Talk:Weapons of Three Forges

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Analysis[edit]

From what I can tell so far, it gives a random Weapon Spell, including the elite ones, to any non-spirit ally in earshot. Now, I own all the Guild Wars campaigns and the expansion, so for me it gives all the possible Weapon Spells from their respective origin. I do not know if, say, someone captures this skill while having only owned Factions, if they would then be able to grant allies Weapon Spells that they themselves cannot unlock. I also do not know if it doesn't grant Weapon Spells which you have yet to unlock from a trader or capture from a boss.

In terms of usage, it's a little unwieldly to use as you can't control who gets what Weapon Spells. Therefore, you might grant a frontliner something like Weapon of Quickening while giving your backliners Brutal Weapon. You might grant Xinrae's Weapon to a target not under attack, or Weapon of Warding to someone receiving spell damage. As many Weapon Spells are designed to be used for certain situations and may require aspects of team building, this skill seems poorly thought out. Additionally, I have not seen it grant the PvE only skill Great Dwarf Weapon as of yet, which I assume is intended. Possibly the best usage I have seen suggested was posited to me by a friend; as this skill is only limited to allies, you can use it on a Bone Fiend Minion Master in the hopes of increasing their DPS.

Nonetheless, I am very happy that Arenanet added the skill in the first place as it shows they are giving us some attention, so to them, I send my gratitude. Soldier198 (talk) 18:06, 22 April 2020 (UTC)

Was wondering if they restricted it to like 3 weapon spells or just open to any. If it's all, it will be kind of meh. Justice (talk) 18:23, 22 April 2020 (UTC)
I would have prefered it to be: "Whenever you cast a weapon spell, you apply it to all allies in earshot" or a "stack three weapons on a single target. All the other professions received new options to their current playstyles... I don't know how I am supposed to fit this in? --Falconeye (talk) 19:35, 22 April 2020 (UTC)
I experimented with it a bit today, and it definitely allowed me to use skills I wouldn't have normally been able to (Wielder's Boon/Strike, Mending Grip). The synergy comes from large, large groups. A minion master with full minions and each minion also gets a weapon, that sort of thing. But it's never going to be a go to build. No lottery build can be, unfortunately. [ Tyloric ] User Tyloric t.jpg [ Talk ] 04:03, 23 April 2020 (UTC)
The problem here is the current Rit-meta is heavily Spirit-centric; most of the good skills are AoE damage/support derived from spirits; most of the good spells are indirectly buffed by spirits; and most of the good buffs are directly in support of spirits. The other PvE skills are Spirit focused. For years, I've tried countless times to creative a fun/effective Ritualist build without incorporating Spirits; it doesn't work. Ultimately item spells and weapon spells are an afterthought to fill in a blank slot; meant only to buff someone else's build. --Falconeye (talk) 18:37, 23 April 2020 (UTC)

Useless[edit]

This is the worst of all the skills. ~ Jujin User Jujin Hope Once More Icon.jpg talk 19:57, 22 April 2020 (UTC)

And the Monk one is good because...? At least this skill looks like it can be fun. [ Tyloric ] User Tyloric t.jpg [ Talk ] 21:22, 22 April 2020 (UTC)
I would consider it weak it in most circumstances. However, stacking Minion Masters on your team exponentially increases it's strength. It is worth it for that alone? Maybe, maybe not. Outside of that specific situation, it's too niche to be of good use, in my opinion that is. Soldier198 (talk) 22:47, 22 April 2020 (UTC)
I agree it's not at all optimal and from the looks of it ANet never intended it to be. But it will be very helpful in minion dense areas, like you said. [ Tyloric ] User Tyloric t.jpg [ Talk ] 23:56, 22 April 2020 (UTC)
This is one of the best new skills in current meta (minion masters and summons). Statistically it will be more damage than anything but Destructive Was Glaive on average, more healing and defense than ANY other Ritualist elite, and binds all Ritualist weapon spells cast with this to a single attribute (which increases the duration, too). The amount of players overlooking this elite is insane. - Infinite - talk 12:21, 25 April 2020 (UTC)

Further Notes of Functionality[edit]

Through testing I can confirm this: Any Weapon Spell granted by this skill will last for the duration that Weapons of Three Forges lasts for + Spawning Power. Just to give an example, at 15 Spawning Power this Weapon Spell lasts for 20 seconds, scaling to 30 seconds from the Spawning Power bonus. Any Weapon Spell you cast with this spell will now last for 30 seconds, including Weapon Spells that, under normal circumstances, could not last that long, such as Weapon of Warding or Spirit Light Weapon.

But that only affects the duration of the Weapon Spell. The actual strength of the Weapon Spell granted from using this skill will be based on your Spawning Power attribute, so an investment of 15 attribute points in Spawning Power means that every Weapon Spell you grant will be treated as having 15 points in it's respective attribute, except for it's duration. Soldier198 (talk) 20:19, 22 April 2020 (UTC)