Feedback:Bug reports/Skill bugs/No Bugs

=Not a skill bug=

Necromancer
No

No
 * This was a design decision for the concise version of the skill description in order to convey that the spell has a delayed effect that must reach the target before damage occurs. Vampiric Swarm and Deathly Swarm are both labeled this way. The designation "slow projectile" can be considered a projectile that cannot miss. -Kim Chase 00:48, 28 October 2008 (UTC)
 * I believe the concern was that if the description claims something is a projectile, players will think it is a projectile. Backsword 18:56, 13 November 2008 (UTC)

Monk
No
 * For this type of skill the negative effect will be triggered only on a targeted heal. The wording doesn't separate it out, but you could think of "target foe" as being both your target and the opponent's heal target. The same is true for Soul Bind. -Kim Chase 00:41, 28 October 2008 (UTC)

No
 * To clarify: This ignores effects that change damage. A popular example is with Protective Spirit and Shield of Absorption.  Spirit Bond will trigger, even if the other 2 are reducing the damage to zero.  Zero is not greater than 60 and should not trigger Spirit Bond.
 * If you have Protective Spirit and Spirit Bond on the same target and they have an incoming single attack that intends to go over 60 damage they will get the heal. So that happens first. Then, before the damage is calculated, Protective Spirit takes effect and reduces the damage. In some situations this is really awesome, since the target is potentially getting healed for way more damage than they took with that attack, so it if they were already low on health they'll be much better off at the end. Anyway, the functionality of this is not going to change. -Kim Chase 18:30, 28 October 2008 (UTC)
 * It doesn't have to, but can you please change the skill description so that it doesn't lie? ~Shard  [[Image:User Shard Sig Icon.png]] 05:11, 31 October 2008 (UTC)

red (Usaf1a8xx 17:10, 28 August 2010 (UTC))
 * additional info: I did more today and and took me a while but it started happening again. I checked to see if i was lagging perhaps while this was occurring, but had 130 ping with 66 fps, so no.  Also got an e-mail saying this issue had been sent to senior staff.  (Usaf1a8xx 20:32, 29 August 2010 (UTC))
 * Finally (it was tricky to stay alive with it failing and hit Function + Print Screen) but I got a screenie of the bug [] happening. Also here's a pic [] of my build working initially as its supposed to (you can clearly see red zero's going up).  In the bug pic you can clearly see I have PS and SH up (just like in the picture of it working as advertized) yet my health bar is depleting and u can see red dmg going up.  (Usaf1a8xx 03:03, 7 September 2010 (UTC))
 * If Shielding Hands is cast before Protective Spirit, its reduction occurs before Protective Spirit caps the damage. Hence, it can appear to have no effect as in the first screenshot.  Ensure that you refresh Protective Spirit only before you recast Shielding Hands and you shouldn't experience any problems.  MA Anathe 21:33, 7 September 2010 (UTC)
 * Finally got an answer back from the Q.A. team...and very similar to yours Anathe. It works like it I wanted initially because I Prot. Spirit up and then cast Shielding Hands...but then while Shielding Hands was up, I recast Prot Spirit because it was running out...thus, SH was up before PS, causing me to die.  So not a bug, just a nuance of the skill...Wanna give a huge shout out to the Support and Q.A. Team for a fast and effective answer.  (Usaf1a8xx 18:58, 8 September 2010 (UTC))

Mesmer
red --The preceding unsigned comment was added by 76.120.113.9 (talk).
 * Mind Wrack doesn't inflict damage for energy loss caused by effects other than itself, as stated in its article's notes. --Irgendwer 06:02, 16 June 2010 (UTC)
 * How would it even trigger then? --The preceding unsigned comment was added by 76.120.113.9 (talk).
 * Please sign your comments, even if you're an IP. Anyway, Mind wrack triggers when your target is the target of your mesmer non-hex skills. Last time I checked, both Energy Surge and Energy Burn are Mesmer skills which are not hexes, so they trigger the additional -1 energy loss and the additional 0...21...25 damage, but only for the additional -1 energy. Mind wrack only deals damage for the energy that it itself drains, not for any energy drained. So, actually, your math would looks something like this: 90+25=115. I'm not quite sure where you got 630, unless you were talking about if someone were to have both energy burn and energy surge cast on them simultaneously...? Regardless, I hope that helped to clear it up for you :D --[[Image:User_Timeoffire45_sig.jpg]]  Timeoffire45   rawr  17:23, 16 June 2010 (UTC)

