Talk:Ward Against Foes

Seriously, I think this is one of the worst skills ever compared to grasping earth, because for 1/4sec extra activation time, 8 secs extra recharge and 10 extra energy cost, you get the same effect as Grasping Earth except that if those foes spend 3 seconds moving out of the ward, this skill then becomes useless. I propose a massive buff.Crimmastermind 03:47, 15 October 2008 (UTC)
 * grasping is a hex therefore removable, this is unremovable so sometimes you get more efect out of it but tbh 15 energy is a bi much, maybe 10 energy would be better, but still, this skill has its uses24.216.121.135 21:01, 24 November 2008 (UTC)
 * Ward Spell. You create a Ward Against Foes at your current location. For 8...18...20 seconds, non-Spirit foes in this area move 50% slower. Hmm. Spirits are unaffected? That's so unfair! I don't want my enemy's spirits to be able to move at full speed! What crap is this?! XD -- Gah [[Image:User Gah My Name Cant Fi Echomending.jpg|19px]] Eat my uber regen.  17:30, 31 March 2009 (UTC)
 * Generic text for all Wards. Back in the days, you could camp inside Ward Against Melee and Ward Against Harm, and it would also protect your Shelter, Displacement, Union, etc. Which was stupidly broken. Vili &gt;8&lt; [[Image:User Vili sig.jpg|User talk:Vili]] 17:57, 31 March 2009 (UTC)

Joke?
For 8...18...20 seconds, non-Spirit foes in this area move 50% slower. Last time I checked, spirits don't move :P... Quazarjim 17:24, 31 August 2009 (UTC) Quazarjim 17:24, 31 August 2009 (UTC)
 * Vili &#x70B9; [[Image:User Vili sig.jpg|User talk:Vili]] 20:36, 31 August 2009 (UTC)
 * There are some spirits that move. I don't know how this spell affects them though. (The ritualist training quest on SJM, with Ang the Empheral, where you gotta open the chests and fight the spirits that come out. Those guys can move.) personn5[[Image:User_Personn5_sig.jpg|19px]] 20:38, 31 August 2009 (UTC)