User talk:Isaiah Cartwright/Misc Skill Tweaks/Archive 2

Why isn't the extra damage from this skill armor ignoring as normal? Seems like an oversight, it's not how it was before it was last changed. --65.93.61.142 16:37, 9 August 2007 (UTC)
 * It's been bugged like this for a while, no idea whether it's intentional. Fun to play with it if you've got Shadowy Burden on your target. ;p ~Seef II &lt;☎|→&gt; 08:35, 11 August 2007 (UTC)
 * The damage from this skill isn't extra damage. Read it closely, it isn't like +50 damage, its like 50 damage (no plus sign).  This means its base damage, so your daggers have no effect.  You could use starter daggers, and get the same amount of damage as max daggers.  Why they opted to make it base damage, who knows.  Maybe just so builds like Shadowy Burden + Shattering Assault or Weaken Armor + Shattering Assault can exist. 69.137.78.47 11:37, 29 August 2007 (UTC)

The Spanish Language localization doesn't mention the new unblockable status. Ayumbhara 04:13, 19 August 2007 (UTC)

Not sure if this is just my experience, but does anyone feel that the casting time of this skill is less than one second? Whenever I use this skill it comes out super fast every single time. At first I thought it was my weapon mods but as I use it more it seems more apparent that it is faster than other 1 second spells. --Shadetz X 10:08, 22 August 2007 (UTC)
 * I think the first dagger comes out faster then one second, but they go one after another, so it might add up to about one second. Not sure how that should work, though. -- Jioruji Derako.> 10:27, 22 August 2007 (UTC)
 * It will cast as fast as .5s if you use Deadly Paradox, Deadly Haste, or Mantra of Recovery. --arredondo 17:32, 22 August 2007 (UTC)
 * MoR doesn't affect casting time :/ 84.87.168.39 07:48, 16 October 2007 (UTC)

Ok let's list something actually wrong with the skill: It counts as a lead attack even if none of the daggers hit. It's essentially a lead that can never fail. Bah-roken. Shard 08:12, 7 December 2007 (UTC)

This has been bugging me for a while. The skill lists a .25sec activation, but in practice it's quite a bit slower than .5 sec melee or ranged interrupts like distracting shot or distracting blow, even when you fire the dagger at point blank range (mesmer interrupts, of course, blow this away completely). For some reason there's an odd delay between the skill activating and the interrupt actually landing that makes it very difficult to twitch 1s casts--something that's not hard to do with other fast interrupts. Please fix. --Symbol 05:53, 27 August 2007 (UTC)
 * That's like complaining about D-Shot. 76.64.196.78 20:21, 6 September 2007 (UTC)
 * Claiming that ddagger is even close to dshot is retarded. --Symbol 04:11, 7 September 2007 (UTC)
 * Perhaps it is after cast delay you are expieriencing? Are you using DD on a frontliner? Readem   Warning: Ignore this User if at all possible.  04:18, 7 September 2007 (UTC)
 * Yes, used it on sins, warriors, dervs.  It's not aftercast, aftercast happens after the spell completes so it can't account for DD's slowness.  Best way to see this is to go try various interrupts on the Isle of the Nameless.  It's pretty obvious that DD is slower than Dshot, Savage, Mesmer Power interrupts (even without FC), etc. --Symbol 05:29, 10 September 2007 (UTC)
 * "Send out a Disrupting Dagger" - it's a projectile, so you cannot compare to bow attacks or skills. poke | talk 17:45, 13 September 2007 (UTC)
 * Ok...that's pretty much wrong in every way possible. 1) arrows are projectiles.  2) "you can't compare to skills"-wtf do you think disrupting dagger is?  3)  I _can_ compare those skills because their activation times are similar (.5 sec attacks ~ .25 sec spells since the attack lands halfway through the animation) and it's reasonable to expect they'de be at least roughly equivalent in terms of speed.  So...yeah.  --Symbol 02:06, 14 September 2007 (UTC)
 * I've noticed some sluggishness in the spell aswell it may be due to using this while in the middle of attacking ive noticed my mes interupts go off slower while im wanding. If attacking is whats making it slow for me someone please say so otherwise it needs a fix. I also think that for this skill to be good it should have some disabling property or full range a straight up interupt half range with minimal damage is pretty bad.
 * Attacking DOES make it work a lil slower. This is because you have a refire rate, just like aftercast for spells. When you swing your sword or shoot your staff, you are unable to do anything for a very brief time after that. Something in the neighborhood of a second or so. It's not incredibly noticeable unless you are using quick casting spells like this. --75.176.60.177 16:39, 22 November 2007 (UTC)

It's sluggish because it's a projectile spell interrupt, very unique to the game. the only other one is Lightning_Javelin --Lou-Saydus 19:01, 7 January 2008 (UTC)

This skill needs to display the damage for the caster when it's activated. As is, it can be incredibly hard to know when to recast as it only displays for the target. 24.18.113.191 01:51, 26 January 2008 (UTC)

Shadow Steps
when you shadow step away from a meele character and he uses a skill it hits, even though you can be out of shout range. once you use a shadow step the same thing should happen when you die and some1 is attacking you. their attack stops and any skills they're using fail. Mashav 15:14, 24 October 2007 (UTC)
 * While it may not be very realistic, it isn't a bug. Anet never wanted you to have to be within arm length to hit a person.  If you did, things like Bull's Strike and basically any warrior or dervish skill would be far too susceptible to kiting, and everyone would just use ranged characters. 69.137.78.47 07:06, 30 November 2007 (UTC)
 * There shouls still be a limit to attack ranges. Pounding someone with a hammer from a whole aggro bubble away is stupid.  Look how bows work.  If you move away from the arrow target range, it misses.  Why can't melee attacks? Shard 08:16, 7 December 2007 (UTC)
 * Just make any defensive shadow step interrupt anyone attacking you. would need some more thinking but you get the idea.--Lou-Saydus[[Image:User_Lou-Saydus_Sig_Image.png|19px]] 19:05, 7 January 2008 (UTC)

its called GAME MECHANICS. 24.141.45.72 00:45, 20 February 2008 (UTC)

The hex duration currently operates on the same duration as the deep wound. They might even be swapped like Spiritleech was, I'm not sure. | GD Defender /  contribs 19:49, 16 November 2007 (UTC)

Move the Dagger Mastery and reduce the amount of health stolen to 5...22...25. Prokiller88 06:00, 25 December 2007 (UTC)
 * there's a reason it's not in dagger mastery, it would be much more powerful if it was there, even if you reduced it's overall lifesteal, having it in deadly arts means you have to spec into more than 2 attributes, which makes it more balanced. Dargon 07:21, 25 December 2007 (UTC)

After you use this skill, it has a glitched animation, it shows 2 animations at once and they kind of overlap.  A nti  16:31, 13 October 2007 (UTC)

Skill description is wrong. You gain energy for every recharging skill that doesn't share the attribute of the spell just cast, not for each recharging skill that doesn't share Master of Magic's attribute. Bug: Master of Magic treats all unlinked and title-based skills as if they "share an attribute" with each other. --The preceding unsigned comment was added by User:80.133.98.40.

I think you forgot about this skill when you buffed the other DoTAoE skills. All other skills, like Searing Heat and Eruption, elite and non-elite have a 2 second casting time (Meteor Shower exempt, as it's not the same). This one's really noticeable with the 3 second cast time. I noticed when trying to use earth in PvE instead of fire *gasp*. --Heelz 05:01, 6 September 2007 (UTC)
 * While I do think the casting time should be reduced (while moving faster than normal is conditional enough) I also know that this skill is brilliant in Hard Mode, where everything moves faster than normal. Nicky Silverstar 06:05, 13 September 2007 (UTC)
 * I noticed that it doesn't affect foes in Hard Mode (anymore?). That would make this skill...I don't know...kinda pointless IMO. You might be able to hit a random sprinting warrior with it, but don't get your hopes up. Nicky Silverstar 08:27, 9 November 2007 (UTC)

It should work in hardmode, I've been using it in my "Shaker" build. Yet again I agree it should be reduced to 2 seconds! This skill is pretty conditionally like Nicky stated and if it doesn't work in hardmode indeed, well d*mn. Help us earthies out,please. Rella 06:37, 27 December 2007 (UTC)
 * I think the reason why you couldn't hit thing sin hard mode is because it is adjacent range also. --Life Infusion &laquo;T&raquo; 00:21, 29 December 2007 (UTC)
 * Well, that makes it completely pointless then. A snaring skill that snares only fast moving opponents, but cannot snare fast moving opponents because the radius is so small that they will have run out of it before it gets its effect. If this skill were to be improved, it should need to do something like: If target foe is moving faster than normal, it is knocked down. For 5 seconds, all foes adjecent to the area in which this spell was cast take 10...40 earth damage each second. That's just me though.
 * What about dropping the conditional knockdown and making it apply a speed debuff within the AoE, or making it briefly cripple with every pulse? -- Gordon Ecker 10:20, 8 January 2008 (UTC)
 * Three seconds cast time and smal radius is pretty weak. Needs nearby range like similar spells oder cripple. 87.189.208.196 18:44, 9 January 2008 (UTC)
 * I'm not sure about anyone else in here, but we're still on the topic of this skill and synergy with Hard Mode right?? Well in hard mode, knockdowns are very useful in hard mode, what's to stop an enemy monk cast its spell when it's crippled!? If you're going for a snare, use Ward Against Foes, or change your build to Water, don't mess up this skill more than it is. I do like the idea about increasing the range of the skill, though. --Rella 01:21, 20 January 2008 (UTC)
 * um, casting/attacking/using a skill = not moving. The knockdown is if you are moving. --Life Infusion &laquo;T&raquo; 20:43, 2 February 2008 (UTC)
 * but AOE damage = moving. remember enemies in hard mode respond to aoe damage more and will begin to move sooner, triggering the KD, tho a wider range would be nice--Metal Sazz 02:02, 2 May 2008 (UTC)

increased projectile speed doesn't work with all projectile spells, works with lava arrows, spear of light and with some other skills but doesn't work with flare, fireball, stoning or glowstone and so on, are those not projectile spells ? 24 September 2007 (UTC)
 * Agreed. Projectile speed is not affected. Lightning Orb moves does not move any faster. --Phoenix Locklear 12:51, 26 September 2007 (UTC)
 * This needs archiving, the issues have been corrected, unless anyone has spotted another more. --Ckal Ktak 20:47, 2 February 2008 (UTC)

