ArenaNet:Skill bugs

This page exists to report skills the behave differently from what their descriptions claim. For skills that have been considered but won't be changed (invalid or unfixable issues) see ArenaNet:Skill bugs/Nofix.

For conflicts between descriptions and skill behavior, use the following template to report your issue:

An example of this, using a fixed bug, would be: This would give:

For other suspected bugs, use skill icon, followed by a description of the suspected bug.

Comments can be made on the talk page. Other skill issues should go on the balancing pages or the suggestions page. An ArenaNet employee may add a icon to indicate that the issue has been reported and is awaiting resolution. Anyone may change this to a Yes symbol if they verify that the issue has been fixed in-game. A No icon may be used to indicate that a bug is not considered a valid issue, or that the issue is unfixable.

=List of description / behavior conflicts=

Warrior
red red These attacks target a foe, who if kiting might not get hit once the attack completes. Their descriptions haven't been updated since the targeting functionality was changed.
 * Actually, you mean adjacent to you, not your foe (cyclone axe) right? -- Halogod35  [[Image:User Halogod35 Sig.jpg|15px]] 13:34, 28 April 2009 (UTC)
 * We don't understand what you feel the issue is with these skills. The description matches the functionality: When you hit the skill, you will hit every adjacent enemy around you. Since this skill can be used without even having a target selected, you are not attacking target foe and all adjacent foes, but rather just all adjacent foes. Much like some of the Elementalist fire skills that just nuke everything in the area. --Andrew Patrick 17:41, 8 May 2009 (UTC)
 * "Since this skill can be used without even having a target selected" Erm, that was removed a while ago (to the disappointment of many "I'm a ballerina!" fans). Although the skills don't state it, they require a target. Vili &#x70B9; [[Image:User Vili sig.jpg|User talk:Vili]] 23:39, 12 May 2009 (UTC)
 * These skills require a target. Old old behavior didn't, but these were changed a while ago to need a target for whatever reason. ~Seef II &lt;◈|۞&gt; 23:54, 12 May 2009 (UTC)


 * I've added this to the database, thanks for the report! Leah Rivera 20:26, 13 July 2009 (UTC)

Ranger

 * Notes: Does not end with life loss, degen, or when activated while under 50% health (unless they then take damage). ~Shard  [[Image:User Shard Sig Icon.png]] 22:31, 3 February 2009 (UTC)
 * This has been reported, thank you for the help! --Andrew Patrick 17:53, 8 May 2009 (UTC)

No
 * I wasn't able to reproduce this issue. Are there any more details available? Leah Rivera 21:51, 29 July 2009 (UTC)


 * Note: The pet I used when I found this was a lvl 20 Dire Moss Spider. Also, I posted a picture on the skills discussion page. Da Sonic 13:49, 8 August 2009 (UTC)
 * This issue was reported and addressed. Are you still seeing the bug now? Leah Rivera 19:58, 17 August 2009 (UTC)
 * Sorry, hadnt checked in a while, yeah, it looks like it was fixed Zodiac Sword.png Da Sonic Monday Onyx Staff.png 02:29, 31 August 2009 (UTC)

Necromancer
Yes
 * I passed this along for you. Thanks for the report. -Kim Chase 17:41, 14 July 2009 (UTC)
 * This looks like it's fixed. Leah Rivera 21:41, 25 September 2009 (UTC)

No
 * This skill is recharging instantly for me if there is either a fresh or exploited corpse near my target. Are there any more details about the situation you were in where you expected the instant recharge and didn't get it? Could the corpse have been out of range? Remember that the corpse needs to be near your target, not you. -Kim Chase 17:52, 14 July 2009 (UTC)
 * I was on the isle of the nameless. I had a hero BiP himself to death right next to a dummy, then exploited the corpse, then tried using SoS.  For some reason, it didn't work.  --Jette  [[Image:User_Jette_awesome.png|19px]] 19:05, 29 July 2009 (UTC)
 * I wasn't able to reproduce this issue. I followed Jette's example and had Ogden blood sacrifice himself to death near the range Practice dummy.  Signet of Sorrow recharged instantly as long as there was a corpse, exploited or not, near my target.  Is there an angle we're missing on this one?  Thanks for the help. Leah Rivera 19:16, 30 July 2009 (UTC)


