Talk:Spiritleech Aura

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This skill is a good way of killing spirits while providing defense to yourself or your team. Make a Rit using this spell casting Weapons of Warding on himself, run into the enemy spirits area and start healing your team. First, you will be drawing all the spirits attention into you while you are blocking most of their attacks, the enchantment heal the damage they might be doing to you and at the same time, you are slowly killing them without having to do anything. Its kind of a niche skill but its the same thing for all the other skills targeting spirits. Rekiem - 18:00, 6 February 2008

Skill Tweaks 07/26/07[edit]

  • Spirit Leech Aura: 5..20 -> 5..50
  • Please discuss skill change here. ~Izzy @-'---- 23:45, 26 July 2007 (UTC)

That might be a bit too much, it's the equivalent of Vamp Gazing the spirit every time you cast a spell. You seem to be trying to make Restoration rits more resilient, but I'm not sure that's what they need; the reason they're not used as much is because Divine Favor outclasses all their heals except maybe Spirit Light. I guess if you make them resilient enough to keep spikes from hitting them too hard they'll see use, but currently LoD and RC are dominating healing. In conclusion, I'm not sure what you're trying to accomplish with this skill either. User GD Defender sig.png 20:15, 27 July 2007 (UTC)

At this time restoration ritualists can be comparable to a healing monk at high attributes in restoration magic (Orisis of Healing, Mend Body and Soul and Soothing Memories heals about the same. Spirit Light and Heal Other are comparable). The reason for restoration ritualist's unpopularity comes from their inability to dealing with sudden spikes that the monk's protection prayers line can easily stop. How many spells are there in the restoration line that have 1/4 seconds casting time and can stop spikes? None. You can use one weapon spell or another for protection purpose but not both. They cannot use unique anti-spike combos like protection line, for example, protective spirit and shielding hands. I will pick a restoration ritualist in RA/TA over a healing monk because they can make themselves very resilient. But I will never use them in GvG or where there are lots of players. They are easy to shut down by interrupts unlike protection monks who can spam so many 1/4 seconds spells. They are easy targets for hexes. Why do you think diversion mesmers are so popular? Migraine mesmer's can't stop those 1/4 seconds Spirit Bond, RoF, RC and SoR. Another issue is that there are too many conditions linked with their skills. I would be very surprised if you can get a 3 seconds spirit up as a healer in a big battle field and of course spike heals like Spirit Light and Spirit Transfer depend on spirits. Once interrupted you'll need to wait 30-60 average for the spirit to recharge; the team will be dead by then. Then there's the matter that spirits mayb be destroyed once it's up. If you are heavily using Spirit Light Weapon or Spirit Transfer I doubt the other team will let those spirits stay up long. Tanasen can be a solution to interrupt but then the ritualist forgoes other item spells like Tsungrai that make them resilient. Tanasen doesn't last long enough to be worth it anyways, espcially at 10 energy. The third issue is that there long recharge for most weapon spells. Currently the only weapon spells you can spam are Weapon of Remedy (elite), Vengeful Weapon, and Resilient Weapon. The first two will be gone with one hit and resilient weapon is hardly spammable at 10 energy when a ritualist with an urn only has around 30-42 energy. Spells that benefit from having a weapon spell is not useful if passive weapon spells are hardly spammable. This is a huge factor that has contributed to the unpopularity of Wielder's Boon and upcoming Wielder's Grip. --216.113.208.132 01:52, 30 July 2007 (UTC)
At this time I am going to shamelessly necro the hell out of this twelve year old comment. What this guy said twelve years ago in regards to restoration ritualists not being suitable for GvG/HA play is still almost entirely true in today's Guild Wars. The only things that have actually changed from the time of his comment is A. Xinrae's Weapon is a decent 1/4 cast protting skill that rits have access to and B. Spirit Channeling makes weapon spells plenty spammable and doesn't sacrifice weapons/shields like an urn would. The main reason I necro'd this comment is because Anet never took any steps to make Restoration rits more suitable as backliners. Excluding the tranquility/enchant hate ranger ritual gimmick build, resto rits were only ever used as