Izzy, with all due respect, it doesn't make sense that you give us skills that require us to get in someones face then turn around and punish us for using it by giving a 1.75 aftercast. Get rid of the 1.75 aftercast! While no one is a fan of the 1.75 aftercast (except the ones targeting the ones using it), could you at least meet us halfway and give the elites the standard .75? (All classes that use it btw, not just the Ele. I put it here cause the Ele has a lot of PBAoE spells. That long ass aftercast is, well, just another reason why the Ele sux). --Phoenix Locklear 12:43, 26 September 2007 (UTC)
 * There's a aftercast for Aftershock too. --Shadetz X 11:03, 1 October 2007 (UTC)
 * But without any aftercast, it would be a little too powerful no? 145.94.74.23 20:16, 1 October 2007 (UTC)
 * No. 4 October 2007 (UTC)
 * It will not be too powerful and this adjustment still wont put them in the halls. I am sure the arenas are now flooded with Ele's cause their armor-mitigating damage is very powerful with their PBAoE. Obviously that was a joke. Aftershock is not an elite and I was suggesting the elites have the standard .75 aftercast. The elite should have elite status and that means not having a 1.75 aftercast. Evidently, Ele's dont see action unless they are a utility line. All I am asking in this thread is if an Ele is in someone's face using a PBAoE skill, at least don't let us sit there wide open to attack. That aftercast is enough to get killed by a good warrior or any other player for that matter. You may as well give it a 2 second cast with the standard aftercast cause that is essentially what it is. I mean, the Ele class suffers the most so give a little leeway to see some action. Oh, that's right, the Halls are already packed with the all powerful Ele's and their PBAoE Double Dragon and Shockwave spike. --Phoenix Locklear 13:00, 8 October 2007 (UTC)


 * I think Anet should take a lesson from ancestor's rage, and make all of the Ele's PBAoEs target allies (or enchants if you are really worried about some ele spike build taking over HA), that way they dont have to have aftercast, and don't require you to be really close to an enemy to actually be useful.--Quicksilver Switch-Blade 05:00, 9 October 2007 (UTC)


 * I like that idea :D, make all ele PBAoE spells target alies like ancestors rage

Dear Izzy, would you consider altering this skill to make it function more like Glyph of Lesser Energy? That way it might be more viable as a replacement for other energy management skills, instead of eing ignored unless you have meteor showr/maelstrom/earthquake. My suggestion would be something like this:

''5e/1c/10r Elite Glyph. For 15 seconds, your next 1...2 Spell(s) cost 10...25 less Energy to cast and does not cause Exhaustion.''

Anyone have any thoughts on this?


 * EDIT: It seems people don't care about skills unless it is a metagame build skill.Nicky Silverstar 19:37, 5 November 2007 (UTC)


 * This actually is used in a HA Meta build right now... OblivionDanny 01:36, 25 December 2007 (UTC)

Izzay, It'd be wonderful if Unsteady ground could keep casting even if the foe is dead. Right now as it is, I try to cast it while the foe has little health left, and it just stops casting, if it could go all the way after the foe is dead, that'd be great. I don't think this should be too much of a hassle or problem because all I want is the energy gain from my Attunement enchantment. Thanks. Rella 06:34, 27 December 2007 (UTC)
 * But it does have the benefit that you can immediatly re-cast it on another target without having to wait for it to be recharged. That is something that I like about the skill. Nicky Silverstar 09:27, 8 January 2008 (UTC)
 * I don't think I understand what you're saying, you can do that with all skills, basically what it's doing is instead of it casting the spell, it's "cancelling" the spell (default: press Escape) I think what they thought when they did this was sure, yeah the recharge isn't minded, but yeah, when you're trying to quickly change the target, it's dead, I press tab to "tab" over to the next guy, he has <30 health, he dies, boom. 20 Energy down the drain. It's what happens when your party is loaded with AoE spells so basically, the whole mob has <30 health and you find yourself with under 10 energy pretty d*mn fast. I'm disappointed why this skill hasn't changed since there has been 2 skill change updates since I posted that. Like I said in the previous post, this shouldn't be too much of a hassle. Well, I hope I get feedback, Thanks. --Rella 01:16, 20 January 2008 (UTC)

Thanks again I salute the response --Rella 02:41, 25 January 2008 (UTC)

Giving Fragility AoE would allow Fevered Dreams and conditions-based builds more viability since condition removal/counters have been very buffed lately (better recharge, mending touch, extinguish=martyr, cautery signet, and all the other newly added non-elite condition-removal skills). I suggest giving it the same range as Fevered Dreams'effect. Miss Velvetine
 * My 2008 presidential vote officially goes to Miss Velvetine for that suggestion! --arredondo 17:43, 7 September 2007 (UTC)
 * I would personally rather this be like soul barbs (except work when an enchant or hex expires too) and have soul barbs work more like fragility (but work with hexes also making it more useful to necros too), since this skill lacks synergy with illusion magic and mesmers in general. --Quicksilver Switch-Blade 04:53, 4 October 2007 (UTC)
 * AoE Fragility would be cool. 87.189.221.104 22:36, 18 January 2008 (UTC)

/
Gale and Blackout used to be cornerstone skills of dynamic high level play, allowing a skilled user to execute all kinds of tactics and outplay your opponent. Both were rightfully nerfed, but in the process they went from awesome to marginal and the game has been worse because of it. The biggest problem? In (rightfully) chopping down the strength of the skills, a lot of the subtle timing that allowed those skills to make plays was disrupted. Hence I'll propose the following changes to try and restore some of that subtle timing:

Blackout: 2...5s duration, 4s self disable.

Long Blackouts are one of the least fun mechanics in the game, but short Blackouts are really interesting for creating windows of opportunity and vulnerability. The key to making Blackout interesting isn't in the duration, as much as the difference in durations. When you are both blacked out for the same time, the mini-combat with someone is advanced so many seconds at which time both players get to start again. A lot of cool gameplay comes out of that identical start point, because you both know that the other wants to act again immediately. At self disable time +1, you get the same sort of dynamic, but you gain the initiative and get to make the first move unencumbered from that player. By lowering both durations on Blackout, the skill becomes less of a hard lockdown skill and the cool end dynamics of the skill become more important to its application.

Gale: .25c, 8r

Gale was one of the best skills in the game for a long time because of its versatility, but it lost a lot of that when it went from a 3 second knockdown to a 2 second knockdown. The main reason, again, was time. Before when you used Gale, you gained a second and change of time on them, yours spent casting the spell and theirs spent knocked down. Timely application of those time trades let you build up a lot of momentum on a team in a critical spot and force a win. In its current form, Gale barely nets you any time at all, and its usage is restrained to being a makeshift snare during a wipe or an interrupt on a hardres. Reducing the casting time on Gale would restore a lot of that time advantage to the skill, without setting up the huge disabling chains of the old Gale. A faster cast time would allow it to be placed even more carefully or be used in more situations as well, expanding the utility in that way.

Overall I think that the game is lacking a bit in strong flexible skills, and is overly dominated at the moment by one dimensional power skills. Changes to some of the more flexible mechanics available, if done in ways that aren't overpowering, would restore more player skill to the game and make for more dynamic, interactive competition overall. -Ensign 23:19, 24 July 2007 (UTC)
 * Look, a n00b commenting here! I would just like to say that I think Blackout and Gale are really good skills thanks to how they are "universal" counters - they give a lot of flexibility while requiring skill to be used (given how a Blackout at the wrong time is likely to help more the other team than yourself). I think this is the kind of skill Guild Wars needs, as opposed to skills like Frigid Armor - this one destroys a build that relies on Searing Flames...But it's so narrow, and so useless against anything else, that I doubt someone is using it. Universal counters that do not destroy any build but, if used with skill, may give a significant advantage - that's what I think many of the skills should be. Erasculio 23:56, 24 July 2007 (UTC)
 * Interesting points on both Blackout and Gale. Seems like good ways to restore some of their strength without actually having the properties that made them overpowered. 24.202.127.119 04:02, 25 July 2007 (UTC)
 * I miss being able to run Gale or Blackout effectively. Both used to be fun skills, now I don't bother putting either on my bar. --Pork soldier 02:34, 26 July 2007 (UTC)
 * Insightful ideas. Gale as an Exhausting omni-counter is a good thing, a role it would be even better in with an interrupt worthy cast-time. Plus with the new anti-kd in GW:EN I don't think Gale spamming would be as much of a problem.  However, with the increased utility I think the recharge would have to increase by a couple of seconds to help discourage Gale locks.--Drekmonger 18:56, 27 July 2007 (UTC)
 * 10 energy + exhaustion I don't think gale lock will be a big deal
 * Someone called Ensign a n00b. Lol, that's so adorable.  Can I adopt you Erasculio? 72.235.48.41 04:08, 10 December 2007 (UTC)

Currently this skill is bugged slightly. When it drains energy from a foe, a purple -5 does not pop up over their head as it is supposed to. Some Mesmers get confused by this and may end up not using the skill thinking it doesn't work (which it does, I've tested). --arredondo 16:50, 7 August 2007 (UTC)


 * Whenever I use it I see the number above their head just fine... =\ You're aware that number is only there if it ends prematurely, right? RitualDoll 01:26, 24 December 2007 (UTC)

If you are using Drain Delusions, then there should be 2 numbers, not one. I don't know if it's been changed since I made this video. The video is me shattering Ether Phantom, then using another e-denial spell afterwards. --Redfeather 09:49, 7 March 2008 (UTC)

and
i would like a small change to these to make it so that they will not steal the same skill... i was very disappointed when i used both and an arcane echoed version of larceny on a healing ritualist and got spirit light 3 times. please try to fix this or at least give me a reason as to why not. thank you --The preceding unsigned comment was added by User:24.69.179.206.


