Feedback:Bug reports/Skill bugs

Comments can be made on the talk page. Other skill issues should go on suggestions pages.


 * Comments from the QA team:
 * Yes - The problem has been corrected.
 * - The problem has been reported.
 * No - Unable to reproduce the problem; further information has been requested.
 * red - It was determined not to be a problem.

Please view the current issues and check if your issue is already listed. Please also view the "Not a bug" and "Misc" archives (found on the right) to check if your issue was previously reported and determined not to be an issue. Add new issues to the appropriate section below.

=Current skill bugs= To view pending Skill bug reports see ArenaNet:Skill bugs

Warrior

 * Thanks for the help! This was reported here:  Leah Rivera 21:01, 25 September 2009 (UTC)

--Silver Edge 05:21, 7 January 2010 (UTC)
 * I knew there was something wrong with this skill, cause sometimes it wouldn't apply on my monks and we'd wipe. →[ » Halogod User Halogod35 Sig.png  (talk)« ]← 15:39, 7 January 2010 (UTC)
 * Thanks for the report! I've submitted this to the database. --Michelle Juett 19:22, 12 January 2010 (UTC)

No--Silver Edge 07:01, 9 January 2010 (UTC)
 * Thanks for your post. We couldn't reproduce this. Attack skills look to be doing less damage with flurry up as well as attacking. If you think there is still a bug here, please let us know if you have any more details that could be useful. Thanks! --Michelle Juett 20:25, 12 January 2010 (UTC)
 * I tested it with Distracting Shot and Needling Shot, both armor-ignoring attack skills, on the Student of Dazed. Both attack skills dealt the same amount of damage even with Flurry active. --Silver Edge 19:32, 14 January 2010 (UTC)
 * It seems Life Attunement, similar to Flurry, also doesn't reduce the damage of attack skills, such as Distracting Shot and Needling Shot. --Silver Edge 19:40, 14 January 2010 (UTC)
 * It probably has to do with the order of application, for example a skill that does +20 damage still does base damage +20 even while under flurry because the damage reduction only applies to base damage itself. The tooltip could be made more clear if this is intended behaviour. --Draygo Korvan 01:50, 1 February 2010 (UTC)
 * To clarify for Michelle or Leah: an attack skill (eviscerate for example) will do +40 damage normally. Under flurry, it still applies +40 damage, even though Flurry's description implies it should only be adding +27. ~Shard  [[Image:User Shard Sig Icon.png]] 01:52, 14 June 2010 (UTC)

--Silver Edge 12:01, 20 March 2010 (UTC)

Yes:Supposedly fixed in the April 28, 2011 update. --Silver Edge 03:36, 29 April 2011 (UTC)

One of the following could resolve this problem quickly with minimal effort:
 * Hotfix 1 = Raise the recharge of "None Shall Pass!" to 50 seconds. It should recharge instantly instead of never.
 * Hotfix 2 = Reduce the maximum recharge reduction to 20 seconds. It will recharge in 3 seconds, instead.

One of the following could preserve the present functioning in normal play while preventing the bug with Quickening Zephyr:
 * Fix 1 = Reverse skill recharge function: Set the base recharge to 20 seconds. Increase the recharge on use by 25 seconds -1...8 seconds for each knocked down foe (minimum 0 seconds).
 * Fix 2 = Eliminate the base recharge. Disable None Shall Pass for 45 seconds -1...8 seconds for each knocked down foe (minimum 20 seconds).

This is obscure enough that most players are unlikely to ever encounter it, though. MA Anathe 03:43, 18 March 2011 (UTC)

Ranger

 * Thanks for the report, this was already entered into the database from here: Leah Rivera 21:07, 25 September 2009 (UTC)


