Talk:Flash enchantment spell

From Guild Wars Wiki
Jump to navigationJump to search

page creation[edit]

why did u make this page the other page was already made.?-User Zesbeer sig.png Zesbeer 07:17, 11 February 2011 (UTC)

Cause created it from Skill type and didnt know the other one existed until -WAY- later. ^_^ --Falconeye 07:43, 11 February 2011 (UTC)
l2search. but i think on stage it is the prefix flash enchantment spell... -User Zesbeer sig.png Zesbeer 08:37, 11 February 2011 (UTC)
This one has the proper naming, with the 'spell' at the end. All other skills are named following that pattern. I made some cleaning, changed it a little to be a bit more like other skill type pages, and simplified the reference. MithUser MithranArkanere Star.pngTalk 14:58, 13 February 2011 (UTC)

Bug[edit]

While auto following allies, it causes you to stop moving whenever you cast a Flash Enchantment. Mora 19:54, 18 February 2011 (UTC)

not a bug. --User The Holy Dragons sig.pngThe Holy Dragons 19:55, 18 February 2011 (UTC)
"They do not stop movement or attacking when they are activated." Mora 19:56, 18 February 2011 (UTC)
OOOOOOOOOOWWWWWWWWWWNNNNNNNNNNNEEEEEEEEEEDDDDDDDDD! 65.29.131.221 02:54, 20 February 2011 (UTC)
it happens with lots of skills so not really 'ownd' --User The Holy Dragons sig.pngThe Holy Dragons 09:49, 20 February 2011 (UTC)
I think it is a bug because it acts like an instant casting enchantment instead of a flash enchantment. Warrior's Endurance is a lot like a flash enchantment in how it should work and it doesn't cause you to stop moving because you are targetting an ally, loot or a bundle. 58.111.78.122 02:04, 21 February 2011 (UTC)
Warriors endurance is a Skill. Not a Flash Enchantment. Instantly casted enchantments are instantly Casted enchantments. They're not Flash Enchantments. Seeing as there's contention about this, one of you should ask a Joe. In the meantime It's a Brand new game Mechanic. Arguing over it is Pointless. --BriarUser Briar Sig 3.jpgThe Spider 02:15, 21 February 2011 (UTC)
"...but is otherwise identical to regular enchantment spells. They cannot be cast while knocked down or while activating other skills, and enchantment removal skills like Shatter Enchantment will still remove them. Flash enchantments disable other flash enchantments for a brief duration when they are cast; this paces the stacking of enchantments and prevents compressed damage spikes." official notes
Flashes are spells, not shout/chants or untyped skills. We should expect more similarities with spells and fewer with the other types. In this case, it's probably their aftercast delay that stops you from continuing forward motion.  — Tennessee Ernie Ford (TEF) 03:53, 21 February 2011 (UTC)
Right above your quote, it says that Flash Enchantments don't have an aftercast delay (which is true, they don't). It is documented in several official places that FEs don't interfere with movement. You keep running when you move manually, by pressing r, when auto-moving to a spot you clicked or auto-moving to a foe, but you stop running when you're auto-moving to an ally, object or bundle - that's a huge inconsistency, very confusing when playing until you figure out the reason, and it's not officially documented, i.e. not intentional. In other words, it's a bug. Tub 13:29, 21 February 2011 (UTC)
Ach, you're right — I missed the ACD comment.
That weakens, but doesn't destroy my point that FEs are spells; I don't expect them to work the same as untyped skills. Also, running is already inconsistent, so I'm not sure how we determine what constitutes anomalous or bugged behavior. If I press r, some events and effects will cause me to pause and then continue running, but others will cause me to stop altogether and force me to press r again to continue. And, as you note, auto-moving works differently from following (items/allies), trading, or chasing foes.
Perhaps I was unclear: I agree we should document how FEs affect movement. I just disagree with classifying it as a bug.  — Tennessee Ernie Ford (TEF) 17:21, 21 February 2011 (UTC)

Hero AI[edit]

How does the hero AI behave with with flash enchantments and teardown skills? I would imagine not well, but I haven't had a chance to test it. ArtemisTheYounger 20:12, 18 February 2011 (UTC)

Not well as far as I can see, They dont seem to use Mystic Vigor at all, and I havent seen them use sand Storm at all either. Seems the AI may need to be tweaked for heroes to properly use the skills. 69.242.196.134 00:56, 19 February 2011 (UTC)
Melee hero update is due along with Embark Beach and 7+ hero-party update... be patient. --Falconeye 09:03, 19 February 2011 (UTC)

Doesn't work with Enchantment Staff Wrappings / Weapons that elongate the duration of Enchantments[edit]

Can someone confirm this? Numerous players stated this in Guru. --The preceding unsigned comment was added by User:72.70.244.125 (talk).

