Feedback:User/Falconeye/New Condition - Chilled

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Info-Logo.png Note: Elementalist's should <FREEZE>
their foes, not hexway them to death!
(This suggestion is not yet complete)
Time Attack (Asura).jpg Under Construction:

Fines doubled in work zones

Mental Block.jpg Brain Fart
This material needs all the help it can get.
(I'm sure I meant something mo' better.)
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You have permission to edit this page as long as you respect its intent. (I reserve the right to revert.)


Note: This article assumes many feedback proposals from myself, ArenaNet, and other excellent Elementalist Feedback contributors are implemented; feedback proposals are continually an organic work-in-progess. ^_^


Chilled[edit]

Everlasting Mobstopper (skill).jpg

Condition. While chilled, it causes a 66% speed reduction and skills already recharging will recharge at one third speed. While chilled, those affected by it to aquire a blue tint and mists flow from the base.

Concise description: You move 66% slower; skills recharge 33% slower.

— in-game description

Skills that cause chilled[edit]

No inherent effect. Many Elementalist skills, especially spells that deal cold damage, soothe nearby allies, and freezes your foes, become more effective with higher Water Magic.

— in-game description


Elementalist Elementalist[edit]

Area of Effect; Unconditionally, Water Magic-only.

15 EnergyActivation time10 Recharge time Hex spell (10 seconds). Ends the next time target hexed foe takes elemental damage. End effect: Target and adjacent foes takes 7...91...112 fire damage; inflicts cracked armor (5...17...20 seconds) on lightning damage, inflicts weakness (5...17...20 seconds) on earth damage, inflicts burning (1...4...5 second[s]) on fire damage, and inflicts Chilled (2...8...10 seconds) on cold damage.

5 Energy1 Activation time25 Recharge time Glyph. (15 seconds.) Your next 1...3...3 spell[s] inflicts Chilled condition (1...4...5 second[s]). When dealing elemental damage to foes, other nearby targets take 5...41...50% of it as Cold damage.

5 Energy1 Activation time20 Recharge time Enchantment Spell. (10...22...25 seconds.) You have +10...34...40 armor against physical damage and immunity to Burning. Inficts Chilled condition (2...5...6 seconds) on adjacent attacking foes.

10 Energy1 Activation time30 Recharge time Enchantment Spell. (8...18...20 seconds.) You have +10...34...40 armor against elemental damage and move 33% faster. Foes targeting you with spells are Chilled (2...5...6 seconds).

10 EnergyActivation time10 Recharge time Elite Hex Spell. (3 seconds) Target and nearby foes move 90% slower. Initial effect: deals 25...85...100 cold damage. End effect: inflicts Chilled condition (1...8...10 seconds).

10 Energy¾ Activation time12 Recharge time Elite Hex Spell. Foes near you and target ally take 15...59...70 cold damage; these foes move 66% slower. Inflicts Chilled condition (2...5...6 seconds) and recharges 50% faster if you strike a foe thats Chilled or hexed with Water Magic. Cannot self-target.

10 Energy2 Activation time8 Recharge time Elite Hex Spell. (3 seconds.) Initial effect: removes Chilled condition. Deals 25...85...100 cold damage. End effect: removes Chilled condition. Deals 25...85...100 cold damage to all nearby foes. Removal effect: inflicts Chilled condition (2...6...7 seconds) to other nearby foes.

10 Energy1 Activation time8 Recharge time Hex Spell. Target foe moves 66% slower and skills recharge 33% slower. (1...4...5 second[s]). Initial effect: Deals 20...68...80 cold damage if target foe is Chilled or hexed with Water Magic.

15 Energy¾ Activation time8 Recharge time Hex Spell. Hexes foes near you (3 seconds). Initial effect: deals 10...70...85 cold damage to foes near you. End effect: inflicts Chilled condition (1...4...5 second[s]) to all nearby foes.

25 Energy2 Activation time15 Recharge time Spell. Foes in the area of your target are Chilled (10 seconds). Initial effect: deals 10...70...85 cold damage.

10 Energy1 Activation time8 Recharge time Storm Spell. Deals 5...21...25 cold damage and inflict Bleeding (5 seconds) each second while moving (5 seconds). Hits foes near target's initial location. Initial effect: These foes are Chilled (2...5...6 seconds).

10 Energy2 Activation time15 Recharge time Spell. Target foe is Chilled (1...8...10 seconds). Initial effect: deals 10...70...85 cold damage.

5 Energy1 Activation time5 Recharge time Elite Spell. Deals 15...51...60 cold damage. If you have more Energy than target foe, deals +15...51...60 cold damage and inflicts Chilled (1...8...10 second[s]); you gain 5 Energy plus 1 Energy for every 2 ranks of Energy Storage. Also hits adjacent foes.

