Talk:Recall

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whats the difference between an ally and an other ally? i find this confusing.and how long does recall last? if it takes affect when it ends, it would be nice to have an idea how long that is.

"Other ally" means you can't target yourself. This is a maintained enchantment, so it ends either when you stop maintaining it or something else takes an enchantment off you.--Fourth Horseman 12:47, 7 November 2007 (UTC)

Description Wrong?[edit]

That description looks very wrong...Dancing Gnome 01:44, 9 November 2007 (UTC)

Go on...82.36.244.186 19:07, 9 November 2007 (UTC)
See Nov. 8th update...they nerfed dual recall running, to an extent. Calor - talk 19:34, 9 November 2007 (UTC)

Nerf...sorta...[edit]

Ok, so I have a question here. I do have/had an account, somewhere, but i'm not on enough to merit it so it probably got deleted. Anyway. I saw the nerfs to this skill and...well i like shadowsteppin to escape. And as it is, that's hard to do. So why not change the way it's being balance? A much better way, in my humble opinion, would be to add a 50% failure with Shadow Arts, say, 5 or less. Maybe just 4 so you can't have a 12/12/3 attribute split. Or, slightly less logically, the same but 50%/5 in Critical Strikes? Less logically because...why should a shadow step depend on Critical Strikes? I don't know, but it would make it incredibly unreliable for anything other than a primary Assassin to use. The point of assassins, to quote Izzy from somewhere, is to "get in, spike their hearts out, and get out." This change would preserve that purpose, this skill, and nerf those annoying split sin teams that you just can't kill because they're NEVER WHERE THEY SHOULD BE. Yeah i'm one of them and i love it, but i have Monks doing the same thing. As such this would be a nerf of the best kind: One that for some people could be a buff. It might allow some of the other disadvantages of this skill to be addressed, such as the 10 second disable. Also, and almost most importantly, the failure would occur when trying to shadow step out, not when casting. So if it fails you're stuck in harms way. Sorry for that wall of text... <3 71.139.1.234 04:24, 8 what is the range of this skill? January 2008 (UTC)

Tested it lately.. range is entire "radar".. pinned hero and set him as target.. walked to other end.. almost entirely off radar, worked fine. Foxfire 07:06, 21 July 2011 (UTC)
Bond range is actually a little larger then radar is.
Compass and visual range are the same. But the dots in the radar won't appear until you get closer. I assume it's the UI graphics, covering the border of the actual radar with its frame (has anyone tested if they can see under the 'frame' of the radar with texmod?). In any case, the range for maintained enchantments and Essence bond and skills that affect party members is the same. You can try with NPCs like heroes or stationary neutral allies in some big open place where you can see in direct line. When walking backwards to see them, after they disappear behind the border of the radar, it still takes a bit until recall is cancelled. Step back a little more, and about the same time the NPC would disappear for being too far, recall is cancelled too. MithUser MithranArkanere Star.pngTalk 19:17, 7 April 2012 (UTC)

Notes[edit]

I don't get the notes section, everything seems to contradict itself. First it can't be cast on yourself despite the wording, then heroes suddenly will cast it on themselves regardless of the laws of magic in Guild Wars? And in what way is using Recall and Rebirth helpful? Rebirth drains all your energy, causing you to teleport to the dead person who is right beside you because the enchantment failed when you lost all your energy. Or if the enchantment wears off upon death, you are now in the middle of a fight with disabled skills because you left recall on your ally. I just don't get the logic at all. Silavor UserSilavorSigIcon.png 06:30, 26 April 2008 (UTC)

The rebirth combo works like this, Cast Recall on somone well away from the trouble, go into danger and cast rebirth on the fallen comrade. Once rebirth completes there's a small time before the body is teleported to your location, if you cancel recall in this time you can also get the newly resurrected comrade to appear next to your original recall target along with you. --Ckal Ktak 21:16, 26 April 2008 (UTC)
With the update on October 9, 2008 shortening the delay before the target is revived, does this still work? -Binary 03:22, 17 November 2008 (UTC)
If the Rebirth/Recall combo still works, I would like to suggest a clarification. "This skill can be well used in a resurrection combo. By using Rebirth, Recall on a secoend ally, and the correct timing, a dead ally can be resurrected and shadow stepped to safety." Oma 17:52, 11 December 2008 (UTC)

Notes need clarification. "A correct timing" is not descriptive at all. Elephant 14:12, 24 February 2009 (UTC)

Anomaly[edit]

The anomaly note makes no sense. Does this enchantment end when that ally dies or moves out of compass range? The note below condradicts this. If it does not, then it works exactly like all other enchantments that target a foe/ally and applied to you. <>Sparky, the Tainted 19:47, 4 August 2009 (UTC)

You cannot maintain multiple copies of Recall.[edit]

I say this needs removing, as everyone knows you can't be enchanted with the same skill twice, even if they're doing different things. --Ckal Ktak Technobabble.jpg 19:09, 13 September 2009 (UTC)

This skill enchants the target other ally. Think of Holy Veil, you can enchant as many allies you like (up to the upkeep cap) and cancel each one whenever you like. From the description, this skill should work just in the same way but it doesn't, hence the tag.-- Talk to me Beren (Talk | contribs) 11:36, 2 October 2009 (UTC)
You maintain it on yourself. ---Chaos- 13:01, 2 October 2009 (UTC)
What he said. --Ckal Ktak Technobabble.jpg 18:23, 2 October 2009 (UTC)

Related skill[edit]

Return? 24.1.158.164 00:17, 19 September 2009 (UTC)

Both shadow step you to allies, but no. ---Chaos- 21:27, 19 September 2009 (UTC)

Anyone else noticed this?[edit]

That if another character has you bonded, and you have Recall on him. When he/you gets out of compass range, recall activates first no matter what, leaving the character that casted Recall with all the bonds on him. So either Recall has a slightly smaller 'break' range or it's an anomaly.--Cosmitz 19:33, 8 October 2009 (UTC)

Or then it triggers before other bonds go off. ---Chaos- (talk) -- 19:35, 8 October 2009 (UTC)