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Difference between revisions of "Water Magic"
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| − | + | [[Water Magic]] is an [[elementalist]] secondary [[attribute]]. | |
| − | [[Water Magic]] is | + | {{Quotation|game| |
| + | No inherent effect. Many Elementalist skills, especially spells that deal [[cold damage]] and slow or hinder your foes, become more effective with higher Water Magic. | ||
| + | }} | ||
| + | __TOC__ | ||
| + | ==Notes== | ||
| + | *Water Magic skills usually deal cold damage, making it more effective against [[Cold damage#Monsters specifically vulnerable to cold damage|foes vulnerable to cold damage]]. | ||
| + | *Water Magic skills are especially useful for [[Snare (tactic)|slowing down/snaring]] melee foes (such as Warriors, Assassins) or opponents that are [[Kite|kiting]]. | ||
| − | == | + | ==Water Magic skills== |
| − | + | {{skill table | |
| + | |category=Water Magic skills | ||
| + | |show campaign=y | ||
| + | |color scheme=elementalist | ||
| + | |extra cost header=[[Image:Tango-exhaustion.png]] | ||
| + | }} | ||
| − | [[Category:Elementalist attributes]] | + | ==Skills related to Water Magic hexes== |
| + | {{skill table | ||
| + | |titlematch=Arc Lightning¦Chilling Winds¦Lightning Touch¦Freezing Gust¦Glowing Ice¦Mirror of Ice¦Mist Form | ||
| + | |show attribute=y | ||
| + | |show campaign=y | ||
| + | |color scheme=elementalist | ||
| + | }} | ||
| + | |||
| + | [[Category:Elementalist attributes]] [[Category:Secondary attributes]] | ||
Revision as of 04:57, 20 January 2012
Water Magic is an elementalist secondary attribute.
“No inherent effect. Many Elementalist skills, especially spells that deal cold damage and slow or hinder your foes, become more effective with higher Water Magic.
— In-game description
Contents |
Notes
- Water Magic skills usually deal cold damage, making it more effective against foes vulnerable to cold damage.
- Water Magic skills are especially useful for slowing down/snaring melee foes (such as Warriors, Assassins) or opponents that are kiting.
Water Magic skills
| Icon | Name | Description | File:Tango-exhaustion.png | |
|
|
Campaign | |
|---|---|---|---|---|---|---|---|---|
|
Enchantment Spell. (10...29...34 seconds.) You have +40 armor against physical damage and have +1 Water Magic. | 5 |
1 |
20 |
Prophecies | |||
|
Enchantment Spell. (8...18...20 seconds.) You have +10...34...40 armor and move 33% faster. | 10 |
1 |
30 |
Prophecies | |||
|
Hex Spell. Also hexes foes adjacent to target (4...9...10 seconds). They have 50% chance to miss. | 10 |
1 |
12 |
Core | |||
|
Enchantment Spell. (60 seconds.) Your attacks hit for +5...17...20 cold damage. No effect unless your weapon deals cold damage. | 10 |
1 |
45 |
|
Core | ||
|
Hex Spell. Also hexes foes in the area of your target (10 seconds). These foes move 66% slower. Initial effect: deals 10...70...85 cold damage. | 25 |
2 |
15 |
|
Core | ||
|
Hex Spell. Deals 20...68...80 cold damage if target foe is hexed with Water Magic. Otherwise, this foe moves 66% slower (1...4...5 second[s]). | 10 |
1 |
8 |
Nightfall | |||
|
Enchantment Spell. (10...22...25 seconds.) You have +10...34...40 armor against physical damage and immunity to Burning. | 5 |
1 |
20 |
Nightfall | |||
|
Hex Spell. Hexes foes near you. These foes move 66% slower (3...7...8 seconds). Initial effect: deals 10...70...85 cold damage to foes near you. | 15 |
¾ |
8 |
|
Prophecies | ||
|
Spell. Deals 5...41...50 cold damage. You gain 5 Energy plus 1 Energy for every 2 ranks of Energy Storage if target foe is hexed with Water Magic. | 5 |
1 |
8 |
Eye of the North | |||
|
Hex Spell. (8...18...20 seconds.) Target foe moves 66% slower. | 10 |
2 |
30 |
|
Prophecies | ||
|
Enchantment Spell. Projectile: deals 10...50...60 cold damage. Gain +1...3...4 Health regeneration for 5 seconds if Overcast. | 5 |
1 |
|
Core | |||
|
Hex Spell. Also hexes foes adjacent to target (2...5...6 seconds). These foes move 66% slower. Initial effect: deals 20...68...80 cold damage. | 15 |
1½ |
10 |
|
Core | ||
|
Spell. Deals 15...63...75 cold damage. Deals +15...63...75 cold damage to other nearby foes if target has a Water Magic hex. | 5 |
10 |
1 |
5 |
Factions | ||
|
Elite Hex Spell. (1...8...10 second[s].) Target foe moves 66% slower. This foe moves 90% slower if enchanted. | 10 |
1 |
12 |
Nightfall | |||
|
Spell. Deals 10...22...25 cold damage and interrupts spells each second (10 seconds). Hits foes adjacent to target's initial location. | 10 |
25 |
2 |
30 |
Core | ||
|
Elite Hex Spell. Deals 10...50...60 cold damage. If you have more Energy than target foe, deals +10...50...60 cold damage and causes 90% slower movement (1...4...5 second[s]). | 5 |
5 |
1 |
5 |
Core | ||
|
Elite Hex Spell. Deals 10...34...40 cold damage. If you have more Energy than target foe, deals +10...34...40 cold damage and causes 90% slower movement (1...4...5 second[s]). | 5 |
10 |
1 |
