Talk:Overcast

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rewrote article. User Blastedt sig.jpgBlastedtGuildWiki page 18:12, 13 February 2007 (PST)

And your rewrite... is confusing as hell. First of all, what's with the marathon example, how's that adding any bit of information that the very name of the skill doesn't convey? We're not explaining what the word "exhaustion" means in English, that info belongs elsewhere. We're explaining what Exhaustion means in Guild Wars.
  • "A buffer of lost energy that regenerates slowly"? This sentence makes zero sense.
  • "Exhaustion does not lower your energy cap per se, it just is an amount of lost energy that has a slower regeneration." <--- no, it actually lowers your energy cap. What that means is that your energy can't go above that, no matter what. You can keep blood rit, ether prod, and an energizing finale on yourself, and it still won't go above that number. It is effectively lowering your max energy cap.
  • "This means, when you cast Meteor Shower, you lose 25 energy, and 10 of that is slower to regenerate." <-- wrong. Example, Exhausting Assault on an Orison of Healing, how would you describe that one, "you lose 5 energy and 10 of that is slower to regenerate" ...? Exhaustion has nothing to do with the cost of the spell. See above, Exhaustion's effect is simply lowering your maximum energy cap. Nothing more complicated than that.
Reverting the description to the previous version. Feel free to discuss it here if you disagree. --Dirigible 18:21, 13 February 2007 (PST)
It is NOT lowered energy cap, it slowly regenerates. It just has a base 1 pip to regen which cannot be increased. I feel you just hate me. I hate this wiki, no one is friendly and they revert good faith edits without even giving it thirty seconds. User Blastedt sig.jpgBlastedtGuildWiki page 18:23, 13 February 2007 (PST)

Can I ask why you reverted my entire edit with the revert reason being given as "its not gray its dark white" ... ? --Dirigible 18:53, 13 February 2007 (PST)

I added the cumulative wording as opposed to stacks, I think it's a lot clear. Forgot to log in though :/--Trevor Reznik 08:17, 14 February 2007 (PST)

would a category: exhaustion article be useful? i'd go ahead and create one, but i'm not sure if it's been discussed and rejected before. Wongba 13:51, 12 April 2007 (EDT)

Cleaned up page.--Eloc 16:12, 12 May 2007 (EDT)

What i think blasted means is that its not the same as a reduction in max energy from a weapon swap. Eg. using gale at max energy, leaving ur max energy down by 10e, is not the same as using another 5e skill, then swapping to a -10e weapon set, yielding you 15e lowwer than before. ( and yes, the example is wrong, therefore i edited it )--WikiWu 10:52, 7 May 2008 (UTC)

You know what, I always thought the amount of Exhaustion was the energy cost of the spell. I suppose thats a fairly common misconception. But that may be a way to balance out those skills. That way lower energy spells get more utility from less exhaustion, and huge spells get a drawback. FleshAndFaith 06:10, 28 July 2008 (UTC)

Overpowered[edit]

Exhaustion is the reason why chain lightning, mind shock, mind freeze, mind burn are no longer used, removing exhaustion would make those spells overpowered however keeping exhaustion on those spells makes them underpowered. The reason is 1. exhaustion stacks and 2. it takes too long until it goes away. For better understanding: cast mind shock and it takes 30 sec until exhaustion goes way, cast mind shock again -> 60 seconds.. You can only avoid it by waiting 30 seconds every time you cast any exhastion spell and this is exactly what makes many low recharge spells with exhastion almost useless. Instead of trying to fix those spells with exhaustion (lower recharge, lower energy cost, lower cast time doesn't do anything) its exhaustion itself which should be changed to go away faster, after 20 sec instead of 30. Or make it go away faster if you don't cast anything for 30+ seconds, similar to health regeneration which increases over time.

