Talk:Spirit Light Weapon

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Description[edit]

Currently heroes react badly when using this skill. They will spam it seemingly randomly on party members, even if the group is under attack. They will continue spamming it randomly even if one player's health is very low. I don't understand this bug description. ‽-(eronth) I give up 17:08, 26 August 2007 (UTC)

me neither :|
I'll see if I can tidy it up a bit. How's that? --Seth Crimsonflare 00:07, 16 September 2007 (UTC)
Are you saying that +15 (+30) health regen is a bad thing for your hero to cast on an ally low on health or under attack? It sounds like your hero recognizes how powerful this spell is for such a low cost and recharge. If, however, the hero is spamming it on same ally, despite the spell duration being longer... then it is a bug. Clarify please. Also... the targeting observation doesn't belong in a "bug" description, since the described behavior is exactly what occurs when you don't target for your heroes with any ally-friendly skill. Pucktrapper 19:44, 9 November 2007 (UTC)
How much HP is this in terms of HP regen? 7/15? 09:39, 10 December 2007 (UTC)
1 pip = 2 HP/sec, 30HP/sec = 15 pips. some @#! removed the note about that. - Y0_ich_halt Have a look at my page 10:11, 10 December 2007 (UTC)
It would take a spike group to be able to kill anyone with both these effects on them, and that's no exaggeration. It implies that any dps (damage per second) under 50 is entirely ignored. To put this into perspective, the dps from a level 16 meteor shower is 40. For 15 energy, that isn't shabby. I ought to make a build around this.
--Eyekwah 12:48, 10 January 2008 (UTC)
You mean Spirit Light Weapon + 10 pip Regen? for a massive 50hp/sec? 76.26.189.65 22:22, 5 February 2008 (UTC)
um... this doesn't need a spike group o.O even if you actually use 15 restore (which is very unlikely to happen), 30 hp/sec (or even 50 if you add breeze) are easy to overcome for any decent pressure team. gosh, flare spamming has 32 dps. any necromancer can apply 10 degeneration or disenchant. this skill might be very strong in theory, but technically, it's weaker than many elites since it also disallows using other weapon spells. - Y0_ich_halt Have a look at my page 22:09, 6 February 2008 (UTC)
Look at it this way, 15 pips of health regeneration for 10 seconds means 30 life/sec * 10 seconds = 300 life heal that's unstripable because it's a weapon spell for a whopping 5 energy. If you are within earshot of a spirit, that amount is doubled to 600 life. True, you don't get it all at once, so it should not be your only heal skill in your skill bar. Though for what you get for its cost, it's well worth it imo. Consider that most heal spikes are wasted for the amount not gained due to maximum life limit, and a high-heal low-cost fast recharge spell becomes your friend. Not ideal in heavy pressure, but perfect on first signs of damage. --Eyekwah 15:46, 5 March 2008 (UTC)
You got it wrong , 300 health over 10 seconds, with spirit, which is very nice imo , add a HP lvl 12 Healing breeze, and youve got yourself uber-regen lol xD 84.192.144.207 16:01, 5 March 2008 (UTC)
a) don't use healing breeze. b) yes, it is a good skill, it's just untrue that it would take a spike group to overcome its effect. - Y0_ich_halt Have a look at my page 18:41, 5 March 2008 (UTC)
Lol /agree , don't use HB, it sucks:p but it would give a +25 regen which is 50 hp / second? not sure about that:p but don't use HB , specially wammo's 84.192.144.207 21:14, 5 March 2008 (UTC)

Health gain not reduced in gate of madness is not anomaly[edit]

Anomaly Anomaly.The environmental effect in the Gate of Madness mission does reduce healing from Spirit Light Weapon.

Depths of Madness reduces healing from skills. I've removed this notice since health gain isn't healing and therefore it's not anomaly. I've checked with Signet of Lost Souls just to be sure. Matek 01:06, 21 March 2008 (UTC)

Oops I read this wrong. But anyway now this effect doesn't work on Spirit Light Weapon. Checked today - at 10 restoration it healed me for 20 when in earshot of spirit and 10 health further away. Matek 01:17, 21 March 2008 (UTC)
Possibly use this skill with rejuvination =)+ a regular regen skill (which capps at 10) = 30 regen = 60 health per second = WOW!!!
Dont you mean Recuperation? [[User:Madmesh|Madmesh]
No, the added regen from Recuperation would just be wasted. Rejuvenation adds uncapped health gain per second, equivalent to, let's say, ~20 pips of health regeneration. So, you would have the same effect as around 35-40 pips of health regeneration, except uncapped. FleshAndFaith 16:41, 5 July 2010 (UTC)

