Talk:Recall
From Guild Wars Wiki
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)
[edit] Description Wrong?
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)
[edit] Nerf...sorta...
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 January 2008 (UTC)
[edit] Notes
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
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)