 * I've added this to the database, thanks for the report. Leah Rivera 22:04, 29 July 2009 (UTC)

Monk
Yes
 * It seems like the text just isn't 100% accurate. This has been reported, thanks! --Andrew Patrick 18:31, 8 May 2009 (UTC)
 * This has been fixed. Leah Rivera 21:41, 25 September 2009 (UTC)

No
 * Works for me. Where are you using it?  ~Shard  [[Image:User Shard Sig Icon.png]] 20:53, 25 June 2009 (UTC)
 * This looks like a case of enchantment order, specifically with prot spirit. The talk page for shielding hands has the same thing. --

67.240.83.137 21:03, 25 June 2009 (UTC)
 * I couldn't find an issue with Shielding Hands when used alone. However, the posters above are correct that enchantment order matters.  Were you using Shielding Hands with any other enchantments at the time? Leah Rivera 22:32, 29 July 2009 (UTC)
 * This is not a bug, it is working as intended. To get around this never cast protective spirit after shielding hands.

red
 * I'm not the one who posted this bug. Isn't it an enchantment that hits a foe, not an ally? - J.P. [[Image:User Jope12 sigicon.png|18px|Contributions]] Talk  11:38, 11 August 2009 (UTC)
 * It isn't a bug. Live Vicariously won't trigger on any spells or spell affects, only on attacks - thus the term "hit". Might as well wait for QA to confirm, though. ···  Danny  Pew   Pew  16:54, 11 August 2009 (UTC)
 * This is the intended behavior of the skill. Thank you for the report, though. --Andrew Patrick 00:04, 12 August 2009 (UTC)

No
 * Heroes do use this skill when micro'd, at least when set to Avoid Combat. Any elaboration on the situation in which the skill wouldn't activate? ···  Danny  Pew   Pew  19:31, 31 August 2009 (UTC)
 * I wasn't able to reproduce this issue. My heroes were using the skill when micro'd and would use it on their own if within touch range of their foe.  Is this different than the functionality you're seeing? Leah Rivera 22:24, 23 September 2009 (UTC)


 * Does not work against Siege Attack. The target takes full damage and none of the damage is passed on. I've tested this in Isle of the nameless with a hero. --Cruznik 01:22, 31 August 2009 (UTC)
 * Spells such as Meteor Shower also does not redirect to the caster. --Cruznik 01:51, 31 August 2009 (UTC)
 * "While you maintain this Enchantment, whenever target other ally takes damage from an attack, half the damage is redirected to you."


 * "target other ally takes damage from an attack, half the damage"


 * "an attack"


 * "ATTACK"


 * CRITICAL ERROR:bad command or file name|fail overload, system shutdown imminent &mdash;Jette  [[Image:User_Jette_awesome.png|19px]] 02:28, 31 August 2009 (UTC)
 * I've entered an inquiry on Life Bond not protecting against Siege Attacks as they are listed as attacks. As for the spells, that is intended functionality, Life Bond will only protect against attacks.  Thanks for the report! Leah Rivera 23:26, 23 September 2009 (UTC)

Mesmer

 * I see, if you have a borrowed skill checkmarked when Arcane Thievery ends, the checkmark will get stuck there and can't be removed unless you checkmark a different skill. This occurs for similar skills like Echo as well. Thank you for the report. -Kim Chase 20:05, 16 January 2009 (UTC)


