Talk:Enchantment spell

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Changed thing about classes without enchantments. Warrior doesn't have then either. - Abedeus Zealous Vow.jpg 08:59, 15 April 2007 (EDT)

Ranger as well. Fixed some language issues and changed it around so that the Enchantment's description listings is separate from other information, such as the three classes that do not have enchantments. - (Terra Xin 06:46, 27 April 2007 (EDT))
Done with related skills, it still need some reworks, especially with skills removing enchantments on self, and maybe merging some categories should make all this easier to read. --Faena 16:12, 22 August 2007 (UTC)
Should bit be added in the extrs info section about inscriptions etc that effect enchantments?--Son of Batman 10:16, 29 April 2008 (UTC)

Enchantment removing skills[edit]

Could you split this part up in Enchantment removing skills, Enchantment removing signets and Enchantment removing spells? And also add monster skills. Soulrending Shriek for example. This way you can see which are skills and which are spells. (especially handy when using Shadow Form) Sjeng 09:49, 9 June 2008 (UTC)

Upkeepless Enchantments[edit]

I don't know if this is the proper place to ask this question, but is there a page that either exists or could be made that lists all of the enchantment spells that have an indefinite time limit but do not have an upkeep? Faithful Intervention for example.Ryft Myth 16:08, 13 December 2008 (UTC)

Permanent enchantments not working?[edit]

Maybe I'm making some really noobish mistake, but I'm having this problem with enchantments *that can be upheld permanently, but do reduce energy regeneration by one* ("-1", e. g. "Life Attunement"): they simply don't work if my heroes cast them - neither on me or on themselves. They appear for a fraction of a second in the upper left corner of the screen (effects), and energy regeneration is reduced by one - but that too only for a tiny moment. Then the enchantment (and the reduced energy regeneration) disappear almost instantly; however, the energy points for casting are being spent. Was like that in "Eye of the North" and in "Nightfall", and closing-restarting the client didn't work either. So what the ---? --85.216.92.179 16:25, 18 May 2009 (UTC)

Heroes autocancel them unless you disable the skill and micro it yourself. Shift + click on the skill icon when building the bar to disable it, then micro it in game. Misery 16:27, 18 May 2009 (UTC)

Characteristics[edit]

"Always has a duration effect..." What about Dervish skills that say "For x...y seconds, this enchantment does nothing."? 209.240.183.45 07:12, 13 June 2009 (UTC)

The duration effect lies in the "when this ends" part. Effects that are one-shot are still effects, even through they aren't static. It could still be better worded. ~Shard User Shard Sig Icon.png 07:23, 13 June 2009 (UTC)

Vampiric Spirit[edit]

VSpirit does target a foe, though the enchantment affects the user. The wording for the line preceding the removed line needs to be changed to reflect this, but I'm not sure what wording would fit. ··· cedave 20:03, 25 June 2009 (UTC)

Question[edit]

Why is Wounding Strike listed in two different categories, one being the main category, and the other being a sub-category? Pony Slaystation X 01:28, 24 July 2009 (UTC)

Order of when Applied[edit]

I am bothered by the fact that some enchantments are triggered always before others (like Spirit Bond), some always last (like Retribution) and some just in the order of which they where cast. Isn't it possible to have just one rule for that? Like: They trigger in the sequence they where cast on that creature? Or a list in order of which enchantments would be applied first until which last.

This would make enchantments like Spirit Bond actually do what they say they do. I do see that the first suggestion got bit of a problem: if first cast Shield of Absorption and than Protective Spirit, it would be quite useless, tho the other way around would work. So the list seems me the best idea, but looks like a lot of work to me. If possible, I don't mind wasting my valuable time for it, but only if I know it is possible. F. C. Sauër 20:55, 9 January 2010 (UTC)

