Talk:Spirit Weapon

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They are SUMMONS not pets! Why is it so hard for people to tell the difference between an Animal companion and a Mindless summoned object or mass of undead flesh?--Yozuk 17:55, 28 January 2011 (UTC)

we don't say they are pets, we just state they act similar to a defensive pet.--User The Holy Dragons sig.pngThe Holy Dragons 17:58, 28 January 2011 (UTC)
In the IRC DevChat, it was announced they behave as pets put on defense, hence. - Infinite - talk 18:14, 28 January 2011 (UTC)
This weapons can't be attacked, so even if the have the same beheaviour of a defenseive pet, they doesn't work the same way. Lokheit 19:54, 29 January 2011 (UTC)
Note that "behave" != "are". Behave only targets their AI. - Infinite - talk 19:52, 29 January 2011 (UTC)
My bad, I was just supporting the opening post because I though what he said was about them refered as pets in the article. Lokheit 19:58, 29 January 2011 (UTC)
Actually they are pets, so are necro minions, just not the same kind of pets as ranger. But yeah they're considered pets, at least minions are. Shadowed Ritualist 17:20, 1 February 2011 (UTC)
Source? –~=Ϛρѧякγ AHHH! (τѧιк) ←♥– 00:50, 2 February 2011 (UTC)
That's almost trolling, lol. There's been announced there will only be two professions with pets. So under Rit's logic, we now would have 3 professions with pets. Don't bother asking for a source when you don't have to confirm a statement. ;P - Infinite - talk 15:15, 2 February 2011 (UTC)

Max. of 3[edit]

Is a litle redundant that they said that, unless of course, there there would be an elite spiritual weapon skill or one that is slot as healing skill. The max numer of non-elite non-healing utility skills you can equip is 3 anyway. Lokheit 19:54, 29 January 2011 (UTC)

You kind of counterargumented your own words, but yes; that is assuming all of these skills are utility skills. Probably correct, but no conclusive information about it. - Infinite - talk 17:51, 1 February 2011 (UTC)
As Infi kind of said, any one of these could be an elite, or healing skill (shield for example). Until release we won't be able to be sure. EiveTalk 22:31, 1 February 2011 (UTC)
A shield that cannot be attacked? I'd rather have a nosebleed.
While it could have a PBAoE buff boon affecting nearby allies, that feels like a Symbol or Ward. Which, even themselves, are a little too close to each other to warrant being different skill types imo. User A F K When Needed Signature Icon.jpg A F K When Needed 06:48, 8 June 2011 (UTC)

Think max number summoned is now 1 (seemed in BWE)

This isn't true. I was able to summon two at once (the only two I had on my bar at the time).--66.41.6.137 04:20, 1 May 2012 (UTC)

Weapon Spells?[edit]

Does it seem that Guardians' Spirit Weapon has its origin's form Ritualist's unique skill type, or am I looking too much into it? --96.240.34.47 04:55, 15 February 2011 (UTC)

Looking too much into it. Weapon spells were unremoveable buffs that could usually be given to others and with a variety of effects, such as healing, blocking chances or life stealing. Spirit weapons summons a temporary "pet". There isn't any resemblance. Erasculio 06:00, 15 February 2011 (UTC)
To me they look like a cross between spirits and well, weapon spells lol. I find it funny that you would say Weapon Spells specifically when the OP could have meant spirits (much more of a resemblace). Obviously you saw the resemblace to weapon spells aswell, the words weapon & spell taken literally ofcoarse. Justice 10:34, 19 February 2011 (UTC)
"I find it funny that you would say Weapon Spells specifically when the OP could have meant spirits": the title of this section is "Weapon Spells". Erasculio 15:12, 19 February 2011 (UTC)
I wouldn't count this as a "redo" of weapon spells from guild wars 1 because these spirit weapons don't provide any buff(from what we currently know). They are simply minions+pets combined because they (1) follow you (2) don't attack whatever (3)they don't last forever (4) they have a "post-summon" skill (command/rigor mortis) (5) no customization(pet skills) I would put what I think the weapon spells will be in guild wars 2, but I don't want to be redirected or moved to another location, so I'll just put that on my "discussion"tab on my page. thanks! --Eclipse143 02:46, 23 March 2011 (UTC)

These aren't pets. Neither is a necromancers minions or a engineer's turrets. Ramei Arashi 06:22, 13 July 2011 (UTC)

Yes they are, a recent source confirmed this. - Infinite - talk 12:48, 13 July 2011 (UTC)
Infinite beat me to it. -User Eive Windgrace Harbinger of the Deceiver.png 14:04, 13 July 2011 (UTC)

Sequence/Chain representation[edit]

Since this page (as well as other skill types pages) has so far no approach to represent sequence/chain skills, I'll propose a design as follows:

Profession Spirit Weapon Skills Description
Guardian icon small.png Guardian Hammer of Wisdom.png Hammer of Wisdom Summon an arcane hammer that defends you.
Redirect Arrow.pngCommand (hammer).png Command Command your Hammer of Wisdom to knock down targeted foe.

