Talk:Withering Aura

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Skill Tweaks 07/26/07[edit]

  • Wither Aura: now only works on melee attack.
  • Please discuss skill change here. ~Izzy @-'---- 23:53, 26 July 2007 (UTC)
'ebon dust aura' + 'withering aura' + 'disarm' linebackers would be an interesting if not highly annoying anti-melee defense. Need more active counters to condition immune melandrus dervish imo. 01:08, 27 July 2007 (UTC) Lorekeeper
So I won't get to do my super KD-Lock stoning team? D: Why?!!?!?! --TimeToGetIntense 02:30, 27 July 2007 (UTC)
Killed for Tombs too. Just please don't make it require a physical weapon. Looks like a fun skill to add to a non-zombie Death Magic build. --Deathwing 02:41, 27 July 2007 (UTC)
I think it's better with minions. Just put this on a few minions, and they can spread around the weakness. --Curse You 22:29, 27 July 2007 (UTC)
This skill is still extremely useful in constantly covering conditions and enchantments with such low energy cost and recharge time. I would suggest increasing recharge time to about 8-10 seconds. --Shadetz X 04:40, 29 July 2007 (UTC)

Nice nerf, balanced skill, GJ 22:51, 31 July 2007 (UTC)

How does the hero AI work with this and minions? --Ckal Ktak 12:10, 5 August 2007 (UTC)

Original skill feedback[edit]


So can I apply this to myself and make my wand cause weakness? -Rakeman 03:20, 21 July 2007 (UTC)

Awesome for the MM to use on the Barragers in B/P Tomb groups. --Deathwing 04:48, 21 July 2007 (UTC)
LoL. Might be better with a Scythe or Barrager. Sirocco 04:48, 21 July 2007 (UTC)
Since I'm not a complete idiot I already run, PvE, a minion master and barrager in my (hero) party most of the time, so clearly I'd put this skill on the N, disabled, and force him to buff (me or) the hero barrager with Withering Aura perpetually... nice for me, but I just can't see how this isn't way too good for too little cost. Crystalion 05:02, 21 July 2007 (UTC)
I'd say it is a little too strong. This in a Barrage team and you don't even need minions to tank. --Deathwing 05:05, 21 July 2007 (UTC)
A hammer warrior would be delighted to have this on him. 08:37, 21 July 2007 (UTC)
Possibly make it so that target's next 1...10 attacks cause weakness or something. Having it for the entire 20 secs is too much. --MasterPatricko 09:03, 21 July 2007 (UTC)
Insanely strong for pvp. One ranger could gimp a whole team with this. Make it a maintained enchantment imo - it would still be really powerful. Errr 12:51, 21 July 2007 (UTC)
This as a cover for Tainted Flesh (both the Enchant itself and the Disease)= DOOOM! Labmonkey 12:52, 21 July 2007 (UTC)

Too strong. cheap, fast to cast, low recharge, high duration. heaven for linebacking. hell for any physical offense. 13:21, 21 July 2007 (UTC)

You don't even need to lineback. Just wand their physical offense (I wonder, will Apply Poison work after or before?). skaspaakssa 14:12, 21 July 2007 (UTC)
Agreed, this skill is way imba. It should trigger on attack skills, and the energy cost, duration, and recharge need tweaking. This should cost 10E at least.--Lodurr 10:55, 22 July 2007 (UTC)

Weakness is not a strong counter against melee. This is a mediocre skill

Correction, removable weakness is not a strong counter against melee. Weakness turns a derv into a sword warrior with one decent attack skill. --Edru viransu 15:11, 21 July 2007 (UTC)

Weakness reduces base damage 66%. If you can just wand people to apply it, it will make melandru dervishes the only real option in a frontline, unless you devote a character to using draw conditions. It has good synergy with crip shots, for example, applying 3 conditions at once, and with Broad Head Arrow it would give 2 cover conditions in one shot. It should have a much longer recharge at least. Ledah 16:46, 21 July 2007 (UTC)

Or make it only trigger on physical damage? That would get rid of the wanding bit, atleast. Seppuku Influenza 05:11, 22 July 2007 (UTC)

