Talk:Ward of Weakness

Skill Tweaks 07/26/07

 * Ward of Weariness: -> Ward of Weakness.
 * Please discuss skill change here. ~Izzy @-&#39; 23:49, 26 July 2007 (UTC)
 * erm. Wouldn't "Ward Against Strength" be more appropriate? It's supposed to... you know... 'ward off' stuff. :P (Terra Xin 09:04, 27 July 2007 (UTC))
 * Ward Against Strength sounds odd to me. :P --Ufelder 09:46, 27 July 2007 (UTC)
 * Sounds fine. Good name change Fro 10:00, 27 July 2007 (UTC)
 * Ward Against Strength sounds better.--Drekmonger 02:27, 29 July 2007 (UTC)
 * I like this better than Ward Against Strength. --Deathwing 17:55, 29 July 2007 (UTC)
 * wow as long as the skill isnt imbalanced or overpowered or plain rubbish does it matter what its called? lol, it could be called ward against melee doing lots of damage for all i care.87.194.81.41 15:36, 30 July 2007 (UTC)Lorekeeper
 * Mmm...either sounds fine to me. Nicky Silverstar 08:01, 31 July 2007 (UTC)
 * "Ward against melee doing lots of damage.", gets my vote. --Lou-Saydus[[image:User Lou-Saydus Hail Storm.jpg|19px]] 21:18, 31 July 2007 (UTC)
 * I second that, "I'm using Ward Against Melee Doing Lots of Damage!" ftw 68.226.80.7 01:02, 4 August 2007 (UTC)

This skill seems very broken if it's elemental damage. Basically you can just camp wards all day and have all melee units be permanently weakened with say a lava font or something, hell even a scyth carrying elem can just camp a ward and smack 3 warriors with his elemental scythes and keep you weakened every hit. Compare this skill to something like enfeeble. Phoenixtech 07:14, 6 August 2007 (UTC)
 * The Ward can be dealt with the same as Ward Against Melee, though; either stay in it and do crappy damage, or move. Same as sitting in a Firestorm, or attacking through a Sandstorm. Ward Against Melee and Ward of Weakness both prevent around the same amount of damage; this one just requires a little more interaction, though (you can't just stick up the ward and start casting spikes in saftey; you need to be on guard for incoming threats, and be ready to wand or cast an AoE spell). -- Jioruji Derako.> 11:41, 6 August 2007 (UTC)

Shockwave is probably the best skill to use with this spell as both cover the same ground from the same location. --Ckal Ktak 11:16, 18 August 2007 (UTC)

Original skill feedback
This+Bed of Coals for a type of caster defense thing? I'll try it out, looks interesting. --Deathwing 03:24, 21 July 2007 (UTC)

What happens when foe in the ward is hit by stoning? 203.217.0.53 06:48, 21 July 2007 (UTC)
 * I just played with this and it doesn't trigger stoning, it's probably due to the way Stoning was coded, I'll see if I can fix this as I think it would be a fun combo. ~Izzy @-&#39; 01:04, 25 July 2007 (UTC)
 * Depends on whether the condition is applied first and after the dmg from the spell i guess. --MasterPatricko 08:46, 21 July 2007 (UTC)

