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Heal progression[edit]

how about adding a total heal progression assuming the spirit survives its 90 seconds? - Y0_ich_halt User Y0 ich halt sig.jpg 15:38, 5 August 2007 (UTC)

Starts at 225, and adds 157.5 per rank or Attribute x 157.5 + 225 23:44, 5 February 2008 (UTC)

Functionality suggestion[edit]

This spirit should be changed into something "LoD" similiar, like: "Elite Binding Ritual. Create a level 1...8...10 Spirit. Every 5 seconds, this Spirit heals all Party Members in Earshot range, who are under 80% Health for 10...94 Health. This Spirit dies after 20 seconds."

Most energy effective heal in the game[edit]

Isnt this the most energy effective heal in the game? 14:58, 2 December 2007 (UTC)

Since one moves in real gameplay, no. Backsword 15:19, 2 December 2007 (UTC)
I meant technically... and even if you manage to let this get 2-3 casts off its paid its price 03:11, 10 December 2007 (UTC)
It's only effective if it heals someone who actually needs healing. I've seen it heal other casters who are grouped back with me and aren't taking damage while I'm spending crazy energy to keep the front line alive. Even in PvE, this spirit is very annoying. I keep it on my bar mainly because it's cheap, a 20-second recharge, and doesn't lose health unless I use Spirit Transfer or some other spell. Occasionally it'll save someone bacon accidentally. It's a battery, not an effective heal. Kuma Pageworks 06:25, 12 March 2008 (UTC)
This spirit is especially effective for spirit builds that sacrifice health (especially for healing), since this spirit does not burn up health on any effects and therefore stays alive (with a good bonus of healing as well) -- Frozzen User_Frozzen_sig.PNG 03:19, 10 December 2007 (UTC)

I would be happy if this spell were made to only heal allies with less than full health. Kraken 18:13, 12 January 2008 (UTC)

just tell everyone with full hp to move outta its range... - Y0_ich_halt Have a look at my page 18:41, 12 January 2008 (UTC)

i use it on hero restore rit build, work pretty well, restore rit and WoH can keep 8 players alive, only problem that xandra uses it everytime it recharges, which i guess is ok with only 20 sec it serves as an extra healer when the whole party it taking dmg from large amounts of foesAnnoying And Deadly 21:19, 22 March 2008 (UTC)

it sucks imo. 1 random ally in he area... dont like it :P--enable User:Enable1337 11:16, 27 June 2008 (UTC)

its a spirit i use for spirit light, its always there, and i dont sac my hp, it makes the other 4 good rit healling skills even better Shadowshock 20:30, 8 July 2008 (UTC)

Why not take something useful, like Life... or bloodsong... Euphoracle 03:06, 15 August 2008 (UTC)
Most other spirits have longer recharges and shorter durations then preservation, and/or cost more energy.Tambora 01:04, 9 October 2008 (UTC)

the fewer allies in the range of the spirit the better. if your running with 8 players, 1mm, then this is just going to suck badly. however in small team areas this will shine a little more. pve would be areas like ascalon, shing jea and istan. pvp areas would be like RA, TA and HB.--Justice 09:35, 25 September 2008 (UTC)

Heals spirits?[edit]

dose this heal spirits? like, combine with Rejuvenation or that other one... - Y0_ich_halt Have a look at my page 10:07, 10 December 2007 (UTC)

What people don't get[edit]

Why can't people see hwo bad it is? I see people running it in game for "big heals" and I feel like screaming! It heals a random ally for less than an Orison of Healing Monk with Divine Favor AND it can die. Orison of Healing is better than this ffs. Needs a drastic change.-- 21:53, 18 June 2009 (UTC)

Uh, since when does orison heal for over 100? Not to say this is a good skill -- it needs to target party members instead, and have a greater range, imo. ~ WELL HELLO Chao 18:09, 19 June 2009 (UTC)

Party members idea is actually pretty good. That limits the number of likely useless heals. Lets be real here, a second healer for the team isnt all that bad even if it is random, pugs always have dmg scattered throughout the team and dgen mobs love spreading it on everything. This will never run out of energy either and costs so little to cast. Justice 09:39, 20 June 2009 (UTC)

If youre the only person standing in it's range it will only heal you. :D --Super Igor User Super Igor siggy.jpg flame my shove sin bar! 10:12, 20 June 2009 (UTC)

Sure it's terrible for general PvE, but it isn't all bad. I've seen it used in hero battles, and it's solid (because of the small 4-person team format).-- 01:39, 16 July 2009 (UTC)

This skill forces party members to be too clustered to be used effectivly and is overshadowed by other skills in PvE. If this ritual were changed to an elite version of Life then I think this skill would see much more use, however currently there are better elite resto skills to bring along for any general PvE use.--Godfather XP 22:56, 27 November 2009 (UTC)


Make it "Elite binding ritual. Every 4 seconds, a hex is removed from a random hexed party member." I'd take it in all areas where there are hexes =D -- 14:39, 15 July 2010 (UTC)

Ritualists don't have hex removal. Let's not make it broken. It's a bad skill because of the range and the fact that it heals for orison + 12-13ish Divine favor every 4 seconds, and heals people even if they don't need healing. --Life Infusion «T» 21:59, 7 October 2010 (UTC)

Just make it heal people who ain't full health. Tyseyh 08:05, 2 April 2012 (UTC)

Three ways to buff this skill[edit]

Part of the reason this skill is considered elite outside of it's mediocre effect is because of its low energy cost, long duration, and short recharge. Any attempt to buff this skill must take those factors into account. Anyhow, here are three ways to buff this skill.

Create a level 1...11...14 spirit. Every 4 seconds, this spirit heals one non-spirit party member in earshot for 10...94...115 Health. This spirit dies after 90 seconds. 5e cost, 3/4 cast time, 45 second recharge time. Additionally, the spirit will always target the teammate with the lowest amount of health.

Create a level 1...11...14 spirit. Hexes on allies in range expire 20...44...50% faster. This spirit dies after 30...54...60 seconds. 15e cost, 3/4 cast time, 60s recharge. Essentially makes it the counterpart to recovery. Doesn't remove hexes so stays in line with the whole rits have no hex removal theme.

Create a level 1...11...14 spirit. Non-spirit allies in range gain +1...8...10 armor. This spirit dies after 30...54...60 seconds. 25e cost, 1s cast, 60 sec recharge. No rit spirit gives armor, would be interesting to see how it plays out. 05:03, 17 February 2019 (UTC)