Feedback:User/Falconeye/Well Spells

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Info-Logo.png Note: Corpse Exploitation is slowly becoming an -obselete function-. When corpse exploit skills are used, it usually means corpses are plentiful -- enough for Animate spells to be more efficient. In low exploitable areas (which usually means constructs, elementals, and undead) there are often more effective builds to use.
(This suggestion is not yet complete)



See Also[edit]

See: Anti-Summon & Summoning
See: Mora's Feedback

Well Spells 2.5 : Tear Gas-style[edit]

Soul Reaping reduces the amount of health you sacrifice by reducing your maximum health, and grants Energy whenever you sacrifice Health.
For every 2 ranks of Soul Reaping, you gain 1 Energy whenever a non-Spirit creature near you dies.

— Wells 2.5

Progression
Sacrifice % reduction*
0
0
0
0
1
4
0
0
2
8
0
1
3
12
1
1
4
16
1
2
5
20
1
2
6
24
1
3
7
28
1
3
8
32
2
4
9
36
2
4
10
40
2
5
11
44
2
5
12
48
2
6
13
52
3
6
14
56
3
7
15
60
3
7
16
64
3
7
17
68
3
8
18
72
4
8
19
76
4
9
20
80
4
9
21
84
4
10
  • At level 15, Soul Reaping alters your effective maximum health as if suffering from maximum Death Penalty.
See: Tear Gas Tear Gas
See: Mora's Feedback



Soul Reaping[edit]


Blood Magic

50% Sacrifice1 Energy1 Activation time15 Recharge time


Blood Magic[edit]


Blood Magic

50% Sacrifice1 Energy1 Activation time10 Recharge time

  • Well Spell. Initial effect: Steals 5...41...50 Health from target and adjacent foes. Area of effect: Creates a Well (8...18...20 seconds) that applies bleeding (5...25...30 seconds). You don't sacrifice Health if you are within earshot of a fresh corpse.


Curse Magic[edit]


Curse Magic

50% Sacrifice1 Energy1 Activation time20 Recharge time

  • Well Spell. Initial effect: Inflicts Blindness (5...9...10 seconds) to target and adjacent foes. Area of effect: Creates a Well (10...42...50 seconds). Hexed foes have 50% chance to miss. You don't sacrifice Health if you are within earshot of a fresh corpse.


Curse Magic

50% Sacrifice1 Energy1 Activation time20 Recharge time


Curse Magic

50% Sacrifice1 Energy1 Activation time20 Recharge time


Curse Magic

50% Sacrifice1 Energy1 Activation time5 Recharge time


Curse Magic

50% Sacrifice1 Energy1 Activation time10 Recharge time


Death Magic[edit]


Death Magic

50% Sacrifice1 Energy1 Activation time10 Recharge time

  • Well Spell. Initial effect: Inflicts Disease (5...17...20 seconds) to target and adjacent foes. Area of effect: Creates a Well (8...18...20 seconds) that removes all enchantments and cannot be the target of further enchantments. You don't sacrifice Health if you are within earshot of a fresh corpse.



Well Spells 2.0 : Holiday Blues-style[edit]

Soul Reaping reduces your well spells Health regeneration and grants you Energy whenever they sacrifice Health.
For each point of Soul Reaping, you gain 1 Energy whenever a non-Spirit creature near you dies. You may only gain Energy in this way 3 times every 15 seconds.

— Wells 2.0

Progression
Maximum every 15 seconds
0
15
0
0
0
1
15
0
1
3
2
14
0
2
6
3
14
1
3
9
4
13
1
4
12
5
13
1
5
15
6
12
1
6
18
7
12
1
7
21
8
11
2
8
24
9
11
2
9
27
10
10
2
10
30
11
10
2
11
33
12
9
2
12
36
13
9
3
13
39
14
8
3
14
42
15
8
3
15
45
16
8
3
16
48
17
7
3
17
51
18
7
4
18
54
19
6
4
19
57
20
6
4
20
60
21
5
4
21
63


See: Holiday Blues Holiday Blues
See: Mora's Feedback


Soul Reaping[edit]

Blood Magic

-1 Upkeep10 Energy1 Activation time20 Recharge time


Blood Magic[edit]


Blood Magic

-1 Upkeep10 Energy1 Activation time20 Recharge time


Curse Magic[edit]


Curse Magic

-1 Upkeep10 Energy1 Activation time20 Recharge time

  • Well Spell. Foes in this well have 20...44...50% chance to miss. These foes take 5...17...20 damage whenever they fail to hit. End effect: inflicts Blindness condition (5...9...10 seconds) to foes in the area. You have -15 Health degeneration unless earshot of a fresh corpse.


Curse Magic

-1 Upkeep10 Energy1 Activation time20 Recharge time


Curse Magic

-1 Upkeep10 Energy1 Activation time20 Recharge time

  • Well Spell. Foes in this well cannot use shouts and chants. Spells cast 20...44...50% slower. End effect: inflicts Daze condition (0...2...3 seconds) to foes in the area. You have -15 Health degeneration unless earshot of a fresh corpse.


Curse Magic

-1 Upkeep10 Energy1 Activation time20 Recharge time


Curse Magic

-1 Upkeep10 Energy1 Activation time20 Recharge time


Death Magic[edit]


Death Magic

-1 Upkeep10 Energy1 Activation time20 Recharge time

  • Well Spell. Foes in this well have their enchantments expire 20...44...50% faster. Inflicts Disease (5...9...10 seconds) whenever an enchantment expires. End effect: lose 0...2...2 enchantments and inflicts Disease condition (5...9...10 seconds) to foes in the area. You have -15 Health degeneration unless earshot of a fresh corpse.



Well Spells 1.5 : Radiation Field-style[edit]

Progression
Maximum every 15 seconds
0
0
0
1
1
3
2
2
6
3
3
9
4
4
12
5
5
15
6
6
18
7
7
21
8
8
24
9
9
27
10
10
30
11
11
33
12
12
36
13
13
39
14
14
42
15
15
45
16
16
48
17
17
51
18
18
54
19
19
57
20
20
60
21
21
63


See: Radiation Field Radiation Field
See: Mora's Feedback


Soul Reaping[edit]

Soul Reaping

0 Energy1 Activation time15 Recharge time

-=OR=-
Soul Reaping

50% Sacrifice1 Energy1 Activation time45 Recharge time



Blood Magic[edit]


Blood Magic

10 Energy1 Activation time2 Recharge time


Blood Magic

5 Energy1 Activation time15 Recharge time


Curse Magic[edit]


Curse Magic

10 Energy1 Activation time20 Recharge time


Curse Magic

10 Energy1 Activation time20 Recharge time


Curse Magic

10 Energy1 Activation time20 Recharge time

  • Well Spell. (10...26...30 seconds.) Foes in this well cannot use shouts and chants, are Daze (0...2...2 seconds) whenever they cast a spell, and have -1...3...4 Health degeneration. End effect: inflicts Daze condition (0...2...2 seconds) to foes in the area. Exploits a fresh corpse.


Curse Magic

5 Energy1 Activation time5 Recharge time


Curse Magic

10 Energy1 Activation time10 Recharge time


Death Magic[edit]


Death Magic

25 Energy3 Activation time10 Recharge time

  • Well Spell. (8...18...20 seconds.) Foes in this well lose all enchantments and cannot be the target of further enchantments. Inflicts Disease (5...9...10 seconds) for each enchantment lost. End effect: inflicts Disease condition (5...9...10 seconds) to foes in the area. Exploits a fresh corpse. 50% failure chance unless Death Magic 5 or more.