Hero AI[edit]

they never use it for me, i have Xandra with it on a restore rit build with the only wep spell on the team, noone ever gets spirit light wep,if its only skill xandra just stands there in battle and kites kinda usless for hero builds, Anet need to improve hero ai for wepon spells, xandra uses weapon of warding when im at low hp when she has restore build Annoying And Deadly 21:14, 22 March 2008 (UTC)

It gives me a headache to think about the algorithm used to fix that... 163.118.218.193 22:52, 14 November 2008 (UTC)

I don't believe that SLW is a broken for heroes in all cases. I have BiP Livia and SLW Xandra. A good part of the time Xandra uses SLW on Livia. She almost never casts SLW on Jora, who's health stays consistently high in normal PvE. 98.201.149.85 08:02, 21 May 2009 (UTC)

Scourge Healing[edit]

Can someone please test if it triggers scourge healing and if yes-who does it hurt? Or is this health gain-not healing? Ninjas In The Sky 08:31, 30 March 2008 (UTC) Its health gain thus scourge healing or things that enhance healing with not effectt his.

After little testing Scouge Healing DOES NOT trigger with Spirit Light Weapon as health is GAINED. Spirit 3ater 05:14, 4 February 2009 (UTC)

Split buff :D?[edit]

Though I think this could use a buff just all over...

No way, this skill owns if used right. You can combine it with actual health to regen to get the equivalent of +28 health regen. Thats 48hp/s, enough to counter minor spikes. Or you can use it to counteract high amounts of degen without having to make up for degen over 10 (for example, if you have 20 degen, you would need 11 regen to start to make a difference. With this, you instantly counter ALL degen and then some). Definetly does NOT need a buff K2K 06:03, 22 March 2010 (UTC)
Hero AI could use some tweaking on this skill though. As is they're far more Re-active as opposed to pro-active which makes regen (in pretty much all its form) pointless. Would take Xinraes over this in PvE any day of the weak. --BriarUser Briar BriarSig4.pngFlame Me 06:06, 22 March 2010 (UTC)
Xinreas and this are excellent Elites in human hands, but hero AI needs improvement, or both become plain skills and not weapon spells. Downside of doing that would be Wielder's Boon in human hands would be less effective. So fixing the Hero AI would be best solution. 70.153.210.72 05:51, 2 April 2010 (UTC)

The Note on Deep Wound[edit]

Personally I think it should be removed as that all health gain(except healing signet for some reason) are supposed to ignore debuffs like Deep wound and Mark of Death. I'm removing the note. Weaponmaster 07:57, 26 April 2009 (UTC)

Tormented Weapon?[edit]

The icon looks like a Tormented axe. Anyone agree? Taka Ragranok 21:54, 27 May 2009 (UTC)

Someone did: Tormented Axe#Notes --Star Weaver 22:03, 27 May 2009 (UTC)
I agree that it looks like a tormented axe. 92.81.152.196 05:28, 17 June 2009 (UTC)
Tormented weapons didn't exist when Factions was released; the icon is any axe with a weapon spell applied. The tormented axe is just a recycled spirit weapon skin dyed black and given purple sparklies anyways. 24.15.93.154 07:23, 30 October 2009 (UTC)
I'd kill to have some of the Weapon Spell skins on moddable weapons. FleshAndFaith 16:43, 5 July 2010 (UTC)


Honestly a Good Skill[edit]

What I find most useful about it is, if you run with 15 resto and 13 spawning power, you can essentially keep this skill up on three allies at once. That's pretty damn powerful. Run with Rejuvenation and Recuperation and you've got 46 hps on three teammates guaranteed. 68.198.97.123 10:07, 3 December 2018 (EST)

Healing Numbers[edit]

In earshot of a spirit:

14 Restoration Magic + 13 Spawning Power = 28 healing x 15 applications = 420 total healing.

16 Restoration Magic + 13 Spawning Power = 32 healing x 15 applications = 480 total healing.

16 Restoration Magic + 15 Spawning Power = 32 healing x 16 applications = 512 total healing.

Soldier198 (talk) 00:59, 5 May 2023 (UTC)