a flag runner, and in todays GvG meta a third monk is usually used to run the flag, relegating resto rits to near nothingness. The issue of shutting down a ritualist in PvP was never, ever addressed properly. Seriously, their three best heals (light, transfer, mbs) pretty much require a Spirit in earshot. But spirits have at minimum a three second casting time. As long as a single ranger or Mesmer camps you, you will *never* get a spirit off all match. Unless you bring Tranquil was Tanasen, but 10e every 20 seconds is costly, and losing Spirit Channeling means you can no longer spam weapon spells. And rits again have no hex removal, so you can either go /me or /mo to make up for that. But that also means you can no longer go /w or /a for defensive stances! So what happens then if a warrior or derv or sin gets the gank on you and your 1 second cast time weapon of warding is interrupted? You're screwed! But let's say you get that Spirit off and that weapon spell off and you're nice and protted and able to drop solid heals with your spirit in earshot. Well guess what? Your spirit is level 10 and is killed by the enemy team in five seconds! Back to having no healing skills again! Furthermore, PvP is very mobile, and spirits cannot move. It's entirely possible that you might lay down a spirit and before it gets a chance to recharge your team has beaten back the enemy and is pushing into their base! Now you've got 10-30 seconds of no healing skills yet again! Unless you bring draw Spirit, but that sacrifices a skill slot. Nobody was asking for resto rits to replace monk healers in PvP, but they should've at least been viable as a dedicated back liner and not just a flag runner. 172.58.227.162 06:21, 28 July 2019 (UTC)
You just seem to be doing it wrong with the weapon spells :l I agree with you though, even if you could keep weapon of warding or resilient weapon on the pressured character, you will run out of energy soon without Attuned Songkai. Also Spirit Transfer is a decent spike-heal, of course doesn't heal as much as Infuse and requires a spirit but doesn't sacrifice your own health either. - IH 21:44, 30 July 2007 (UTC)
I have to agree that there are little options when it comes to spammable restoration weapon spells that last at least 20 seconds. Keep in mind there is opportunity cost to carrying item and weapon spells. A person can only use one item or weapon spell at a time since they cannot stack and, as mentioned above, this gives Ritualist the lack of flexibility to combo protective skills. What is not mentioned is that although ritualist can heal, they lack spells that heal more than one target. Monks have spells heal party, LoD, heal area (more PvE), healing ribbin they can use to multi-target. Ritualist has nothing except a binding ritual called Life. Kaolai can heal the party but 20 seconds recharge is hardly spammable. Well pretty much everything is covered on why ritualists are monks on welfare. Their skills are hindered by restrictions, conditions, inflexibility. Spirits are easy to interrupt. One weapon spell can't protect effectively enough and can never stop organized spikes. There are only a couple of weapon spells that last more than 20 seconds and only vital weapon (Doesn't protect and is in communing) is spammable. Restoration spells have conditions left and right and even when you meet the condition they seem like just an average monk spell. Life only last 20 seconds and is not reliable for spirit requirement spells. Recupteration cost to much energy (Agree with above, Ritualist with urn only has about 30-42 energy) and when it is up it will normally be killed. Recovery is the only spirit in the restoration that will stay up long enough that you do not need to contantly cast every 20 seconds and don't cost an arm or a leg. I will stop my ranting about restoration ritualist. I agree with above that I'd pick a restoration ritualist over a healing monk in ra/ta. --Shadetz X 12:48, 31 July 2007 (UTC)
Maybe Izzy wants Ritus with Vampiric Spirit to use this and Ghostmirror Light for free heals. --Ckal Ktak 14:56, 8 August 2007 (UTC)

It would be nice at 50 life steal. You'd have to use it with non-degenerative spirits (unlike Union or Rejuvenation for example), but you'd have a decent source of self-preservation. I think it still wouldn't be used at that point, because most people don't want to kill their spirits off unless it were for a bigger reward. Could I suggest adding 1 energy gain for each spirit in earshot upon casting spell? It'd make it potent at that point and very helpful for builds with lots of binding rituals. Though I'd cut back the life steal at that point. --Eyekwah 14:39, 11 June 2008 (UTC)