 * I wasn't able to reproduce the character being hit by Choking Gas when obstructed, but I entered a bug on the interrupt taking effect on blocks, dodges and misses. Thanks for the report! Leah Rivera 17:35, 29 September 2009 (UTC)
 * To reproduce, you'll need a very, very small area of obstruction. Your best shot would be the Underworld bridge glitch if you haven't tried such an area yet. (Projectiles end immediately before the target, which would likely be "adjacent" to the target.) ···  Danny  Pew   Pew  19:44, 29 September 2009 (UTC)
 * I see now, that's a tricky one to set up! I've updated the bug with this information.  Thanks for the clarification. Leah Rivera 20:22, 29 September 2009 (UTC)
 * Just to clarify: Choking Gas arrows DO impact even if they're blocked. They impact on the target's shield or weapon or arm or whatever, and then the arrow explodes and sets free gas. The same if it is dodged really, it explodes on the ground and the gas spreads from there. But missing or obstructed IS obviously a bug. So please when you decide to fix this, keep at least "choking gas on block" or this skill will be completely ruined. --Taki Fujiko 11:41, 13 October 2009 (UTC)
 * This isn't meant to be a discussion zone, but to be frank, the skill is overpowered. Being able to keep 1 or more casters on lockdown 100% of the time is an amazingly strong ability, and will continue to be even if the gas does not trigger on blocks, misses, obstructions or dodges (not that it matters if the target is moving and able to dodge, mind you, but that's beside the point).  Right now it goes beyond "strong with practiced stance" into the realm of abusive, which is caused by the bug.  At least in this case it's not a balance versus imbalance issue; right now the skill is just broken and it needs to be fixed.  If you think it's too weak afterward, you're welcome to post a suggestion in the ranger skills feedback location.  –Jette [[Image:User_Jette_awesome.png|19px]] 13:26, 13 October 2009 (UTC)
 * Actually, Taji brings up a good point. I would imagine that "blocked" would imply an impact was had, meaning that Choking Gas should still trigger. Probably best to wait to hear back from QA with what they think on the matter. ···  Danny  Pew   Pew  19:35, 15 October 2009 (UTC)
 * These are all very good points, thanks for expanding on this! I've added a link to this discussion into my report so your comments will be available for the designers when they make their decision. Leah Rivera 21:00, 15 October 2009 (UTC)
 * I think that this should be treated like ignite arrows. If the designers want to get rid of missing and blocking effects, thats up to them, but they should change ignite arrows, too.--Bold Baby Undies 00:46, 20 January 2011 (UTC)

4.154.50.85 02:08, 7 June 2010 (UTC)


 * As with death penalty, the skill disable will not trigger for a rapid succession of deaths. |  7  2   User_72_Truly_Random.jpg | 18:09, 7 November 2010 (UTC)
 * My pet didn't die before. I wanted to heal it before it went down for the first time but it died at about 60% of the cast and just got revived after I was done casting. Asuka 16:56, 13 November 2010 (UTC)

Quickening Zephyr + Energizing Wind currently results in 25 energy cost skills costing 10 energy. (25 * 1.3) - 15 = 17.5 and (25 - 15) * 1.3 = 13. Neither ordering of effects yields 10, suggesting that Quickening Zephyr's cost increase is simply being ignored. Skills tested were Rodgort's Invocation, Light of Dwayna, and Quickening Zephyr at 0 expertise. MA Anathe 02:57, 7 November 2010 (UTC)
 * Not sure why I put this under Quickening Zephyr at first. In any case, Energizing Wind currently appears to replace, rather than modify, energy costs.  The effect of Quickening Zephyr isn't being ignored so much as overwritten.  Experimentation with Attuned Was Songkai, Renewing Memories, and Quickening Zephyr show that when the sum of the cost modifiers would reduce a 10, 15, or 25 base energy skill below 10 energy, their effect works exactly as expected.  Only when modifiers increase the cost ABOVE 25 does an anomaly arise.  Thus, I believe the code for Energizing Wind is simply a check after base modifier effects are processed to see if the resultant cost is greater than 10, and if so, it sets the cost to 10.  Interestingly, this isn't the exact same coding used during Prophecies era Guild Wars.
 * If the code is written as I described, the function could be switched to something to the effect of:
 * EnergyCost = BaseEnergyCost * ∑BaseModifiers
 * If EnergyCost ≤ 25 and EnergyCost > 10 then,
 * EnergyCost = 10 * Expertise
 * Else EnergyCost = (EnergyCost - 15) * Expertise
 * Alternately, changing the description to:
 * "Create a level 1...6 Spirit. For non-Spirit creatures within its range, skills that cost more than 10 Energy (before Expertise) cost 10 Energy instead, and skills recharge 25% slower. This Spirit dies after 1...31 seconds. "
 * Would capture the present function instead. MA Anathe 12:25, 12 December 2010 (UTC)