Order of damage modifiers? User Raine R.gif is for Raine, etc. 21:05, 9 January 2010 (UTC)
Good page. Didn't knew this existed. But can't Anet make that list? They have the information on there computers. That would be nice. But back to the point: Thanks for telling me of that page, but it still does not tell me or there was a logical rule made for that. F. C. Sauër 18:58, 11 January 2010 (UTC)
The order depends on how each individual skill is programmed and/or enchantment order. ANet probably can't make a list because they probably don't know. Unless there's a special reason for them to want to tell the program to interpret damage in a specific way, they don't really have to worry about it as long as the game doesn't break. –Jette 19:03, 11 January 2010 (UTC)
Ok. Thanks. I only asked it because I had my questions about Spirit Bond and Retribution, as, like said before, the first is almost always (thanks to the info of Raine Valen) applied first, but Retribution will properly always applied last. I just found that strange when I was trying to make a build with it. But thanks for the info. F. C. Sauër 19:18, 11 January 2010 (UTC)

Reapplied Enchantments[edit]

Should it be mentioned that most enchantments cast on you are still on you until they end or are removed? That sounds stupid, but I would suggest someone phrase it in a way that doesn't sound like it's just stating out the obvious. Here's a few short stories to show what I mean:

You cast the amazing Healing Breeze on yourself. Half-way through the duration, your Healing Breeze (for some reason) can't keep up with all the damage you are taking, so your PUG'd monk uses his most powerful heal on you, Healing Breeze. However, he only has five Healing Prayers. Luckily for you, you still get the benefit of your Healing Breeze at fourteen Healing Prayers. Five seconds later, you die because you forgot to renew your higher level Healing Breeze, but you thought it still had five seconds on it!

You are the greatest tank ever, using nothing Way of Perfection and Flurry to stay alive. Your rank fourteen Shadow Arts is the only thing keeping you alive; if you brought thirteen, you would overpressure your dual Healing Breeze monks and party wipe before too long. Disaster strikes - the enemy inflicts Weakness on you! The Weakness is bound to last for twenty seconds and nobody in your party has condition removal, but your Way of Perfection will end in fifteen seconds! The cool thing is, you know how enchantments renew with different attribute levels, and you recast Way of Perfection immediately. Instead of lowering your current WoP to that of thirteen Shadow Arts, it stays exactly the same for fifteen seconds while your WoP recharges. You save the day by only having a rank thirteen WoP for five seconds, rather than waiting to renew it right before the higher level enchantment would have ended, thinking you were avoiding lowering it, and having twenty seconds of getting your party's floor mopped.

I'm sure those stories were completely terrible, but if you read them, then I'm sorry that you did and maybe you know what I'm talking about. Also, if you remember how Aura of the Lich's end effect worked or know how Shadow Form's damage reduction counts enchantments, then you might also know what I'm talking about. Yeah, if anyone can explain that in a decent way, I'll thank them. -~=Ϛρѧякγ User Sparky, the Tainted guided sig.png (τѧιк) 04:23, 18 August 2010 (UTC)

If I understand your examples correctly, you're saying that renewing an enchantment before it ends sets its duration to whichever is higher, the remaining duration of the existing copy or duration of the new copy. Also, if a weaker enchantment is applied over a stronger one, the stronger copy's effect will linger until its remaining duration expires, at which point the weaker copy will take effect. That's what GuildWiki has to say on the matter, at any rate. Does that sound right? --Irgendwer 05:06, 18 August 2010 (UTC)
That sounds pretty much correct, although I think there are some exceptions. I'd have to check how Mark of Insecurity works (I'll probably use Vigorous Spirit to test it) if I get around to it, but I'd assume that if you recast VS through MoI at a higher rank, it'll give you about three seconds of that rank before it changes back to the lower and continues as if nothing happened. Similarly, the old enchantment is still counted by Shadow Form until it would end, SF only corrects itself when you recast it and it rechecks the number of unique enchantments on you (ironically, it checks before it applies, counting the older cast of SF). -~=Ϛρѧякγ User Sparky, the Tainted guided sig.png (τѧιк) 05:35, 18 August 2010 (UTC)
I added it to the notes section. What I put there is a brief summary of what's really happening in game, there are a lot of internal rules that cause things to work like this. Aura of the Lich was one of the more visible examples until it was changed. You might want to ask Joe about this if you want more information, as I'm not 100% sure all of what I know is correct. –Jette 05:56, 18 August 2010 (UTC)