Phail. Weakness is already a useless condition and to put it in such a conditional spell = phail. Living Parasite 07:20, 22 July 2007 (UTC)
 * Weakness is a 66% damage decrease for melee characters... Ward of Weariness and Ward Against Melee in the same spot basically means your casters are invulnerable to melee damage. Monk can easily out-heal whatever they manage to hit with, and stick a PBAoE Ele right in the middle of the wards and you can destroy anyone stupid enough to jump into the wards... -- Jioruji Derako.> 19:08, 22 July 2007 (UTC)
 * 66% base damage reduction, yes? That means the bonus damage, which is what spikes mostly rely on, is left alone.  I'm not saying that autoattack damage is already negligible, but a spike with some overkill will be able to overcome permaweakness on their frontliners, provided there are enough casters participating in the spike.  [[Image:User GD Defender sig.png]] 19:14, 22 July 2007 (UTC)
 * Weakness greatly hampers melee pressure. Instead of doing 30-35 damage with a normal attack, you usually end up doing 8-10. That is quite the damage reduction. It is even more effective against scythes. --Deathwing 19:22, 22 July 2007 (UTC)
 * The attribute reduction will affect the bonus damage as well... not a big difference, but it's still a change. Either way, it's going to make the backline that much easier to defend. -- Jioruji Derako.> 21:50, 22 July 2007 (UTC)
 * Not to mention, all the characters that are running just enough attribute points (ie 9 tactics / strength) so they can use their shield. Give them weakness and the shield suddenly becomes way less effective. Dargon 16:17, 29 July 2007 (UTC)
 * The attribute reduction reduces the damage of the skill and the damage of the weapon. A worst case scenario: Warrior using Final Thrust against you, hitting you critical, while you have 50%-1 health. The Warrior has a customized weapon and 16 in sword and strength, you have 60 armor: 22*1.20*2*1.189+86=148.78, with weakness this is reduced to 99.57 damage. Multiplicative amplifiers calculated according to the damage calculation page on this wiki.

So I guess the main PVP application for this would be Blinding Surge hitting a target in this ward. In this case what order is Blind and Weakness applied? --Bta 12:30, 25 July 2007 (UTC)
 * Seems that most people are forgetting that wanding someone doesn't cost energy, and does deal elemental damage. Sure, it takes a second or two more, but wand -> Stoning is pretty funny. --SoraMitsukai 08:12, 15 April 2008 (UTC)

What's wrong with weakness? It basically makes every character a little less tough, as if they were level 19 instead of level 20 and vs melee, it is extra devastating. It may nog be as powerful as blindness or dazed, but it will work on each target as opposed to just melee or just casters. And think of all those players that bring Gale with just 4 Air Magic...Nicky Silverstar 06:38, 26 July 2007 (UTC)


 * You need 5 or higher Air Magic to use Gale reliably, read the description carefully.
 * I don't see how everyone can ignore the second effect of Weakness. Putting Weakness on a warrior will reduce their normal damage, as well as reducing their bonus damage, since all of their attributes get reduced by 1.  Just imagine if a warrior was dumb enough to have only 9 in their weapon attribute. --Curse You 01:57, 29 July 2007 (UTC)
 * Weakness makes a huge difference to other setups, too. How about every assassin that uses 13 Critical Strikes so they gain the three energy per crit? suddenly, they're only gaining two energy. My Paragon alone would suffer pretty badly as well; he's got a 9 in Spear Mastery (ouch), a 12 in Leadership (one less energy), not to mention the slight minuses to all the Command Skills I use. How about anyone that runs their attribute just high enough to gain that extra pip of health regen from such-and-such a skill, and so on. In PvP especially, where your attributes are tuned to perfection for your build, a single -1 can ruin your setup temporarily at least. -- Jioruji Derako.> 02:21, 29 July 2007 (UTC)
 * Yes, that is what I meant. I never use Gale, so I never read it carefully, but the requirement doesn't change my point, which is exactly what Jioruji wrote. :-)Nicky Silverstar 06:54, 5 August 2007 (UTC)
 * Weakness is a VERY good condition only maybe mediocre against dagger users. Also as stated above the -1 attribute can totally ruin your PVP build cause one of the most common attribute allocation ways is 12(+1)/10(+1)/8(+1). That 8(+1) could be your weapon - its not "some stupid warrior" as stated above, this build, its common stuff. Also there are quite a lot of skills that tune better at 13 points (cause developers wanted the primary that is able to wear the rune to have some advantage there) making Weakness having an effect even on non physical damage dealers. One of my favorite monk PVE healing specs includes Enfeebling Blood - Weakness is like a mini prot. monk pet hanging around like a 9th player Eth 13:22, 20 August 2008 (UTC)