Monk

 * I use to get the white boxes when I first starting playing, usually on minipets, players, weapons etc. I used to think it was a texture glitch. I've found later on that reloading downloading the GW.dat file fixed it. You might try that and see if you get the same results. -- Magic  [[Image:User Magic Icon.jpg|19px]]  Talk  03:42, 12 March 2010 (UTC)
 * I didn't even reinstall it but it seems to be working now. My other friends seemed to notice this as well. →[ » Halogod User Halogod35 Sig.png  (talk)« ]← 13:12, 17 March 2010 (UTC)

No
 * I could not reproduce this. Are there any specific steps to getting this to occur? When a monk using Reversal of Fortune is hexed with Scourge Healing and takes damage, Reversal of Fortune is triggered but then Scourge Healing does not. This indicates the monk is gaining rather than healing health. Thanks! --Michelle Juett 22:19, 9 March 2010 (UTC)
 * Sorry about the late reply. I tested this with Life Attunement, which increased the health gain. --Irgendwer 11:24, 23 March 2010 (UTC)


 * I have reported this issue, thanks! --Michelle Juett 20:00, 9 March 2010 (UTC)

the next time target ally would be knocked down actually indicates this. - J.P. Talk  19:03, 11 March 2010 (UTC)


 * I bet you tuppence it was Primal Echoes. | 72 User_Seventy_two_Truly_Random.jpg (UTC) 22:08, 22 March 2010 (UTC)

--Silver Edge 06:33, 16 July 2010 (UTC)


 * Restore Condition appears when I use an Elite Monk tome. You most likely don't have Restore Condition unlocked on that account. --Silver Edge 19:15, 31 August 2010 (UTC)


 * There is no unconditional hex removal. When Deny Hexes recharges instantly, as with Glyph of Renewal, and no other Divine Favor skills are recharging, 0 hexes are removed.  MA Anathe 19:55, 5 September 2010 (UTC)

Necromancer

 * Thanks for the report, this is still in the database after being reported here:  Leah Rivera 21:34, 25 September 2009 (UTC)

No Please note, X% is a percentage I don't know of. It's really high, but from tests by having an Archer's Signet ranger with Apply Poison and one Flesh Golem made me suffer from Poison for a short duration of time. I did not check the Golem. Than 04:34, 23 December 2009 (UTC)
 * Thanks for your report! We could not reproduce the issue. Infuse Condition looks to be working how the description indicates. If you feel there is still a bug here, please provide more information including how exactly this occurred for you and if possible, a screenshot. Thanks! --Michelle Juett 22:56, 5 January 2010 (UTC)

I noticed this bug while I was doing Snowball Dominance when Master of Whispers uses this spell. Luckily, the auto "instant heal" mechanic of important NPCs still kicks in.--Dark Paladin X 02:04, 29 December 2009 (UTC)

Icefalc0n 15:23, 6 February 2010 (UTC)
 * For server load reasons, the game only actually checks if a player's minion exceeds his cap upon creation of a new minion(s). So if you nab him with this as he attempts to summon a minion, you'll get the desired effect. -- Ckal Ktak [[image:Minion control panel.jpg|20px]] 16:52, 6 June 2010 (UTC)

The description incorrectly describes it as health gain while the concise description states it is healing. --Silver Edge 12:13, 20 March 2010 (UTC)


 * Life Siphon has only shown itself through the positive health regen arrows at least since the third beta event before the release of Guild Wars. Life Transfer, Siphon Speed, Siphon Strength, and the old Winter's Embrace have never given any easily visible feedback either.   MA Anathe 23:24, 19 May 2010 (UTC)


 * Confirmed. →[ » Halogod User Halogod35 Sig.png  (talk)« ]← 21:37, 24 April 2011 (UTC)

Mesmer

 * Thank you for the report, but I wasn't able to reproduce this issue. When micromanaging my heroes, they seem to use Arcane Thievery and the skill that replaces it as well as other skills on their bar. Leah Rivera 23:52, 25 September 2009 (UTC)
 * Allow me to clarify, I think whoever reported the bug left it a bit ambiguous. When you steal a skill with it, it works fine.  The bug occurs when you order the hero to use the stolen skill and it reverts to Arcane Thievery before they can use it.  After that, it pretty much causes the hero to stop doing anything.  &mdash;Jette  [[Image:User_Jette_awesome.png|19px]] 14:11, 28 September 2009 (UTC)
 * Thanks for the clarification Jette! I understand now, I've entered this issue into the database. Leah Rivera 18:40, 29 September 2009 (UTC)
 * It should also be noted that this occurs with all related skills, including Echo'd skills. ···  Danny  Pew   Pew  19:45, 29 September 2009 (UTC)
 * I covered those in the bug too, thanks for checking. Leah Rivera 20:23, 29 September 2009 (UTC)