 * Perhaps these skills should only steal skills that aren't already disabled? Or perhaps look into the psuedo-random selection system, stealing the same spell 3 times is pretty unfortunate. - [[Image:User HeWhoIsPale sig.PNG]] HeWhoIsPale 13:36, 21 August 2007 (UTC)


 * Last time I tried these skills in a scrim, they only ever stole two skills out of four spells; I used them at least four times each, and never got the other two spells. It's almost as though they were stealing the spell that matched their own skillslot... didn't feel very random to me. Could there be a bug in how that works, or was I just unlucky that one time? -- Jioruji Derako.> 22:55, 21 August 2007 (UTC)

I don't know, if it is a bug or not, but when you steal a skill from a campaign that you don't own, you cannot use it. --Tsubasa Ikemoto 16:05, 4 September 2007 (UTC)

I know that much work was done to limit the range of skills like Heal Party and such - the effects used to be map-wide, and are now roughly radar limited (sphere of influence). This skill (though somewhat inconsequentially, in most cases) does not have any limit. In my testing, using it on an enchantment anywhere on a map will strip all instances of it on the map. This was done on Isle of Solitude, in a scrimmage, with the two enchanted targets at opposite sides of the map, with one clearly out of sphere of influence from the caster and his ally.--Epinephrine 18:49, 12 September 2007 (UTC)
 * The Xinrae skills work the same way. -67.161.44.231 08:36, 27 September 2007 (UTC)
 * Try it on recalling sins and laugh. --Ckal Ktak 16:40, 3 November 2007 (UTC)
 * This skill does have a limit: The caster's aggro range. It would be useless if its removal had a distance limit. Shard 08:19, 7 December 2007 (UTC)

I'd like to see the blind duration buffed to increase the usefulness in PvE. As I understand it, Blind generally gets removed fairly quickly in PvP, so I don't think this would cause any problems in PvP. -- Gordon Ecker 01:45, 29 January 2008 (UTC)

Currently the mechanics behind IW don't require any of your attacks to hit (for example if you are blinded, and you attack with Illusionary Weaponry) to deal damage. However, when using a Dual attack that requires either a lead or off-hand attack and is not preceded by one, you "miss" and don't deal any damage, even though you don't actually need to hit with Illusionary Weaponry for it to work. Also, you CAN use a lead attack and it will trigger IW, but you can't follow up with an off-hand or dual attack that will trigger IW, which I thought was odd. Just a little glitch I noticed in case you want to fix it. Lyssanreaper 02:20, 25 August 2009 (UTC)

,
This section isn't just about these two skills, but about Mesmer interrupts as a whole. Rangers with Distracting Shot can interrupt Rituals so why can't Mesmers? This would make Mesmers a lot more viable, and hurt Spirit Spam. Plus, if they can interrupt chants, what's so bad about rituals? Mr.Hobo 01:42, 19 February 2008 (UTC)
 * There are already a number of mesmer skills that can interrupt Spirit spams, the fact that most people choose bring "Power" skills over those shows how much "Power" skills are overpowered. Considering that most spirit skills takes 3 seconds to cast, your suggestion will make spirit spammer useless in RA/TA/GvG. --Voidvector 06:22, 16 May 2008 (UTC)

Glitch
I know this probably isn't your jurisdiction, but I've noticed a problem with Protective Spirit. Its description states that you cannot lose more than 10% max health from a single ATTACK or SPELL. However, it also seems to reduce damage from signets and skills such as Shock and Holy Strike as well. Sorry if I am telling the wrong person, but please point me in the direction of the person I should be talking to, or just pass it along to them. 69.137.78.92 17:22, 22 July 2007 (UTC)
 * It's just worded incorrectly. It's supposed to work the way it does. --TimeToGetIntense 22:48, 22 July 2007 (UTC)
 * I never said it didn't work the way its supposed to. I said there is a problem with it, and that includes improper descriptions.  I don't care whether its functionality gets changed, or its wording, but something should. 69.137.78.92 06:12, 23 July 2007 (UTC)


 * it lower basicly everything but health-steal, but thats not realy a categorie used in guildwars in skill descriptions. Also most healthsteals are spells and it doesn 't also work on "lose health" like shadowform, thus making the correct description maybe more like this:

Enchantment Spell. For 5...19...23 seconds, target ally cannot take more than 10% max Health due to damage from a single attack, Non-Healthstealing Skill.(I however don 't realy think that sounds good). And i think the following suggestion is even worse: Enchantment Spell. For 5...19...23 seconds, target ally cannot take more than 10% max Health due to damage from a single attack or Spell or Skill.Except if this skill steals Health.84.192.118.21 08:58, 10 August 2007 (UTC)
 * Enchantment Spell. For seconds, target ally cannot lose more than 10% max Health from a single damage source. Life steal doesn't count as "damage" in terms of game mechanics. - [[Image:User HeWhoIsPale sig.PNG]] HeWhoIsPale 20:12, 13 August 2007 (UTC)
 * And technically all 10 seconds of Savannah Heat or Sandstorm are a single spell. What about "whenever you take damage, that damage cannot exceed 10% of your maximum Health"? -- Gordon Ecker 09:57, 14 August 2007 (UTC)
 * ^That one definitely seems to fit just right. 69.137.78.47 11:32, 29 August 2007 (UTC)

i recently tried to solo farm torcqua on my monk and i used sheilding hands and prot spirit... it seems to be bugged, sheilding hands would only reduce it to zero about 50% of the time while it was active...it also didnt protect me at all then half way through its duration it kicked in and saved me... have there been any changes or a cap to the dmg reduction that i dont know about?EDIT: i have tried this again and it only seems to happen after i aggro 20+ people.
 * Make sure shielding hands is cast second then, on top of protective spirit. It doesn't work the other way around. --Ckal Ktak 13:10, 6 August 2007 (UTC)
 * I know that much but the dmg went straight threw shielding hands but not through prot spirit is was taking 10%(which in this case is 10 dmg) while i had shielding hands on.
 * Again, it sounds like you had shielding hands beneath prot spirit - if this is the case, than the damage reduced from shielding hands is taken out before prot spirit caps it, thus, a hit for 40 damage would have shielding hands' -14 or so taken out (making it 26 damage instead), and then prot spirit would cap that 26 damage to 10 - but you'd still take the 10. [[Image:User Aiiane-a.gif|Go to Aiiane's Talk page]] (Aiiane - talk - contribs) 21:18, 6 August 2007 (UTC)
 * that would be the case... if it didnt work all the time...but it does work almost all of the time...i have used it for a long time to negate all dmg to 0... this is the first time its gone through(only about half of the time though).

I as well as some other players have noticed that when you recast Spirit Bond while it is still active, the duration gets reset, but the 10 hit counter does not. So you might end up with a re-cast Spirit Bond lasting only for one hit because the previous instance of the spell had its counter up to 9.

Is this intentionally made to work this way or a bug? Xelonir 21:27, 8 August 2007 (UTC)


 * I think it's intentional, this change was implemented because of shiroken farming. ~Seef II &lt;☎|→&gt; 04:41, 9 August 2007 (UTC)


 * The hit-counter was added because of shiroken farming, the fact that it doesn't reset when re-cast has always seemed odd to me (and, i believe was never mentioned as part of the update), and doesn't appear to be the same as other hit/use-based enchantments. --Indecision 09:05, 9 August 2007 (UTC)


 * Guess it's intentional, since e.g. Sharpen Daggers does refresh the counter upon recast. Xelonir 08:43, 17 August 2007 (UTC)


 * It could be a bug, the counter on Signet of Illusions doesn't reset either. -- Gordon Ecker 08:50, 17 August 2007 (UTC)


 * It is a bug. 4 october 2007


 * Spirit bond needs to be moved to healing prayers, I never did get why it was put into prot, it makes about as much sense as zb does. It in no way protects you from damage, it simply heals you if you take x dmg. --Lou-Saydus[[Image:User_Lou-Saydus_Sig_Image.png|How dare you put that damned dirty thing on me!|19px]] 00:51, 20 January 2008 (UTC)

I think this skill should be usable by secondary monks. Something like "For seconds, whenever target other ally takes damage, all party members are healed for 16 Health plus 1 Health for each rank in Divine Favor.". -- Gordon Ecker 03:01, 31 August 2007 (UTC)
 * In my opinion, Seed of Life should have gone the way of Spirit Bond with a trigger cap. 10 energy, 1/4th cast, 20 recharge "For 10 seconds, the next 4...8 times target other ally receives damage, all party members are healed 2 Health for each rank in Divine Favor."  Conditionally large party heal, can't be maintained on a bonder, still distinct from Healing Seed and Healing Hands.  The specific numbers are up for debate, but I feel that it makes balancing Seed of Life much easier when you know the set amount of times it can trigger.  It also has the healthy side effect of being very shortlived when used for invincibonding the party.  MA Anathe
 * /agree -- Gordon Ecker 00:47, 5 September 2007 (UTC)

I suggest dropping the cost and conditional Energy gain by 5 to make it less risky and more competetive with the recently buffed Word of Healing. -- Gordon Ecker 03:17, 9 November 2007 (UTC)
 * Not needed. WoH is in healing, so you're either forced to go hybrid in order to not spam heals, or have a teammate prot the team by him/herself. ZB is in prot, giving you a straight heal, along with an entire array of damage preventing skills. It's logical that it should have a slightly higher risk. Saphatorael 17:36, 9 February 2008 (UTC)

Smiting Prayers &
We know smiting prayers is pretty weak but it's hard to buff because it's a monk attribute and damage on monks (healing classes) is always very hard to balance out. Why not change smiter's boon to allow more dmg but avoid healing/prot with the same character.

"Smiter's Boon. Skill. All your monk skills except Smiting Prayers are disabled for 30 seconds. For 30 seconds, your Smiting Prayers skills deal 20% more damage and recharge 25% faster. Your Spells heal for 50% less Health."