10 Energy1 Activation time10 Recharge time Spell. Projectile: deals 10...70...85 cold damage. Also hits foes adjacent to target foe. These foes are Chilled (2...5...6 seconds).

5 Energy1 Activation time3 Recharge time Elite Spell. Fast Projectile: deals 10...74...90 cold damage and Chills (3 seconds); knocks-down moving foes. Shoots 2 additional projectiles at adjacent foes.

10 Energy1 Activation time10 Recharge time Ward Spell (3...9...10 seconds). Allies in this ward inflict Chilled condition (2...5...6 second) whenever they deal cold damage with a spell. Whenever allies in this ward deal elemental damage that damage is converted into cold damage.


Ranger Ranger[edit]

Conditionally, outside of Wilderness Survival; Unconditionally, Elite-only

10 Energy5 Recharge time Elite Bow Attack. Hits 2 foes near your target and inflicts Chilled condition (1...4...5 seconds). Deals 5...17...20 cold damage to adjacent foe(s).

10 Energy3 Activation time30 Recharge time Nature Ritual. (30...78...90 seconds.) Create a level 1...8...10 spirit. Affects creatures in spirit range: resurrection skills cannot be used. Inflicts Chilled conditon (5...9...10 seconds) each second while knocked down. Does not affect spirits.

5 Energy2 Activation time20 Recharge time Trap. (30...78...90 seconds.) Affects nearby foes. Deals 5...17...20 Cold damage every second (3 seconds). Inflicts Chilled condition (5...9...10 seconds). Easily interrupted.

      • Snare - Change name, skill icon, animation, and functionality to Frost Trap.

Necromancer Necromancer[edit]

Conditionally, outside of Death Magic; Unconditionally, Elite-only

10 Energy1 Activation time5 Recharge time Elite Hex Spell. (10...30...35 seconds.) Death effect: deals 20...92...110 Cold damage and inflicts Chilled condition (3...8...9 seconds) to nearby foes if target foe dies. Initial effect: deals 10...74...90 cold damage and chills (3...8...9 seconds).

10 Energy2 Activation time15 Recharge time Hex Spell. (10...34...40 seconds.) Cold damage interrupts target foe's skills. Interruption effect: inflicts Chilled and Cracked Armor (3...8...9 seconds). Interruption cost: you lose 10...6...5 Energy or Spinal Shivers ends.

15 Energy2 Activation time8 Recharge time Hex Spell. (5 seconds.) Each second while hexed, all nearby foes are inflicted with one of the following conditions: Fear (3 seconds), Weakness (5 seconds), Chilled (3 seconds), Poison (5 seconds), Disease (3 seconds), or Cracked Armor (5 seconds). Conditions inflicted in this way last 0...160...200% longer. No effect unless this foe already had a condition.

5 Energy¾ Activation time5 Recharge time Touch Spell. Inflicts one of the following conditions: Fear (3 seconds), Weakness (5 seconds), Chilled (3 seconds), Poison (5 seconds), Disease (3 seconds), or Cracked Armor (5 seconds). Conditions inflicted in this way last 0...160...200% longer. No effect unless this foe already had a condition.

5 Energy1 Activation time5 Recharge time Spell. Deals 15...43...50 cold damage. Inflicts Bleeding (10...22...25 seconds) and Chilled (3...8...9 seconds) conditions if target foe had more Health than you.

17% Sacrifice15 Energy2 Activation time15 Recharge time Spell. Deals 15...43...50 Cold damage. Removes an enchantment from target foe and foes adjacent target. Removal effect: inflicts Chilled (3...8...9 seconds) and Poison (3...13...15 seconds).

10 Energy1 Activation time5 Recharge time Spell. Deals 5...41...50 cold damage. Deals 5...41...50 more damage and inflict Chilled condition (3...8...9 seconds) if target foe was above 50% Health.

10 Energy2 Activation time8 Recharge time Spell. Deals 30...86...100 cold damage to target foe and foes adjacent to target. Inflict Chilled condition (3...8...9 seconds) if these foes were above 50% Health.

5 Energy¾ Activation time10 Recharge time Spell. Deals 15...55...65 cold damage. Inflicts Chilled (3...8...9 seconds) and Poison (5...17...20 seconds) condition to adjacent foes if target foe is knocked-down.

5 Energy1 Activation time5 Recharge time Elite Spell. Also affects adjacent foes. Inflicts Chilled (3...8...9 seconds) and Poison (10...22...25 seconds) conditions. No effect unless this foe is enchanted or hexed. Initial effect: Deals 15...63...75 cold damage to target foe.