 * Thank you for the post, this issue is in our database from the report here: . Leah Rivera 23:56, 25 September 2009 (UTC)
 * After the May update, it still does it. →[ » Halogod User Halogod35 Sig.png  (talk)« ]← 20:01, 18 May 2010 (UTC)


 * Are you sure you didn't use Symbols of Inspiration to copy an elite skill that wasn't a spell? Based on the skill's description, only elite spells use the Fast Casting attribute, so elite non-spells wouldn't use the Fast Casting attribute. --Silver Edge 11:47, 28 November 2009 (UTC)


 * Yes I am sure I used it on a spell. Where I first tested it was when I was testing a build against the Master of Healing NPC in the Battle Isles and I stole her Peace & Harmony elite skill and when I used it the skill only lasted for 1 second. Same thing happened when I tested the same build on the Master of Hexes and I used his Life Transfer skill and I would only receive a +3 health regeneration. Demose 12:40, 28 November 2009 (UTC)
 * We also could not reproduce this issue. It looks to be working correctly when used on the Master of Healing and Master of Hexes. Let us know if you have more information if you think there is still a bug here. Thanks! --Michelle Juett 00:41, 13 January 2010 (UTC)


 * Well I tried the skill again and I had a guild member help me to test it and it works now(maybe was a bug from when I first tried it). But one thing that still makes it confusing is that with skills that alter the the effectiveness of skills i.e. Signet of Illusions and Symbols of Inspiration is the green numbers only show it to be what your current attribute level is in the associating attribute. I don't know if that was something intentional or maybe something that would cause certain bugs in the game if it were to be programmed like that. But if it is possible for you to change that it would be awesome and would make it easier on the brain to remember values of how effective a skill would be. But thank you for taking the time out of your schedule to look into my problem. Demose 02:09, 29 January 2010 (UTC)


 * I also thought this could be confusing. I've submitted an inquiry about showing Fast Casting Attribute numbers of a stolen elite skill on the Skill Bar. Otherwise, the Fast Casting Attribute is only conveyed in the Effects Monitor once the stolen spell is cast. Thanks! --Michelle Juett 02:43, 29 January 2010 (UTC)

No
 * This has been posted like a thousand times in the past. - J.P.[[Image:User J.P. sigicon.png| ]] Talk  07:45, 16 February 2010 (UTC)
 * Where, if you don't mind me asking? --Irgendwer 07:55, 16 February 2010 (UTC)
 * I could not reproduce this. Scourge Healing does not trigger when the mesmer's Illusion of Weakness ends indicating health gain rather than healing. Are there more specific instructions to get this to occur? Thanks! --Michelle Juett 22:31, 9 March 2010 (UTC)
 * I can test it myself when I get home, but maybe Soul Bind triggers? Perhaps there's a bug in Soul Bind that causes it to effect health gain. ···  Danny  Pew   Pew 
 * I tested the skill with Life Attunement and Predatory Season, which respectively increased and decreased the amount of health gained. --Irgendwer 11:24, 23 March 2010 (UTC)

Elementalist
YesThe description doesn't mention the projectile's area of effect; however, the concise description does. --Silver Edge 04:45, 7 January 2010 (UTC)
 * Thanks for the report! I've submitted this to the database. --Michelle Juett 22:45, 13 January 2010 (UTC)
 * Thanks, this has been fixed. --Silver Edge 04:49, 28 February 2011 (UTC)

It's armor-ignoring damage. --Silver Edge 12:01, 20 March 2010 (UTC)

