Feedback:User/Falconeye/Well Spells
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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. (This suggestion is not yet complete) |
Well Spells | |
---|---|
User | Falconeye |
Categories | Skill feedback → Necromancer → Other |
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
- See: Mora's Feedback
Soul Reaping[edit]
- Blood Magic
- Well Spell. Initial effect: Inflicts Deep Wound (5...9...10 seconds) to target and adjacent foes. Area of effect: Creates a Well (8...18...20 seconds) that applies +1...5...6 Health regeneration and 0...2...2 Energy regeneration. You don't sacrifice Health if you are within earshot of a fresh corpse.
Blood Magic[edit]
- Blood Magic
- 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
- 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
- Well Spell. Initial effect: Inflicts Crippled (5...9...10 seconds) to target and adjacent foes. Area of effect: Creates a Well (10...26...30 seconds). Inflicts Cracked Armor (5...17...20 seconds) to any foe that takes physical damage. You don't sacrifice Health if you are within earshot of a fresh corpse.
- Curse Magic
- Well Spell. Initial effect: Inflicts Dazed (1...4...5 seconds) to target and adjacent foes. Area of effect: Creates a Well (10...26...30 seconds). Foes in this well cannot use shouts and chants and have -1...3...4 Health degeneration. You don't sacrifice Health if you are within earshot of a fresh corpse.
- Curse Magic
- Well Spell. Initial effect: Inflicts Weakness (5...17...20 seconds) to target and adjacent foes. Area of effect: Creates a Well (10...42...50 seconds) that causes -1 Energy degeneration. You don't sacrifice Health if you are within earshot of a fresh corpse.
- Curse Magic
- Well Spell Initial effect: Inflicts Poison (5...17...20 seconds) to target and adjacent foes. Area of effect: Creates a Well (10...26...30 seconds) that causes -1...3...3 Health degeneration. You don't sacrifice Health if you are within earshot of a fresh corpse.
Death Magic[edit]
- Death Magic
- 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
- See: Mora's Feedback
Soul Reaping[edit]
- Blood Magic
- Well Spell. Allies in this well have +0...2...2 Energy regeneration. These allies are immuned to Disease and gain 1...3...4 Energy whenever they sacrifice Health. End effect: inflicts Deep Wound condition (5...9...10 seconds) to foes in the area. You have -15 Health degeneration unless earshot of a fresh corpse.
Blood Magic[edit]
- Blood Magic
- Well Spell. Allies in this well have +1...5...6 Health regeneration and gain 5...17...20 Health when they hit a foe. End effect: inflicts Bleeding condition (5...13...15 seconds) to foes in the area. You have -15 Health degeneration unless earshot of a fresh corpse.
Curse Magic[edit]
- Curse Magic
- 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
- Well Spell. Foes in this well have -20 armor and move 20...44...50% slower. End effect: inflicts Cracked Armor and Crippled condition (5...9...10 seconds) to foes in the area. You have -15 Health degeneration unless earshot of a fresh corpse.
- Curse Magic
- 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
- Well Spell. Foes in this well have -1 Energy degeneration and deal 20...44...50% less damage with attacks. End effect: inflicts Weakness condition (5...9...10 seconds) to foes in the area. You have -15 Health degeneration unless earshot of a fresh corpse.
- Curse Magic
- Well Spell Foes in this well have -1...3...3 Health degeneration and are poisoned (5...9...10 seconds) whenever they take cold damage. End effect: inflicts Poison condition (5...9...10 seconds) to foes in the area. You have -15 Health degeneration unless earshot of a fresh corpse.
Death Magic[edit]
- Death Magic
- 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
- See: Mora's Feedback
Soul Reaping[edit]
- Signet of Suffering (-PvE-)
- Soul Reaping
- -=OR=-
- Signet of Suffering (-PvE-)
- Soul Reaping
- Elite Signet. Create the next 3...7...8 Well of [Name] at your location. Initial effect: Deals 5...41...50 to nearby foes. You do not sacrifice Health if there is a fresh corpse to exploit.
Blood Magic[edit]
- Blood Magic
- Well Spell. (8...18...20 seconds.) Allies in this well have +1...5...6 Health regeneration and gain 5...17...20 Health when they hit a foe. End effect: inflicts Bleeding condition (5...13...15 seconds) to foes in the area. Exploits a fresh corpse.
- Blood Magic
- Well Spell. (8...18...20 seconds.) Allies in this well have +1...5...6 Health regeneration and +2 Energy regeneration. These allies are healed for 20...84...100 Health whenever an ally sacrifices health. End effect: inflicts Deep Wound condition (5...9...10 seconds) to foes in the area. Exploits a fresh corpse.
Curse Magic[edit]
- Curse Magic
- Well Spell. (5...41...50 seconds.) Enchanted and Hexed foes in this well have 50% chance to miss and 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. Exploits a fresh corpse.
- Curse Magic
- Well Spell. (5...25...30 seconds.) Inflicts Cracked Armor and Crippled condition (5...9...10 seconds) to any foe in the well that takes physical damage or deals physical damage. End effect: inflicts Cracked Armor and Crippled condition (5...9...10 seconds) to foes in the area. Exploits a fresh corpse.
- Curse Magic
- 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
- Well Spell. (10...46...55 seconds.) Foes in this well have -1 Energy degeneration, deal 66% less damage with attacks, and their attributes are reduced by 1. End effect: inflicts Weakness condition (5...9...10 seconds) to foes in the area. Exploits a fresh corpse.
- Curse Magic
- Well Spell (10...26...30 seconds.) Foes in this well have -1...5...6 Health degeneration and are poisoned (5...9...10 seconds) whenever they take cold damage. End effect: inflicts Poison condition (5...9...10 seconds) to foes in the area. Exploits a fresh corpse.
Death Magic[edit]
- Death Magic
- 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.