5 Energy1 Activation time12 Recharge time Spell. Inflicts two of the following conditions: Fear (3 seconds), Weakness (5 seconds), Chilled (3 seconds), Poison (5 seconds), Disease (3 seconds), or Cracked Armor (5 seconds). Conditions inflicted in this way last 0...160...200% longer. No effect unless this foe already had a condition. Initial effect: Target foe and adjacent foes take 15...51...60 Cold damage.

Dervish Dervish[edit]

Conditionally, outside of Wind Prayers; Unconditionally, Elite-only

5 Energy2 Activation time20 Recharge time Elite Form. (10...74...90 seconds.) Your Scythe attacks deal dark damage and steal 0...10...12 Health. You are immune to disease. Initial effect: apply Chilled condition to all adjacent foes (3 seconds) when you cast a Dervish enchantment. Enchant effect: inflict Fear condition (3 seconds) with scythe attacks while enchanted with a Dervish enchantment. End effect: apply Disease condition to all adjacent foes (3 seconds) when you lose a Dervish enchantment. This skill is disabled for 45 seconds.

5 Energy10 Recharge time Elite Flash Enchantment Spell. (20 seconds). Your attack skills transfer 1 condition to each foe you hit. Initial effect: inflicts Chilled condition (1...9...11 second[s]) to all nearby foes. End effect: deals 10...34...40 Cold damage to all nearby foes. No effect unless you are wielding a cold weapon.

6 Adrenaline Scythe Attack. Deals +3...13...15 damage. Deals 10...26...30 cold damage to each foe hit who has less Health than you and foes adjacent to those targets; these foes are Chilled for 0...2...3 seconds.

Any PvE-only skills[edit]

Unconditionally (its PvE, so who cares? ^_^)

¾ Activation time30 Recharge time Spell. Inflicts Chilled condition (7 seconds) on target and nearby foes.

2 Activation time25 Recharge time Hex Spell. These foes move 66% slower (5 seconds). Initial effect: Deals 75 cold damage to target and adjacent foes. End effect: These foes are Chilled (5 seconds).

6 Adrenaline1 Activation time10 Recharge time Storm Spell. (10 seconds.) Deals 25 damage each second. Applies Chilled (5 seconds). Hits foes in the area of target foe's initial location. Initial effect: these foes are hexed with Snow Down the Shirt (10 seconds).

5 Energy10 Recharge time Storm Spell. Deals 30...40 cold damage and inflicts Chilled condition (5 seconds) each second for 5 seconds. Hits foes adjacent to target foe's initial location.

10 Energy3 Activation time60 Recharge time Summon Spell. (120...300 seconds). Summon a level 14...25 Ice Imp that has Rust, Icy Prism, and Swirling Aura. Only 1 Asura Summon can be active a time. Causes summoning sickness (300 seconds). Cannot be used while suffering from summoning sickness.

      • Ice Imps's skills inflict/depends on Chilled.

Other chilled related skills[edit]

Skills with chilled-dependent effects and/or benefits from chilled[edit]

10 Energy¾ Activation time12 Recharge time Elite Enchantment Spell. (5...10...11 seconds.) Both you and target ally move 33% faster. Initial effect: foes near you and your target take 15...59...70 cold damage; attacking, Chilled or moving foes are knockdown. Cannot self-target.

10 Energy1 Activation time45 Recharge time Enchantment Spell. (60 seconds.) Your attacks hit for +5...17...20 cold damage. Lengthens Chilled and Water Magic hex duration on foes by 33%. No effect unless your weapon deals cold damage.

5 Energy1 Activation time30 Recharge time Elite Enchantment Spell. (10...38...45 seconds.) You take 33% less damage from foes Chilled or hexed with Water Magic. Earshot allies are healed for 50...210...250% of the Energy cost whenever you cast an elemental spell. Does not affect spirits.

10 Energy1 Activation time10 Recharge time 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 Chilled.

5 Energy1 Activation time15 Recharge time Spell. Deals 20...68...80 cold damage. Causes a knock down and inflicts bleeding condition (5...17...20 seconds) if target foe is moving, Chilled, or hexed with Water Magic.

5 Energy1 Activation time6 Recharge time Spell. Deals 5...41...50 lightning damage to foes nearby target ally and you. Deals 5...41...50 lightning damage to foes nearby target target ally and you. Deals 50% more damage to foes attacking, Chilled or hexed with Water Magic. 25% armor penetration. Cannot self-target.

5 Energy1 Activation time8 Recharge time Hex Spell. (30 seconds.) Target takes 5...9...10 Cold damage each second while Chilled. The next Water Magic hex on target foe lasts 10...122...150% longer. Initial effect: 25...45...50 cold damage.

5 Energy1 Activation time5 Recharge time Spell. Deals 5...41...50 lightning damage to target foe. Deals 50% more damage and recharges 80% faster if target foe is attacking, Chilled or hexed with Water Magic. 25% armor penetration.

