It's worth testing if you care to, I wouldn't dismiss the idea entirely, judging from the game mechanics we've observed. --72.190.91.37 22:51, 25 April 2008 (UTC)
- I always thought Splinter Weapon did fixed damage...it is untyped. So 10% armor penetration would do nothing, right? 72.81.247.139 20:40, 29 July 2008 (UTC)
- The damage from Splinter Weapon is armor ignoring so it would be unaffected by the 10% penetration. Secksy 03:52, 7 November 2008 (UTC)
- I always thought Splinter Weapon did fixed damage...it is untyped. So 10% armor penetration would do nothing, right? 72.81.247.139 20:40, 29 July 2008 (UTC)
- I wouldn't be so sure. I haven't tested it myself, but judging from the way runes work - that is, that one can cast an enchantment on oneself and keep the increased stats on the enchant even after unequipping the armor - it might. Of course, there are 3 major assumptions here: that weapon spells work the same way as enchants, that item spells work the same way as armor, and that armor ignoring works the same way as a skill's variable numbers. It's worth testing if you care to, I wouldn't dismiss the idea entirely, judging from the game mechanics we've observed. --72.190.91.37 22:51, 25 April 2008 (UTC)
[edit] Spirits?
Does this affect spirit attack damage? or is that damage simply armor ignoring? ~ ZamaneeJinn 02:04, 27 March 2008 (UTC)
- My educated guess would be no. Ritualist spirits are created by oneself, but once on the field, they can be affected by another ritualists spells. (think using blood of the master with 2 MM's, it heals your minions and your allies.) So I would say no, it wouldnt affect spirits. It would just affect your own skills. --
Wandering Traveler 04:35, 31 March 2008 (UTC)
[edit] Useless Elite
Ugh...I thought I was going to find a good elite in NightFall,...so I guess the only good elite between Factions and NightFall united in Channeling is Grasping Was Kuurong, way to go IZzy be that creative every day. So this is elite because it gives me 10% penetration....so:
- 100->90
- 90->81
- 80->72
- 70->63
In case you are wondering those are armor numbers...nothing significant same goes (laughs) to 10 second duration(almost all spells takes 2 seconds to cast). Well if this is GuildWars, then dont bother with GuildWars 2.--ShadowFog 21:36, 3 September 2008 (UTC)
- I find it looks weak myself, but I'm guessing they are afraid of some sort of spike with it, definately in need of some sort of upgrade.70.100.80.18 00:28, 4 September 2008 (UTC)
- it does 100 damage with 10% armor penetration in the area. in the area is huge.--207.172.193.204 19:22, 4 September 2008 (UTC)
- It can also remove damage on removal enchants, if they can ruin my vamp spirit build for being to gimicky they can do something with this70.100.80.18 12:50, 5 September 2008 (UTC)
- I use this skill myself, it is excellent to finish off an area spike. Don't think it is underpowered at all, just very bugged. I would appreciate if the effect triggered without having to manually drop it, upon the item's expiration. That slight improvement would make it very much on par with other channeling elites. Discomb 13:27, 8 September 2008 (UTC)
- It may look good on paper but... I took your advise... it's awful. You gotta be playing PvE.... In the area with 10 seconds duration and you lose all enchantments? What class attack in earshot range? 70% of the professions in GuildWars attack in earshot range. By the time you reach to their destination an E have already pummeled you same with R, etc. all you did was almost 120 damage. In that note I can conclude you only leave yourself with an Elite that adds 10% armor penetration to your spells, and remove your enchantments, which Ive stated in the first paragraph is not that significant. Maybe in PvE where monster let you but not in PvP. Since it removes enchantments, there might be synergy with the Dervish skills, I havent look at it yet.--ShadowFog 14:17, 8 September 2008 (UTC)
- Try this: this isn't the chain I use in PvP, but it's pretty close. 12/12 channeling/spawning. Destruction > Spirit Rift > Dark Prison > Destructive was Glaive > Draw Spirit > Rupture Soul > drop ashes. The result is a 400+ damage spike to the area, and another 130-150 to foes adjacent to your target, provided of course the target doesn't run away or lift the hex. I use a fairly similar chain in RA, TA and AB, and it is extremely effective. Discomb 14:34, 8 September 2008 (UTC)
- There's a lot of problems with 10 second duration, Destructive duration needs to gain at least 2 second more so it can be used a la Troll Unguent. Anyway:
