Talk:Union
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Does reduced by mean divided by, or subtracted by? Euphoracle 20:15, 10 August 2008 (UTC)
- reduced means that u take 15 less dmg --AnorithTalk 20:15, 10 August 2008 (UTC)
- So if you're hit with 25, you take 10? Hmmrph :( Euphoracle 20:24, 10 August 2008 (UTC)
- Yes Aartist21 05:27, 23 February 2009 (UTC)
- So if you're hit with 25, you take 10? Hmmrph :( Euphoracle 20:24, 10 August 2008 (UTC)
combined with shelter and displacement for superior damage reduction??[edit]
at 16 communing and 13 spawning power union prevents dmg 17 times(255), shelter prevents dmg 6 times, and displacement blocks 6 times so....am i missing something? imo one would b better off with a prot monk--24.154.188.10 02:55, 26 February 2009 (UTC)
- Enchantments can be removed; spirit effects can't. Not to mention they affect everything in range; except for Aegis and Shield Guardian, protection prayers only affect a single target. Spirits are not a substitute for a prot monk, but they can be excellent backup/emergency, especially if you don't know who will be the target of a spike/there is AoE damage. Vili 03:02, 26 February 2009 (UTC)
- The problem of this skill is the same disease that plagues Displacement, they activate on anything. Wanding and small damage will activate this spirits and kill it in no time. Something has to be done for these spirit's functionality to extend it's functions and activate on the right situations where is needed for a "superior damage reduction". Where enchantments of a Prot Monk last as long it's not remove or activated and Shelter last longer than this, you are better of to just summon a Shelter then peg it with Signet of Binding or just cast 2 Protective Spirits.--ShadowFog 14:39, 30 March 2009 (UTC)
- In my (admittedly inexperienced) opinion, Union is actually the best of the big three protection spirits because you can actually support it with damage prevention spells. Any spell or condition that preempts damage will cause Union to activate less often. This includes, but is not limited to: Shadow of Fear, Arcane Conundrum, absolutely anything that causes blocking (but particularly spells that cause mass blockage, like Aegis and Ward Against Melee, Blindness, Dazed, and any spell like Backfire or Clumsiness that prevents attacks from going off in the first place. Now, stacking all of these abilities is no way to win a fight, but imagine the following: you have a Prot Monk with Guardian and Aegis; and you have a Ritualist with Signet of Binding, Union, and Weapon of Warding; and, optionally, you have a Necro-Mesmer with Arcane Conundrum, Soothing Images (to prevent adrenaline attacks) and Shadow of Fear. Warriors will be attacking more slowly and not gaining adrenaline (this can also help against wanding), casters will be casting more slowly (and thereby more vulnerable to interrupts), and many attacks will be blocked. Granted: this is really a PvE-only build because it's just too easy to counter, but when attacks DO land, they will have their damage reduced.
- What we need is a PvE buff to Signet of Binding and Signet of Creation, or just the removal of the ridiculous HP nerf on spirits. I run a spirit prot build right now and I love it, especially for missions; it is passive prot that is just there and protects everyone, used when needed. However, it is too clumsy, too slow, and too short. Considering my entire bar is invested in keeping shelter and union alive and thus an entire party slot, having them die within 5 seconds is stupid. We need a cast time reduction on them two signets, or spawning power needs to also effect the amount of health creatures lose due to activation of their effects. Playing with an Essence makes the build feel natural with regards to speed. Something has to be done to make the communing tree viable again, especially since it lost 2 elites. -- euphoracle | talk 02:52, 1 June 2009 (UTC)
- In my (admittedly inexperienced) opinion, Union is actually the best of the big three protection spirits because you can actually support it with damage prevention spells. Any spell or condition that preempts damage will cause Union to activate less often. This includes, but is not limited to: Shadow of Fear, Arcane Conundrum, absolutely anything that causes blocking (but particularly spells that cause mass blockage, like Aegis and Ward Against Melee, Blindness, Dazed, and any spell like Backfire or Clumsiness that prevents attacks from going off in the first place. Now, stacking all of these abilities is no way to win a fight, but imagine the following: you have a Prot Monk with Guardian and Aegis; and you have a Ritualist with Signet of Binding, Union, and Weapon of Warding; and, optionally, you have a Necro-Mesmer with Arcane Conundrum, Soothing Images (to prevent adrenaline attacks) and Shadow of Fear. Warriors will be attacking more slowly and not gaining adrenaline (this can also help against wanding), casters will be casting more slowly (and thereby more vulnerable to interrupts), and many attacks will be blocked. Granted: this is really a PvE-only build because it's just too easy to counter, but when attacks DO land, they will have their damage reduced.
- The problem of this skill is the same disease that plagues Displacement, they activate on anything. Wanding and small damage will activate this spirits and kill it in no time. Something has to be done for these spirit's functionality to extend it's functions and activate on the right situations where is needed for a "superior damage reduction". Where enchantments of a Prot Monk last as long it's not remove or activated and Shelter last longer than this, you are better of to just summon a Shelter then peg it with Signet of Binding or just cast 2 Protective Spirits.--ShadowFog 14:39, 30 March 2009 (UTC)
Should[edit]
this skill be in Resto? --smøni 16:48, 18 June 2009 (UTC)
- Why? There are skills in Communing, that reduct damage. Shelter, Union, Displacement, Armor of Unfeeling, Dulled Weapon, Mighty Was Vorizun... The problem is that they are totally useless ^_^. Most of skills in Resto are healing and stealing life. Kigamo 17:38, 18 June 2009 (UTC)
- It doesn't make any sense to put this in Restoration. Restoration Magic can vaguely be compared to Healing Prayers, and Communing to Protection; Union clearly belongs in Communing. Besides, moving it would break the Union-Shelter-and/or Displacement synergy. Vili 点 19:18, 18 June 2009 (UTC)