Removing exhaustion doesn't make them overpowered, at least not in today's GW world. In fact, removing exhaustion is EXACTLY what they need to become OK skills. Look at the skill description for the mind spells; their special effects happen when you have MORE energy than your opponent. Exhaustion makes that absolutely useless, and THATS why the skills have no use. But seriously aNet, you've had two campaigns and an expansion since prophecies and glyph of energy is STILL the only skill capable of doing ANYTHING with exhaustion in a positive way. So now all the elite skills that cause exhaustion have no way of countering that, even though every other conditional thing that every other skill for every other proffession has some way around it, or to make it work for you. nerfing overpowered skill combos all the time won't help when there are plenty of skills out there that, with a tiny bit of work, could cause competition towards those overpowered combos. Silavor UserSilavorSigIcon.png 19:10, 17 February 2008 (UTC)
removing exhaustion wont make them OK skills. you got any idea what removing exhaustion from mind shock would do? fast cast mesmers who use it, even with no attributes in it, for an nearly instant KD. though the thing is, exhaustion sucks. i'd say make it like half exhaustion for some skills, which arent really worth using atm. 86.91.141.232 21:43, 7 March 2009 (UTC)

Exhaustion--Condition[edit]

I believe exhaustion should be a condition.

At the moment, there are few ways of preventing exhaustion, and only one way of removing it altogether.

Setting it as a condition would make you able to use these skills if the exhaustion was removed, and would provide a less hectic cooldown.

Kalizar of the Demagon 01:05, 9 May 2009 (UTC)

I just came here to suggest that but I see you've already done that. Perhaps tune it up a bit or something. Make it take 2 Conditions? Idk but it's a good idea--Tyri Sunbeam 16:47, 17 June 2009 (UTC)

I agree it should be a condition. As universal as the concept of being exhausted/tired/run down is, I would think an effect like skills cost 20% more energy or adrenaline to use. From there, you can actually give all the classes means to use it offensively, instead of 2 weird elites and a dagger attack. Guildwarsrunner 08:26, 3 December 2010 (UTC)

Death Reset[edit]

Doesn't exhaustion reset (back to 10) when you are exhausted after you die? Maybe I'm just hallucinating, but I remember this happening a lot. –~=Ϛρѧякγ AHHH! (τѧιк) ←♥– 15:32, 22 December 2010 (UTC)

I've never seen that happen, Sparky. However, I will keep an eye peeled. There's an assassin attack that causes exhaustion on the target; if the sin kills you at the same time, you would see your exhaustion spike.  — Tennessee Ernie Ford (TEF) 16:58, 22 December 2010 (UTC)
No, it doesn't reset. Tested in GToB with Gale, Chain Lightning, Shock, and Illusion of Weakness with 5 superior runes equipped. Exhausted myself down to 10 energy, cast the illusion, and ressed at the shrine with 10 energy max still, though it was probably closer to 11 at that point. Guildwarsrunner 02:28, 1 February 2011 (UTC)
You have to use a skill that causes exhaustion (or be otherwise exhausted) after you resurrect to (theoretically) reset the exhaustion from before you died. I remember this from FA, a map with a lot of dying and fast resurrection shrines. –~=Ϛρѧякγ AHHH! (τѧιк) ←♥– 04:27, 1 February 2011 (UTC)

Suggestion for Exhaustion change[edit]

Exhaustion: Split for PvP.

Exhaustion (PvE): Exhaustion is removed at a rate of 1 point every 3 seconds. If a character is not in combat after 5 seconds, exhaustion is removed at a rate of 2 points every second. Accelerated removal ends if you enter combat.

Exhaustion (PvP): Exhaustion is removed at a rate of 1 point every 3 seconds. If a character is not in combat after 5 seconds and is not moving, exhaustion is removed at a rate of 2 points every second. Accelerated removal ends if you move or enter combat.


In PvE this would basically eliminate the standing around time it takes to remove a large amount of exhaustion, and it would also help non Elementalist primaries use skills which cause exhaustion, while still maintaining the penalties of exhaustion and keep exhaustion causing spells balanced. It would also apply to enemies, which could be a pain in hard mode, but that shouldn't be much of an issue. In PvP it would aid in extended battles, and the "if not moving" and "ends if you move" prevents accelerated regeneration by being a carrier and would put in the penalty of your team not being able to use you for the duration, and everyone knows how much campers are loved in PvP. The "enter combat" is the same requirement which ends natural health regeneration already.

IMO it would be a good change for eliminating the tedium of waiting and allow low energy characters a wider variety of builds, both in PvP and PvE, and it would allow PvE Elementalists to make a high exhaustion build, if they so desired, and not have to wait for a few minutes after each group.

It's an interesting idea. You should make an account and a feedback section. Otherwise it can't be legally used.--Deus 04:54, 8 April 2012 (UTC)
Doubt Anet would even use the idea anyway (that's my comment above BTW)Furry psyfox 22:58, 9 April 2012 (UTC)