Illusionary Weaponry

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Elite Enchantment Spell. For 30 seconds, you deal no damage in melee, but whenever you attack in melee, target foe takes 8...34...40 damage.

Concise description

Elite Enchantment Spell. (30 seconds.) You deal no damage in melee, but target foe takes 8...34...40 damage whenever you attack in melee.

Progression
0
8
1
10
2
12
3
14
4
17
5
19
6
21
7
23
8
25
9
27
10
29
11
31
12
34
13
36
14
38
15
40
16
42
17
44
18
46
19
49
20
51
21
53

Contents

[edit] Acquisition

Signet of Capture

[edit] Notes

  • The damage taken by the foe is armor-ignoring.
  • You will not gain adrenaline if using this skill while wielding a melee weapon.
  • As it is the enchantment causing the foe to take damage and not the weapon itself, the character may wield a melee weapon of any attribute requirement without the enchantment damage being reduced.
  • Daggers do not work quite as effectively as one might imagine as it has the same base attack speed as axes and swords, however it disables the use of an offhand, and double attack is only very effective as it scales with dagger mastery.
  • "Attack in melee" only requires you to swing your weapon at your target to inflict the damage, therefore blindness, missing and blocking skills cannot prevent the damage being inflicted.
  • The damage suffered by the foe is not reduced by skills such as Flurry, as it is the enchantment and not the weapon that is the damage source.
  • This attack will not end skills that require a successful attack (such as Dark Escape or Feigned Neutrality).
  • This attack will trigger skills that require an attack (such as Empathy or Clumsiness).
  • Vampiric and zealous weapon mods do not work with Illusionary Weaponry.
  • Striking a foe that is enchanted with Rending Aura will not cause Illusionary Weaponry to be removed.
  • This is one of the few skills that can damage invulnerable foes (such as the Base Defender), though this requires an indirect attack such as Cyclone Axe.
  • This skill damages foes under the effects of skills such as Shadow Form and Mist Form.
  • Using dual attacks (e.g. Exhausting Assault) without meeting their prerequisite will not trigger Illusionary Weaponry.
  • Monster skill Turtle Shell is able to reduce this damage, for example, by 23 for level 23 Kappa.
  • Non-damage effects of melee attacks, such as inflicting conditions or gaining energy, are disabled while Illusionary Weaponry lasts, and you cannot score a critical hit.
Anomaly Anomaly.
In addition to preventing damage, melee attacks made while under the effects of Illusionary Weaponry are not considered to hit, miss or fail to hit.

[edit] Trivia

[edit] See also

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