 * I'm not seeing anything wrong. Maybe there some other factor involved that's not mentioned here? -Kim Chase 19:13, 17 November 2008 (UTC)
 * Perhaps it's local, but when using this skill while maintaing Shadow Form if i copy a spell (Shadow Form included but not exclusively) it displays this distorting behavior, perhaps I should get a video of this. I notice it while continuously using Shadow form in Underworld Hard Mode

--70.51.177.93 20:39, 17 November 2008 (UTC)
 * Thanks for additional info. All of my recharging skill icons are still behaving normally when echoing Shadow Form. -Kim Chase
 * My testing has resulted in the findings that this only happens to skills that had their recharge decreased. They snap to where they would have the same cool down remaining at their normal recharge speed. Invincible  Rogue [[Image:User_Invincible Rogue_siggyiggywiggy.gif]] 22:55, 26 November 2008 (UTC)
 * It's easily replicable by using Arcane Echo to maintain Shadow Form. ···  Danny  Pew   Pew  17:45, 2 July 2009 (UTC)
 * Good eye guys and thank you for the additional information Invincible. I was able to reproduce the issue and have entered it into the database. Leah Rivera 23:06, 29 July 2009 (UTC)


 * Wow, that's like a free Martyr cast for the enemy. Thanks for bringing this up. -Kim Chase 01:15, 16 January 2009 (UTC)


 * Also, Illusion of Haste and Faithful Intervention are not re-applied if re-cast. Ɲ oɕʈɋɽɕɧ  13:19, 1 April 2009 (UTC)
 * I'm a little unsure of the issue here, so please correct me if I'm wrong. Illusion of Weakness seems to be working as intended.  Using the skill will cause health loss, whether or not Illusion of Haste is applied.
 * The second point, of Illusion of Haste and Faithful Intervention not re-applying while the respective enchantment is still active, is by design. Neither have a duration, so don't need to be refreshed.  If the enchantment falls and is re-cast it will apply appropriately.
 * Did that answer the issues brought up here? Please post with more information if I misinterpreted the situation.  Thank you for the report! Leah Rivera 20:17, 30 July 2009 (UTC)
 * Oh, it was a slip while writing. I meant, it doesn't cause health loss if already enchanted with itself. Because of this not existing health loss, I find the design choice quite questionable. Ɲ oɕʈɋɽɕɧ  01:17, 7 August 2009 (UTC)
 * Thank you for the follow-up. The end effect not triggering on refresh for Illusion of Haste and Illusion of Weakness does seem inconsistent with other Enchantment spells.  I've thrown a bug in the database concerning that issue.  Good catch and thanks again for the help. Leah Rivera 21:36, 17 August 2009 (UTC)

Elementalist

 * Thanks for the report! Kim added this to the database. Leah Rivera 20:49, 30 July 2009 (UTC)

No


 * This belongs in ArenaNet talk:AI bugs. --[[Image:User_Timeoffire45_sig.jpg]]  Timeoffire45   rawr  18:40, 26 August 2009 (UTC)
 * This is an AI issue, as was mentioned by Time. Even so, I wasn't able to reproduce this bug.  My heroes will use Gust whenever available as long as they're not busy casting something higher priority.  Thanks for the report though! Leah Rivera 23:35, 23 September 2009 (UTC)

Assassin

 * Note that the second range given is at attribute 1 instead of the standard attribute 0 because attribute 0 starts at 10 seconds. It starts off 2 seconds below its description but around attribute 13 lines up properly.
 * I've updated this bug in the database. Thanks for the report. Leah Rivera 21:36, 30 July 2009 (UTC)

No
 * I wasn't able to reproduce this issue. Is there a particular skill you were seeing this with?  Thanks for the report. Leah Rivera 22:09, 30 July 2009 (UTC)
 * I'm getting this consistently. It might be more noticeable if you use a 2s cast like Shameful Fear.  ~Shard  [[Image:User Shard Sig Icon.png]] 01:08, 31 July 2009 (UTC)


 * This issue has been reported. Thanks for the help! Leah Rivera 23:52, 23 September 2009 (UTC)