This way you could only use smiting & skills from your secondary, but you wouldn't able to heal & prot and if you go Mo/Rt to heal, you heal for 50% less health. Would make smiting more attractive without turning the pvp meta into full monk groups. 87.189.238.32 13:15, 13 December 2007 (UTC)

Wow. If this change was listened to, I'd fucking hate you. RitualDoll 01:35, 24 December 2007 (UTC)


 * I don't think you get the point of this skill.... --Lou-Saydus[[Image:User_Lou-Saydus_Sig_Image.png|19px]] 19:16, 7 January 2008 (UTC)


 * I don't think you got my point. Smiter's Boon does not make smiting awesome nor does it fix the damage on monks issue. My change to Smiter's Boon was more an example of a skill which would make smiting better. I would like to see smiting prayers improved but that can't be done with an empty skill slot. Smiter's Boon doesn't have to change, just give us a skill which does what I wrote above instead of trying to fix every single skill in smiting prayers. 87.189.231.75 22:00, 8 January 2008 (UTC)

Currently heroes rarely use this skill on their own. Please have them maintain this skill like they do with attunement spells. --216.113.203.36 10:01, 19 January 2008 (UTC)
 * Main concern with this skill atm is that hero monks do not maintain smiters boon. --Shadetz X 22:43, 31 January 2008 (UTC)
 * in nightfall they created deadly paradox cuz deadly arts was fail until then, and we know how that went. i'm for changing alot of skills instead, begin with Spear of Light, Balthazar's Pendulum, Word of Censure, Ray of Judgment, Smite and Signet of Mystic Wrath --Cursed Angel [[Image:User Cursed Angel Signature.jpg|19px|talk]] 22:59, 31 January 2008 (UTC)

Instead of (The Amount of Adrenaline gained increases depending on your rank in Smiting Prayers) to more exact numbers. For example '''Enchantment Spell. Whilst you maintain this enchantment, target ally Recieves X Adrenaline and 1 Energy after taking damage.'''
 * They worded it that way so adrenaline doesnt appear as complicated as it is, there are really points in adrenaline not strikes. 25 points = 1 strike. They just need to show points of adren not strikes game wide. --Lou-Saydus[[Image:User_Lou-Saydus_Sig_Image.png|How dare you put that damned dirty thing on me!|19px]] 00:53, 20 January 2008 (UTC)
 * The scaling of the adrenaline gain is, according to old research by Ensign and Silmor, 2..5. Whether they meant 5 at 16, 15, or 12 spec I don't know, but at high Smiting Prayers, you will need to get struck five times to gain one strike of adrenaline. ~Seef II &lt;ℹ|۞&gt; 03:33, 30 January 2008 (UTC)

"For 4...9 seconds, target ally's attacks have 10...20% armor penetration and cause holy damage" and then 5 energy, 1 cast, 5 recharge. This would make smiter's boon more viable (shorter duration+recharge ot make it active rather than passive). --Life Infusion &laquo;T&raquo; 05:17, 26 January 2008 (UTC)

The healing from this isn't increased by Healer's Boon - if that's ever fixed I'll be very tempted to swap out WoH for it... P A R A S I T I C 08:46, 4 February 2008 (UTC)

Is there any way to get the health loss from the skill to show up on the effects monitor in the same way order of undeath does? --Ckal Ktak 16:57, 10 August 2007 (UTC)

This hex skill turns health bars purple even when not causing degen. Probably a throwback from back when it did cause -2 degen.
 * I think i should mention that Vile Miasma it doesnt turn your bar health bar pink when it causes degen.

This skill is bugged. I had a decent setup with it, but this skill shuts down when you trigger a Sig or Stance (and possibly more non-Spells). It is only supposed to shut down on non-Hex spell casts.--arredondo 12:20, 3 September 2007 (UTC)
 * How's that a bug? It ends if you use a "non-hex spell" not a "non-hex spell". --68.106.223.233 00:01, 5 September 2007 (UTC)
 * Misleading, as it indicates that it effects only spells. Readem   Promote My Ban Here  00:27, 5 September 2007 (UTC)
 * But you don't cast Stances or Preparations. What about changing the premature ending clause in the description to "Hexer's Vigor ends if you activate a skill other than a Hex Spell."? -- Gordon Ecker
 * We need clarification on what the spell is supposed to do. Is it supposed to end with any non-hex action or is it supposed to end with the first non-hex spell? --Tankity Tank 02:09, 5 September 2007 (UTC)

Is there any way to change this skill so that the new Jagged horror this makes is under the control of the caster of this skill, rather than the original owner of the targeted minion. I've been experiemtneding with a seccondary minion master hero build (using death nova, blood of the master, withering aura Jagged bones etc, but no or only one summon spell of their own) to work with a main MM build that I use, and I find this ownership thing limiting. --Ckal Ktak 17:41, 9 November 2007 (UTC)


 * I, on the other hand, find it amusing when used at 16-20 death magic on a rit MM with 16-20 spawning power ^^;76.174.13.77 17:11, 29 November 2007 (UTC)

Leadership
Rework primary. In a game where teams vary from 4-12, primary such as this one is flawed. It has become quite obvious, as well as the non-interruptibility and/or counterbility of 90% of Paragon skills, which led to skills either being utterly useless or in the right situation overpowered. A classic design flaw, big one at that, even though i don't think anyone will actually admit it. Tons of Paragon skills promote herding, aka teaming up with other paragons, which kills diversity and should definitely not be promoted.

I am too tired of even going through all Paragon skills which would need reworking. Servant of Kali 13:35, 7 August 2007 (UTC)

How if Anet make Paragon skills scale with the number of affected party members like the Urn of Saint Viktor effect and make Leadership scale with total party size? That might make it easier to balance.
 * I dont agree on changeing every skill to total party size that would be unbalanced, imagine how hard it would be to balance 4 player parties if all shouts and chants would have had double effect while still making the skills useful in 8 player parties, it would be next to impossible. I do however agree with on a change on leadership. I'd suggest a change like this:


 * "You gain 8 energy for each party member affected by one of your non-sigent skills divided by the total party size (maximum 1 Energy for every 2 ranks and 4 energy per partymember)."


 * This way paragons dont have to be in larger parties to become effective. Replacing shouts and chants with overall skills will allow paragon be useful combined with other classes than warrior and make it alot more fun to play (a skill balancers nightmare). While changing shouts and chants to non-sigent skills is more of a wish, changing 8 energy divided on the total party size is a real suggestion to fix leadership without having to rebalance anything.--85.225.131.129 19:30, 1 December 2007 (UTC)


 * What about giving them a third pip of Energy regeneration and making Leadership work like Expertise for Shouts and Paragon skills? -- Gordon Ecker 05:53, 2 December 2007 (UTC)


 * I think that would make the Paragon feel more like a copycat profession and it would also be very hard to do because of all the adrenal skills that wont be affected... I dont mind how leadership works, however Anet should make it more flexible and not ONLY designed for 8 player parties however that concept doesnt hold it makes it unbalanced to the other professions and it makes them almost impossible to balance. One thing that has got me abit botherd is that paragon are banned from all forms of farming in PvE. All other classes have ways of farming exeption for the paragon, well there are surely one or two possible builds to run but they are not nearly as effective as the other classes. The suggestion I made would work, it would make the paragon able to play in 4 player parties without having to worry about changing their build too much ok it was possible before the WY and GftE nerf, now its hopeless...--85.225.131.129 16:46, 2 December 2007 (UTC)
 * Or you could do it the easy, less complicated way. Double leadership bonuses in 4v4 arenas. Shard 08:22, 7 December 2007 (UTC)
 * hehe its almost the same (exception for that non-signet skills thing and that my version makes the para able to play solo) maybe I should have written it as:


 * "You gain up to 4 (8 divided by the total party size) energy for each party member affected by one of your Shouts or Chants (maximum 1 Energy for every 2 ranks)."--85.225.131.147 08:52, 7 December 2007 (UTC)

Adrenaline gain does not pass 100%. Single skills like this should be able to pass the stacking limit as with Run speed (eg. Dash) and Healing Reduction (eg. Lingering Curse). Maestro Ed 03:43, 4 August 2007 (UTC)

,
If you ask me, these two Paragon shouts make MUCH more sense for Motivation then Command. First of all, the names. It doesn't seem to me like a paragon shouting "Never Surrender!" literally thinks that his troops are going to surrender... he is just motivating them to succeed! But most importantly, the effects. Motivation is for healing skills and energy gaining skills. Both of these fall into that category perfectly. And as it stands, Motivation has only one shout, and Motivation is very underused compared to command. Is this a surprise, when the only two healing and energy gaining shouts are in command instead of the attribute made for healing and energy gain? I think it would be fair if, if this change is made, to swap Zealous Anthem to Command as an exchange. Zealous Anthem seems a bit more like a command skill (typical "Next attack skill" format), even though it causes energy gain... and hey, it makes a lot more sense then the current attribute assignments to these skills! -Rakeman 13:23, 11 August 2007 (UTC)


 * But on that same line of thought, you're "Commanding" your troops to never give up, and never surrender. I think that reasoning just goes both ways, you know?
 * Aside from flavor, having attributes be completely unforgiving and linear never helped anyone. A bit of healing and energy in Command, a bit of Command-esque skills in Motivation... makes everything more well-rounded. -- Jioruji Derako.> 06:43, 12 August 2007 (UTC)
 * The command isn't on a literal sense though, as I said... it isn't as if the soldiers are literally going to give up, it is motivating them to keep trying. Command is more of a literal thing it seems to me... "Stand your ground!" literally means "stop moving", for example.  I'm not saying the attributes should be completely unforgiving but well, I am curious what Command-esque skills you say are in motivation.  Every single skill has to do with energy gain or health gain (except the new EOTN one which has to do with adrenaline gain).  Yet, command has an energy gain skill, a health gain skill, and all of the skills that command gets.  I really can't see why anybody would pick motivation except in a highly specialized build built around it when motivation gives you only health and energy gain, while command gives everything.  Not to mention the fact that motivation has only one shout- this, to me, is a huge problem.  Many motivation skills require adrenaline, which is fine, however, as most of them have casting times, this disrupts the adrenaline flow greatly, and it would be nice to have just one or two non-elite options for doing shout-based healing and energy restoration in motivation.  I wish I had statistics to back up my point of view, but it certainly seems to me that many more paragons go commander than motivation, but the only thing that backs this up is personal experience and the pvxwiki builds which feature hardly any if any motivation.  -Rakeman 07:32, 12 August 2007 (UTC)