Incoherent name
All the skills in game that have "Weariness" in their name cause energy loss/degen of some sort, this skill causes weakness thus i find it kind of incoherent with the rest. --The preceding unsigned comment was added by User:85.168.232.8.
 * Wearying Spear and Wearying Strike cause weakness to the user; Signet of Weariness and Well of Weariness cause energy loss to foes. "Ward of Weariness" sounds like the second pair, thus you would think energy loss.  I think "Ward of Enfeeblement" might work better, fitting with the Enfeeble trio, which all cause weakness to foes.  &mdash;Dr Ishmael User Dr ishmael Diablo the chicken.gif 23:08, 23 July 2007 (UTC)
 * Ward of Enfeeblement sounds kind of awkward though. Ward of Weakness would do just fine. --Deathwing 23:52, 23 July 2007 (UTC)

More obviously, it shouldn't be called a "Ward", as a "Ward" typically is a "Defense" of some sort, in line with all the other Ward spells in the game. I know, I know, it's called "Ward" because that's the type of spell it is, but if we're nitpicking on nomenclature, I thought I'd point it out. --J. Dublin
 * Isn't weakening the opponent a great way to DEFEND against them? Anyway, I like this ward. :-)
 * Sure it dosn't fit the naming convention. But ward of enfeeblement sounds too "nercro-ish" and I really don't mind calling it Ward of Weariness. But if you really want to get into it, either rename this to enervating ward or change Enervating Charge to something like Enfeebling Charge(sounds like a war skill).

This + Glowstone, (and elemental damage in general)
Will this allow Glowstone to receive it's energy gain on hit (ala Glowing Gaze + MoR)? I see you mention Stoning doesn't currently allow this. Could you look into this to please? Fro 20:54, 25 July 2007 (UTC)
 * I can't see it causing it. If it hits, they become weakened, but if it hits a weakened foe it gives you energy. It is all just based on the code really, if the checking condition is before or after it does damage. --Deathwing 20:57, 25 July 2007 (UTC)
 * If you check farther up the page, Izzy sneaked in a reply to the Stoning question... at the moment, Stoning/Glowstone don't trigger on the first hit due to some ability-stacking issue, but Izzy mentioned it sounded like a cool combo, so we might end up seeing that all in working order when the skill is released. -- Jioruji Derako.> 21:58, 25 July 2007 (UTC)
 * Well so much for that. Weakness is applied 'after' GlowStone or Stoning hits. Another reason to not run earth magic. Awesome... Fro 20:02, 24 August 2007 (UTC)
 * Heck yeah, it's way too hard to hit them with a wand, Stone Daggers, Aftershock, Whirlwind, Lava Font etc before casting Glow Stone or Stoning. Air rules, earth drools. - Elder Angelus 19:50, 1 May 2008 (UTC)

Hmm.
Even though it may look crappy at first, I can imagine this being used, in synergy with backliners using elemental weapons, to shut melee down by themselves. Except if it's a Melandru Dervish, of course (which seems to be THE big winner when GW:EN will arrive) Saph 21:22, 26 July 2007 (UTC)

Question.. If I used Ward of Weakness and then used stoning.. Does the weakness happen first and in turn gets knocked down by stoning? Or would I have to use stoning twice to get the knockdown?--Yakky 16:30, 23 August 2007 (UTC)

The skill icon does not appear when cast. The other wards' icons appear to show you/allies are in them but this one does not. No doubt this will be fixed. --Phoenix Locklear 13:23, 27 August 2007 (UTC)
 * I think this is more like Ward Against Foes, where the enemies get the skill icon. - [[Image:User HeWhoIsPale sig.PNG]] HeWhoIsPale 13:35, 27 August 2007 (UTC)

Incorrect skill description?
The skill description in game says "You create a Ward of Weariness". The name has been changed to ward of weakness but the skill description stays the same. In the article, it says you create a ward of weakness but it does not in game. This description must be fixed to say you create a ward against weakness. 88.212.141.165 16:06, 30 September 2007 (UTC)
 * Fixed. --- Ressmonkey (talk)  00:47, 13 December 2007 (UTC)