5 |
Core | ||
|
Elite Hex Spell. Deals 15...59...70 cold damage and slows foes by 66% (2...5...6 seconds). Hits foes near you and target ally. Recharges 50% faster if it hits a foe hexed with Water Magic. | 10 |
¾ |
15 |
Factions | |||
|
Elite Enchantment Spell. (10...38...45 seconds.) Take 33% less damage from foes hexed with Water Magic. Heals non-spirit allies in earshot for 50...210...250% of the energy cost of your elemental spells. | 5 |
1 |
20 |
Prophecies | |||
|
Elite Enchantment Spell. (10...38...45 seconds.) Take 33% less damage from foes hexed with Water Magic. Heals non-spirit allies in earshot for 50...210...250% of the energy cost of your elemental spells. Does not heal allies above 80% Health. | 5 |
1 |
20 |
Prophecies | |||
|
Hex Spell. Deals 10...58...70 cold damage to target and adjacent foes. Hexes target and adjacent foes (5...17...20 seconds). Doubles signet activation time. Interrupts and disables signets for 1...8...10 second[s] if you are Overcast. | 10 |
1 |
8 |
Core | |||
|
Hex Spell. Projectile: deals 10...70...85 cold damage. Target foe moves 66% slower (2...5...6 seconds). | 10 |
1 |
10 |
|
Prophecies | ||
|
Elite Hex Spell. (3 seconds.) Initial effect: deals 25...85...100 cold damage. End effect: deals 25...85...100 cold damage to target and all nearby foes. | 10 |
2 |
8 |
Factions | |||
|
Spell. Causes knock-down if this foe is Blind or moving. Affects foes adjacent to your target. 50% failure chance unless Water Magic greater than 4. | 5 |
1 |
10 |
Eye of the North | |||
|
Spell. Causes knock-down if this foe is Blind or moving. 50% failure chance unless Water Magic 5 or higher. | 5 |
1 |
20 |
Eye of the North | |||
|
Spell. Deals 20...52...60 cold damage. Inflicts Blindness condition (5...9...10 seconds) if target foe is Burning. | 5 |
1 |
8 |
Nightfall | |||
|
Enchantment Spell. (5 seconds.) Gives 1...5...6 Health regeneration and a 50% chance to block projectiles. If Overcast, also enchants party members in earshot. | 10 |
1 |
15 |
|
Prophecies | ||
|
Hex Spell. (1...5...6 second[s].) Target foe moves 66% slower. Foes with Cracked Armor have 5...8...9 Health degeneration. | 10 |
1 |
15 |
Factions | |||
|
Spell. Deals 15...111...135 cold damage. Half damage if target foe is enchanted. | 5 |
10 |
1½ |
7 |
Factions | ||
|
Elite Ward Spell. (5...13...15 seconds.) Allies in this ward have +1...3...3 Health regeneration, +12...22...24 armor, and +12...22...24 additional armor against elemental damage. Spirits are unaffected. This spell is disabled for 20 seconds. | 15 |
1 |
20 |
Prophecies | |||
|
Elite Ward Spell. (5...13...15 seconds.) Allies in this ward have +1...3...3 Health regeneration, +12...22...24 armor, and +12...22...24 additional armor against elemental damage. Spirits are unaffected. This spell is disabled for 30 seconds. | 15 |
1 |
30 |
Prophecies | |||
|
Enchantment Spell. (36...55...60 seconds.) You gain 1 Energy plus 30% of the Energy cost when you use a Water Magic skill. | 10 |
1 |
30 |
|
Core | ||
|
Elite Spell. Fast Projectile: deals 10...74...90 cold damage and knocks-down moving foes. Shoots 2 additional projectiles at adjacent foes. | 5 |
1 |
3 |
Prophecies | |||
|
Hex Spell. (2...5...6 seconds.) Target foe moves 66% slower and takes 5...13...15 damage while moving. | 10 |
¾ |
15 |
Eye of the North |
| Icon | Name | Description | |
|
|
Attribute | Campaign | ||
|---|---|---|---|---|---|---|---|---|---|
|
Spell. Deals 5...33...40 lightning damage. Deals 15...71...85 lightning damage to two nearby foes if you are Overcast. 25% armor penetration. | 5 |
1½ |
8 |
Air Magic | Factions | |||
|
Hex Spell. (10 seconds.) The next water hex on target foe lasts 25...85...100% longer. Initial effect: 30...54...60 cold damage. Also strikes adjacent. | 5 |
1 |
8 |
Air Magic | Nightfall | |||
|
Hex Spell. Deals 20...68...80 cold damage if target foe is hexed with Water Magic. Otherwise, this foe moves 66% slower (1...4...5 second[s]). | 10 |
1 |
8 |
Water Magic | Nightfall | |||
|
Spell. Deals 5...41...50 cold damage. You gain 5 Energy plus 1 Energy for every 2 ranks of Energy Storage if target foe is hexed with Water Magic. | 5 |
1 |
8 |
Water Magic | Eye of the North | |||
|
Touch Skill. Deals 10...50...60 lightning damage. Also hits foes adjacent to target foe. Inflicts Blind (1...3...4 second[s]) and Cracked Armor (1...8...10 second[s]) on all struck foes. 25% armor penetration. | 5 |
¾ |
10 |
Air Magic | Core | |||
|
Elite Hex Spell. Deals 15...59...70 cold damage and slows foes by 66% (2...5...6 seconds). Hits foes near you and target ally. Recharges 50% faster if it hits a foe hexed with Water Magic. | 10 |
¾ |
15 |
Water Magic | Factions | |||
|
Elite Enchantment Spell. (10...38...45 seconds.) Take 33% less damage from foes hexed with Water Magic. Heals non-spirit allies in earshot for 50...210...250% of the energy cost of your elemental spells. | 5 |
1 |
20 |
Water Magic | Prophecies |




