 * I dunno... the one thing I've noticed is Motivation tends to offer instant reward (such as making someone gain X health)... while Command gets health regeneration, which grants health, yes, but only over time. Flavor-wise, I see "Never Surrender!" as "Never Surrender! If you can still fight, then by the gods, keep fighting!". The health regeneration is the soldier's natural resistance, allowing them to fight harder for just a bit longer then without it. If someone yells at you "there will be no retreat!" then damnit, you're going to fight harder... this is the only option!
 * In Motivation, skills like Song of Restoration grant a real health gain. I think of that more along the lines of the soldiers, after hearing the song across the battlefield, it's a calming sound... sort of reminds you that you've got backup. You use a skill, and feel invigorated as you charge back into battle.
 * ...did I give a good enough explanation of my own outlook there? -- Jioruji Derako.> 18:50, 12 August 2007 (UTC)
 * Guys ... I hate to burst your bubble... but I really hope you realize that the paragon skills are NOT placed in a particular attribute line based on whether they are 'motivating' or 'commanding' (or 'leadershiping' for that matter). Skill balance is a very delicate thing ... so those decisions cannot be based on such, uh, weighty concerns... --The preceding unsigned comment was added by User:12.179.188.10.
 * Yeah, if it was just about theme, a lot of those Motivation chants would be in Inspriation Magic. -- Gordon Ecker 22:44, 16 August 2007 (UTC)
 * Sir, I hate to burst your bubble, but I really hope you realize that skills typically ARE placed in a particular attribute line based on what they do, and these skills do motivation stuff. -Rakeman 03:08, 21 August 2007 (UTC)
 * If theme was the sole factor for determining a skill's attribute, Zealous Benediction would be in Healing Prayers or Divine Favor, Purifying Veil wouldn't be in Smiting Prayers and Blood of the Master and Enfeebling Blood would be in Blood Magic. -- Gordon Ecker 03:22, 21 August 2007 (UTC)
 * Then give me some good reasons why it should be in command. From a gameplay perspective, it fits better in motivation.  From a "lore" perspective, it fits better in motivation.  From all perspectives, it fits better in motivation.  -Rakeman 03:30, 21 August 2007 (UTC)
 * The only explanation I can think of is that they're in Command to add some healing and party Energy management to an attribute which would otherwise lack them. -- Gordon Ecker 03:49, 21 August 2007 (UTC)

When used with chants that give benefits from allies using signets (like Lyric of Zeal and Lyric of Purification) this doesnt give the 2 adrenaline because the chant end when you use this signet. Anti Oath 23:40, 14 August 2007 (UTC)
 * That's sort of how it's supposed to function...The Lyric ends when the signet is used, but before the signet's affects take place. So when the signet checks for a chant, you won't be under one. RitualDoll 01:39, 24 December 2007 (UTC)

Finale tweaks
As was mentioned on User talk:Isaiah Cartwright/Underpowered Skills/Paragon, the problem with the four "Finale" Chants is that their power scales with the number of Chants and Shouts being used, making them underpowered in a team with only a single Paragon and overpowered in a team with several Paragons. I believe the best solution would be to buff the duration and trigger effect, but limit the number of timse a Finale can trigger before it ends. -- Gordon Ecker 01:16, 22 August 2007 (UTC)
 * Actually when im the only paragon in a group i can still make finales be worthy how much energy i paided for them, meaning thier ROUGHLY balanced for 1 paragon, and over powered for multiple paras... how about making so that only the Paragon who casted the finale can make it trigger 19:11, 1 January 2008 (UTC)

Chant tweaks
Zergway, old SF, and old Spirit Spike all had one thing in common. There more players with the same build, the more powerful the team gets. SF and Channeling were nerfed to either acceptable levels of DPS, or to non-stackable packets of damage. Paragons didn't have this luxury, and don't have any popular or well-defined role in PvP. Part of this is the fault of stackable chants, certain shouts, and echoes that capitalize on the large number of these. The future goal for paragon direction should be to buff back their arsenal to become a viable and useful utility class in both motivation and command (defensive and offensive) without reviving Zergway. My suggestion is the following: "Whenever you come under the effects of a chant, all instances of that chant are disabled on your skill bar for the recharge time of that chant.". Secondly, the echo change, that each is limited to a number of activations, not just an unstrippable duration, but make them "on cast" instead of "on end" so that they are easily controlled. Lastly, this would free up a handful of specific, currently unused skills could be fixed, buffed or re-written: Song of Restoration could be buffed to Heal-Per-Second of LoD (10/1/10). Anthem of Envy could work for the next two attack skills. Skills like "Help Me!", Song of Power, and Natural Temper could be buffed or reworked into viable utility skills:"For 5..10 seconds, target allies' skills targeting you cast 50% faster, and you run 25% faster.". "For 5..20 seconds, you gain +2 to your command and motivation attributes.". "For 2..15 seconds, you gain 1 strike of adrenaline every time you cast a chant or shout when not under the effects of an enchantment.". Add utility, also to small groups.--Skye Marin 07:33, 17 November 2007 (UTC)

Nature ritual aethetics
Forgive me if this is the wrong place to put such a discussion, but I was wondering how easy it would be to make each nature ritual identifiable by what it looks like. It wouldn't require any new 3D models, since simply reskinning current animal models (and resizing a few) with the "ghostly" skin, like all spirits already have, would be enough.

To give an idea:
 * Edge of Extinction -> Bone Horror
 * Energizing wind -> Saltspray dragon
 * Fertile season -> Warthog
 * Lacerate -> Oni
 * Predatory Season -> Tiger
 * Primal echoes -> Skree Harpy
 * Symbiosis -> Ox
 * Toxicity -> Spider
 * Infuriating Heat -> Ntouka
 * Favourable Winds -> Moa Bird
 * Brambles ->
 * Confalguration -> Phoenix
 * Equinox -> Shadow of Fear
 * Famine -> Hyena
 * Frozen Soil -> Any dead animal would do here
 * Greater Conflaguration -> Also a Phoenix
 * Muddy Terrain -> Crocodile
 * Nature's Renewal -> Druid (I.e. what rituals look like now)
 * Pestilence -> Jahai Rat
 * Quickening Zephyr -> Black Moa
 * Quicksand -> Dune Lizard
 * Roaring Winds -> Cobalt shrieker
 * Tranquility -> Crane
 * Winnowing -> Cow

Not sure if the GW code even allows for them to look different, but it would be nice. --Ckal Ktak 11:59, 7 August 2007 (UTC)


 * It's a cool idea, but it would only complicate things, especially in pvp. Stick with your trusty ctrl key.Shard


 * I think that the idea of this place is to discuss bugs, problems, and quirks with skills, for suggestions about play dynamics, use Izzy's main talk page. Maestro Ed 10:25, 8 August 2007 (UTC)
 * is there an official way to move things like this or do I copypasta? --Ckal Ktak 21:41, 8 August 2007 (UTC)
 * Repeat after me: AESTHETICS.  Sorry, my OCD made me do it. Shard 08:24, 7 December 2007 (UTC)

/
These skills sometimes end when you use non-attack offensive skills. The only one I've found that does this is Death's Charge, but there are probably others. Shard
 * I have read somewhere that they changed Death's Charge to count as an attack to aggro enemies, so that might me the problem.Nicky Silverstar 07:27, 9 October 2007 (UTC)

During the preview I noticed that this skill deducts the energy cost of the bow attacks before expertise, making it relatively useless for the primary Ranger Profession. Was this its intended use or just a minor bug? Xitoahc 21:38, 27 August 2007 (UTC)
 * This is how the game mechanics work in general. Backsword 07:40, 9 October 2007 (UTC)

Currently heroes use it as if it's an attack skill, which is completely wrong, obviously. It'd also be a bit imba if it were fixed since they'd interrupt every enemy spell without fail... I'd suggest changing it so it's only triggered against elite skills and monster skills. --Santax (talk · contribs) 15:17, 28 August 2007 (UTC)

and
Would it be at all possible to change these skills such that instead of removing the preperations, just have the attacks made by these skills unaffected by preperations. Or doesn't the code allow that? --Ckal Ktak 18:20, 3 September 2007 (UTC)
 * Good idea!--85.226.179.251 19:10, 4 September 2007 (UTC)
 * Especially for Volley that would be in dire need. With 2 sec recast you can not spam it and with the horrible base dps of bows a ranger without a preparation just does not do any noticable dmg. So Volley in its current state is simply not usable. If you run Barrage there is absolutely no reason (apart from signet of humility maybe :o) to have Volley on your skillbar (btw, what was Aidan thinking?) and if you don't run barrage you require a preparation.134.130.183.235 12:59, 23 November 2007 (UTC)
 * I like this idea.It would make Volley more viable outside of niche builds like ebon Dust Volley. --Life Infusion &laquo;T&raquo; 20:46, 2 February 2008 (UTC)

umm splinter weapon? 24.141.45.72 00:43, 20 February 2008 (UTC)

There is an issue involving this skill. A team that resigns on 3-way maps, like Courtyard or Halls, triggers this skill and potentionally causes many deaths among the other two teams. This means that a resigning team can have a significant effect on the remainder of the game, which surely can't be intended that way. Maybe this could be resolved by not having a resigning team die but leave right away?Zophar 19:17, 13 September 2007 (UTC)
 * You're playing a 3-way arena and you're worried about imbalance because of a skill? Try gvg sometime. 72.235.48.41 04:15, 10 December 2007 (UTC)
 * Not something I'd say needs changing, if you notice this spirit up, usually you tend to take it down as soon as possible, but if this was to be modified, I'd say whenever the player who cast the spirit dies, the spirit dies, like MM's. When the MM dies, the minions go wild.

Has no aftercast. | GD Defender /  contribs 19:48, 16 November 2007 (UTC)
 * As it should be. Nicky Silverstar 19:28, 12 December 2007 (UTC)

right now like Gale, it doesn't scale. It would be nice if the skill disable (when you miss) scaled like Rebirth's disable duration. It has a 25 recharge regardless, so missing is bad enough. --Life Infusion &laquo;T&raquo; 23:05, 6 January 2008 (UTC)