 * I've added this to the database, thank you for the help. Leah Rivera 18:12, 30 July 2009 (UTC)


 * For example would be if an assassin uses Trampling Ox, Horns Of The Ox, Wastrel's Collapse, Etc. to knock down a foe and then Falling Spider after, Falling Spider will fail if the target uses Shadow Walk while they are knocked down or before the user triggers the Falling Spider skill.--дттяøχ Ǿšтēиđø 00:22, 28 April 2009 (UTC)


 * I've entered this issue into the database. Thank you for the report! Leah Rivera 00:10, 30 July 2009 (UTC)

red
 * I'm unsure if other actions will also trigger the healing. This bug is especially noticeable when under the effects of Shadow Form. Silence in Death 23:46, 11 August 2009 (UTC)
 * I've added this to the database. Thanks for the report! Leah Rivera 20:27, 17 August 2009 (UTC)
 * I just got this bug back. Unfortunately, this can't be fixed due to technical limitations.  Guild Wars checks health on a polling system, so it only checks if the regen should be applied when certain external conditions are met.  Thank you again for the report. Leah Rivera 23:31, 17 August 2009 (UTC)

Ritualist

 * This has been entered into the system. Thank you for the report. Leah Rivera 22:31, 30 July 2009 (UTC)


 * Tested during death-leveling of a pet into Zaishen Menagerie. - San Matteo 23:02, 31 July 2009 (UTC)
 * I wasn't able to reproduce this issue. Any other clues out there on how to get a solid repro for this one? :) Leah Rivera 00:12, 1 August 2009 (UTC)
 * Ok, let me explain (sorry for my bad english^^). For first thing setup your pg with a 55 model (superior runes on all armor pieces and a -50 offhand). Load two hero, one mesmer and another monk. Mesmer will be your resurrector: simply need to have a superior rune of fast casting on mask, 16 fast casting, 12 restoration magic and flash of my flesh how single skill on your bar. Monk will heal resurrector: simply need to have a superior rune of healing prayers on scalp, 16 healing p., 12 divine favor and healing skills at your advice. Either heroes need to set to avoid combat. Enter into menagerie, order to Wynn to spawn a pet of level 12 at least, flag your heroes to the external of the fence, attack the spawned pet and let him kill you (initially disable the skills of the monk, otherwise the monk tries to heal u). After first kill re-enable skills of monk and let to pet to kill u for many minutes (usually let him to level up to 20). At your advice, try now to go away from the pet and try cast any of skill that u have on the bar. Try also to ping your energy bar: you will say that it is a zero even if it is filled. I hope i have explained it clearly. - San Matteo 06:43, 1 August 2009 (UTC)
 * Excellent repro steps San Matteo, they were very thorough! However, I still wasn't able to get this to occur but I'll continue to keep an eye out.  Additionally, has anyone encountered this issue in an area where it could hinder gameplay?  Leah Rivera 19:28, 3 August 2009 (UTC)
 * What is your energy before any Death Penalty Matteo, that might be important? DarkNecrid 21:43, 3 August 2009 (UTC)
 * I've made a demo clip that show the bug (sorry for poor quality of images, i'm not an expert^^, my suggestion is to view it fullscreen). Dark, before any dp the energy is variable, can be 3 or more (see the video). - San Matteo 11:00, 4 August 2009 (UTC)
 * Neat bug! Thank you for following up on this San Matteo, the video was a big help.  I was able to reproduce the issue and have entered it into the database. Thanks again for the report! Leah Rivera 18:59, 7 August 2009 (UTC)


 * Nightmare Weapon subs damage before other skills add damage. ~Shard  [[Image:User Shard Sig Icon.png]] 02:52, 9 August 2009 (UTC)
 * I sent an inquiry to Linsey to see if this is how she wants it to function. I don't think things like Kindle Arrow count as separate attacks even though it does separate damage. If I remember correctly, this is consistent with other skills like Conjure Flame and Splinter Weapon, but it's early so forgive me if I'm mistaken. --Andrew Patrick 17:26, 12 August 2009 (UTC)
 * Actually, kindle adds damage to the weapon, it's not a separate damage packet like Ignite or Splinter. ~Shard  [[Image:User Shard Sig Icon.png]] 23:51, 17 August 2009 (UTC)