Assassin

 * Um, well it's a stance. But I guess you could call it a bug. -- Halogod35  [[Image:User Halogod35 Sig.jpg|15px]] 20:46, 1 October 2009 (UTC)
 * I think he/she meant that you can cast/move/etc. again after you use it, but I haven't tested it myself, so that could be wrong. I have heard of this issue occurring before, however.  &mdash;Jette  [[Image:User_Jette_awesome.png|19px]] 20:57, 1 October 2009 (UTC)
 * It's (un)commonly abused in Shovespike. Grapple target A, Shadow Walk to B and Shove. ···  Danny  Pew   Pew  21:13, 1 October 2009 (UTC)
 * I know it's confirmed, I used Shadow Walk all the time before the 1 second nerf. But I just didn't call it a bug. -- Halogod35  [[Image:User Halogod35 Sig.jpg|15px]] 21:20, 1 October 2009 (UTC)
 * Well, generally speaking, when you use a stance you don't get out of a KD. I can't imagine that's not a bug. =p ···  Danny  Pew   Pew  21:24, 1 October 2009 (UTC)
 * Generally speaking, I dpon't care lol okay, fine, it should let you teleport BUT not recover from kd. -- Halogod35  [[Image:User Halogod35 Sig.jpg|15px]] 21:53, 1 October 2009 (UTC)
 * Try Grapple>Shadow Walk>"I Meant to Do That!" -- TeaCat._. [[Image:User RedTeaCat TeaCat.jpg|27px]] 14:49, 23 October 2009 (UTC)
 * There is an open issue on this subject in the database, thanks for the report! Leah Rivera 21:49, 23 October 2009 (UTC)


 * This is in the database. Thank you for the report! Leah Rivera 18:16, 5 October 2009 (UTC)


 * This sounds like the reverse of what you said in the first sentence. Do you mean they hit you for 5-6 even when it was over and then it went back up to 35-50? Because if not, that's some much weirder shit than you'd think :P | 72 User_Seventy_two_Truly_Random.jpg (UTC) 12:47, 15 March 2010 (UTC)
 * My point exactly. It removes base damage reduction from you when it drops, instead of just the armor reduction from shadow form. 75.142.10.108 02:32, 17 March 2010 (UTC)
 * Ah, ich verstehe. | 72 User_Seventy_two_Truly_Random.jpg (UTC) 11:49, 17 March 2010 (UTC)

Easily noticeable around Vaettirs in HM in Jaga Moraine with a 20% enchanting weapon. ···  Danny  Pew   Pew 

The description incorrectly describes it as health gain while the concise description states it is healing. --Silver Edge 12:13, 20 March 2010 (UTC)

Ritualist

 * This is not a bug. When you gain health, you GAIN health. This is not healing. →[ » Halogod User Halogod35 Sig.png  (talk)« ]← 00:21, 31 January 2010 (UTC)
 * I think the issue that is being reported is that the description states "gains x Health" while the concise description states "Heals for x". --Silver Edge 07:59, 31 January 2010 (UTC)
 * Ah, it would go under text errors. The main description is always the truth, while concise is generated. →[ » Halogod User Halogod35 Sig.png  (talk)« ]← 16:56, 31 January 2010 (UTC)
 * This is a text bug with the Concise description, I've reported this bug. Thanks! --Michelle Juett 01:32, 10 March 2010 (UTC)

--Silver Edge 22:30, 1 March 2010 (UTC)
 * You sure you weren't thinking of Renewing Surge? Cause when I'm hexed with this, I don't take damage. →[ » Halogod User Halogod35 Sig.png  (talk)« ]← 00:09, 28 February 2010 (UTC)
 * It may have been fixed on the 26th, but when I edited it in on the 25th that was what it did. 173.88.136.15 17:57, 28 February 2010 (UTC)
 * According to the Binding Chains page: "The version applied by Urgoz lasts for more than 3 seconds and the damage is dealt no matter if the target is moving or not."
 * Let me clarify it a bit since it's still somewhat bugged. If you get hexed with this and take one damage packet, and then stop moving, you still take damage for the other two seconds. 173.88.136.15 01:12, 13 March 2010 (UTC)
 * Now that's typical. Even Weaken Knees and those other 2 skills do the same. →[ » Halogod User Halogod35 Sig.png  (talk)« ]← 03:44, 13 March 2010 (UTC)
 * Actually, the other skills (Weaken Knees, Winter's Embrace, and I think you were going for Shameful Fear?) stop pinging their armor ignoring damage when you stop moving. Binding Chains still will always ping the remaining two packets if you take the first. 173.88.136.15 05:05, 14 March 2010 (UTC)


 * You sure it's not energizing winds? →[ » Halogod User Halogod35 Sig.png  (talk)« ]← 00:06, 28 February 2010 (UTC)