Assassin
No
 * For Iron Palm as well as Palm Strike and Mantis Touch, this is not really a bug so much as a misunderstanding of intent. Iron Palm is not a Lead Attack, but will count as a Lead Attack for the sake of skills that require one. This is what is meant by the phrase "counts as a Lead Attack." Izzy put it to me this way. If something "counts as an apple" it doesn't have to be an apple. -Kim Chase 20:10, 27 October 2008 (UTC)


 * I apologize. Everyone knows this isn't a bug. These skills are only here because someone who wanted to be childish was being a lawyer about why dancing daggers works the way it should when it really doesn't. ~Shard  [[Image:User Shard Sig Icon.png]] 05:20, 31 October 2008 (UTC)

No

No

Paragon
red I just went through Riverside Assassination with my ranger. I had Disrupting Shot, Savage Shot and Distracting Shot equipped. I met several White Mantle Zealots and I was not even able one single time to interrupt one of them while using Signet of Return. And no, I had never been blinded. So every use of their signet resulted in one enemy being resurrected. Why? --Tapps75 14:48, 9 July 2010 (UTC)
 * Eh, I dunno. I've spec'd in OBs alot and I see this rupted all the time. --The preceding unsigned comment was added by 72.70.231.121 (talk).
 * See White Mantle Zealot. And, yes, I did just copy that link from the one you made. Anyway, I would suggest--in the future--checking a monster's complete skillbar before posting a bug report. And finally, to answer your question for you: see Soldier's Stance. --[[Image:User_Timeoffire45_sig.jpg]]  Timeoffire45   rawr  06:43, 17 July 2010 (UTC)

red Description claims: Nothing is wrong with skill descriptions for Echos Actual behaviour: Wouldn't it be a little easier for support Paragons to know when a Echo ends on an ally, so he/she may reapply it? Kind of like an Enchantment/Condition/Hex/Weapon Spell. The small marker on the life bar. It'll also be a step up to making Paragons a good support role such as Ritualists are, but still be independent on their own damage, such as Ritualists.
 * This is not a bug; see Feedback:Getting started on how to create a suggestion. --Silver Edge 07:47, 23 October 2010 (UTC)
 * Great. The run arounds. Am I going to get an answer there? Or remain unheard? I suggest you make links to these in open view, instead of forcing us to browse around for these things. Thanks anyway. Bye.

Other
No
 * As far as I can tell, this really is a touch-range skill. Personally, I've never seen a Juggernaut use this outside their melee attack range. I can see that this has been documented by several people. To anyone who has seen this in person, could you try to answer these questions? Where do you see this happening? Is it only in Fort Aspenwood, or in their PvE appearances as well? Is there anything unusual happening when you see this? Have you ever seen their basic attack executed at this distance? -Kim Chase 18:15, 24 October 2008 (UTC)
 * Definitely in Fort Aspenwood, but not recently - I've been playing on Kurzick, so I don't really pay that much attention. Haven't paid attention in PvE either. Their regular attack is always in melee. ~Seef II &lt;Seef_II|۞&gt; 04:15, 28 October 2008 (UTC)
 * Tested using the quest Attack the Kurzicks! - couldn't get ranged KD to work. Unless the Juggernaut in FA is a different entity, I've removed the bug note from the skill page. ~Seef II &lt;User talk:Seef_II|۞&gt; 04:59, 28 October 2008 (UTC)
 * There are a few different versions of the Juggernauts, but the Juggernaut Toss skill should have the same functionality for all of them. Right now I'm assuming that this is an issue with the display of the monster's location for the player being out of sync with his location on the server, which could happen with any type of skill or movement. Please let us know if anyone sees a consistent range issue with Juggernaut Toss in the future. Thanks, Seef II. -Kim Chase 19:26, 28 October 2008 (UTC)
 * Maybe what they meant was it could go through "Can't Touch This!"? --[[Image: User_Ezekial_Riddle_sig.jpg|Talk]] Riddle 23:03, 1 November 2008 (UTC)