Hero AI with
Hi Izzy, I'm going to assume as you're the guy who works on all the skills that you also work on the AI for how heroes use them? I'm not sure about heroes of other professions, but currently Razah will spam Spirit Light Weapon seemingly randomly on party members, paying no regard to whether they're actually taking damage or even if the party is under attack. I apologise if I have the wrong person, and if I have, please could you point me to someone who could help? --Santax (talk · contribs) 19:23, 23 July 2007 (UTC)
 * Odd I'll check it out, thanks : )~Izzy @-&#39; 19:46, 23 July 2007 (UTC)
 * May I just also mention Prot spirit and any monk hero? :P They use it to heal me after battle, or at least they did before last update. Don't have it on their bar anymore, so I'm not sure after last update. - anja  [[Image:User Anja Astor sig icon.png|talk]] 19:53, 23 July 2007 (UTC)
 * I know that Lina seems to think that Protective Spirit is the most powerful heal in the game, and there's also Orion's infamous "well done you killed the monsters" celebratory firestorm... not sure if he still does that though. --Santax (talk · contribs) 19:54, 23 July 2007 (UTC)
 * I think part of the problem is by how the henchmen and hero understand we're under attack. I'm not sure they see the difference between being under attack (and thus losing health over time) and having been attacked (so the character is at low health, but is not losing health over time anymore). Casting Protective Spirit would help with the former but not with the later, yet I don't think the henchmen know the difference. Hence Lina casting it as if it were a healing spell. Erasculio 20:00, 23 July 2007 (UTC)
 * Tahlkora also uses Protective Spirit for sure on minions that aren't under attack, just natural degen. Capcom 20:03, 23 July 2007 (UTC)
 * (edit conflict) A couple more... Olias is extremely aggro happy, he goes out of his way to cast attack spells on enemies, even if they're miles away, kind of like what Melonni and Gehraz used to do, except he'll attack them even if the party isn't under attack. And if you give Zhed Sahdowhoof PBAoE skills intended to use defensively, he'll run into melee range to use them. In fact, he does that with most spells, not just PBAoE ones. As I understand it, each skill has the information required to make it work, and then each individual skill has information on how the henchmen/heroes should use it. I may be wrong though. --Santax (talk · contribs) 20:06, 23 July 2007 (UTC)
 * Have you set Olias to guard? I do and never run into any problems. In any case, I would be happy on some clarification to put an end to all the "(Insert random name here) does (insert random stuff here)" posts: Is there any personalised AI or do all heroes use the same AI? --Xeeron 22:16, 23 July 2007 (UTC)
 * I do find that my Acyolite Sousuke likes to fall behind to cast one more Tenai's Heat even though hes on guard a lot... and I mean every time I run away-a lot. So I don't know :P Kenshin 23:42, 23 July 2007 (UTC)
 * Heroes don't use ZB or Mending Touch on themselves. I would think fixing the AI on these skills could improve Hero Battles a whole lot, because it gives more options for heroes that don't die so easily to Assassins. skaspaakssa 01:59, 24 July 2007 (UTC)
 * Heroes don't do absolutely anything right. Fix THAT. People are forced to use a ridiculously narrow Set of Strategies in hero battles because the AI is so terrible. It's absolutely ridiculous that this feature was implemented so prematurely. Not only that but it's insane that there then came a ladder and professional tournament having to use those garbage allies. I'm not saying it's easy to do the AI on the heroes, but it's stupid to be giving so much attention and special content for a ridiculously under-developed bad quality game mode. Certainly there can be SOME easy improvement to their intelligence though... their degree of intelligence right now is so horrible. Pick any damn skill at random that you've never tried on a hero and see if they use it right. It's like 70%+ chance they use it really bad, almost never, or not at all.--Xapti 04:02, 24 July 2007 (UTC)
 * T'was a bit mean. It may be that some PvP players see Heroes as the worst thing that ever happened with them in their lifes, some PvE players actually think of them as the opposite. I also understand that Hero Battles seem a badly implemented area of the game, but thankfully it is completely optional to participate in them. --84.2.150.213 02:31, 28 July 2007 (UTC)

lol my heros never use this at all, it sits on bar if its only skill, izzy see if u cant have anet fix hero ai to use wep spells to heal Annoying And Deadly 04:25, 10 April 2008 (UTC)

Skill description states earshot range, actual range is in the area. Maestro Ed 03:43, 4 August 2007 (UTC)

Dropping ashes during skills
Heros can drop item spells whilst casting however players can not drop them while casting. im not even sure which way it is supposed to be Tarlok 15:13, 19 August 2007 (UTC)

Binding Ritual Mechanics
There seem to be a lot of problems with binding rituals, and I was wondering if it will ever be possible to see some changes to the mechanic at some point. As they stand, they're boring to run, boring to run against, and apparently a nuisance to balance. For all I care they could be turned into single-target enchantment-wannabes with a health meter, I don't really care, but it would be nice to finally put a definitive end to this matter rather than screwing around with a mechanic that has a negative net impact on the game. Is it impossible to expect some sort of change like this at this point in the product's lifespan? What can we expect in terms of changes to these skills in the future? I'd really like an official response. (Some Ritualist) 05:56, 19 September 2007 (UTC)
 * What about turning some of the rituals into wards? IMO converting some rituals into wards would allow their radii to be greatly reduced without rendering them useless due to the fragility of spirits. I don't PvP much, so I don't know if this would be a viable way of rebalancing problematic rituals in PvP, however I believe that ward versions of Displacement, Preservation, Shelter and Union would be viable in PvE, and I'm hoping this might be a solution to the problem of balancing defensive rituals for PvP without making them useless in PvE. -- Gordon Ecker 06:33, 19 September 2007 (UTC)
 * I'm not sure if that would completely solve the problem, but it sounds like a step forward, at least. This could still use some feedback from Izzy.  I know you're out there! (Some Other Ritualist) 20:06, 6 October 2007 (UTC)

The Skill Animation is instant, but the Damage triggers, as it's said in the skill description, 1 second after enchanting. This can be a disadvantage for the spiking team: you can see who is spiked, before the damage triggers, so you can react too early. morpheus007 18:52, 24 October 2007 (UTC) You're kidding right? You think a 120+ aoe spell for 5 energy is bad because its animation comes up one second early? Welcome to pvp. 72.235.48.41 04:17, 10 December 2007 (UTC)

The problem with this skill is that, althugh it theoretically allows you to spam spirits, the spirits which are worth spamming are also too expensive to spam without elite Energy management such as Attuned Was Songkai. Maybe it could be changed to "For 30 seconds, your Rituals recharge X% faster and cost Y% less.". -- Gordon Ecker 00:52, 4 August 2007 (UTC)
 * Do you really want to see the return of the 2 rit "let's do nothing except be lame and turtle until VoD" backline? I really don't, and I don't think anyone else does. /NOTSIGNED. --Tankity tank 13:25, 5 August 2007 (UTC)
 * More thinking on the topic, if you really _need_ to spam insanely expensive spirits in PvE then create an PvE only version of Rit Lord that A: Reduces recharge and B: Reduces cost. Please do not boost this for PvP, the GWFC era Rit Lord matches were just _horrid_. --Tankity tank 13:28, 5 August 2007 (UTC)
 * IMO, that was a flaw in the design of Ritualists: they were a profession almost made for turtling, and turtling, in any kind of PvP, is not good (at least IMO). I don't think Ritual Lord needs a buff, though - few spirits have that high energy cost, and I think those few that do have a high energy cost are that expensive exactly so they won't be spammed. Erasculio 14:10, 5 August 2007 (UTC)


 * I wish it was so easy to just introduce a new pve skill for ritualists... Seems like this profession is one that's never right, always imbalanced :( Like pondered in the Shelter-section, we'll just have to find and balance the aspects of these skills that are present more in PvE, to not to screw things up in pvp. I don't want to see those early-factions ritual lords in GvG either <_< - IH 14:18, 5 August 2007 (UTC)


 * Spirit spam needs to be shot in the mouth. I'd be happy if this skill was never touched again.  Anything that makes spirit spamming harder is a good thing in my book, it's hands down the lamest, most unfun and boring mechanic in GW.  --Symbol 01:42, 7 August 2007 (UTC)
 * It already did, on at least four separate occasions, five if you count the huge pre-release nerf :D. -- Gordon Ecker 02:26, 7 August 2007 (UTC)
 * Make it so that your Binding Rituals Rec x faster, and you cast x faster. Boon for e management. Readem   Promote My Ban Here  06:42, 3 September 2007 (UTC)

I don't think there ever was a problem with this, because spirits cannot be stacked, it prevents duplicates. I think the problem has always been the exagerated and disfunctional features of the spirits, particularly the defensive ones. If they were redesigned to offer minor effects over extended periods of time, the unresonable costs and undesireable turtle effects would be eliminated.--BahamutKaiser 01:18, 14 September 2007 (UTC)
 * I dont see the reason why one of the most used ritu skill is listed here.--Cursed Angel 23:35, 2 November 2007 (UTC)


 * Does anyone object to moving this to User talk:Isaiah Cartwright/Misc Skill Tweaks? -- Gordon Ecker 02:52, 3 November 2007 (UTC)


 * I dont know where you get that is one of the most used rit skill :/ anyways, personally, I think it could go to the misc skill tweaks, because the problem with binding rituals is their recharge, and if that is ever boosted (especially if Izzy is intent on adding some form of exhaustion to spirits which he said he is messing around with iirc), then this skill becomes even more useless.--Quicksilver Switch-Blade 03:08, 3 November 2007 (UTC)

Bug with ?
Hi there, I recently tested a Spirit's Strength Rt/P build with the new Weapon of Aggression (WoA). I chose to use Wielder's Remedy (WR) as cover enchantment for the Elite, instead of the commonly used Sight Beyond Sight (SBS). I considered the general condition removal effect of WR when casting WoA to be more versatile and useful than "only" immunity against blindness, especially when facing opponents who do not inflict it. In addition, WR has a shorter recharge time than SBS, and thus can be reapplied easier if stripped. But, to my disappointment, casting WoA does not trigger the effect of WR. After posting it in a forum on a big German fansite, two other players confirmed the issue. Now my question is: Is this a bug, or intended by the developers? I hope that it's a bug, and gets fixed soon... :) Best regards, Zelda Gareth 00:35, 28 November 2007 (UTC)
 * It's a wording problem. This is a "You" spell. It will only ever affect you when you cast it. Wielder's Remedy triggers when you cast a weapon spell on an ally. It seems the same, but the game shows it as different. It's why you can cast spells like Release Enchantments through Shame. I agree with you, as a weapon spell this should trigger WR. But the game doesn't see it that way. I don't see this being changed any time soon. RitualDoll 09:06, 28 December 2007 (UTC)
 * Too bad... :( But I understand now why it doesn't work. Thanks for the explanation. Zelda Gareth 09:03, 18 January 2008 (UTC)

, and
There's really no reason why these sacrifice health as it promotes Masochism abuse by N/Rts. Last I checked, lose health (ala Flesh of my Flesh, Infuse Health, Ether Prodigy, Shadow Form, Lyssa's Haste,Illusion of Weakness) was more of a non-necromancer thing than sacrifice of health. --Life Infusion &laquo;T&raquo; 20:36, 2 February 2008 (UTC)

Skill description states health gain, but this skill will heal. Change skill description. Maestro Ed 03:43, 4 August 2007 (UTC)
 * Scourge Healing does indeed trigger. Saph 21:53, 18 August 2007 (UTC)

