List of skill anomalies
From Guild Wars Wiki
 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 that 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 that 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."
- Most skills trigger their effect at the end of the activation time, but attack skills cause their effect halfway through like ordinary weapon swings. This is important for attack skills that override the normal attack rate of a weapon: for instance, Hunter's Shot has a listed activation time of 1 second, but fires the arrow after 0.5 second (and displays an 0.5-second windup in the skill windup bar).
- Contrary to their descriptions, the following four 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.
 Common skills
- Resurrection Signet: When used against an invalid target, this skill incorrectly gives the "Invalid spell target." message rather than the generic "Invalid target." message.
- 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.
 Rollerbeetle Racing skills
- The descriptions of the following three skills omit the fact that they can only be recharged by reaching a checkpoint.
- The descriptions of the following five skills omit the fact 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.
- Although it is omitted from their descriptions, Celestial skills cannot be recharged by anything other than Morale Boosts.
- 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.
 Monster skills
- The following two skills have an undocumented effect that sometimes prevents them from being interrupted, the exact mechanics of this effect is unknown.
- 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.