Yes im sure when my energy goes to 0 i wait till it gets to 5 and it won t cast, hav to wait till it gets to 8 69.139.13.97
 * Is it every time? are you sure there isn't any Quickening Zephyr around? -- Lania Elderfire 18:01, 28 February 2010 (UTC)
 * ^ I meant that. →[ » Halogod User Halogod35 Sig.png  (talk)« ]← 16:03, 1 March 2010 (UTC)
 * This issue is discussed on the Cruel Was Daoshen talk page, and it's fairly easy to reproduce. Die while holding item spells, resurrect with full energy, and use all of your energy.  You should find that you have a window of about ~3-4 energy where you won't have enough to cast spells.  That is, your client says 5-9 energy, but you can't use 5 energy spells.  10-14 energy, but you can't cast 10 energy spells, and so on.  This is most likely to occur during normal play at places like Fort Aspenwood and Jade Quarry.  I've added an image to the Bug Reports talk page for reference. MA Anathe 15:54, 21 March 2010 (UTC)


 * Ancestors' Rage was changed to inflict armor-ignoring damage in the 2/25/10 update. It's the skill description that's bugged for implying otherwise. --Irgendwer 14:40, 3 March 2010 (UTC)
 * I've submitted this report. Thanks! --Michelle Juett 20:00, 10 March 2010 (UTC)

Description claims: Descriptions are fine. Actual behaviour: I tested this issue on all item spells and since it involves multiple skills I couldn't get the template to work.

Whenever you die while holding any Items spells, there seems to be a miscommunication between the UI and the game when you re-spawn. When you re-spawn, the UI will show you with full energy, but if you Ctrl+Click your energy bar, the game will show a different amount in the chat. The amount of energy that you actually have is the amount shown in the chat, and the amount displayed through the UI is wrong. It's as if the game still thinks your holding your Item spell when you re-spawn, since you died while holding it. I also noticed that depending on what energy mods your weapon had, you'd have more or less energy. Here's some examples of what I mean: When using a weapons set that had +15 energy/-1 energy regeneration, I re-spawned with 33/54 energy(Visually, the UI showed it full). When using a weapons set that had +10 energy and +5 energy while health is above 50%, I re-spawned with 38/48 energy(Visually, the UI showed it full). Those numbers are with 15% death penalty. I also noticed that if you used weapons with no energy mods, this bug doesn't happen.Kylix 19:19, 17 April 2010 (UTC)
 * I've submitted this issue, thanks for the report! Michelle Juett 18:32, 30 April 2010 (UTC)
 * I submitted this a year or two ago, but I was told they could not replicate it, oh well at least this time they noticed the bug. Eive [[Image:User_Eive_Windgrace_Harbinger_of_the_Deceiver.png|19px|Talk]] Windgrace  22:30, 26 May 2010 (UTC)

See Attuned Was Songkai for the difference in wording. The distinction between these two wordings is significant, as the current description implies multiplicative stacking, as with Expertise, when the effect of Renewing Memories is actually applied additively with Attuned Was Songkai and Quickening Zephyr. Thus, at 16 spawning power, Attuned was Songkai (53%) and Renewing Memories (37%) results in a 90% reduction of skill cost, and never a (.47*.63) = ~30% cost reduction, regardless of the order used. Technically, Renewing Memories might always be applied first instead, regardless of the order that other effects are applied. However, this functionality would still be notable, as most effects are applied chronologically (Protective Spirit -> Shielding Hands versus Shielding Hands -> Protective Spirit). Thus, even if that were true, a more clear wording would be preferable. MA Anathe 02:15, 7 November 2010 (UTC)


 * Looks like it's the full description that's bugged. The concise description specifies that the targeted ally loses one condition, which is correct since Weapon of Aggression is not targeted. --Irgendwer 04:14, 10 January 2011 (UTC)

Paragon

 * This was entered in the database after being reported here, thanks for the help though! Leah Rivera 21:08, 29 September 2009 (UTC)


 * This belongs in Feedback:Bug reports/AI bugs. --Silver Edge 07:47, 23 October 2010 (UTC)

Dervish

 * This is a common issue with effects that take place when your health drops below 50%. There is an active bug in the database to address these.  Thanks for the report! Leah Rivera 21:12, 29 September 2009 (UTC)
 * transcribed from discussion page.Sophia@OoZE 06:18, 1 October 2009 (UTC)
 * Health Gain affect regardless reason of expire, therefor this Health Gain is end effect as Patient Spirit.
 * Condition of expire meet if 0 damage received when Health below 50%.
 * Defile Flesh reduce this Health Gain and Scourge Healing triggered when Health Gain, therefore this Health Gain is not "Health Gain" but "Heal".


