Talk:Verata's Aura

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Question[edit]

How does this skill work if you will end up controlling more minions than you're level in Death magic will allow? --ChronicinabilitY User Chronicinability Spiteful Spirit.jpg 07:06, 28 May 2007 (UTC)

My "guess" is, the same way all other minion acquisition/creation spells work, the oldest/most damaged minion(s) will die. --Karlos 07:29, 28 May 2007 (UTC)

5Death Magic enough?[edit]

This skill may be more useful for "non-mm"s as for others, as higher death magic rank only increases the duration of the enchantment. if it will not get ripped, you can re-cast the aura every 30 seconds. well, this way you will only be able to control 8 minions, but better than using this as mm in ab against another one and killing your old minions. As Primary necromancer, you could maybe even use a major death magic rune, and skill 12sr + 12curses/blood magic. However, this skill is still a risk...if the enchantment ends, you will get rid of your minions. so you should maybe take a cover enchantment... —ZerphatalkThe Improver 10:54, 21 October 2007 (UTC)

uhm wait lol, forget it...you will only be able to control four minions, so you maybe simply should use this skill as one slot in you non-mm-death magic build... —ZerphatalkThe Improver 10:57, 21 October 2007 (UTC)

How would this work together with vampiric horrors? would the user of veratas get the life or the summoner?

The user of Verata counts as the summoner, of course. Undead are "bound to you", you are their new master. No problem here. --82.82.190.92 15:06, 16 December 2008 (UTC)
Does Death Magic cap the number of minions you can control while under the spell or can you have like 30 in PvE with 5 Death?
Nop,minions conrtoled by a person(Without runes or consumables) is 8 minons(12 death magic),With 16 death magic,its 10 when you have more than the capped level,the oldest/weakest minion dies.--Neil2250User Neil2250 sig icon.jpg 08:53, 26 September 2009 (UTC)

Bug?[edit]

i used this skill in a vsf farm, and even with jagged horrors in my aggro bubble, i couldn't bind them. anyone know why? i had 5 death magic. Lyn Darksight 03:40, 27 January 2009 (UTC)

Because aggro bubble =/= in the area. --75.175.1.28 07:46, 4 March 2009 (UTC)

Why?[edit]

I took this skill becouse summoners in slaver's exile (duncan level) made me sooooo angry and when i took this skill there were no summoners. Why? Is there other skill that changes spawn of mobs?

Skills don't change monster spawns. They are usually randomized. Vili User talk:Vili 09:59, 5 March 2009 (UTC)

But it really work with verata's aura(becouse game wants to make self harder for us so it won't give us 'free' minions from the summoners. Better is not to have than give them to foe - right?^^)

Not quite. Like Vili said, it's pretty much completely random in certain areas, or certain spawns have a chance to be replaced by others. So, odds are, if you ran in 2 or 3 more times with VA, you would probably run in to at least a few groups of summoners. Also, please sign your comments :D Thanks. Hylas 00:55, 17 September 2009 (UTC)

Bug?[edit]

Anyone else find this skill doesn't seem to work for Heroes? Tried it with the Kill Verata Z-Bounty and Olias would never use it and when I manually used the skill it seemed to have no effect . . .

Heroes don't appear to use this skill for some reason (probably because they try to maintain high levels of health and this sacs 33%...). However, it's still useful for microing. Remember also that 'in the area' is much smaller than you think, probably only slightly larger than half your aggro bubble.

?[edit]

how can anyone like this skill. its only useful to mms who can make their own minions. all u do is kill ur minions --The preceding unsigned comment was added by User:81.141.171.140 (talk).

Pro vs lichspike! Frosty 14:13, 24 June 2009 (UTC)
Yeah - in PvP it is useful, but in general it isn't very useful in PvE. I have a guildie that runs this on his monk bar in AB. --Falseprophet 14:50, 24 June 2009 (UTC)

JQ Bug?[edit]

Been using this in JQ along with AotL. Its very useful for destroying other MM's armies and I keep it up to give mystic regeneration another 3 pips. However I find that quite often all my minions will suddenly go masterless and start attacking the shrine npcs or my own team. Its very odd, since the enchant is still active on me, and many times it has happened when there were no other characters around, so its not like someone else was using it to steal my army.

Anyone know what it is that triggers this loss of control? It really pisses my team off when my army suddenly turns on one of them. (Though it is pretty funny too.) 82.71.3.26 11:47, 11 July 2009 (UTC)

