Talk:Shock Arrow

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Skill update[edit]

Yay! Great change! Air was the only one without a 'If xxx you gain n Energy' effect. And since I use air mainly against martial classes and monsters are always attacking while not activating skills, this is one of the best changes ever! MithUser MithranArkanere Star.pngTalk 13:18, 7 March 2008 (UTC)

'twas the only spammable air skill I know, tho...--Aquila Noctis 08:26, 9 March 2008 (UTC)
spam hammer+orb.. :p 13:00, 9 March 2008 (UTC)
There's always lightning javelin... No time to check it out yet but it seems like a good change :P Impaled 13:01, 9 March 2008 (UTC)
LJ is always fun to chuck at an assassin who is trying to spike...-- 15:28, 4 April 2009 (UTC)

Works for e-management on any ele, since you don't need air magic to get the energy, and air attunement only makes it more efficient by 2 energy. Necromas 02:25, 16 July 2009 (UTC)


is kul--Tyri Sunbeam 23:19, 10 May 2009 (UTC)


Should be changed to Glowing Arrow or Glowing Bolt in order to stay in theme with the other conditional Ele e-manage spells 04:38, 30 July 2009 (UTC)

Rapid projectile[edit]

So it moves faster than a regular spell projectile? The normal description doesn't mention that. --Aldarik 20:33, 14 September 2009 (UTC)

It does however mention it moves swiftly. -- 10:44, 2 June 2010 (UTC)

Needs to be Chaaaaaanged[edit]

if you look at other energy management skill in the other attunements, they are all dependant on player controlled factors (specifically conditions), why is it that Shock Arrow is the only one that is dependant on the target (which is a caster half the time) where mostly the condition is not achievable, let alone it's a projectile as well.

i suggest a functionality change to: 5 Energy1 Activation time8 Recharge time Elite Spell. Rapid projectile: deals 5...41...50 lightning damage. Gain 5 Energy plus 1 Energy for every 2 ranks of Energy Storage if you hit a foe that is suffering from Cracked Armor. (not weakness since this is already used by Earth Magic) Rapid Sausage 30 March, 2011

"condition is not achievable" so nobody attacks?-- 11:45, 23 March 2011 (UTC)
you're quote is not valid, i said "where MOSTLY the condition is not achievable", because in pvp areas such as JQ, most people play casters.
and shock arrow is not an incentive for a player to stop attacking, because the damage it does is not high enough to take into consideration, and the reacharge doesn't allow it to be spammable like Lightning Javelin; if all other attunements have an energy management skill that is dependant on controllable variants, why can't air magic get a controllable variant for it's enegy management as well?
How hard is it to target an attacking foe when you need energy? The shrine NPCs are near-constantly attacking in JQ, as are most players (even casters). if that's too hard, you can always use Enervating + Glowstone, or Glyph Lesser. — Raine Valen User Raine R.gif 14:10, 23 Mar 2011 (UTC)
You're missing the point here, it's not just about JQ, it's about functionally everywhere, why would an air ele have to take the long/hard way around, while other attunements get it the easier, more logical way?
Why does air get to inflict cracked armor easily while other elements have to take the long way around? Because air magic Is air magic and other elements are not air magic. They don't all have to be identical. Really. — Raine Valen User Raine R.gif 16:48, 23 Mar 2011 (UTC)
Lol, don't even go there bro, Earth magic can knockdown better than other attunements, water can snare better than others, fire can burn better than others, and air gets to have cracked armor; and don't tell me that "they don't all have to be identical", have u ever looked at the "mind shock/burn/freeze" elites?, they're basicly the same thing.
I'm not being aggressive, if you don't like my suggestion that's fine, but no need to trash's a matter of opinion.--Rapid Sausage 19:15, 23 March 2011 (UTC)
Similar to each of the mentioned elements' strengths, they have weaknesses, too. Fire lacks utility, Water sucks at sustained damage, Earth suffers from... well, debilitating drawbacks all around, and Air is a bitch on energy. Keeping Meteor at 30 recharge + exhaustion, Shatterstone at

15 Energy2 Activation time8 Recharge time, Eruption at like 3 cast time, and Shock Arrow conditional emphasizes the thematic weaknesses, much like Shell Shock, Immolate, Stoning, and Freezing Gust emphasize their thematic strengths.

Also, regarding Mind Burn/Freeze/Shock: they're only similar in mechanic. They vary ENORMOUSLY in application, with each one holding strong to it's line's theme. — Raine Valen User Raine R.gif 3:21, 24 Mar 2011 (UTC)

Recent Change[edit]

Personally, I hate this change. Before, this worked as an e-management skill that worked in enchantment/condition unfriendly areas. Now all four basic skills in this theme require either a hex or condition. In enchanment hate areas, eles may now be required to spec in mez inspiration for energy, negating alot of the synergy possibilities. Lord Flynt 17:23, 19 September 2012 (UTC)

Try using a Mind Blast build with 5-10e such as Immolate and Glowing Gaze and GoLE with higher cost longer recharge spells. Da Mystic Reaper 20:33, 19 September 2012 (UTC)
Thanks for the suggestions; however, your burning/Glowing Gae combo wouldn't work in the condition unfriendly areas I described (e.g. EoN Char areas). As for Mind Blast, my concern there are areas not fire damage friendly or full of HM eles that will likely have more energy than me (so the energy gain wouldn't trigger). GoLE has been a standard for me in enchantment hate areas for some time, but I often find my heroes need another e-managemnt skill, especially in energy denial areas. Lord Flynt 22:33, 21 September 2012 (UTC)
Then try taking a paragon hero with "The Power is Yours!" and Energizing Finale for energy management, micro-manage Energizing Finale. It's great for energy management and Motivation also has some other chants that serve as party-wide energy management, you can use the rest of the bar for either damage or more utility. Altough your examples are a bit on the farfetches side try it out if you enter an area with heavy enchantments removal, energy denial and high energy foes, from my own experience i highly doubt you will encounter any enemy combination of that sort. Da Mystic Reaper 23:23, 21 September 2012 (UTC)
Now this is helpful. So far I've found little use for Motivation paragons, resorting to Razah running resto even in these troublesome areas I describe. As for those areas, I don't understand why you think they are so rare: two words "Roaring Ether". There are several places that I find that are condition/enchantment unfriendy with plenty of energy denial and highy energy foes (e.g. serveral areas in Vabbi and the Forgewight level in Slaver's Exile). Sheeh, a lot of Factions is enchantment/condition unfriendly, albeit less energy denial. Anyway, as I said, I've resorted to resto and healing signets to counter, but I'll try your suggeston; nevertheless, I still would have preferred one of the four related e-mangement ele skills to not be conditioned on a hex or condition, as there is usually some physical enemy in a mob to trigger the attacking condition. Lord Flynt 00:59, 23 September 2012 (UTC)
I don't see the problem with this skill, just have your hero run a spec in curses and use weaken armor. This applies cracked armor in adjacent range, even fleshless foes. It still works fine.-- 02:49, 23 September 2012 (UTC)
As originally stated, my concern is condition/enchantment unfriendly areas. There your cracked armor is likely to be cured before you can get off your Shock Arrow. Lord Flynt 23:08, 23 September 2012 (UTC)