People can still take spear+shield sets and deal physical damage. Ledah 08:41, 22 July 2007 (UTC)

I want to abuse this skill to the max! Please no nerf! Besides, Spotless Soul should keep this in check. --TimeToGetIntense 22:27, 22 July 2007 (UTC)
My first opinion on this is, quite insane. Will have to see how it goes for real though. But this seems like it makes some Hammer Warrior bars viable that never were before. One thing i'm a bit worried though is about how you can REALLY spread conditions like crazy with bows now. Think about it : Crippling Shot, Poison Arrow, Withering Aura = Cripple-Poison-Weakness on a guy. Your cripple is DOUBLE covered, so even Mending Touch can't get rid of it... I dunno, atm it seems pretty crazy working on EVERY attack.

Overpowered imo. Readem (talk*gwwcontribs) 01:53, 24 July 2007 (UTC)

tombs will be fun with this skill Kishu 17:02, 24 July 2007 (UTC)

While I'm not totally convinced this over powered a direction I could go is change it to only work on Melee attacks, thoughts? ~Izzy @-'---- 18:43, 24 July 2007 (UTC)

I belive the fundamental issue with all these new weakness skills is the difference between PvP and PvE. Monsters do so much more of thier damage as base attacks, especially in hard mode. Balance for one, and it dosen't work for the other. Backsword
Compare how easy it is to spread Weakness using this skill to how easy it is with Staggering Blow. If easily causing weakness to everything isn't overpowered, then Staggering Blow needs a serious buff. --Deathwing 18:48, 24 July 2007 (UTC)
Maybe on attack skills? Then it would not allow the Necromancer to use it himself, but it would have sinergy with rangers, so it would not be limited only to melee attacks. Since all warriors and dervishes and assassins have attack skills anyway, this would likely make it less limited than restricting it to melee attacks (unless a necromancer player out there were planning on casting this on himself and then go to melee range whack his enemies with a sword, but I'm not too worried about that : P). Erasculio 18:49, 24 July 2007 (UTC)
Perhaps boost the energy cost a little? You'd really have to stretch out your points quite a bit(EXP-WS-MARK-DM)as a Ranger I think to make this useful. Xitoahc 18:52, 24 July 2007 (UTC)

Doesn't really matter. Weakness first of all is a useless condition; the only reason why someone would use Weakness is to cover up conditions. This skill does this expeptionally well on BHA and BA. It layers the foe in three conditions: Daze/Burning, Poison, Weakness. Mending Touch would not remove the useful condition which is the Daze/Burning (though the Poison is a nice damage condition, that's not its main purpose). Also this could possibly provoke the usage of Ebon Dust Aura on bows. That would also layer the target in three conditions: Blind, Poison, Weakness. If you used this on a melee, it's just RC-bait. With the popularity of RC not slowing down, I doubt that this skill would be used on a Flagstand build, this would probally do best in splits where the RC can only cover a few people. Don't feel this is a brutal skill at all, but a strategic choice as when you look at this vs. another Curses skill, let's say Price of Failure it doesn't look that but it shines in a small niche. Living Parasite 19:11, 24 July 2007 (UTC)

RC doesn't really matter when you have a few casters wanding the Warriors and applying Weakness every hit. It's not like the heal matters because you don't even need to pressure those Warriors, you just wand them and they do barely any damage while you focus all your offense elsewhere. --TimeToGetIntense 01:28, 25 July 2007 (UTC)
Weakness heavily gimps all physicals, it's not useless at all. The meta has shifted towards SoD rather than RC so if you put this on a tainter your opponents will have serious problems because the disease is now covered by weakness on everyone, and spot removals fail. IMO this skill needs to trigger on attack skills only so you can't do ridiculous stuff like having casters perma-gimp their frontline by wanding. --Symbol 01:29, 25 July 2007 (UTC)
I have plans to make a team that totally abuses this skill. I think you should leave it alone, Izzy... And just see what happens. ;) --TimeToGetIntense 01:36, 25 July 2007 (UTC)