Siege Attack removes one enchantment. King Neoterikos 15:27, 23 July 2009 (UTC)
We're talking about JQ, not FA. That seems like a bug... - J.P.ContributionsTalk 15:31, 23 July 2009 (UTC)
Are you sure it's all minions and not just one? The latter can be because someone has Verata's Gaze. -- Hong 15:36, 23 July 2009 (UTC)
No, he said all. That must mean that Verata's Aura reapplies like AotL used to. Since he's keeping it up for Mystic Regeneration, that means he would be keeping it for a long time. If your VA lasts 350 seconds, then 350 seconds from the first time you cast it your minions wil become masterless; regardless of whether or not you reapplied VA. <>Sparky, the Tainted 15:42, 23 July 2009 (UTC)
(OP posting again here) That would actually make a lot of sense as this only seems to happen once per 10 min match and I've only ever noticed it a good long while after the game has started. I'll set a stopwatch next time I run my MM in JQ. I'm betting it will indeed be at 350s that my army deserts me.217.18.21.2 18:40, 10 August 2009 (UTC)
That's correc,t actually, this bug has been around since forever, and it is VERY ANNOYING. If I'd known we didn't have a note, I'd have made one. I will now. --Jette User Jette awesome.png 18:41, 10 August 2009 (UTC)
I don't understand the skill states that it binds all hostile minions in the area to you. Why would reapplying it affect when you lose control of your newly gained minions? -128.61.30.147 01:24, 28 August 2009 (UTC)
Think of it like this: if you cast it before it ends, you have two copies of Verata's Aura on you, each with a different timer. Whenever either one of them ends, you lose all your minions. --Jette User Jette awesome.png 02:10, 28 August 2009 (UTC)

Last note...[edit]

I don't really understand the anomaly. Kind of confusing. Is it saying you lose your bound minions when you reapply it, regardless of how much time is left on it? --Aldarik 00:59, 14 September 2009 (UTC)

Think of it like this: if you cast it before it ends, you have two copies of Verata's Aura on you, each with a different timer. Whenever either one of them ends, you lose all your minions. —Jette User Jette awesome.png 01:01, 14 September 2009 (UTC)
So you're enchanted with the same thing twice? As in it shows up twice in your effects monitor? Or am I missing something? --Aldarik 01:05, 14 September 2009 (UTC)
No, your enchanted once, but the timer is set twice. I think. Don't have the skill so I can't test.24.233.254.51 01:07, 14 September 2009 (UTC)
Do you remember the old Aura of the Lich? It used to heal on ending, and had a recast time shorter than its max possible duration. If you recast Aura of the Lich before the first casting ended, the duration timer would refresh, but the first version would secretly still "end", which you noticed when you were suddenly healed for over 200 health for no apparent reason. Guild Wars doesn't overwrite versions of the same spell or skill already on you, and this is most visible when a lower attribute or shorter duration version is cast on you. The weird part is that the few skills that this might matter with behave inconsistently. AotL gave health on its endings, but I believe Blood Renewal did (and currently does) not.
As for Verata's Aura, it's late, and I'm feeling lazy. Someone else can test it. MA Anathe 01:41, 14 September 2009 (UTC)
Alright, that makes a lot more sense. Thanks. --Aldarik 02:02, 14 September 2009 (UTC)

Great skill[edit]

I feel like this is such a great skill. Anet would have done well to include more skills like this in Guild Wars. It has a powerful effect but it also has very clear counters. It's more exciting then "Does ___ damage and makes a cool light show" that they seem to be updating a lot of skills to these days. I would love to see a Guild Wars where 50%+ of the skills were niche skills like this and left the basic "numbers" skills at a minimum. 66.66.172.8 19:29, 19 October 2010 (UTC)

The Necromancer and Mesmer have allot of conditional skills like this. Their Conditions to be met may be a bit different then this skill but it has the same idea. In fact I would say all professions have conditional skills, just not as much as the mesmer ad necromancer.--Yozuk 19:21, 28 October 2010 (UTC)

Originally a spell or an enchantment spell?[edit]

moved to Talk:Verata's Aura/Skill history#Originally a spell or an enchantment spell? -- Azasuke1988 15:38, 30 November 2011 (UTC)

Existing Minions Prior to Casting[edit]

Tried using this skill for the first time on Olias during today's ZV of The Sulfurous Wastes to specifcally counter the necro boss (which unfortunately is on rocky ground). Built up a group of minions using the enemies on the way and then took on the boss group; however, Olias did not appear to use the skill. After reading the comments above, perhaps his failure to use the skill was due to the high health cost or perhaps the area of effect. Sorry if I missed it in the prior notes, but perhaps Olias would have lost his existing minions if cast which might be the problem. Anyone know if this is the case? Lord Flynt 22:31, 12 October 2012 (UTC)

Since the necro boss only has Animate Shambling Horror, I expect it did not have many minions.. And I also anticipate that the hero AI only uses when there are enough capturable minions in range to make the sacrifice worthwhile (e.g. 4, not 1.) Chieftain Alex 12:14, 14 October 2012 (UTC)

Currently not working[edit]

Can change description to NONE of the undead minions in the area...

Still not working as of 30.10.2013

Still not working as of 22.9.2015

Yet another support request raised to fix this.


Still not working as of 21/03/2016. No one cares any more.

Failure effect?[edit]

When this skill fails (due to not having the requisite death magic) are all undead unbound from you or is the spell never applied at all and no downside takes place? I'm not in a position to test this atm, but I believe it would be useful info to add to the page. 104.0.42.202 03:25, 15 July 2019 (UTC)

It just gives you a red failure message in the middle of the screen and puts the skill on recharge. Nothing else happens. Mist Y (talk) 13:10, 17 July 2019 (UTC)