Or any better ideas? User:Glastium Glastium | talk 08:47, 12 August 2011 (UTC)

Maybe put both spirit weapon skill and command skill on the same line?
Profession Spirit Weapon Skills Description
Guardian icon small.png Guardian Hammer of Wisdom.png Hammer of Wisdom →  Command (hammer).png Command Summon an arcane hammer that defends you. → Command your Hammer of Wisdom to knock down targeted foe.
Well, it didn't turn out quite as I meant... too thin and small arrows there. Mediggo 08:53, 12 August 2011 (UTC)
And if it'll become a nightmare if: User:Glastium Glastium | talk 08:58, 12 August 2011 (UTC)
Profession Spirit Weapon Skills Description
Guardian icon small.png Guardian Hammer of Wisdom.png Hammer of Wisdom →  Command (hammer).png Command →  Command (hammer).png Command Again Summon an arcane hammer that defends you. → Command your Hammer of Wisdom to knock down targeted foe. → No you foolish weapon I'm the one who command thee!
This fun is so going to be moved to user talk, but I don't care. :)
Profession Spirit Weapon Skills Description
Guardian icon small.png Guardian Hammer of Wisdom.png Hammer of Wisdom →  Command (hammer).png Command →  Skill.png Invalid Command Summon an arcane hammer that defends you. → Invalid command line parameter. → Runtime error.
Mediggo 09:04, 12 August 2011 (UTC)
Ahaha, you got me. But seriously, we need to keep this clean or it'll really be moved. User:Glastium Glastium | talk 09:12, 12 August 2011 (UTC)
Right. So. There probably won't be that many spirit weapons, so ít should be ok to have command skills on the next line after their weapon. It gives more room for longer skill descriptions, if there will be any. However, if there is only one Command (it's called Command regardless of spirit weapon summed) there's no need to mention them in the table at all. But only time will tell that. Mediggo 09:21, 12 August 2011 (UTC)

Command skills naming convention[edit]

I'd like to propose a collection of moves to represent the Command skills more accurately. Command should be suffixed by the full skill name (in parentheses) they are tied to, I feel; Command (Shield of the Avenger), Command (Bow of Truth), etc. - Infinite - talk 15:01, 5 May 2012 (UTC)

Sounds alright by me, the current naming is just mildly confusing atm. Not sure why they were put that way in the first place. Mediggo 16:20, 5 May 2012 (UTC)

Cooldown[edit]

Does the cooldown occur upon summoning or disappearing? Gnarf 17:44, 14 June 2012 (UTC)

Upon disappearing, I'm pretty sure - the same way that turrets and nature spirits work. —Dr Ishmael User Dr ishmael Diablo the chicken.png 17:46, 14 June 2012 (UTC)
The Doctor is correct! Spirit Weapons do indeed begin cooling down once they disappear. While active, the summoning skill is replaced by the command which has it's own cooldown. One the weapon and its command skill disappear, the summoning skill comes back and starts its own cooldown. :) ~ ♥ Kailani! ʕ •ᴥ•ʔ 17:53, 14 June 2012 (UTC)

weapon stats[edit]

so i was testing to see if the spirit weapons' stats scaled at all with the guardians. they don't.

I was testing using the sword in Heart of the Mists and it was hitting between 600 and 630 against the light golem, and just under 600 against the medium one. the command on the sword was hitting between 1100 against medium golem and 1300 against light, with 1800 crits against light. this is regardless of the guardians gear and stats

also, their crit chance is not linked to the guardians, I didn't keep track of how many crits they made.

Finally, burning caused by the "fire inside trait" is based on the spirit weapon's condition damage, at level 80 they were causing 528 damage from burning with that trait, which means their condition damage is 50 at level 80. this is also true for the hammer. I hope this is useful somewhat 58.160.98.23 10:59, 17 January 2013 (UTC)

Virtue of Justice Does affect them[edit]

Been testing it out and virtue of justice does in fact affect each spirit weapon, however, they are considered secondary allies and if you have 5 or more human players around you, it will prioritize them (the humans) first and thus the weapons won't receive the virtue. [1] I'm removing the anomaly from the main page, since I kind of provided physical proof. If anyone disagrees, feel free to change it back. 96.36.68.58 20:26, 30 August 2013 (UTC)

Add Redirect for Spirit Crafter Achievement?[edit]

The achievement "Spirit Crafter" says to unlock 5 "Spirit Weapons". I searched "Spirit Weapons" and imagine that others would also. Just an idea. The preceding unsigned comment was added by Justaplayer (talk).

I've added several more links to Spirit weapons, notably at the top of the page and on the Spirit Crafter ach. page. Thanks for the feedback! —Ventriloquist 17:11, 20 January 2018 (UTC)