5 Energy¾ Activation time7 Recharge time Touch Spell. Deals 15...63...75 lightning damage to target foe and foes nearby target foe. Inflicts Blind condition (1...4...5 seconds) on any foes that are attacking, Chilled or hexed with Water Magic. 25% armor penetration.

5 Energy¾ Activation time10 Recharge time Touch Spell. Deals 15...63...75 lightning damage to target foe and foes adjacent to target; any foes attacking, Chilled or hexed with Water Magic are knockdown. 25% armor penetration.

5 Energy¾ Activation time8 Recharge time Spell. Deals 15...51...60 cold damage to foes adjacent to you and target ally; any foes attacking, Chilled or hexed with Water Magic are knockdown. Cannot self-target.

5 Energy3 Activation time30 Recharge time Nature Ritual. (30...78...90 seconds.) Creates a level 1...8...10 spirit (30...126...150 second lifespan). Affects creatures in spirit range: converts elemental damage to cold damage. Creatures take 5...9...10 Cold damage each second while Chilled. Does not affect spirits.

Skills that prevent and/or remove chilled[edit]

5 Energy20 Recharge time (5...11...13 seconds.) Elite Shout. Allies in earshot gain Stability and move 33% faster. Ends when knock-down is prevented. (i.e. they lose Chilled, Crippled, and Knock down).

5 Energy30 Recharge time Stance. (8...18...20 seconds.) You gain Stability, +12...22...24 armor, and do not take extra damage from critical hits.

20 Recharge time Signet. (8...18...20 seconds.) You have +10...34...40 armor and gain Stability. You move 75% slower.

5 Energy6 Recharge time Elite Stance. (10 seconds.) You gain Stability, +12...22...24 armor, and move 25% faster. Ends when knock-down is prevented. End effect: gain 1...3...3 adrenaline and 1...6...7 Energy. -

5 Energy¼ Activation time12 Recharge time Enchantment Spell. (3...7...8 seconds.) Grants Stability. Cannot self-target.

5 Energy¼ Activation time5 Recharge time Elite Enchantment Spell. (5...9...10 seconds.) Grants Stability. Ends when knock-down is prevented. End effect: Deals 15...63...75 holy damage and causes knockdown 2...4...4.

5 Energy1 Activation time5 Recharge time Enchantment Spell. (5...10...11 seconds.) Gain Stability and move 33% faster. End effect: you are Crippled (3 seconds).

10 Energy1 Activation time12 Recharge time Ward Spell. (3...9...10 seconds.) Allies in this ward gain Stability and +12...22...24 armor against physical damage. Allied spirits are not affected. -

5 Energy4 Recharge time Shout. (5...13...15 seconds.) Grants Stability. Cannot self-target. Ends when knock-down is prevented. End effect: deals 15...63...75 damage to all foes near target ally.

10 Energy20 Recharge time Shout. (5...17...20 seconds.) Party members in earshot gain +24 armor and Stability. No effect when moving.

5 Energy10 Recharge time Flash Enchantment Spell. (2...5...6 seconds.) You have Stability and move 25% faster. Ends when knock-down is prevented.

10 Energy15 Recharge time Flash Enchantment Spell. (5...17...20 seconds.) Gain Stability and your attacks on moving foes also Cripple them (2...8...9 seconds). Ends after you apply Cripple 1...3...3 time[s]. Initial Effect: lose 1 condition. -

5 Energy20 Recharge time Shout. (3...5 seconds.) Grants Stability; affects party members within earshot.

5 Energy30 Recharge time Shout. (16...20 seconds.) You have +24 armor and gain Stability.

5 Energy30 Recharge time Flash Enchantment Spell. (24...30 seconds.) Your stances last 55...100% longer and gain Stability while moving.

1 Activation time60 Recharge time Enchantment Spell. (10 seconds.) You gain Stability, you are immune to conditions, and you take no damage. Ends if you move.

Skills that specifically mimic chilled[edit]

See also: Snare (tactic)

10 Energy1 Activation time8 Recharge time Hex Spell. Target foe moves 66% slower and skills recharge 33% slower (1...4...5 second[s]). Initial effect: Deals 20...68...80 cold damage if target foe is Chilled or hexed with Water Magic. Lasts twice as long if target foe is moving.

15 Energy1 Activation time10 Recharge time Hex Spell. Hexes foes nearby target ally and you (3...7...8 seconds). These foes move 66% slower and skills recharge 33% slower. Initial effect: deals 10...70...85 cold damage to these foes. Cannot self-target.

15 EnergyActivation time10 Recharge time Hex Spell. Also hexes foes adjacent to target (2...5...6 seconds). These foes move 66% slower and skills recharge 33% slower. Initial effect: deals 20...68...80 cold damage.