 * On the other hand, I've checked Watchful Intervention, Defile Flesh reduce Health Gain but Scourge Healing is not triggered. I can't understand which skill make that.Sophia@OoZE 06:44, 26 September 2009 (UTC)

red
 * Intimidating Aura will end from sources of damage other than attacks, such as spells. For example, dropping a Destructive was Glaive, or the damage from a Savannah Heat or Lightning Strike or even a Flame Trap will trigger the effect, as well as the secondary damage from Chilling Victory.  Oddly, armor-ignoring sources of damage don't appear to trigger intimidating aura.  Balthazar's Aura, Smite, Word of Censure, Dust Trap, and so on won't. MA Anathe 01:24, 6 November 2010 (UTC)
 * No longer relevant since its functionality was changed in the February 17, 2011 update. --Silver Edge 02:51, 20 February 2011 (UTC)

PvE Only

 * This is more of an anomaly with the skill Immolate. The burning animation triggers even if the creature is immune to burning. You can test this by using skills that are conditional on burning such as Glowing Gaze on the destroyer with the burning animation still running.  My testing indicated that it doesn't work.  -- Lania Elderfire [[Image:User Lania Elderfire pinkribbon.jpg]] 16:08, 18 April 2010 (UTC)
 * So basically the burning animation activates, but the degeneration does not? Then it's (thankfully) just a visual bug. [[Image:User Rose Of Kali SIG.jpg]]Rose Of Kali 17:57, 18 April 2010 (UTC)
 * The more interesting question is now if that is a bug in Immolate or in all skills which cause burning? Does the bug affect all creatures which should be immune to burning? Or even all conditions (like a bleeding animation on monsters with bleeding immunity) --178.114.65.199 22:41, 24 April 2010 (UTC)

The bug was on the skill page, but I couldn't find it in the archives, so I posted it here.--Bold Baby Undies 03:22, 12 May 2010 (UTC)

Demonical Monk 22:00, 14 June 2010 (UTC)
 * Isn't that how all the PvE only skills are?--Bold Baby Undies 22:35, 14 June 2010 (UTC)
 * Demonical Monk, I seem to recall from another page that you use Polish as your text language, yes? 'Cause I just checked in the American English version, and it indeed says "Signet. Resurrect target dead party member at your location with full Health and 10% Energy for each Sunspear rank you have attained. This signet only recharges when you gain a morale boost. (Title: Sunspear Title Track)" So, firstly, are you sure this isn't a localization issue? Secondly, did you check the non-concise description (mine is still correct, for the record)? Thirdly, this is less of a skill bug, more of a text bug. I would suggest reporting it either here or here, whichever ends up being appropriate. --[[Image:User_Timeoffire45_sig.jpg]]  Timeoffire45   rawr  16:41, 15 June 2010 (UTC)
 * Its linked now, but description is not dynamic (dont shows energy in format: just says 10% Energy for each Sunspear rank you have attained. Other Sunspear skills (and Lightbringer ones too) seems to have descriptions with "green numbers". [[File:User Demonical Monk av.png]]  Demonical Monk  23:09, 15 June 2010 (UTC)
 * Again, isn't that normal??????--Bold Baby Undies 19:26, 9 July 2010 (UTC)
 * Other Sunspear and Lightbringer skills don't always have descriptions with "green numbers". You linked Seed of Life as an example, but only the duration of Seed of Life is shown as "green numbers" in the description and the healing amount isn't shown in "green numbers" (Heals party members for 2 for each rank in Divine Favor whenever target takes damage), which is similar to Sunspear Rebirth Signet's description. And two of the three Lightbringer skills don't use "green numbers" in their descriptions either. --Silver Edge 08:20, 24 February 2011 (UTC)

happened during NFT against Gwen 82.95.65.117 12:52, 21 June 2010 (UTC)
 * I don't understand how you can observe that a skill can never miss by watching one event that (in a small space of time) happened. Do you mean you got a surprisingly long run of hits with it...? Or that its description mysteriously changed for a while to say "cannot miss"?!... | 7  2   User_Seventy_two_Truly_Random.jpg | 13:36, 21 June 2010 (UTC)
 * Use the information provided: Gwen uses Signet of Midnight in the tournament, blinding you. I'm guessing the OP was trying to say that Sneak Attack did not miss when blinded? [[Image:User Rose Of Kali SIG.jpg]]Rose Of Kali 14:39, 21 June 2010 (UTC)
 * yea, ment that, sorry i didn't clarify. I used it like 7 times and it always got through the blind. 82.95.65.117 17:51, 21 June 2010 (UTC)
 * Seems it got fixed, or i was incredibly lucky there because i tested it in Isle of the Nameless and now i missed with it. 82.95.65.117 08:26, 14 July 2010 (UTC)

