Talk:Shadow Walk

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Something wierd I just noticed about this skill. I used SoH to run to a target, then used Shadow Walk on that target. Instead of shadow stepping to the target, it brought me back to where I started SoH. However, when Shadow Walk ends, it brings you back to where you started Shadow Walk (something which didn't go well for me, since I had used Shadow Form and had no health). VegJed 14:36, 13 April 2007 (EDT)

Not totally weird. SoH discription says "When Shadow of Haste ends, you return to the location where you activated this Skill.", the SoH effect probably activated after the SW effect. In essence, you went to the foe and back to where you started SoH all at once. ‽-(eronth) I give up 19:43, 31 May 2007 (UTC)
If you use Shadow Walk -> Shadow of Haste -> cancel stance, it will get you to your target, but not back. Also, if you are under the effects of Shadow Walk, and use Shadow Walk again (Through Echo or "On Your Knees!"), the first Shadow Walk will take you to the targeted foe, the second Shadow Walk will shadow step you to where you used the first Shadow Walk, and when the second Shadow Walk ends, you go back to where you activated it. It won't get you to the target again, (unless you use them without moving and then use a cancel stance) but could be used to send an enemy attacker on a wild goose chase. <> 20:56, 4 July 2008 (UTC)


I was under the impression that shadow step skills do not have aftercast, in which case the note would be incorrect.

You don't "cast" a stance and thus it can't have one. Dancing Gnome 06:11, 31 October 2007 (UTC)

Anything with no cast time has no cast, and thus no afercast. Ojamo 00:02, 3 February 2008 (UTC)

Not neccessarily true, Ursan Force has an aftercast. But stances don't have aftercasts, ever. Silavor UserSilavorSigIcon.png 04:45, 22 June 2008 (UTC)
Thats cause Ursan Force is a skill, not a stance. Novos 00:33, 11 December 2009 (UTC)

recent change[edit]

If I remember correctly this skill prevented you from casting enchantments - when you tried it displayed message. Now all enchantments that you cast under effect of Spirit Walk fail. I assume that this is recent change since it's essential part of Necro build that I came across few times on TA today and haven't seen it before. Matek 21:27, 21 March 2008 (UTC)

aura abuse got nerfed! woohoo! now i might actually win a TA match someday 20:47, 22 March 2008 (UTC)

Regarding the 10/07 change...This skill's synergy with adrenaline fueled attack skills just got killed? Unless I had misinterpret the wording... 22:14, 11 July 2008 (UTC)


What is the range on this skill? For example, let's say I cast this skill, and then just run in a straight line for the entire thirty seconds. Will it teleport/shadow step me back to my original location, or just a half-radar range towards that location? Also, is it a teleport or shadow step?--ChristopherRodrigues 02:54, 23 March 2008 (UTC)

Same thing Shadow of Haste, Aura of Displacement, or any shadowstep you can micro will do. It'll shadowstep you back as close as it can but not going past the compass range. It's a shadowstep. Only necros have teleport. 03:32, 23 March 2008 (UTC)
Not so. just to clarify, remember that elementalists have Ride the Lightning. though its a small thing to mention >.< User-Wandering Traveler Sig.png Wandering Traveler 03:58, 23 March 2008 (UTC)
Actually, Im afraid your wrong there Traveler. RtL, despite what it says, acts like a shadowstep, and has full shadowstep restrictions, including not being able to take you through walls.--Ryudo 04:19, 23 March 2008 (UTC)
Wait, really? Always thought this was a teleport....well, I learned something new today. Thank you. User-Wandering Traveler Sig.png Wandering Traveler 06:15, 23 March 2008 (UTC)


anyone else think it looks like the guy in the icon only has half a leg? wierd i no O.o


Allows for ridiculous griefing on some Team Arenas maps. There was a half-hearted attempt to end teleport-griefing with the nerfing of Recall, but it's still possible on some TA maps for a team using this to run around for the entire timer. I suggest adding "... and all your stances are disabled for 30 seconds, and you move 25% slower" as an aftereffect after the return teleport. Or just remove it from the game; it's not used in any build that makes any serious attempt to win.

Look where they start the stance, and wait there...have a snare ready and within 30 seconds problem solved. Anet doesn't remove skills because of disuse, nor do they nerf skills for doing exactly what they're meant to do. 02:50, 21 August 2008 (UTC)
Have you played TA in the last year? Apparently not. If you don't know what you're talking about, don't post. -- 04:35, 20 September 2008 (UTC)
Two years later and I can still somewhat attest to this, though the culprit used Shadow of Haste as well. That said, I just waited at one of the initial teleportation positions and the problem eventually sorted itself out. It took a second though. Sec Qr Euin 22:05, 23 March 2010 (UTC)
And people wondered why they did away with TA 22:41, 20 May 2010 (UTC)
"it's not used in any build that makes any serious attempt to win."
Since when? P.S.: before it existed doesn't count. -~=Ϛρѧякγ User Sparky, the Tainted guided sig.png (τѧιк) 23:23, 20 May 2010 (UTC)
Thread revival much? -Auron 23:24, 20 May 2010 (UTC)

Why the change?[edit]

So the dev update page says this, "Shadow Walk allowed Assassins to easily jump to the runner to apply pressure, and then Shadow Step away for an essentially free escape if someone attacked them. The change to Shadow Walk simply makes the Assassin commit to his charge and gives defenders a chance to collapse on him." I don't get it. How does the change accomplish this?

Previously, when Shadow Walk only prevented you from casting enchantments, you could cancel-stance in order to get away. If you played your cards right, you can put a fair amount of distance between yourself and your enemy. The change basically prevents you from shadow-stepping in, spiking, and hitting Dash to pop right back to safety. Gives the opposition a good 10 seconds to deal with that sin. Zetta 10:19, 10 December 2010 (UTC)
In other words: this skill is worthless now. –~=Ϛρѧякγ AHHH! (τѧιк) ←♥– 01:29, 11 December 2010 (UTC)
If an assassin is so desperate to warp back out during that 10s, not only must they have seriously screwed up, but they can still drop their stance using a skill such as Grapple. SW has had a slight buff in that enchantments become available again after 10s, which is while they are still displaced, instead of 30s as it was before (think Shadow Refuge becoming available while displaced etc) Cirian 18:48, 12 December 2010 (UTC)

I kind of like the image of Grapple with Shadow Walk now, though I don't do pvp. I suppose its the mental image of throwing yourself (and your opponent) at the ground, leaving them there and popping out of the ground somewhere else. 09:14, 4 February 2011 (UTC)

Nerfed AGAIN![edit]

/sadface not enough time to do ANYTHING in their base and no more extreme flagger abuse on druids. Yeah, there's still AoD but then you'd have to sacrifice WC /cry... ZencowUser Ox rider Sig.png 22:52, 21 July 2011 (UTC)

PvE / PvP split pls? -- 22:56, 21 July 2011 (UTC)

People use Shadow Walk in PvE? -- Hong 23:15, 21 July 2011 (UTC)
Ye for DoA Trenchtanking in record runs -- 23:24, 21 July 2011 (UTC)