Tweaked Version Feedback 07/26/07[edit]

As far as i know killing spirits was never a problem as long as they didnt provide too much protection to the team using them. With regards to spirits like Natures Renewal and Edge of Extinction, i dont think its too much to ask for your teams offense to spend a few seconds killing it. I wouldnt want to take a skill that has the sole purpose of removing enemy spirits. The number of teams in GvG with spirits is very low, and in HA i just tell my fire ele to nuke them off the face of the map. Even if this skill was necessary, i dont think it really accomplishes what you want it to do very effectively. Teams like the current heroway in HA having about 5-6 spirits each with about 200-300 health each. 1 rit with spiritleech aura would have to cast quite a few spells before he removed all these spirits. But to be honest i just dont see the need for this skill. It might be more attractive if it provided some healing towards party members. So if you steal 50 health from a spirit within earshot, all party members are healed for 25 health. Something like that would be more interesting, that way you could run a build where you put your own spirits down in a fight and leech health from the spirit to heal your allies with. Could be a non-elite version of consume soul. 87.194.81.41 00:10, 27 July 2007 (UTC) Lorekeeper
This wouldn't get added, unless something like "every skill that targets an ally" or "restoration spells". With the suggestion of healing the whole team, Spiking with Channeling also spike heals the whole team for 200 health. --Deathwing 02:25, 27 July 2007 (UTC)

Using this skill will own your own spirits pretty fast. Is getting 50 hp per cast worth it? I don't think so.

It's not worth it. I'm thinking maybe....
Enchantment Spell. For 5...17...20 seconds, whenever you cast a Spell one spirit within earshot loses 10 Health. You gain 1...4...5 Health for each point of Health lost in this way.. --Deathwing 02:25, 27 July 2007 (UTC)
It actually feels worse in a sense. Now you're actually killing your own spirits very fast. You can't actually rely on the other team having spirits, and it's not like it would kill those faster than just nuking them with some Channeling spells, or using Gaze of Fury, etc. I really liked the suggestion below of making it 'whenever you cast a spell on an ally, target ally steals x..x health from a spirit in earshot'. This gives some kind of 'divine favor' to Rt that could mix well with spirits like Bloodsong. I'd personally put it to something like 10..22..26 health. Patccmoi 02:14, 27 July 2007 (UTC)
I still don't see the point in this skill. As far as killing enemy spirits go, I think even Gaze of Fury, as limited as it is, would be better. Erasculio 02:20, 27 July 2007 (UTC)

Just hilarious. I have no idea how you could buff this skill to make it useful without just totally rewriting it. Aksharack 03:30, 27 July 2007 (UTC)

I can now see some fun synergies with Masochism and a handful of sac skills here.--Skye Marin 04:14, 27 July 2007 (UTC)
Shouldn't this go into Channeling? You would use this with Bloodsong and cast Gaze of Fury on Bloodsong right before it dies. Also Spirit Boon Strike could help a bit. I don't know of any spirits except Bloodsong that would live that long with this enchantment up. --Redfeather 06:37, 27 July 2007 (UTC)

Original skill feedback[edit]

Kind of boring. Maybe it should also have a small energy steal? Then move it to Spawning Power if it's overpowered. Not quite sure what the idea behind this skill is. Is it so resto rits don't have to heal themselves as much? --Heelz 01:45, 21 July 2007 (UTC)

Use with necromancer sacrifice spells? Cultist's Fervor comes to mind, although the sacrifice is likely to be higher than the small heal gained using spiritleech aura. 203.217.0.53 03:50, 21 July 2007 (UTC)

Oo not just "allied spirits"?--76.111.173.68 07:50, 21 July 2007 (UTC)
that was me btw --Midnight08 07:51, 21 July 2007 (UTC)

Aura of Restoration --24.179.151.252 15:58, 21 July 2007 (UTC)

I really dont understand the point of this. Izzy please tell. --Renegade 17:37, 21 July 2007 (UTC)

The idea is for it to be a bit of a passive counter to spirits, but I think the numbers are way off. ~Izzy @-'---- 18:28, 25 July 2007 (UTC)

