Talk:Eremite's Zeal

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This skill requires you to loose an enchant in order to get the skill effect. Even though it does not say, if you lost an enchant in this way... Halogod35 03:56, 15 May 2008 (UTC)

Please sign your comments. — Eloc 02:43, 19 February 2008 (UTC)
The concise description states that the removal needs to occur for the energy gain to happen...Would this be worth stating as an anomoly? RitualRitualistDoll 07:07, 9 August 2008 (UTC)
Asking the same question and attention,Does it need to be noted as anomaly?--Wealedout 17:42, 23 September 2008 (UTC)
There. -- Halogod35 User Halogod35 Sig.jpg 19:15, 19 April 2009 (UTC)

idk if it was fixed or u just missed sumtin but... Spell. Lose 1 enchantment. If an enchantment was removed in this way, you gain 1...5...6 Energy for each adjacent foe (maximum 15 Energy). Concise description Spell. Remove one of your enchantments. Removal effect: you gain 1...5...6 Energy (maximum 15) for each adjacent foe. i see no problem w/ descriptions ;) --Fallen Scythe 15:44, 3 April 2010 (UTC)

The only problem with the description is that the consice one makes it sound like it's capped at 15 energy per enemy, not 15 energy total, but whatever. Widowmaker 23:20, 13 October 2010 (UTC)

Dervish Update:[edit]

After the update, this skill is not used by heroes 72.70.244.125 01:30, 20 February 2011 (UTC)

Nope, heroes use it. Tested it just now, and even heroes with derv secondaries use this. Shadow Knight 22:05, 19 March 2011 (UTC)
Did some testing. Heroes don't use it unless enchanted, as per the old functionality. However, they do take the new range (earshot) into account instead of the old adjacent range. They use it when their energy has dropped to 50 % and at least one foe is within earshot. --94.254.109.238 21:21, 15 April 2021 (UTC)