Skill states its for swords only, is there a specific reason why this skill should be unusable by other melee weapons? --The preceding unsigned comment was added by User:71.102.23.158.
 * Because it's a tactical attack, something which swords are supposed to be good at over axes/hammers etc... The only reason that it was moved to strength was to prevent abuse by other professions. --Ckal Ktak 07:32, 11 October 2007 (UTC)

such an explination seems to be rather weak..are you suggesting one can only be disarmed by a sword? honestly why not open the attack up for the other melee weapons.. --The preceding unsigned comment was added by User:71.102.23.158.
 * Same reason Riposte & Deadly Riposte requires a sword, swords are a more tactical weapon than other melee weapons. Besides, the only other weapons I could see disarm being logically used with are daggers (especially the Sai). - [[Image:User HeWhoIsPale sig.PNG]] HeWhoIsPale 22:30, 11 October 2007 (UTC)
 * The sword is not more "tactical" whatever the hell you think that means. As far as GW melee weapons go, some sort of AXE would be the ideal weapon with which to disarm someone, followed by daggers(Largely because there are 2 of them and due to their small size allow you leverage against your opponent)
 * Although there are exceptions, swords are generally lighter, more maneuverable weapons than axes or hammers. -- Gordon Ecker 09:24, 2 November 2007 (UTC)
 * Which is what would make them good for a quick counterattack (Riposte, Deadly Rip), but if you're going to disarm someone with your weapon, it will either need to have some way to catch or hook theirs, or be able to strike a blow heavy enough to knock it from their grip. A typical sword can do neither easily.
 * You can't really use a sword to riposte against a sledgehammer attack either. It's a compromise between theme and balance. -- Gordon Ecker 07:56, 7 November 2007 (UTC)
 * Tactical Swords. Still think axes are more tactical than swords?  I can see it now:  Hatchet Fights in the Olympics. Shard 08:31, 7 December 2007 (UTC)

This skill is bugged or at least the description is messed up. It says disarm, "as is" used to disarm another figher and interupt an attack. Why does it interupt everything? Icluding spells and signets. How is that "disarming" someone?

This skill's description is kinda misleading. Change it to, "Sword Attack.If this attack hits a foe below 50% health, it hits for +2...64...80. Otherwise this skill does +1...32...40 damage." 68.20.209.193 20:16, 2 December 2007 (UTC)
 * Does it do double additional damage, or just double damage? Shard 08:34, 7 December 2007 (UTC)
 * Double additional damage so the max for this skill is 80 + some random number you hit. At least according to the skill now because its still confusing.Prokiller88 03:11, 8 December 2007 (UTC)

This skill is also confusing. Change the description to, "Sword attack. If this attack hits a bleeding foe, you inflict a deep wound for 5...17...20 seconds and deal +5...17...20 damage."68.20.209.193 20:16, 2 December 2007 (UTC)
 * That's exactly what it says now, except you switched the two clauses. This isn't Book Burning. (lets see how many people get that reference) Shard 08:33, 7 December 2007 (UTC)
 * Well.. more damage is more confusing than +damage, and all of that other stuff but its pretty much the same.Prokiller88 03:11, 8 December 2007 (UTC)

Says it triggers within earshot, but actually requires you to be in the area. Please fix. 76.183.190.190 12:09, 6 February 2008 (UTC)

It's odd that, despite being a Strength skill, Tactics has a bigger effect on the healing. I think that it should be moved to Tactics and the description should be changed to "You are healed for Health, and you gain 4 Health for each rank in Strength.". -- Gordon Ecker 04:11, 10 February 2008 (UTC)

Minor gripe, if your target dies while you are casting this, the spell will fail, unlike other comparable AoE Skills. --Ckal Ktak 12:09, 10 December 2007 (UTC)

and
I'm not sure if this is intentional or a bug, but these skills are simply categorized as 'Skill', which means that when you use them you don't gain adrenaline, opposed to if they were melee attacks. So it's not possible to chain them with adren skills, unless you quickly hit space+C to swing once, then use your adrenal chain. Could they (and perhaps the other PvE-only melee attacks) be changed to 'Melee Attack' please? 89.136.42.26 04:50, 9 September 2007 (UTC)
 * What about adding "... and you gain 1 strike of Adrenaline" to Brawling Headbutt, or increasing the knockdown time to 3 seconds? -- Gordon Ecker 05:24, 9 September 2007 (UTC)
 * 1 strike of adrenaline would help, yeah. Knockdown to 3 seconds isn't necessary, and it'd be a tad overpowered. With stonefist it's 2 anyways. 89.136.42.26 20:25, 9 September 2007 (UTC)
 * All skills that don't specify a time knock the target down for 2 seconds (3 with Stonefists), not 1. &mdash; 130.58 (talk) 06:31, 19 September 2007 (UTC)
 * I think you don't have to hit anything if you're already attacking your target -- you'll just cast Headbutt and immediate continue whacking. With Stonefists and no IAS, you still have enough time to hit the enemy with Steelfang before he gets up. Also, you can still use this as part of a chain if you follow it with an energy attack (like Crushing Blow). &mdash; 130.58 (talk) 06:31, 19 September 2007 (UTC)
 * It still seems odd that only Warriors with Stonefist Insignia can reliably chain these two skills together. -- Gordon Ecker 23:07, 22 September 2007 (UTC)

I have a humble request. As a prot monk, Stout-Hearted is near useless to me, because I never cast on Destroyers. Could the title be changed to something along the lines of ''Title. Whenever you use a Skill within earshot of a Destroyer, it takes x damage and you gain x Health.'' please? I'd very much appreciate it, and I'm sure all the other healers out there would, too. 89.136.42.26 16:14, 7 September 2007 (UTC)
 * What about "Whenever you use a Skill against a Destroyer, it takes damage and you gain  Health. Whenever you use a skill that targets an ally within earshot of a Destroyer, the nearest Destroyer takes  damage and you gain  Health."? -- Gordon Ecker 23:56, 6 September 2007 (UTC)
 * Is earshot too close? I know some monks really like to keep to the back, as well as the spirit spammers. But I agree with Gordon. I know that I, as a minion bomber, only have one spell that targets the enemy, everything else is an Enchant or targets a minion. As a Resto build or a Shelter/Union spirit-wrangler, none of my spells target Destroyers. (And heck, why stop at the Dwarf Title? The other Reputation buffs could use this.)--BarGamer 00:52, 7 September 2007 (UTC)
 * Well, the Vanguard one is fine (I get the energy, and I don't care about adrenaline gain.. then again Dervs, Sins, Rangers don't either. So that one's fine. The Norn one is okay too, the Asura one I love (woo 60+ energy w/o -1 sets). This is the only one that needs fixing because it would REALLY help against Destroyers. @Gordon: your idea and mine do the same thing. With your idea, a warrior gains health when he uses an attack, a stance, skill, heal, or shout. All skills except corpse-exploitation either target a foe or an ally, so making it that long is redundant and it would not provide any benefit for MMs. 89.136.42.26 16:14, 7 September 2007 (UTC)
 * The only difference is that your version would always hit a random destroyer, while my version would hit your target for foe-targetting skills and the nearest destroyer for ally-targetted and untargetted skills, allowing damage to be focused instead of spread out. -- Gordon Ecker 06:39, 19 September 2007 (UTC)
 * I know this discussion is now five months old, but I'd also like to add my vote to this request - my primary character is a Monk, and it saddens me not to be able to do my Delvish part in harming destroyers. I like the suggestions. - T HARKUN  [[Image:User_Tharkun_sig.png|16px]] 09:44, 4 February 2008 (UTC)

&
Currently pve traps are not affected by expertise and will not reduce the energy cost for these skills. I think this is a bad thing because all other traps are a better choice for rangers.
 * Pve touch skills & attacks are affected by expertise, why not traps ? 87.189.225.43 22:41, 18 December 2007 (UTC)
 * There's no need to state that traps specifically need to be expertise affected, all traps usable in PvP are ranger skills anway. --Ckal Ktak 08:53, 19 December 2007 (UTC)
 * It'd probably be simpler to code it by adding trap to the list of skill types Expertise affects, but it doesn't really matter whether it's mentioned in the description of Expertise or the description of these skills. -- Gordon Ecker 09:57, 19 December 2007 (UTC)
 * It was a rhetorical question, imagine pve spells wouldn't be affected by fast casting. Unfortunately the wording on the description of the Ranger's expertise attribute was changed 1.5 years ago. I believe the old description was "For each rank the Energy cost of Attack skills, Preparations, and Traps decreases by 4%." 87.189.235.242 13:02, 21 December 2007 (UTC)

, &
A lot of requests have been posted on the talk pages of these skills. Would you please consider making these skills change your appearance (like the dervish avatars)? May people would love to play as a bear, wolf or raven...including me. :-) If it is not possible or takes too much time, then no biggie though. Nicky Silverstar 13:11, 10 October 2007 (UTC)
 * I don't belive this is intended to change your appearance. Pay attention to Norn. They use "Bear Form" and not "Bear/Ursan Blessing" You're being empowered with the spirit of a bear, not taking the shape of a bear. It performs as intended.76.174.13.77 17:56, 13 November 2007 (UTC)
 * Did he say this was a bug? No he didn't. This is a feature request. - [[Image:User HeWhoIsPale sig.PNG]] HeWhoIsPale 18:14, 13 November 2007 (UTC)
 * To be honest, I would actually like this.

Don't know if it's intended but this skill does not affect armor-ignoring damage. 87.189.248.183 21:43, 20 November 2007 (UTC)
 * It only affects attack damage ("you strike for +x damage"), and there's no such thing as an armour ignoring attack (+damage effects aside). --Ckal Ktak 00:11, 23 November 2007 (UTC)
 * It affects spell damage as well and there are many spells which ignore armor. 87.189.240.246 14:23, 23 November 2007 (UTC)
 * So it does, gotta start using this more with eles. --Ckal Ktak 15:37, 24 November 2007 (UTC)

Minions are allies but this skill does not trigger. 87.189.216.38 22:38, 22 November 2007 (UTC)
 * The minions might have had more than 10 health degeneration. -- Luigi [[Image:User Luigi Sig.jpg]] (T/C) 23:57, 28 November 2007 (UTC)
 * That shouldn't make a difference, it isn't supposed to affect the minions, it's supposed to give the minions health regeneration or a damage buff, it's supposed to give you health regeneration and a damage buff for seconds for each ally within earshot and below 50% Health. -- Gordon Ecker 01:56, 29 November 2007 (UTC)

Skills with no activation time usually have no aftercast delay at all or only a very short delay. Unlike other skills this skill has a long aftercast delay for no reason. Looks like it's treated as a spell. 87.189.208.54 13:34, 15 December 2007 (UTC)
 * Yep aftercast for some reason. Either needs to be changed to act like other skills with no after cast kinda like a stance, or be changed to ¼ cast. --Lou-Saydus[[Image:User_Lou-Saydus_Sig_Image.png|19px]] 19:26, 7 January 2008 (UTC)

A lot of the angst about paragon over/under-poweredness can be traced back to their synergy with this skill. Two or more paragons spamming this shout can keep the entire party on a constant +100 armor bonus, rendering most monsters harmless. Conversely, if you're the only one with the skill and you don't have a decent K/L rank, it doesn't last long enough to do much.