That baffles me. I thought you guys are trying to steer clear of passive skills. And secondly, it seems more damaging to the user, since they're probably the one using the spirits. Some of the suggestions down VthereV are good. Whatever you were attempting with this is probably a lost cause, no offense. --Heelz 21:18, 25 July 2007 (UTC)
I see your point but even if the numbers were better, it's still an oxymoron skill. Most Ritualists are hopelessly spirit bound (since this is far too niche for Resto secondary),as all the alternative builds are just weaker. Your more likely to kill your own spirits than anyone else's. Stealing energy would be a better idea. Like 0..2..3 energy would be good. Personally though I've never liked using enchantments on Rits. Felt like it defeated one of the many reasons to use the class. Also adds to the reason a lot of the skills in Spawning are even less attractive... On top of where they are in the first place... Fro 21:13, 25 July 2007 (UTC)

Not just allied spirits[edit]

As Midnight pointed out above ... as the skill is currently worded you can steal health from enemy spirits. While still not incredible, could be situationally useful. --MasterPatricko 18:49, 21 July 2007 (UTC)

It gives you a little more freedom of movement with that. I can see this used in my build, especially since it's in restoration magic. There's a lot of healing skills with low costs and short recharges on this line, I like it. (Terra Xin 02:41, 22 July 2007 (UTC))
Sure I can see it has a use, but why waste a slot on this when you can just take another healing skill? Far more efficient, and you don't need to be spamming spells like a maniac to get the benefits. This isn't very good... Fro 12:38, 22 July 2007 (UTC)

I think this skill is useless.--Lumenil 20:03, 22 July 2007 (UTC)

I agree. Compare this with, say, Spirit Light - for the same energy cost, while also standing besides a spirit, you would require nine spells to heal yourself as much, while damaging a nearby spirit as much. I think this is too unreliable as a self heal, too slow to be used against an enemy spirit, too random for someone using more than one spirit and too destructive for someone using a single spirit (besides, what Restoration spirit would you use this with? Life? With all the others, killing them faster would only remove their effect). Worse, I can't think of a way to fix this - if energy stealing is added, suddenly things like Wielder's Zeal will give you energy for casting spells, and that's definitely overpowered. Increasing the healing would only hurt the spirit more...And so on.
Although...Maybe the health stolen from the spirit could be increased and given to the target of the spells, not to the caster himself. That way, we would have a "mini" Divine Favor boosting the Ritualist's healing, costing a bit of spirit health to make up for it. If this were the case, I think it would be better to limit this skill to Restoration Magic spells, just in case. Erasculio 23:11, 22 July 2007 (UTC)
An easier change might be if it steals Health from each Spirit within range - making it rather more situationally powerful - but overall I have to say that a Restoration Ritualist self-heal is not something I saw the world crying out for.
At this low amount of health stolen, this is useless. --Xeeron 10:59, 23 July 2007 (UTC)

Maybe if it was like "when you cast a spell for each spirit in the area you gain xx-xx life" it would have been good. Or as someone said move it to Spawning and make it steal energy. I just don't see a point to killing my spirits myself.

