List of skill anomalies

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[edit] Notes on general skill behavior

  • If one skill would cause an effect and another skill would prevent that effect, the prevention effect takes precedence.
  • Skill effects which take place every second or every X seconds always take place at the end of each interval. For example Symbol of Wrath damages foes 1, 2, 3, 4 and 5 seconds after activation, while Meteor Shower knocks down and damages foes 3, 6, and 9 seconds after activation.
  • A character may only be under the effect of one Weapon Spell, one Stance, one Preparation and one Glyph at a time. If a new Weapon Spell, Stance, Preparation or Glyph is applied, it overwrites the old one.
  • A character does not need to equip a weapon to benefit from a Weapon Spell.
  • Whenever a Nature Ritual is successfully completed, if there are any spirits of the same type within range, they will be killed.
  • Whenever a Binding Ritual is successfully completed, if there are any allied spirits of the same type within range, they will be killed.
  • Pet Attacks work by applying a buff to your pet, which is triggered by the pet's next attack and then ends. A pet can only have one Pet Attack buff at a time, a new buff will overwrite the old one. They will trigger effects dependent on activating attack skills, such as Anthem of Fury or Zealous Anthem, but because neither the ranger nor the pet is directly attacking with an attack skill, they will not trigger effects dependent on hitting or attacking with attack skills, such as Defensive Anthem.
  • Resurrection skills will not work on non-fleshy creatures, such as Djinn.
  • If a skill has an effect which can trigger X times, the skill will end after the last triggering is used up.
  • If a skill is removed from your skill bar entirely between the time a character began using it and the end of its activation time, you will receive the message "That skill is still recharging."
  • Due to technical limitations, all attack skills with 0.5 ½ second activation times actually have 0.25 ¼ second activation times and 0.25 ¼ second aftercast delays.

[edit] Warrior

  • Dwarven Battle Stance Dwarven Battle Stance: Although this skill does improve the attack speed of all weapons, the skill's description does not mention that it can only be activated while wielding a hammer.

[edit] Ranger

  • Bow Attack skills have a chance of not activating on bridges or stairs and on some inclines and overpasses.
  • Spike Trap Spike Trap deals damage that is neither physical nor elemental.
  • Whirling Defense Whirling Defense's damage is armor ignoring and cannot be turned into fire damage by means of Greater Conflagration.

[edit] Monk

[edit] Necromancer

Contrary to their descriptions, these are non-projectile spells with standard spell range. They affect the target foe 1 second after the spell is completed, a second foe in the area of the primary target 2 seconds after the spell is completed and a third foe in the area of the primary target 3 seconds after the spell is completed.
  • Aura of the Lich Aura of the Lich: If you reapply Aura of the Lich before it ends, the healing effect will trigger when it would have ended if you hadn't reapplied it.

[edit] Mesmer

  • Echo Echo: This skill cannot be used to copy Signet of Capture.
  • Illusionary Weaponry Illusionary Weaponry: 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.
  • Signet of Illusions Signet of Illusions: While this skill is active, spells ignore +1 Illusion Magic procs. Signet of Illusions also affects spells with linked titles, see the skill's article for details.
  • Signet of Humility Signet of Humility: If the target foe has more than one elite skill, they are all disabled.
  • Web of Disruption Web of Disruption: Neither of the two interruptions can be used to interrupt attacks, and the first sentence of the description does not state what exactly becomes interrupted.

[edit] Elementalist

  • Glyph of Elemental Power Glyph of Elemental Power: Although the behavior is consistent with the description, it is worth noting that this Glyph does not count non-Spell Elemental Skills (i.e. Lightning Touch), when counting towards the "next 10 Spells", but the non-Spell Elemental Skills will benefit from the +2 to Elemental attributes.
  • Glyph of Sacrifice Glyph of Sacrifice: Despite the description saying that the next spell casts instantly, a better description would be very quickly as it can still be interrupted.
  • Phoenix Phoenix: No blast radius is specified for the projectile's explosion, which has a radius of adjacent.
  • Savannah Heat Savannah Heat: This spell actually inflicts 5...17...20 fire damage for each second the spell has been in effect, starting at the end of the first second.
  • Stone Striker Stone Striker: In addition to converting both elemental and physical damage from attacks and spells, this skill also appears to convert at least some non-elemental, non-physical damage from attacks.
  • Rust Rust: Despite the unconditional damage, heroes will not use this skill against foes who do not have signets, even if it is the only skill available on their skillbar.