Maybe to solve both these issues, something like halving the armor bonus and doubling the duration would work. A +50 or +40 AL bonus is still quite impressive, and a duration of would make it useful for lone warriors without having to grind too much faction, and reduce its impact when spammed. -- Hong 07:04, 9 February 2008 (UTC)

Condition removal skill descriptions
When you add Cracked Armour into the game, could you properly fix the descriptions of Restore Condition, Mend Ailment, Mend Condition and Purge Conditions (i.e. say remove a "condition" rather than list all of them) please. &mdash; Skuld 15:05, 29 July 2007 (UTC)
 * Plus, there's a bunch of other redundant descriptions, mostly from skills from the original game. Skills that explain what the condition does, from vaguely to incompletely. Also, some skill talk about "negative" conditions, but we all know there are not good conditions. Maybe it's time to standardize the skill descriptions? --Heelz 15:11, 29 July 2007 (UTC)
 * Maybe in the future there will be positive conditions! What I'm really hoping for is being able to hex yourself, and enchant your enemy.  Pensive Guardian would finally find a use. 69.137.78.92 15:20, 29 July 2007 (UTC)
 * "I'm Rubber You're Glue!" Mesmer Shout. for five seconds, the next enchantment you cast on yourself is cast on target foe instead.
 * Bam! Cast Scribe's Insight on that poor Elementalist, then Shatter Enchantment. Repeatedly. -- Jioruji Derako.> 00:44, 30 July 2007 (UTC)
 * Scribe's Insight? More like Unyielding Aura. 69.137.78.92 01:14, 30 July 2007 (UTC)
 * Nah, just bring along Vengeance. That way, you can spam it with fast-casting and not worry about that failure chance due to your lack of Divine Favor. Minion Factory is so much more fun when the saccer is an opponent. -- Jioruji Derako.> 01:29, 30 July 2007 (UTC)
 * Cast EProd->Shatter Enchant on an Ele at the start of the fight for 400 damage? This makes no sense. There's a serious balance reason of why you can't enchant foes or hex yourself! Patccmoi 14:13, 30 July 2007 (UTC)

Unconditional Weapon Mods
Why are they still in the game?
 * who cares ? the more important question is, why don't we get any new weapon/item mods with gw:en ? everyone is using 15^50 & 30 health upgrades, no diversity 29 August 2007
 * Agreed, this needs to be fixed, just convert them all back to -1 energy regen like they were before the bug! 29 September 2007
 * What are these "unconditional" weapon mods? Is this like a vampiric mod without degen or something? 58.110.141.1 10:43, 1 October 2007 (UTC)
 * I think it's just the opposite. I've seen a weapon with some random -1 Health Degeneration in there when it was 20/20 +30 15^50. Didn't know what all that was about so I quickly declined offer. If that's not what it is, then there's a bug with that -1 Health degen Rella 06:41, 27 December 2007 (UTC)

Effects monitor Feedback
I was in love with the effects monitor the day it was implemented, however, I feel that it falls short of what it could be doing for us. Would it a such a bad thing if as well as showing the skills that do damage to us on it (as well as some, but strangely not all, sacrifice costs), it would also show interrupts and condition inclicting skills which don't otherwise do damage. --Ckal Ktak 08:13, 13 August 2007 (UTC)

Attribute +1
Attribute +1 mods and SoI (as noted above) don't seem to improve bonus damage from secondary damage packets on some abilities, such as Spear of Light, but give the proper bonus damage to others like Mind Burn, and also do not change the energy gain from some skills properly --66.67.187.203 02:37, 15 August 2007 (UTC)

Possible change to tab selection mechanic
Pets, spirits, and minions tend to be used together because of the synergy with Soul Reaping. Whether this is a good thing or not is a balance discussion, but from a UI standpoint it makes the Tab key pretty useless since everything's a Level 11 Bone Minion or a pet. I'd like a Select Next/Previous Opposing *Player* key, allowing me to skip the boring stuff and quickly find the targets I care about. --72.211.155.160 21:51, 19 August 2007 (UTC)
 * I believe there already is a key for selecting party members specifically; it may not have it's own shortcut by default, check the options under the targeting keys. I'll check it out myself. -- Jioruji Derako.> 23:45, 19 August 2007 (UTC)
 * There is, but he's talking about foes. 84.87.168.39 08:07, 16 October 2007 (UTC)

Inscription Tweaks
Not really a skill tweak, but there are lots of unused inscriptions. I had some suggestions about them here but not much notice was taken. Main point: will the "Too Much Information", "Don't Fear the Reaper", "Vengeance is Mine", "Don't call it a comeback!", and "I am Sorrow." inscriptions stay as they are (see their descriptions here), unused and underpowered, or can something be done? :D Maestro Ed 13:50, 28 August 2007 (UTC)

GW:EN Title Effects
Heart of the Norn and the Asura-Effect only work in their territory. I see that +100 HP at max-title or +15 Energy is way to much to apply the effect everywhere, but i would like to see a bit of the effect everywhere in PvE. I want to have a decision between some small buffs that i can use everywhere. Change suggestion: Maybe the Vaguard Title could be changed to have a little armor-bonus thats usable everywhere. With all that i would have the desision between 5 Energy, 30 Life and maybe 5 Armor for all Areas in PvE. I think that wouldnt be overpowered. Sir Astaroth 23:54, 4 September 2007 (UTC)
 * Heart of the Norn gives 5..30 Life and additional 20..70 Life in Norn territory.
 * Asura-Title gives 1..5 Energy and additional 2..10 Energy in Asura Territory.
 * That's actually a nice idea, though perhaps these titles don't affect PvE only and work in PvP too, at least from the developers point of view this might not be possible due to that. Which might explain why the Ebon Vanguard title was changed when it had the Armor vs. Fire before.Xitoahc 05:11, 11 September 2007 (UTC)
 * Wasn't it armor vs. fire in Charr territory? -- Gordon Ecker 05:21, 11 September 2007 (UTC)

I wonder if the Vanguard effect works against Pyre Fierceshot in PvP. --68.106.223.233 05:24, 11 September 2007 (UTC)
 * I don't think so; for all effects, Pyre's human in PvP (contracts disease just like everyone else and everything). It's always testable in a scrim though, just have someone bring Pyre and one-on-one against them, see if the human player does any more damage then Pyre with the same skills and weapons. --[[image:User_Jioruji_Derako_logo.png]] Ĵĩôřũĵĩ Đēŗāķō.> .cнаt^  05:39, 11 September 2007 (UTC)
 * Casting Rotting flesh is good too. --Ckal Ktak 21:29, 6 October 2007 (UTC)
 * Simple way to test if any +armor, -damage, or +damage mod is effective. Equip the item to the test, and have 2 targets and Wild Blow for a constant critical, and 12 weapon mastery. If the numbers vary, the mod (or title in this case) is effective. 76.174.13.77 18:00, 13 November 2007 (UTC)

I'm definitely thinking about some tweaks to the Dwarven title effect. It's useful only in areas that contain Destroyers. An obvious flaw is, Destroyers are mainly only found in the direct primary quests of GW:EN. Why, then do you need to do Hard Mode, dungeons where you repeatably fight other monsters such as Dragons, Ooze, Dwarves, etc. which as far as I can tell, are not Destroyers. Hard Mode is out of the Primary quest range, Hard Mode dungeons rarely contain Destroyers and that's where you need title effects/buffs just like this. I'm not asking A-net to change it to where you can max titles in Normal Mode, because that's ridiculous. What I'm asking, is, please, change the Dwarven Title Effect to something more 'useful' to Guild Wars players in advanced, elite areas. Thank you, please consider my plea. --Rella 01:31, 20 January 2008 (UTC)

The skill description says this skill works at touch range. I have seen Juggernauts use this at caster range and possibly beyond. It needs to be reduced to touch range. Dancing Gnome 23:20, 10 October 2007 (UTC)
 * Maybe Juggernauts just have long arms? :) Lord Belar 20:39, 16 October 2007 (UTC)
 * This bug has been around since day 1 of Factions. Almost every time I play in Fort Aspenwood, I will at least once notice the Juggernaut use Juggernaut Toss from basically spell range. It's quite annoying to be attacking, only to be suddenly knocked down for 5 seconds by a Juggernaut who is nowhere near you. --Curse You 03:29, 22 November 2007 (UTC)

This skill doesn't do anything. Making destroyers rather tame. --Ckal Ktak 14:58, 30 October 2007 (UTC)

AI & self-inflicted conditions
It would be nice if the AI did not remove self-inflicted conditions unless prompted. It's bad when you use any builds or skills which require conditions on you and the AI simply removes it. Examples: the AI is wasting energy every x seconds to remove cracked armor from Aggressive Refrain paragons. The AI removes bleeding when you use Angorodon's Gaze. Can't use Signet of Midnight + Sand Shards. You can not use Foul Feast or Contagion properly and so on. Why is this bad ? Because you can not use skills which benefit from conditions on you. You can only tell real monks that you want to keep a condition but it's impossible to tell the AI and disabling condition removal skills on your heros is not an valid option and it's impossible to disable condition removal on henchman. 7 November 2007
 * If you want well-programmed AI, play a non-arenanet game. Albeit anet completely sucks at AI programming, that's not something they really need to care about, since it was designed to be a pvp game. Considering how useful heroes turned out to be, it's a miniscule inconvenience that they act retarded from only a small selection of skills.  Shard 08:38, 7 December 2007 (UTC)