When you can use far more efficient heals that also work on others, or even take something like Ghostmirror Light that will end up healing you more than this while you heal others without touching your spirits, it's just aweful. I guess the base idea was to use it with something like Bloodsong when using Channeling spells to heal yourself in the process while your spirit heals itself too, but if you're going to have to invest so much in Restoration, use use Spirit Light or MB&S instead, it's MUCH more versatile and will likely heal you much more when you need it than some small, random life steals would. The fact that it works on enemy spirits is meaningless. You won't kill any spirit through that alone, and if your team is focusing on enemy spirits the fact that you drained 40-60 health off them will likely save them one second at best. If it didn't use a skill slot, i'd be fine, but it does obviously and i can't ever see why someone would reduce his versatility by using some stuff like this. It's not like the class was badly lacking on self-heals like Eles do and so -might- have to resort to using AoR. Restoration Rts have TONS of powerful heals that can be used on yourself too, so why would you ever, ever use this? Makes absolutely no sense, and as Erasculio said i can't actually think of any small tweak making it even remotely useful. Since the release is not so close yet, i could only strongly suggest to thrash this altogether and get something totally new. You can always keep the icon =p Patccmoi 15:52, 24 July 2007 (UTC)
How about my idea above, changing it to: "Enchantment Spell. For 5...17...20 seconds, whenever you cast a Spell on target ally, that ally steals 0...50 health from one Spirit within earshot"? It's not worded very well (the spirit would have to be in earshot from you, not from the ally), but it would significantly boost Ritualist's healing for a somewhat large cost, giving them access to their own Divine Favor. It would allow the current healing spells to heal for more within the same period, and if enough spells are cast it would heal more than a single spell would. Erasculio 18:43, 24 July 2007 (UTC)
That would be quite awesome actually. It's a good way to make this interesting, and it could give Resto Rt an edge they lack atm. With something like Bloodsong to cover the life steal you're doing, it can make Resto Rts much more interesting. But 0..50 would likely be too much,t that's even more than df gives. Something like 10..22..26 might be more balanced.

Amazing![edit]

Combine with Destruction or Bloodsong, probably Destruction and bunch of channeling spells for happy-fun-time. Destructive Was Glaive+Soothing Memories for a heal? Gaze From Beyond, Channeled Strike... Not bad, not bad at all! Mgrinshpon 15:33, 24 July 2007 (UTC)

Purpose of skill[edit]

The idea is for it to be a bit of a passive counter to spirits, but I think the numbers are way off. ~Izzy @-'---- 18:28, 25 July 2007 (UTC)

Why would you say that for this skill? As it stands, it's only purpose is to heal yourself, most likely at the cost of your own spirits. It's essentially a worse version of Aura of Restoration... A skill you see very damn rarely... and mostly only by new players in Random Arenas... no place in PvE or higher level PvP. If you want it to counter spirits, you need to make it deal damage to ALL ENEMY spirits within earshot, and make the damage elemental (physical/elemental damage deals more damage to sprits (especially lower level ones)). The numbers will then be good, and the skill would be fine. lifestealing 1 single target is about the stupidest way to counter spirits, even if it's a passive bonus, it's useless for that purpose. Eles and warriors take out spirits in 1-3 shots due to their powerful physical and elemental damage... there should be some skills designed to kill spirits that actually work better than the skills which can hurt anything!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! It's one of the reasons spirits have been such an issue from the beginning--Xapti 22:05, 26 July 2007 (UTC)

I guess you can use this as a counter to spirits if you get close enough to enemy spirits without damaging your own spirits. I would not bring this skill if I did not bring a spirit myself. The spirit of choice to use this skill with is by default Life. --Shadetz X 04:00, 29 July 2007 (UTC)
I think you could change this skill in a more directly passive way, rather than stealing health in chunks, instead causing a set amount of health degeneration on all spirits within earshot, and you gain some percentage of that as health gain. Perhaps... Hmm... Not sure, perhaps -3 health degeneration on spirits, and you gain +1 health regeneration for every spirit effected? Something to that effect. Hmm... maybe a set degeneration, and health and/or energy regeneration? I feel like "leeching" would be sucking away at the health, slowly with degeneration... and then it wouldn't be tied to active casting, and only effect 1 spirit. Or perhaps, each spell you cast steals 10..30 health from all spirits within earshot, and you gain a scaling amount of that as health and/or energy, similar to mysticism or siphon spirit. Anyway, that's just my thoughts. Something to that general effect, at least effecting all spirits within earshot, possibly having varying effects from allied spirits and enemy spirits... Just my two cents. Devvu 01:34, 3 August 2007 (UTC)

Weapons Rit[edit]

Not sure if many others play this type of rit but Weapon of Remedy plus Weapon of Vengeance can really be good spells and if you've got some melee characters on you this can work wonders...I personally would use this. GJ Izzy ~Alem