[edit] Assassin

  • Scorpion Wire Scorpion Wire: Instead of being teleported, you will shadow step to target foe.
  • Return Return: Instead of being teleported, you will shadow step to target ally.
  • Shattering Assault Shattering Assault: Attacks with this skill use the skill's listed damage in place of base weapon damage. This damage is affected by Dagger Mastery, critical hits, armor penetration, inscription and inscription-equivalent weapon damage bonuses and the target's armor, but does not benefit from the customization damage bonus.

[edit] Ritualist

  • Shadowsong Shadowsong: This skill's description does not mention that the spirit's attacks inflict 5..17..20 damage in addition to inflicting Blindness.
  • Spirit Channeling Spirit Channeling: Upon ending, this skill heals 100 health for every spirit within range.

[edit] Paragon

Contrary to their descriptions, the above skills affect all allies within earshot rather than only affecting party members as their descriptions indicate.
Contrary to their descriptions, the above skills affect the next attack made with an attack skill by each party member (or, in the cases of Anthem of Envy and Crippling Anthem, each ally). If an attack skill involves more than one attack, only the first attack will benefit. Since pet attacks work by applying a buff to the pet which is triggered by the pet's next attack, with neither the ranger nor the pet attacking directly with a skill, they are also unaffected. Because bears' Brutal Mauling skill is used by them directly, it will trigger them.
Unlike most instant activation skills, these skills cannot be activated in the middle of another action and have aftercast delay.
  • Energizing Chorus Energizing Chorus: Because this chant reduces cost at the beginning of skill activation and doesn't end until activation is completed, using a Shout in the middle of a Chant's activation will allow both skills to benefit from this Chant.
  • Focused Anger Focused Anger: Adrenaline gain multipliers are capped at 100%, so any additional adrenaline gain from this skill beyond 100% will have no effect unless some other effect, such as Soothing, reduces adrenaline gain.

[edit] Dervish

[edit] Common skills

  • Resurrection Signet Resurrection Signet: When used against an invalid target, this skill incorrectly gives the "Invalid spell target." message rather than the generic "Invalid target." message.
  • Signet of Capture Signet of Capture: Although the description says "nearby", the actual range of this skill is significantly larger than earshot. Furthermore, Signet of Capture cannot be used to capture the elite skills of some bosses in Istan, which is believed to be related to boss level.

[edit] Disguise skills

[edit] Junundu skills

  • Leave Junundu Leave Junundu: This skill actually takes significantly longer to activate than its listed 1/4 second activation time. The progress bar will fill up in the listed quarter second activation time, however it will flash on the activation bar for several seconds as the Junundu spits out the player.

[edit] Rollerbeetle Racing skills

The descriptions of the above skills omit the fact that they can only be recharged by reaching a checkpoint.
The descriptions of the above skills omit the facts that these skills are not charged by default, and can only be charged by touching a bonus power box, which randomly charges one of them.
  • Ram Ram: This skill has the undocumented effect of providing a brief speed boost, hence the name "Ram".



[edit] Celestial skills

  • Although it is omitted from their descriptions, Celestial skills cannot be recharged by anything other than Morale Boosts.
  • Celestial Storm Celestial Storm says that it strikes for 40 damage per second. The skill actually strikes for 40 damage four times every second, in effect striking for 160 damage per second. Additionally, the skill description suggests that the damage is armor ignoring, when, in fact, it is reduced by armor. Exactly 1 pulse per second inflicts Lightning damage, exactly 1 pulse per second inflicts Cold damage, and some of the pulses inflict Fire damage, the other pulses inflict unknown types of Elemental damage, presumedly Earth damage.
  • Celestial Summoning Celestial Summoning: This skill will not queue properly.

[edit] Blessings

The descriptions of these blessings omit the boss bonus. Killing a boss yields 50, 100, 150, 200, 250 or 300 bonus reputation depending on kills.

[edit] Mission-specific skills

  • Vial of Purified Water Vial of Purified Water: Although the description does not mention it, this spell fires a projectile which inflicts 50 damage if it hits.

[edit] Monster skills

The above skills have an undocumented effect which prevents them from being disabled.
These skills have an undocumented effect which sometimes prevents them from being interrupted, the exact mechanics of this effect is unknown.
  • Enchantment Collapse Enchantment Collapse: Rather than only triggering the next time the target loses an enchantment, this hex triggers every time the target foe loses an enchantment, lasting until it is removed.
  • Juggernaut Toss: This skill has the undocumented effect of bypassing knockdown immunity. And it will sometimes be cast at wand range.
  • Splinter Mine: This effect inflicts Bleeding rather than Burning, and inflicts 0 damage.
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