User:Cloud/Skill Tags

Skill Tags
I've been maintaining a skill database for a long time and one aspect that I'd like to see moved into GWW are tags used to categorize skills. Included here is the basic naming pattern and specific tags that I've used, and while I'd like to keep the general level of detail I'm quite happy to discuss names and groupings. I already have these assigned to skills, although some (especially Nightfall skills) didn't get looked over very carefully -- a fact I'm in the process of correcting.

If you'd like to know what on earth I could possibly want to use all this for, visit GuildBuilds create a new character and click the Change Filter button at the top of the skill list.

Composition of a Tag
A tag is either one of the special tags or is built from an aspect with optional (up to one each) effect, target, and area suffixes attached with dashes.

Aspect

 * adrenal - Adrenaline pool used by warrior and paragon skills
 * armor - Armor rating
 * attack - Standard weapon attacks
 * block - Chance to block attacks
 * cast - Activation time of spells
 * corpse - Body of slain corpeal creature
 * critical - Critical hit chance
 * damage - Direct damage or weapon bonus damage.
 * ecost - Energy cost of skill
 * enchant - Enchantments
 * energy - Energy
 * exhaust - Energy exhaustion
 * heal - Direct healing
 * health - Used for things that effect health but aren't heals or damage
 * hex - Under the effect of a hex spell
 * interrupt - Interruption of a foes skill or action
 * item - Something held (e.g. flag, repair kit, ashes of an item spell)
 * knockdown - Knockdown
 * lock - Locks skill or skills making them unusable for a period of time
 * minion - Animated undead minions
 * move - Movement speed
 * preparation - Ranger preparations
 * recharge - Skill recharge time, not skill lock a la Diversion
 * rez - Resurrects dead party members or animal companions
 * sacrifice - Life sacrifice as part of skill activation
 * shadowstep - Assassin style shadow-step, not pure teleports
 * shout - Shout or chant
 * signet - Signet skills
 * skill - Generic skill
 * spell - Skills of the spell family (enchant, hex, etc)
 * spirit - Created or summoned spirits
 * stance - Stance of user or target
 * teleport - True teleport, not shadow-step
 * touch - Touch skills
 * weapon - Weapon spells

Condition Aspects

 * condition - Any or all conditions
 * bleeding - Bleeding condition
 * blind - Blind condition
 * burning - Burning condition
 * crippled - Crippled condition
 * dazed - Dazed condition
 * deepwound - Deepwound condition
 * disease - Disease condition
 * poison - Poison condition
 * weakness - Weakness condition

Effect

 * buff - Improves the aspect (e.g. dmg, heal, move speed) but separately applied
 * counter - Decreases effectiveness or prevents completely
 * drain - Removes from pool of energy or adrenaline
 * gain - Increase in pool of energy or adrenaline
 * gone - Completely empties pool (adrenaline or energy)
 * leak - Periodic loss, triggered by some event
 * nerf - Weakens the effect (e.g. low armor, higher cast time, etc)
 * punish - Cause extra damage, conditions, or energy loss when aspect applies to foe
 * remove - Removal of aspect (e.g. condition, hex, enchant)
 * uses - Takes advantage of allied aspect (e.g. being enchanted)

Target
Used only for 'wrong' (e.g. heal foe, dmg ally) or unusual targets


 * ally - Allied to skill user
 * foe - Something hostile to skill user, usually target of skill
 * pet - Personal or allied animal companions
 * self - Applies to user of the skill

Area
Tags with area modifiers should always be accompanied by the unadorned version, and if more then one area modifier applies, use multiple tags. For example, Fire Storm should have 'damage', 'damage-aoe', and 'damage-ot'


 * aoe - Effects others around target
 * ot - Applies over time (e.g. fire storm, empathy)

Special

 * lead-attack - Acts as lead attack in assassin skill chain
 * offhand-attack - Acts as off-hand attack in assassin skill chain