Ever since Durzilla posted that nice longbow/sun spirit condition damage build, I’ve been playing around a lot with spirits. You can trait nature magic instead of wilderness survival like he did, right? That actually gives similar stats with the +5% to power. But the cool thing is spirits unbound because then you’re not stuck by the spirit—particularly useful in wvw since motion is so key. It’s pretty fun loading arrows with burning, poison, weakness, vulnerability, sharpening stone bleeds and with a single barrage (from eagle eye range) I can easily drop half a dozen conditions on 5 people and they often hit the dirt shortly after. So it’s fun and actually really good ranged/ backline support for an army doing siege or a tower protecting the door. This build works for what it’s meant to do. I have obtained over 50 badges in just a couple hours of casual play in T1 so I’m not just trying to lie to you guys about ranged condition damage. It’s really good.
Now I came here to ask about boons on spirits. While testing, I found that when someone nearby granted might, my spirit also got a stack. This leads to several questions.
1) How does might on spirit affect my damage? Is it just like having another stack of might on myself?
2) Does fortifying bond work with spirts?
Please, don’t let this thread devolve into “spirits suck” because A) that’s not the point of the discussion and
try it yourself, it’s effective and fun. I’m not saying all spirits are good but sun spirit and the spirit elite definitely have their place in current meta.
