Talk:Spirit Bond
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[edit] Possible Bug
Has anyone else encountered the bug where renewing Spirit Bond prior to the time-out/count-out limit does not renew the 10 hit counter? I ask because I tend to find this in effect almost every time I use this skill. This also seems to be at odds with the effects of other hit/usage enchantments such as Healer's Boon and Sharpen Daggers. --Indecision 04:02, 9 June 2007 (UTC)
Spirit Bond stacks with Protective Spirit, in that; if Protective Spirit locks damage intake at below -60, Spirit bond is still triggered if target ally 'would' have taken more than 60 damage. --The preceding unsigned comment was added by User:71.132.216.8 .
- This is not really a bug. It just does not renew. This was since the change of Spirit Bond poke | talk 22:40, 15 June 2007 (UTC)
- I just guess it seems odd that only this skill seems to have this effect when all others with the counter limit don't. I know the effect came into play after the changes to Spirit Bond, and I also know that it isn't consistently applied. Often times when renewed during the flashing countdown the counter will renew even though if renewed prior to this it does not. My main query is about whether or not a note about the skill's behaviour should be added to List of skill anomalies. Also, whether this should be tagged as a bug to help Arenanet determine whether the effect is intended or not. --Indecision 07:05, 17 June 2007 (UTC)
- I have noticed this the first time I started using it with my 330hp Vengeful Spirit Bonding farming build. I do think it is a bug, and should be fixed. The 10 hits does not reset at all, and can lead to using up energy for no reason. And it makes the skill really uneffective to use it like it should. Having 10 energy, 1/4 casting, and 10 hits rule is enough to enough of a buff in the first place. But having a bug in the spell makes it kind of complicated to use. I think it should be fixed. Leave everything alone, and fix the bug that doesn't allow you to renew the enchamtment, while the 10 hits rule is in affect. Any enchantment is meant to reset no matter what, when its renewed. <ReZDoGG
- I observed the same thing, which at times means that if you recast the spell at the wrong time it will not even last one second but only for that one attack that brings the counter up to 10. Certainly a bug in my eyes. Xelonir 21:20, 8 August 2007 (UTC)
- This is reported as fixed in the 24-Apr-2008 build - can someone test so we can remove the bug notice? --Falseprophet 20:44, 24 April 2008 (UTC)
[edit] How It exactly works
Ok can someone explain how this works exactly. Is it a total counter, that once the damage from multiple attacks go over the required amount, then it starts healing? Like 20, 30, 50 (starts healing) then heals onwards? Or does it require each single attack to be over 60? Ajc2123
- read the second note. —Zerpha
The Improver 11:49, 22 March 2008 (UTC)
[edit] That last part
Ends after 10 attacks or spells <-- Over 60 damage? or just 10 random spells/attacks?--The Gates Assassin 00:37, 25 July 2008 (UTC)
- Good question, i'll see if i can find out. Lt Death 19:43, 29 July 2008 (UTC)