 * Testing showed that the spirit cannot pass through a closed gate (expected behavior of a "teleport" mechanic), which makes this a shadow step. I'm guessing this is an error in the skill description, and it was intented to work like Summon Spirits, which is described and behaves like a shadow step. [[Image:User Rose Of Kali SIG.jpg]]Rose Of Kali  07:06, 23 August 2009 (UTC)
 * Good catch! I've added this to the database, thanks for the report. Leah Rivera 00:07, 24 September 2009 (UTC)

Paragon
(Concise description)
 * I've entered this into the database, thanks for the report! Leah Rivera 00:22, 24 September 2009 (UTC)

(compare Anthem of Weariness)
 * This issue has been reported along with other other similar inconsistencies with anthem skills. Thank you. -Kim Chase 19:43, 26 November 2008 (UTC)


 * I've entered this issue into the database, thank you for the report. Leah Rivera 23:09, 30 July 2009 (UTC)


 * I've added this to the database. Thanks for bringing this to our attention! Leah Rivera 00:04, 31 July 2009 (UTC)

Dervish

 * Please see my note below. :) Leah Rivera 01:22, 31 July 2009 (UTC)


 * Wow, great bug! I've entered this into the database.  Thank you for all your careful research, your documentation made it easy to verify.  Leah Rivera 01:22, 31 July 2009 (UTC)
 * Note: this defect is probably not relevant with the skill update... ~Seef II &lt;◈|۞&gt; 08:31, 25 August 2009 (UTC)

red
 * It seems SS actually causes your character to MM:Quicken the sandstorm, but fails to do so if you're activating another skill.
 * Looks like it fixed itself. ~Shard  [[Image:User Shard Sig Icon.png]] 23:43, 6 August 2009 (UTC)
 * Thanks for the update Shard! Throwing up the good ol' red ex. Leah Rivera 01:13, 7 August 2009 (UTC)

Yes
 * --[[Image:User_Timeoffire45_sig.jpg]]  Timeoffire45  00:49, 7 August 2009 (UTC)
 * Thank you for the report. This was addressed in the patch after the build.  How is it looking now? Leah Rivera 19:01, 7 August 2009 (UTC)
 * I noticed :-) As for the behavior, insofar as I can tell it's working just fine now! Thanks for the speedy patch! Had me worried for a second, there. xD --[[Image:User_Timeoffire45_sig.jpg]]  Timeoffire45  00:32, 8 August 2009 (UTC)

bigPvE Only

 * This issue has been reported. I saw on the discussion page that it is an issue of debate whether this skill actually changes your attacks to Holy Damage. Based on my own research, it appears it does. If not, I will let you guys know. Thanks! --Andrew Patrick 00:47, 31 July 2009 (UTC)
 * It does. Take a candy scythe or whatever you like and whack undead with it; it'll do double damage.  My wounding strike should not be hitting skeletons for 300+ damage when they're eight levels higher than me.  --Jette  [[Image:User_Jette_awesome.png|19px]] 01:53, 1 August 2009 (UTC)

No
 * To elaborate, ByUH will last 10 seconds (at max title) if either 0 people or 1 person is under 50% health, 20 seconds if 2 people are under 50%, 30 seconds if 3 people are under 50%, etc. ~Shard  [[Image:User Shard Sig Icon.png]] 01:28, 27 March 2009 (UTC)
 * I just tested this and could not confirm this report. With 0 allies under 50% health this lasted 10 seconds and with 1 ally under 50% health it lasted 20 seconds. Are you sure this issue is still occurring? --Andrew Patrick 00:00, 31 July 2009 (UTC)