Please wand my warrior. You can't be casting Price of Failure/Spirit of Failure/Reckless Haste/Faintheartedness when you're wanding. This takes up a full skill slot that could most likely be used for a more powerful, versatile hex such as Faintheartedness. I don't see anything wrong with this. Living Parasite 03:29, 25 July 2007 (UTC)

It's not actually useless to put on your attackers either. Reducing attributes by 1 on anyone you happen to hit is not actually useless, a lot of skills work on breakpoints and screwing them up can help quite a bit. It can also screw up things like Shield req, etc. But the main thing i see with putting that on your melee is the insane synergy with Stoning. 15/1/5 causing kd, it becomes close to a gale without exhaustion on an Earth ele with attunement, and they can't really get rid of the weakness when you have multiple people applying it every swing. 04:52, 25 July 2007 (UTC)
Yeah my idea for the team is to have like 3 stoning eles. It's not only the same cooldown KD as Gale, but 105 earth damage too. You just need to wand the target and follow up with Stoning. Besides, you can bring Gale too. Hammer Warriors will be able to start a spike with Heavy Blow, which has a very nice damage boost on it that the other KD skills lack. So yeah, there's a lot more to this skill than just preventing the enemy team from dealing damage. --TimeToGetIntense 07:03, 25 July 2007 (UTC)

Just looking at some of these responses, I'm guessing that half the people here don't actually know what weakness does. It's nowhere near a useless condition. It decreases your damage by 2/3s. That means that your warrior now has less dps then a flare spammer. What's worse is that it's an enchantment with almost no recharge and the condition to apply the weakness is so easy to meet. So you give your monks and midline axes; now the other team's warriors are worthless. This could end up being better warrior control than b-surge. Imo, this needs to at least have it's recharge increased and/or trigger only on melee attack skills. Another solution might be to make it only apply on the next x number of hits and then end, or something. I'm not sure what exactly should be done, but anything that can take out 66% of your offense needs to be nerfed hard. 06:07, 25 August 2007 (UTC)

auron_bushi: Sweeet. I keep working on W/N Dark Knight builds and this would fit in just nicely. put this plus tainted flesh on you add cyclon axe and watch the enemies wither away and die! the only issue i see is that i would have to spread my points out between AXE TACTICS CURSE and DEATH but he thats what super runes are for!Oh wait scratch that... its in the death magic line already. beautiful!

Translation Suggestions[edit]

To avoid some bad skill translations i'm opening a comment for new skills so everybody can post their translation suggestions in various languages, have fun :) --YukoIshii 23:58, 1 August 2007 (UTC)

Italian: Aura Avvizzente (ok Withering is translated to Appassimento, but Aura Appassente sucks, so i used a synonimous). --YukoIshii 23:58, 1 August 2007 (UTC)

Spanish: Aura Debilitante.--NeHoMaR User NeHoMaR sig.jpg 15:47, 19 August 2007 (UTC)

Master of Whispers[edit]

This skills seemed a perfect addition to my Master of Whispers Jagged Bomber build, however i've never seen him use the skill once, be it on minions or other players/henchies. Has anyone seen this/is it bugged for AI use? Fowlero 14:18, 12 September 2007 (UTC)

Heroes dont use this skill at all. 17:32, 15 September 2007 (UTC)

Auron Bushi: i've seen heroes use it on everything that hits in mellee from minions to myself a warrior to pets 08:24, 31 March 2008 (UTC)

They must have changed the AI on it then, because they never used to use it at all. --Deathwing 16:46, 31 March 2008 (UTC)

My pvp livia will cast this on any melee ally, even guards on the isle on nameless area. I removed this skill from hero bars simply because they will spam it on every thing melee which is horrid on a minion master. Probably beter used at low ranks as a support skill, aka no MM--Justice 08:35, 11 October 2008 (UTC)


For fun I played Mo/Nec in RA With Vampi daggers & Withering Aura. Awesome :P Hinuro.

Seems fine with just a sword/axe and shield.-- 10:42, 16 February 2010 (UTC)
Agreed. No need for daggers -- 20:40, 21 February 2010 (UTC)