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Ward spell
| Ward spell | |
|---|---|
| Number of skills | 14 |
| Elite skills | 2 |
| Supertype | Spell |
| Subtype | None |
“Elementalists can cast wards, which create a protected area around themselves and their allies. These wards have varying effects depending on which spell an Elementalist casts, including: increased protection from elemental damage, increased ability to evade melee attacks, and causing all enemies to move slower while within the ward. When an ally casts a ward, stay within its radius to gain the benefit of its protection. On the other hand, you will notice that when an enemy casts a ward, it is more difficult to defeat that enemy while it remains within the ward's radius.
“A ward is a spell that affects a stationary area. Wards can have many different types of effect but are always defensive in nature.
— Kadirah, Expert Elementalist
Skill Type. A Ward spell is a type of spell that creates a long lasting, magical, area of effect centered at the caster's original position. The ward is visible as a glowing ring. In PvE, the color of the ring is red; in PvP, it is the color of the team. Elementalist wards provide protection or support for allies while other wards cause other effects as well.
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[edit] Characteristics
- Self-targeting and rangeless; the effect always appears at the caster's initial location.
- The area of effect is in the area.
- Always have an effect while active; some also have an end effect.
- Affects either allies or foes, never both.
- Like all spells, they
- Require energy.
- Have both an activation and recharge time.
- Suffer a ¾ second aftercast delay.
[edit] Notes
- Since wards cannot be removed once they take effect, they are more reliable than hexes and enchantments when engaged in a hold-the-line type of stationary battles.
- Most wards are connected to the Elementalist's Earth magic attribute. There is one Fire Magic ward, one Water Magic ward, and several Guild Wars Eye of the North PvE-only wards based on titles.
[edit] List of ward spells
| Icon | Name | Description | |
|
|
Prof. | Attribute | Campaign | ||
|---|---|---|---|---|---|---|---|---|---|---|
|
Ward Spell. (5 seconds.) Heals all allies in its area for 25 each second. End effect: heals for 100. | 15 |
1 |
10 |
|
Bonus Mission Pack | ||||
|
Ward Spell. (14...20 seconds.) Allies in this ward have +24 armor and +24 more armor against Charr. Spirits are unaffected. | 10 |
1 |
20 |
|
Ebon Vanguard rank | Eye of the North | |||
|
Ward Spell. (14...20 seconds.) Allies in this ward deal +8...15 damage and +7...10 more damage against Charr. Spirits are unaffected. | 10 |
1 |
20 |
|
Ebon Vanguard rank | Eye of the North | |||
|
Ward Spell. (14...20 seconds.) Spells that allies in this ward cast have a 44...60% chance to recharge 50% faster. Spirits are unaffected. | 10 |
1 |
20 |
|
Ebon Vanguard rank | Eye of the North | |||
|
Ward Spell. (20 seconds.) Allies in this ward deal +15 damage and have +24 more armor. Spirits are unaffected. | 10 |
1 |
20 |
|
Prophecies | ||||
|
Ward Spell. (5 seconds.) Causes -4...6 Health degeneration to foes in the area. End effect: inflicts Disease condition (12...20 seconds) to foes in the area. | 15 |
2 |
12 |
|
Asura rank | Eye of the North | |||
|
Ward Spell. (10...14...15 seconds.) Causes -2...4...5 health [sic] degeneration. Weakened foes in the ward attack 33% slower. Disabled for 20 seconds. | 15 |
1 |
20 |
|
Fire Magic | Factions | |||
|
Ward Spell. (8...18...20 seconds.) Allies in this ward have +24 armor against elemental damage. Spirits are unaffected. | 15 |
1 |
20 |
|
|
Earth Magic | Prophecies | ||
|
Ward Spell. (8...18...20 seconds.) Foes in this ward move 50% slower. | 15 |
1 |
20 |
|
|
Earth Magic | Core | ||
|
Elite Ward Spell. (5...13...15 seconds.) Allies in this ward have +1...3...3 Health regeneration, +12...22...24 armor, and +12...22...24 additional armor against elemental damage. Spirits are unaffected. This spell is disabled for 20 seconds. | 15 |
1 |
20 |
|
Water Magic | Prophecies | |||
|
Elite Ward Spell. (5...13...15 seconds.) Allies in this ward have +1...3...3 Health regeneration, +12...22...24 armor, and +12...22...24 additional armor against elemental damage. Spirits are unaffected. This spell is disabled for 30 seconds. | 15 |
1 |
30 |
|
Water Magic | Prophecies | |||
|
Ward Spell. (5...17...20 seconds.) Allies in this ward have a 50% chance to block melee attacks. Allied spirits are not affected. | 15 |
1 |
30 |
|
|
Earth Magic | Core | ||
|
Ward Spell. (10...22...25 seconds.) Allies in this ward cannot be knocked-down. Allied spirits are not affected. | 10 |
1 |
30 |
|
Earth Magic | Factions | |||
|
Ward Spell. (5...17...20 seconds). Inflicts Weakened condition (5...17...20 seconds) to any foes that take elemental damage in this ward. | 10 |
1 |
20 |
|
Earth Magic | Eye of the North |
[edit] Trivia
- Despite Kadirah's assertion (above), after the introduction of other wards in Eye of the North and the September 13th 2012 update, ward spells are no longer entirely defensive in nature.