 * This has been reported. Thank you for the report! --Andrew Patrick 23:42, 30 July 2009 (UTC)

--The preceding unsigned comment was added by 90.53.255.97 (talk).
 * Wait, so are you saying that while you're drunk and under the effects of Earthbind and Drunken Master both at once that you get knocked down anyway? Otherwise this is a moot point, since if you're not drunk in the first place and have Dwarven Stability on you it's not goin to lower the knockdown time while under the effects of earthbind from the 2+1 seconds of knockdown to 2 seconds of knockdown... Simply put, this is confusing. Clarification would help. --[[Image:User_Timeoffire45_sig.jpg]]  Timeoffire45   rawr  07:44, 15 August 2009 (UTC)

Well, I'm french so I don't have a good english. I'll give an exemple : 1/ I'm in Tahnnakai Temple (explorable area). I'm at the beginning of the room where Quansong Spiritspeak is. I take aggro with one Temple Guardian. He KD me because, like Abyssals, "this creature causes knockdown on a critical hit. " So, I take alcohol (5 mins). I cast dwarven stability. Now, the Guardian don't KD me anymore. The Dwarven works on a knock down due to a critical hit. Now, I go to Quansong Spiritspeak. He cast Earthbind. Now, I become knockdowned if the Guardians triggers a critical hit on me. The Dwarven Stability fails. I hope I helped you, I'm very bad in english. :/ You maybe want a video record ?
 * EDIT: oops, misread. Yeah, it seems like Earthbind gets around this according to the Dwarven Stability page. DarkNecrid 13:43, 16 August 2009 (UTC)
 * I've put an inquiry into the system about this issue. Thanks for the report! Leah Rivera 20:44, 17 August 2009 (UTC)

bigOther

 * I've entered this into the database, thanks for the report. Leah Rivera 00:38, 1 August 2009 (UTC)


 * This has been reported. Thank you. -Kim Chase 18:15, 24 October 2008 (UTC)


 * Caused by the Flame Geysers in The Catacombs during The Necromancer's Novice. Uses the same name and description as Splinter Mine (skill) (the one encountered in Elona Reach), so it could be the product of an incorrect text string pointer. Probably not a signet either. -- [[Image:User Gordon Ecker sig.png]] Gordon Ecker (talk) 08:15, 10 December 2008 (UTC)
 * Client claims that this is the same skill (506) so description is the same. However, behaviour is completly different.  Backsword 16:08, 13 December 2008 (UTC)
 * How odd. I've reported this for you guys, thank you. -Kim Chase 19:59, 21 January 2009 (UTC)


 * Context - the Fort Ranik (mission) trebuchet you repair causes this effect. ~Seef II &lt;◈|۞&gt; 08:38, 1 February 2009 (UTC)
 * I've entered this into the system as an inquiry. Thanks for the report! Leah Rivera 18:59, 31 July 2009 (UTC)

No
 * I didn't know where to put pve only skills, if I wrote in the wrong topic move it plz. The bug is rare and it only happened once to me: I was surprised when I had 2 assassins at the same time and I saw that only 1 disappeared and the other one last for more than 2 minutes (or more, the 2 minutes starts when I realized that the assassin was still there) until a mob killed it.--Geoden 11:53, 15 February 2009 (UTC)
 * I wasn't able to reproduce this issue. Has anyone run into this bug recently? Leah Rivera 22:48, 31 July 2009 (UTC)
 * I've had it once, but I don't know exactly how it happened. -- Halogod35  [[Image:User Halogod35 Sig.jpg|15px]] 17:54, 8 August 2009 (UTC)


 * I've put an inquiry in on the subject. Thanks for the report! Leah Rivera 22:54, 31 July 2009 (UTC)