- Try this: this isn't the chain I use in PvP, but it's pretty close. 12/12 channeling/spawning. Destruction > Spirit Rift > Dark Prison > Destructive was Glaive > Draw Spirit > Rupture Soul > drop ashes. The result is a 400+ damage spike to the area, and another 130-150 to foes adjacent to your target, provided of course the target doesn't run away or lift the hex. I use a fairly similar chain in RA, TA and AB, and it is extremely effective. Discomb 14:34, 8 September 2008 (UTC)
- It may look good on paper but... I took your advise... it's awful. You gotta be playing PvE.... In the area with 10 seconds duration and you lose all enchantments? What class attack in earshot range? 70% of the professions in GuildWars attack in earshot range. By the time you reach to their destination an E have already pummeled you same with R, etc. all you did was almost 120 damage. In that note I can conclude you only leave yourself with an Elite that adds 10% armor penetration to your spells, and remove your enchantments, which Ive stated in the first paragraph is not that significant. Maybe in PvE where monster let you but not in PvP. Since it removes enchantments, there might be synergy with the Dervish skills, I havent look at it yet.--ShadowFog 14:17, 8 September 2008 (UTC)
- I use this skill myself, it is excellent to finish off an area spike. Don't think it is underpowered at all, just very bugged. I would appreciate if the effect triggered without having to manually drop it, upon the item's expiration. That slight improvement would make it very much on par with other channeling elites. Discomb 13:27, 8 September 2008 (UTC)
| Destruction | Spirit Rift | Dark Prison | Destructive Was Glaive | Draw Spirit | Rupture Soul | optional | optional |
| Spirit Light | Ancestors' Rage (PvP) | Dark Prison | Bloodsong | Renewing Surge | Destructive Was Glaive | Weapon of Shadow | Resurrection Signet |
Renewing Surge can be substituted by Essence Strike to deal damage and gain energy to spam Destructive since both do almost the same damage except Renewing Surge recharges instantly. Where is Bloodsong, substitute with a spirit of your choice.--ShadowFog 17:00, 8 September 2008 (UTC)
- Hey, thanks for your interest, I'll take a moment to build my PvP build for you, just so you know what I'm talking about, and explain a little about how it works.
| Destructive Was Glaive | Spirit Rift | Renewing Surge | Essence Strike | Destruction | Draw Spirit | Rupture Soul | Resurrection Signet |
- I spawn the spirit, then open up my chain with Spirit Rift > Destructive was Glaive > Essence Strike. By this point there's usually an enemy melee player around you, and you don't have to run far to drop your ashes. If not, you can just spam Renewing Surge and Essence Strike as your spirit powers up. While running around and picking your target, you always need to drag the spirit with you, which means it has to be your target. This is pretty confusing at first but I got the hang of it. At last, about 20 seconds after I spawned the spirit, I choose my spot/person. I don't always cast Spirit Rift before the spike, because sometimes it is wasted, such as if the enemy is kiting, or hitting someone who is kiting. Either way, I spawn Glaive and run towards them without shadowstepping. Once I get there, I draw the spirit and rupture it, promptly dropping the ashes. By that time, Destructive Was Glaive should be so close to being recharged anyway, that you can just spawn it again and finish the spike, if it didn't kill with the first hit.
- This is very difficult and confusing to play. It requires a lot of thinking about positioning and predicting the enemie's moves. It is also extremely fragile. The first time I took it to AB, I fought a ritualist who's elite was Consume Soul, and he completely shut me down. This isn't the only difficulty with it as well. Glaive not dropping on it's own and just disappearing is exceptionally annoying, and requires you to keep an eye on this triviality at all times. The end result, however, is 500 damage (I use 12+4 channeling in PvP for this bar) delivered to an area, and in the space of approximately 2 seconds. I invented this bar 3 days ago and have anihilated whole mobs in AB with it. This is why I don't feel Destructive was Glaive is severely underpowered. Just unpleasantly bugged. Discomb 20:52, 8 September 2008 (UTC)
- This skill couples extrememly well with Channeled Strike. --Secksy 03:54, 7 November 2008 (UTC)
- Try using it with dervish enchantments that do damage in the area when they end.
- This skill couples extrememly well with Channeled Strike. --Secksy 03:54, 7 November 2008 (UTC)