I cant recommend this, you can steal up to 4 times if 0 Spawning Power, at 12(if you even play at 12), you can steal 6 times then your spirit dies, which any case, its bad because you dont want your spirit to die and since its not rare that you are casting spells, this skill may sit in your skillbar for a long time before you decide its time to kill spirit. You can combo with spirits like Destruction but, you have to wait more than 15 (30secs for full power)seconds to use this to kill it, then cast this, cast 4-6 spells to destroy it, so if its meant for long battles, then maybe the prepared skillbar is all messed up.--ShadowFog 04:57, 5 August 2008 (UTC)

Numbers are switched[edit]

Duration and health steal are swapped, it's really lame. --68.106.223.233 05:21, 13 September 2007 (UTC)

Ive fixed them, to the one (if they did) who did this, dont vandalize, the skill may be lame but please dont take it on the wiki.--ShadowFog 04:47, 5 August 2008 (UTC)

Update - Thursday, June 18, 2009[edit]

With this new functionality, I don't think Restoration is the right attribute for this. --NeHoMaR User NeHoMaR sig.jpg 15:41, 19 June 2009 (UTC)

I agree, put it into Channeling with Painful Bond. --smøni 15:49, 19 June 2009 (UTC)
No, Restoration is right for this. It forces people to attribute split. 8-10 points into restoration still gives people a 12 att and another 10-8 to spend in another.~>Sins WDBUser The Sins We Die By Sig.png 16:04, 19 June 2009 (UTC)
And why we should be forced to use Restoration skills? restoration spirits doesn't attack, this skill is out of place in Restoration. --NeHoMaR User NeHoMaR sig.jpg 18:48, 19 June 2009 (UTC)
Once SoS works, this will be great with it. SoS + Spiritleech + regular Restoration skills. 12+1+1 resto, 12 spawning. Ups. Karate Jesus 16:12, 19 June 2009 (UTC)

It goes well with Wanderlust - adds damage to Wanderlust's attacks and negates some part of health loss. Kigamo 20:03, 19 June 2009 (UTC)

Works well with spirit spammers that don't want to use communing, SoS + Bloodsong + Vampirism (max rank) + Spiritleech will actually out-damage SoS + Pain + Bloodsong + Shadowsong/Disenchantment/Anguish. You will have 1 less spirit to trigger painful bond though. Necromas 03:56, 25 March 2010 (UTC)

Life Stealing[edit]

Does anyone know if the damage reduction from this skill will affect life stealing from spirits like Bloodsong? Life stealing doesn't count as damage I think. 64.59.144.22 17:15, 19 June 2009 (UTC)

I think it should add to the life stealing. Bloodsong should steal x health while Spiritleech ability should steal y health.--ShadowFog 18:57, 19 June 2009 (UTC)

THIS + http://wiki.guildwars.com/wiki/Binding_Chains = leet. 80.126.47.201 19:05, 19 June 2009 (UTC)

Just make sure your spirits are not surpassing the damage reduction.--ShadowFog 13:11, 20 June 2009 (UTC)
Well, you can see how much damage your spirit does on the skillbar, so a lot harder not to ;) Paddymew 16:35, 20 June 2009 (UTC)
When would you ever use Binding Chains in pve though? I've never found a use for it outside of AB -- euphoracle | talk 03:41, 21 June 2009 (UTC)
This needs to be moved to Channeling in keeping with its Offensive Life-stealing (Nightmare Weapon themes, Bloodsong); splitting 3 attributes to use Spiritleech Aura with Painful Bond, Armor of Unfeeling and Wanderlust is a pain. I'd be shocked if -anyone- can actually create a working build (beyond theorycraft) using the current setup that achieves the Good or Great rating on PvXwiki in either pvp or pve play. --Falconeye 03:14, 4 July 2009 (UTC)
I use it in a build that can defeat any opponent you face in the Norn Tournament. Not that useless after all when you are fighting Mhenlo doing his 55. Paddymew 13:52, 17 July 2009 (UTC)
I farm UW with it. -- euphoracle | talk 02:13, 16 August 2009 (UTC)

Nightmare Weapon[edit]

Relate this? It also negates damage and changes it into life stealing. Firoas. talk 10:27, 20 June 2009 (UTC)