=Other suspected bugs=

Weapon Spells
No"Foe" in the description of Weapon Spells referes to foes of the target. Foe in desrciptions of Enchantments (and hexes) referes to foes of the caster. This makes a difference when an ally changes into a foe, thus making a caster the targets foe. (but not the casters) Backsword 19:18, 25 December 2008 (UTC)
 * I don't understand the complaint here. Maybe I'm missing something. Weapon spells are cast on allies, so the foe of the caster's ally is the same as the foe of the caster. The only situations I can think of where an ally changes into a foe are when charming an animal, losing your minions, or in PvE when NPCs turn on you and attack. I don't see how these situations constitute a rewording of the skill descriptions. It doesn't seem like people are generally confused on what is meant by "foe" and "ally" in the weapon spell descriptions. Could you please give an example of how the wording is causing confusion? -Kim Chase 18:38, 16 January 2009 (UTC)
 * I have no issue with this myself, however I made the note as we were getting reports on induvidual skills, eg Reversal of Damage vs Vengeful Weapon. Backsword 11:13, 17 January 2009 (UTC)
 * Yeah, I'm really seeing a problem with that example. The uses of "foe" are pretty clear. Thank you for passing this along, though. -Kim Chase 01:35, 20 January 2009 (UTC)
 * Well, if my notes hadn't been entirely scrapped... http://wiki.guildwars.com/index.php?title=ArenaNet:Skill_bugs&diff=1272867&oldid=1272781  Basically, no spells will cause harm to an ally, even when they theoretically should.  You can see this when you cast Scourge Healing on a foe, then Heal Area.  The animation triggers, but no damage is dealt to your party member.  As best as I can tell, this is part of a global no-friendly fire game mechanic.  Similarly, if you cast Shield of Judgment on a Bone Fiend, lose control of it, and attack it, you won't take damage.  However, you WILL be knocked down, indicating that the effect is processing normally, but you simply aren't allowed to damage your allies.  Vengeful Weapon, Weapon of Remedy, and Xinrae's Weapon are the only spells for which this does not hold true, to the best of my knowledge. In retrospect, it may be a result of their lifestealing, rather than dealing damage, which is a separate mechanic. MA Anathe 02:54, 4 February 2009 (UTC)


 * Mmm, I think this is typical behavior for spells. You are casting the spell on the target. If the target dies, the spell fails. The fact that the spell hits additional foes is a bonus, but the initial target is still required. -Kim Chase 18:25, 27 May 2009 (UTC)
 * It's typical behaviour for single target spells and area hexes with no immediate damage effect, but not for ADoT spells or damaging area spells such as Spirit Rift, Fire Storm, Fireball, Rodgort's Invocation, Deep Freeze or Earthquake. Snow Storm was an exception to this rule, it used to fail if the target died, however in the December 11th, 2008 update, it was changed to behave like other ADoT spells such as Fire Storm and Dragon's Breath, and this change was described as a bug fix. -- [[Image:User Gordon Ecker sig.png]] Gordon Ecker (talk) 00:19, 28 May 2009 (UTC)
 * In fact, Searing Flames had the same issue and was changed too. --FunnyUsername 13:29, 28 May 2009 (UTC)
 * Thanks for bringing this to our attention! I've entered an inquiry on the subject. Leah Rivera 23:49, 31 July 2009 (UTC)
 * On a similar note, I notice this happens with Alkars (blah) Acid. Idk if thats on purpose, but it seems like (besides the projectile status) it's in the same catergory. Da Sonic 21:01, 12 August 2009 (UTC)

Activation time

 * Activation time article has further details

Interruption and Interruption Prevention
(interruption skills and how they react to interruption prevention, such as Glyph of Concentration and Mantra of Concentration.)

Yes
 * video ~Shard  [[Image:User Shard Sig Icon.png]] 06:18, 29 November 2008 (UTC)
 * As in Shard's video above, if the disable time lasts for less than the remaining casting time of the spell, the spell will still complete. However, interruption is prevented while disabling is not, leading to this odd case.

