Feedback:User/Falconeye/Well Spells

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Info-Logo.png Note: Corpse Exploitation is slowly becoming an -obselete function-. When corpse exploit skills are used, it usually means corpses are plentiful -- enough for Animate spells to be more efficient. In low exploitable areas (which usually means constructs, elementals, and undead) there are often more effective builds to use.
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See Also[edit]

See: Anti-Summon & Summoning
See: Mora's Feedback

Well Spells 2.5 : Tear Gas-style[edit]

Soul Reaping reduces the amount of health you sacrifice by reducing your maximum health, and grants Energy whenever you sacrifice Health.
For every 2 ranks of Soul Reaping, you gain 1 Energy whenever a non-Spirit creature near you dies.

— Wells 2.5

Progression
Sacrifice % reduction*
0
0
0
0
1
4
0
0
2
8
0
1
3
12
1
1
4
16
1
2
5
20
1
2
6
24
1
3
7
28
1
3
8
32
2
4
9
36
2
4
10
40
2
5
11
44
2
5
12
48
2
6
13
52
3
6
14
56
3
7
15
60
3
7
16
64
3
7
17
68
3
8
18
72
4
8
19
76
4
9
20
80
4
9
21
84
4
10
  • At level 15, Soul Reaping alters your effective maximum health as if suffering from maximum Death Penalty.
See: Tear Gas Tear Gas
See: Mora's Feedback



Soul Reaping[edit]


Blood Magic

50% Sacrifice1 Energy1 Activation time15 Recharge time


Blood Magic[edit]


Blood Magic

50% Sacrifice1 Energy1 Activation time10 Recharge time

  • Well Spell. Initial effect: Steals 5...41...50 Health from target and adjacent foes. Area of effect: Creates a Well (8...18...20 seconds) that applies bleeding (5...25...30 seconds). You don't sacrifice Health if you are within earshot of a fresh corpse.


Curse Magic[edit]


Curse Magic

50% Sacrifice1 Energy1 Activation time20 Recharge time

  • Well Spell. Initial effect: Inflicts Blindness (5...9...10 seconds) to target and adjacent foes. Area of effect: Creates a Well (10...42...50 seconds). Hexed foes have 50% chance to miss. You don't sacrifice Health if you are within earshot of a fresh corpse.


Curse Magic

50% Sacrifice1 Energy1 Activation time20 Recharge time


Curse Magic

50% Sacrifice1 Energy1 Activation time20 Recharge time


Curse Magic

50% Sacrifice1 Energy1 Activation time5 Recharge time


Curse Magic

50% Sacrifice1 Energy1 Activation time10 Recharge time


Death Magic[edit]


Death Magic

50% Sacrifice1 Energy1 Activation time10 Recharge time

  • Well Spell. Initial effect: Inflicts Disease (5...17...20 seconds) to target and adjacent foes. Area of effect: Creates a Well (8...18...20 seconds) that removes all enchantments and cannot be the target of further enchantments. You don't sacrifice Health if you are within earshot of a fresh corpse.



Well Spells 2.0 : Holiday Blues-style[edit]

Soul Reaping reduces your well spells Health regeneration and grants you Energy whenever they sacrifice Health.
For each point of Soul Reaping, you gain 1 Energy whenever a non-Spirit creature near you dies. You may only gain Energy in this way 3 times every 15 seconds.

— Wells 2.0

Progression
Maximum every 15 seconds
0
15
0
0
0
1
15
0
1
3
2
14
0
2
6
3
14
1
3
9
4
13
1
4
12
5
13
1
5
15
6
12
1
6
18
7
12
1
7
21
8
11
2
8
24
9
11
2
9
27
10
10
2
10
30
11
10
2
11
33
12
9
2
12
36
13
9
3
13
39
14
8
3
14
42
15
8
3
15
45
16
8
3
16
48
17
7
3
17
51
18
7
4
18
54
19
6
4
19
57
20
6
4
20
60
21
5
4
21
63


See: Holiday Blues Holiday Blues
See: Mora's Feedback


Soul Reaping[edit]

Blood Magic

-1 Upkeep10 Energy1 Activation time20 Recharge time


Blood Magic[edit]


Blood Magic

-1 Upkeep10 Energy1 Activation time20 Recharge time


Curse Magic[edit]


Curse Magic

-1 Upkeep10 Energy1 Activation time20 Recharge time

  • Well Spell. Foes in this well have 20...44...50% chance to miss. These foes take 5...17...20 damage whenever they fail to hit. End effect: inflicts Blindness condition (5...9...10 seconds) to foes in the area. You have -15 Health degeneration unless earshot of a fresh corpse.


Curse Magic

-1 Upkeep10 Energy1 Activation time20 Recharge time


Curse Magic

-1 Upkeep10 Energy1 Activation time20 Recharge time

  • Well Spell. Foes in this well cannot use shouts and chants. Spells cast 20...44...50% slower. End effect: inflicts Daze condition (0...2...3 seconds) to foes in the area. You have -15 Health degeneration unless earshot of a fresh corpse.


Curse Magic

-1 Upkeep10 Energy1 Activation time20 Recharge time


Curse Magic

-1 Upkeep10 Energy1 Activation time20 Recharge time


Death Magic[edit]


Death Magic

-1 Upkeep10 Energy1 Activation time20 Recharge time

  • Well Spell. Foes in this well have their enchantments expire 20...44...50% faster. Inflicts Disease (5...9...10 seconds) whenever an enchantment expires. End effect: lose 0...2...2 enchantments and inflicts Disease condition (5...9...10 seconds) to foes in the area. You have -15 Health degeneration unless earshot of a fresh corpse.



Well Spells 1.5 : Radiation Field-style[edit]

Progression
Maximum every 15 seconds
0
0
0
1
1
3
2
2
6
3
3
9
4
4
12
5
5
15
6
6
18
7
7
21
8
8
24
9
9
27
10
10
30
11
11
33
12
12
36
13
13
39
14
14
42
15
15
45
16
16
48
17
17
51
18
18
54
19
19
57
20
20
60
21
21
63


See: Radiation Field Radiation Field
See: Mora's Feedback


Soul Reaping[edit]

Soul Reaping

0 Energy1 Activation time15 Recharge time

-=OR=-
Soul Reaping

50% Sacrifice1 Energy1 Activation time45 Recharge time



Blood Magic[edit]


Blood Magic

10 Energy1 Activation time2 Recharge time


Blood Magic

5 Energy1 Activation time15 Recharge time


Curse Magic[edit]


Curse Magic

10 Energy1 Activation time20 Recharge time


Curse Magic

10 Energy1 Activation time20 Recharge time


Curse Magic

10 Energy1 Activation time20 Recharge time

  • Well Spell. (10...26...30 seconds.) Foes in this well cannot use shouts and chants, are Daze (0...2...2 seconds) whenever they cast a spell, and have -1...3...4 Health degeneration. End effect: inflicts Daze condition (0...2...2 seconds) to foes in the area. Exploits a fresh corpse.


Curse Magic

5 Energy1 Activation time5 Recharge time


Curse Magic

10 Energy1 Activation time10 Recharge time


Death Magic[edit]


Death Magic

25 Energy3 Activation time10 Recharge time

  • Well Spell. (8...18...20 seconds.) Foes in this well lose all enchantments and cannot be the target of further enchantments. Inflicts Disease (5...9...10 seconds) for each enchantment lost. End effect: inflicts Disease condition (5...9...10 seconds) to foes in the area. Exploits a fresh corpse. 50% failure chance unless Death Magic 5 or more.