Example of how this is bugged: I walk upto the Student of Blindness in the isle of nameless, I then use Asuran Scan on the Student of Weakness. I can now attack the student of blindness and never miss while asuran scan is active on the Student of Weakness. -- Chieftain  Alex 01:47, 24 February 2011 (UTC)

The skill's Charr armor bonus is counted as a separate armor bonus packet, which means it is subject to the cap of 25 armor from multiple skills. As a result, the skill gives +25 armor against Charr instead of +48. –Jette 02:56, 12 July 2011 (UTC)

Other

 * Since this is a shadow step you drop any bundle, e.g., amber in FA if you get too close to a turtle. Rit pots etc. will drop too. Could this be the source of the bug in JQ where juggs/turtles get "stuck" and refuse to run jade? ~Seef II &lt;◈|۞&gt; 07:53, 17 November 2009 (UTC)
 * Nit picky I see lol. Anyways in my experience it has actually not been associated with stuck things. They will return to base with nothing and head out after the appropriate time if that team still has the mine. But you may be onto something. It is rare though that they cross paths, so usually this doesn't happen. Previously Unsigned 13:09, 17 November 2009 (UTC)
 * Personally, I think this skill should just be removed. It's pointless at Fort Aspenwood, where turtles stop moving to fire their cannons of their own accord; and only causes problems like this at JQ.  In theory, it's a good idea -- people could just stand and keep the carrier from moving -- but in reality, it doesn't usually work that way.  If it's really a big concern, the easiest fix might be to remove the skill but also remove collisions from carriers so that they can't become stuck at all, like how minions don't cause collisions in PvE.  –Jette [[Image:User_Jette_awesome.png|19px]] 16:18, 17 November 2009 (UTC)

No
 * Thanks for your post! I could not reproduce this. After completing the quests you mentioned as well as a few others, faction gained as it should according to the blessing description. If you have any other information that could be helpful, please let us know. Thanks --Michelle Juett 20:54, 6 January 2010 (UTC)

Seryu 04:17, 4 February 2010 (UTC)

Giant Stomp knocks down and deals damage to allies and foes. --Silver Edge 12:01, 20 March 2010 (UTC)
 * And Npc's As I watched a collector being dropped as the tundra giants stomps went off..24.197.130.109 16:04, 31 March 2010 (UTC)
 * I would have to disagree on this. Giant Stomp knocks down non-allies of the creature using Giant Stomp. If a Summit Giant Herder in Grenth's Footprint uses Giant stomp, the surrounding Stone Summit creatures--even the ones capable of being knocked down--are not knocked down. The collector you observed was not an enemy per se, but neither was it an ally. Basically, Giant Stomp knocks down all non-allied creatures, not all the creatures present. However, this could still be bugged. (For example, I've seen Azure Shadows pop and get KD'd by Tundra Giants in Snake Dance) --[[Image:User_Timeoffire45_sig.jpg]]  Timeoffire45   rawr  04:23, 13 July 2010 (UTC)
 * I have observed "giant stomp" KDing their own affiliation at the first battle in the Iron Mines of Moladune...most of the time. Could it be they KD anything that is not part of their own MOB? It still could be that the few that don't get KD'd had some stability skill up.

Jary Cai 15:42, 28 May 2010 (UTC)

--Anbu 11:35, 16 August 2010 (UTC)

Beleeth 20:58, 4 January 2011 (UTC)


 * (Please sign your comments) Yes it should. It is a spell and it acts exactly as every other spell in the game. It also has an aftercast delay. --Manassas  [[File: User Manassas Mannysig.png]] 10:55, 18 January 2011 (UTC)
 * Should is too strong a word, but bug is also; it has all the properties of other spells (targets, aftercast, ...), but it's the only one without activation time. That makes its behavior anomalous as a spell and as a no-activation time skill, so it's hard to say what the developers intended originally. I think there's a greater chance that ANet will act on a player suggestion than on a bug note. — Tennessee Ernie Ford ( TEF ) 18:08, 18 January 2011 (UTC)

--Irgendwer 00:15, 19 February 2011 (UTC)


 * Malganis Frostmourn* 12.106.72.10 17:15, 17 March 2011 (UTC)