No
 * Thank you for the report, I'm not sure I see the bug here though. Can anyone clarify this issue please? Leah Rivera 21:47, 17 August 2009 (UTC)
 * It's the concise description that's in error, actually - but it's splitting hairs. Suppose someone has anti-interrupt (Mantra of Resolve etc.) active. If they cast a skill and you use Psychic Distraction on it, the following happens: 1) the target's skill is interrupted. The interrupt fails because of the target's anti-interrupt. 2) The target's skill is disabled. 3) Then, as the foe finishes casting, the skill fails because it's recharging. As such, the description should read: Elite Spell. If target foe is activating a skill, that skill is interrupted and disabled for + seconds just like the standard (non-concise version). Currently, the concise description cites the interrupt as the primary effect of the skill, then inferring that if a skill was interrupted, disabling occurs. This is not the case. It's semantics. By the way, Power Block uses what appears to me as a player the exact same mechanism, and its current wording is incorrect for a different reason. ~Seef II &lt;◈|۞&gt; 08:42, 25 August 2009 (UTC)

No
 * Equipped signets encompass interrupted signets as well. Thanks for the report though! Leah Rivera 22:10, 17 August 2009 (UTC)
 * Again, this skill punches through anti-interrupt skills by causing a disabling regardless if an interrupt occurred, thus potentially causing the target's skill to fail. ~Seef II &lt;◈|۞&gt; 08:47, 25 August 2009 (UTC)

No
 * Same issue as Dchop (which is below). Concise description is correct, full one's a nitpick off.
 * Simple Thievery seems to be using a description consistent with its behavior. Thank you for the report though! Leah Rivera 22:27, 17 August 2009 (UTC)
 * Not really. You need to interrupt to get the disable and steal. Hence the revision, "if the interrupted action..." - That may have been fixed, though; the last time anyone in the entire game ran this skill was when you could steal Siege Turtle Attack in Fort Aspenwood, and Luxon elementalists carrying anti-interrupt in the same round were resistant to Simple Thievery. ~Seef II &lt;◈|۞&gt; 08:47, 25 August 2009 (UTC)


 * Note: Power Lock works as described by its concise description, but its behavior is inconsistent with other Mesmer interrupts that also disable.

No
 * The use of "Interruption effect:" is consistent with other concise descriptions for interrupts. Thanks for the report though. Leah Rivera 22:35, 17 August 2009 (UTC)

No
 * This one's a nitpick, but to be consistent with actual behavior and Distracting Shot, the description should be amended in this way. The actual interrupt has to occur for the disable to proc. So Dshot is okay, Dchop isn't.
 * The description for Disrupting Chop seems to be consistent with its behavior. True, it doesn't match Distracting Shot, but it does reflect wording of other skills with similar behavior, such as Disrupting Shot.  Thank you for the report though! Leah Rivera 22:27, 17 August 2009 (UTC)


 * When using Mantra of Resolve and casting a spell while hit with Concussion Shot you will become Dazed. As the concise version of the skill reads, the Dazed condition should be an effect of an actual interrupt.
 * Thanks for the report! I've added this to the database. Leah Rivera 23:04, 17 August 2009 (UTC)

Glyph of Essence/Rebirth interaction
red Misery  06:46, 4 June 2009 (UTC)
 * Did you test this? Because I went and tested it when I noticed the note today, and it worked just as its supposed to... it's possible it was fixed when they removed the delay between the end of the cast and the rez/teleport.  &not; Wizårdbõÿ777  ( talk ) 07:20, 4 June 2009 (UTC)
 * I admit I haven't tested it recently, but I know it used to work. If it doesn't work any more feel free to fix the rebirth page and mark this resolved. Misery  07:37, 4 June 2009 (UTC)
 * I checked this out too and confirmed that Rebirth is working as expected in conjunction with Glyph of Essence. The bug must have been addressed in a patch at some point.  Thanks for the report though! Leah Rivera 23:15, 17 August 2009 (UTC)