Not confirmed. Grenth's Aura with a +20% scythe lasts exactly 24 seconds for me. Tub 16:16, 19 February 2011 (UTC)
Thank you. 72.70.244.125 21:03, 19 February 2011 (UTC)

Stackable?[edit]

Are these stackable? as in, more of them active at the same time. Rumpo Rampaal 22:32, 19 February 2011 (UTC)

Yes. — Raine Valen User Raine R.gif 2:58, 20 Feb 2011 (UTC)
If you mean having the same one, not, if you use one while having it on, it will just refresh its timer. If you mean like the way Weapon Spells won't stack, then yes. Other than the flash part they are enchantments like any other. MithUser MithranArkanere Star.pngTalk 22:21, 20 February 2011 (UTC)

Skill activation monitor inconsistency[edit]

Has anyone else noticed that flash enchantments can't decide which slot they belong in? When you target a something activating a flash enchantment, sometimes it appears in the upper (spells, skills with activation times) slot and sometimes it appears in the lower (stances, shouts) slot. This just seems inconsistent. A bug? 209.193.9.49 18:48, 23 February 2011 (UTC)

Border?[edit]

All Dervish enchantments are in grey-blue border,not just the flash ones(just saw on Vital Boon and Eternal Aura the border is identical) 95.180.76.188 19:50, 28 February 2011 (UTC)

Yeah, I just noticed that when I searched searched for the page myself. The update notes say the all derv enchants get the border to distinguish them for facilitating skills that remove derv enchants, so I went and fixed it. --Valshia 21:11, 28 February 2011 (UTC)

Backfire...[edit]

...has never been more fun. Cast on a derv in the beginning of an RA match and watched the Avatar of Grenth tick away 75% of his health in 3 seconds. Discuss 12:44, 2 March 2011 (UTC)

Everything has its downsides. MithUser MithranArkanere Star.pngTalk 13:24, 2 March 2011 (UTC)

Characteristics[edit]

Flash enchantments behave exactly like other enchantment spells with these exceptions... They cannot be activated while knocked down or activating other skills. This could be understood like implying other enchantments can be cast while knocked down. Perhaps different wording would be in order. 178.22.219.226 04:14, 6 March 2011 (UTC)

EMO[edit]

^^ anyone tried using these with Emos?

What? — Raine Valen User Raine R.gif 19:51, 22 Apr 2011 (UTC)
If you're referring to Emos, then you obviously haven't realised that these belong to the Dervish profession only and you can't have 3 professions at once. Random Weird Guy 14:38, 1 September 2011 (UTC)

Update ?[edit]

I believe the last update did more than stated. I was playing on derv and noticed something unusual. Tested it and found that I could cast flash enchants WHILE activating Avatar of Balthazar (that is the skill I was using at the time) and a regular attack skill. Could anyone plz confirm this ? I do not know if I had lag, I think I didn't, but before I could see clearly that flashes activated after other skils. I didn't test it on KD yet though. Magnum 16:03, 19 June 2011 (UTC)

Yes, it is a bug and has been submitted. Mora 16:32, 19 June 2011 (UTC)

Bug?[edit]

Dolyak Signet seems to indicate that skills without cast times should be activate-able during a knockdown or other action. I don't know which is accurate, but there's a lack of consistency here. – Emmett 16:18, 10 August 2011 (UTC)

See also: Cast time#Spells and signetsEmmett 16:22, 10 August 2011 (UTC)
Feedback:Developer_updates/20110217: "This new type of enchantment can be cast while moving and between attacks, but is otherwise identical to regular enchantment spells. They cannot be cast while knocked down or while activating other skills[..]"
If that has changed, it's a bug, likely introduced as a side-effect of the fix in this game update. Tub 16:29, 10 August 2011 (UTC)

Multiple damage types from flash[edit]

What is the result from having e.g. 2 flash enchantments, one that makes your attacks Holy and the other Cold? Does one override the other or do your attacks count as both, etc.? 76.253.0.17 03:48, 11 August 2011 (UTC)

Generally, the most recent effect takes precedence. — Tennessee Ernie Ford (TEF) 04:36, 11 August 2011 (UTC)