Go for it. If someone thinks you're wrong, they'll revert it and then make fun of your change in the edit summary. --Freedom Bound 13:53, 17 July 2009 (UTC)
And then we revert their edit, since "negates damage and adds life stealing instead to attacks" is something that is very related. Paddymew 14:20, 17 July 2009 (UTC)

Note...[edit]

Though this skill has Aura in its name it does not follow the trend of being an enchantment as of the June 19, 2009 update

Aura Slicer. personn5User Personn5 sig.jpg 02:18, 16 August 2009 (UTC)

It removes an "aura". Paddymew 20:00, 16 August 2009 (UTC)

Related Skills?[edit]

Armor of Unfeeling and Signet of Ghostly Might? Why? I understand Nightmare Weapon well enough, but why the other two? 216.167.213.148 21:20, 23 September 2009 (UTC)

In this instance, related section indicates several skills designed solely to influence creatures of the spirit-type (similar to how Order of Undeath affects minions). The PvE-version of them are the -only skills- that directly buffed -All Spirits... You Control... Within Earshot- in a meaningful manner for the scalable duration indicated, and all three skills behave exactly in this manner. This is significant since Spirits normally designed to influence you amd cannot be influenced by you or be the single-target of benificial spells/effects (not even Weapon Spells). While certain skills (such as Summon Spirits) do effect spirits, they are instantaneous and/or one-time effects that do not have direct influence over spirits for any leagnth of time. Nightmare Weapon (and mostly all other Life-Stealing skills) is single-target based and its intended function has no relations to Spirits. Hope thats helpful! ^_^ --Falconeye 20:28, 31 October 2009 (UTC)

There are few spirit buffs. Those other two seem to fit. Nightmare Weapon is just silly to put on there. The way it works is similar however, if im looking at nightmare weapon, spiritleech aura is hardly the skill im going to want to take a look at and the other way around. Justice 20:31, 31 October 2009 (UTC)

I removed it based on my prior arguement. Justice 07:32, 28 December 2009 (UTC)

I'm not entirely sure that "What Justice wants to look at while looking at this skill" is the definition of "Related skills". Paddymew 09:12, 28 December 2009 (UTC)
Misrepresentation ftw? Briar 09:20, 28 December 2009 (UTC)

spiritleech aura and the other two affect all the spirits you control. Nightmare weapon affects a single non-spirit ally. Gotta look beyond the "numbers" of a skill. Light of Dwayna is related to "We Shall Return!" yet Signet of Return is not and there are only two paragon rez skills. We choose which would be useful for a person looking at the skill to consider aswell/alternative. Justice 10:39, 28 December 2009 (UTC)

Still, Spiritleech Aura can be placed in two categories: "Skills that affect your spirits in range" and "Skills that turn damage into life stealing." Paddymew 17:34, 28 December 2009 (UTC)

Try looking at how the skills are used soo very differntly. Order of the Vampire has more in common. Justice 19:27, 28 December 2009 (UTC)

Ray of Judgment is related to holy damage AoEs that are not used in the same way that RoJ itself is. The targeting for Spiritleech Aura is different from that of Nightmare Weapon, but the effect is the same. Paddymew 23:08, 28 December 2009 (UTC)

That was thee worst counter I have seen that I can recall. Perhaps short memory. If you think I should have not removed it then I cant see why you didnt re-add it right away. Lets just stop this rediculous debate and you can make the choice. Justice 09:51, 29 December 2009 (UTC)

I just didn't want to initiate a revert war. It would be the best if everybody understood why the page looks the way it does, and noone attempts to continuously revert everything time and again. That happens too often on this wiki. Paddymew 11:01, 29 December 2009 (UTC)

Binding Chains[edit]

Might be obvious, and haven't had time to test it out, but in conjunction with Spiritleech Aura, would Binding Chains still consider spirit attacks "dmg" and end, or continue to snare as it now steals health instead? 75.140.69.196 20:11, 15 December 2009 (UTC)Jet

Spirits you summoned or allied spirits?[edit]

The title says it, Does this affect all spirits that are allied to you or only ones that you summoned? Gonna post the same question on SoGM.

The skill says "All of your spirits", so only the ones you made. Paddymew 06:33, 18 December 2009 (UTC)