Talk:Spirit Channeling

Effectiveness of Spirit Channeling
Let us assume 12 in spawning power (which is quite a lot, unless you can really use the other spawning power skills). So you gain 5 pips of energy for 10 seconds, equalling 1/3*5*10=16.66 energy. At the same time you loose 2*5*10=100 health and you have to invest 5 energy to cast the spell. With 6 allies in the area when the spell ends, you gain 102 health at the end, with a more reasonable 4, you gain 68.

So to sum up, every 31 seconds, you spend 32 health to gain 11.66 energy.

Compare Mantra of Recall: Every 21 seconds (at 12 inspiration), you gain 25-10=15 energy, without loosing health.

So from a purely energy related point of view, this spell is a dud. Lets see whether the advantages (not requiring mesmer secondary for primary ritualists/potential use of other spawning power skills (but loosing other Inspiration magic ones)/More energy on demand than MoR) can make up for this. I doubt it. --Xeeron 23:11, 29 March 2006 (CST)


 * Combine with Recuperation, and it doesn't sound so bad. :) --Karlos 23:22, 29 March 2006 (CST)

This skill does fit well with a minion master Rt/N build. Seeing as you will probably have high Spawning Power and can make many allies in addition to teammates, the combination fits quite nicely. Xeeron uses this idea in his version of the Talk:Rt/N Explosive Creation discussion. --Thervold 18:38, 15 May 2006 (CDT)

GWfeaks puts it under Channeling, which is right?
Could this skill be linked to channeling and not spawning power? If so it's really bad.

Edit: Just noticed the Note on the bottom, my bad.

If not it's a bit better then that for a Rt healer, let me show you:

12 seconds duration(10 +20%) +5 pips

Thus you have gained 20 nrg over the duration, 15 nrg net. Over 30 seconds thats 1 1/2 pips. Not that great, but not completely horrible. Better then P&H, and if it's spawning power it lets you keep your points focused.

But it's a bit bad, only would ever be used on a Rt healer. Could be interesting tho, cause that build doesn't really have a better choice of Elite.

-Fal

does this count spirits?
Does this skill count spirits as allies? - 14:32, 24 May 2006 (CDT)


 * I checked this today: IT COUNTS SPIRITS. So for this skills, Spirits are allies (checkout what is written in [Spirit]).

Speculation 0: a self-battery-arsenal for a spirit cast chain.

It's wrong. In 10 seconds you cast at max 3 spirits using those with a 3-sec cast time. So the HP return is less than HP sacrifice. On the other hand, you can cast the spirits before it, and if you devote 6/8 of your skill bar in spirits you balance the loss/gain. You can also use Allies spirits? Combine with [Draw Spirit] to cluster all party's spits. Can it work?

Speculation 1: Does it also counts minions? You can also produce 2 minions in a row. When Minions group around you after battle: cast [Spirit Channeling] -> MM energy problems disappears?

Speculation 2: The other side of [Blood is power] BiP> 33% HP sacrifice for +6 pips to OTHERS SC> -100 HP sacrifice for +5 pips to ME Notice the common idea of sacrificing HP for Energy, and the inversion of the target.

Energy Gain Per Second
I added energy gain per second based on casting it as fast as possible and without using any enchantments last longer items or skills (every 31 seconds can be recast). I think the numbers are accurate to the second decimal place, but I don't know why the first value is broken into two rows like that. Someone with more knowledge fix please? --roofle 20:15, 15 July 2006 (CDT)
 * Simply because you are using Internet Explorer, and the template is set to use as little width as possible. Thus Internet Explorer spans this over two lines. No fix really without modifying the template. &mdash; Galil  20:20, 15 July 2006 (CDT)