User:Gelbrekt/Interesting facts
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Interesting Articles to read[edit]
- Important page: Order_of_damage_modifiers
Green Weapons in PvP that have Unique Skin[edit]
- MAIN ARTICLE: PvP reward
- Churahm's Wand
- Tanzit's Defender
- Winds of Change
- MAIN ARTICLE: Gallery of Winds of Change unique items
- [[]]
- [[]]
- [[]]
- [[]]
- [[]]
- [[]]
- Oroku's Slicers
- Resolve
- Xun Rao's Absolution
- Xun Rao's Justice
- War in Kryta
- MAIN ARTICLE: Gallery of War in Kryta unique items
- Beacon of the Unseen
- Firebrand
- Resolve
- Law and Order
- Darkwing Staff
- Bauer's Intimidation (Very ugly)
- Spectral Wand
Max energy of NPCs: Test using Energy Boon + Toolbox[edit]
- Fort Aspenwood stats (Confirmed using screenshots)
- HYPOTHESIS BASED ON THIS
- HIGHLY PLAUSIBLE HYPOTHESIS based on testing (Consistent with all NPCs i have looked at, including minions):
- Warriors have 20 energy by default.
- Rangers, Assassins, Paragons & Dervishes have 30 energy by default. (Dervishes also have 25 extra health)
- Casters have 40 energy by default. Elementalists typically have more, since they have energy storage.
- This is already confirmed on the wiki page Creature. This page also states that NPC:s have an extra pip of energy regeneration. This would make sense to explain the energy management of the Luxon Monk; it has 40 base energy, 5 energy pips, and unless he uses Healing Breeze, the only energy skills he uses are WoH and Heal Area, so this would explain his energy management.
- Uncategorized;
- Ebon Vanguard assassin (level 16): (250-160)/3 = 30 [The assassin had surprisingly low HP].
- Sunspear Scout [most likely a paragon, since they wield spears]: (570-480)/3 = 30 max energy.
- Sunspear (level 3) [most likely a warrior, since they wield swords]: 200-140 -> 20 max energy.
- Sogolon (level 3): (230-140)/3 = 30 max energy
- Gehraz (level 3) (255-165)/3 = 30 max energy
- Gadd : (711-480)/3 = 77 max energy -> Interesting - this does not correspond to the same rules as before (77-40 = 37, and 37 isnt divisible by 3 so it can't soley come from energy storage).. It also can't be from a morale boost since he had 480 hp. An explaination is that he, like livia, was intended to be a hero, and as a result has a custom modded (likely imperfect) weapon on him, which many heroes start with.
- Enchanted Scythe: (570-480)/3 = 30 max energy
- Fort Aspenwood
- Kurz Elementalist: (735-480)/3 = 85 max energy. Since the other casters have 40 max energy, it seems highly likely that this means that the Kurz Elementalists have (85-40)/3 = 15 Energy Storage. This seems pretty high, but they do have 15 Earth magic, and many NPCS have 15 in 2 attributes.
- Luxon Monk: 40 max energy
- Luxon Priest: 40 max energyd
- Kurz Ranger: (570-480)/3 = 30 max energy
- Luxon Longbow (Could be different since they have different HP): (420-330)/3 = 30 max energy
- Juggernaut: (700-640)/3 = 20 max energy
- Orange Commander AND Siege Turtle: (650-560)/3 = 30 max energy
- Master Architect: (620-560)/3 = 20 max energy
- Minions
- Shambling Horror AND Bone Horror: (440-320)/3 = 40 [Categorized as necromancer on the minion page]
- Bone Fiend (410-320)/3 = 30 [Categorized as Ranger]
- Bone Minion: (300-240)/3 = 20 [Categorized as Warrior]
Naga Shaman[edit]
- STATS of Naga Shamans in different levels (Tested using Energy Boon)
- Level 14: (534-360)/3 = 58 Max Energy -> 18 energy after base increase -> 6 Energy Storage.
- Explaination 1 - The naga has +10 energy from staff mods (NOT likely to be true, see below): Staff has +10 energy from mods, and he has 6 energy storage (giving 18 extra energy). This seems somewhat unlikely, since he appears to have a SoH inscription on the staff, so he cant have a "Hale and Hearty" if that is true.
- Explaination 2 - He has an imperfect staff with imperfect inscriptions (NOT likely to be true, see below).
- Explaination 3: The naga shaman doesn't use regular equipment at all, but just has fixed "hardcoded" stats by the developers, where the energy is set to 40 for all casters (this is the most plausible explaination as per the testing above, and also consistent with the Creature page.). This explaination would mean that he has 6 energy storage (Energy: 40 + 6*3 = 58), which seems reasonable since the attribute points at that level allow for roughly 10 Earth Magic (as the wiki page states), plus 6 energy storage.
- CHECKED: 2 attributes with levels 10 & 6 costs 97 attribute points. This is CONSISTENT with what the wiki says about heroes and attribute points: "Heroes gain attribute points at the same rate as a player character, except they receive 15 additional points at level 10 and at level 15.". This means that a hero DOES HAVE exactly 100 attribyte points at level 14.
- Level 16: (592-400)/3 = 64 max energy -> 64-40 = 24 -> 24/3 = 8 Energy Storage
- Level 18: (632-440)/3 =64 max energy -> 8 Energy Storage (same as above)
- Level 20: (681-480)/3 = 67 max energy -> 67-40 = 27 -> 27/3 = 9 Energy Storage. This is lower than expected, but there is no doubt that it is a fact (I checked 3 times).
- CONCLUSION: The hero attribute point speculation above was clearly INCORRECT. Some more speculations could of course be done here to explain this, but the data doesn't matter ultimately. Still, it is a fact that the naga has enough energy to use stoning 10 times during its lifespan.
Skills that are better than they first appear (typically due to bug)[edit]
Skills that are improved due to being bugged or likely not working as intended[edit]
- Several skills that can extend beyond the armor cap:
- Skills that should cause AI scatter, but don't (Note that not all similar skills work this way; for example Dark Aura and Mark of Pain allegedly cause scatter).
- Double Dragon
- Glimmering Mark
- Wastrel's Demise
- Whirling Defense - Also note: This skill is considerably better than it first appears, since it Physical damage, triggering e.g Mark of Pain! Also, similarly to Soldier's Defense, any blocks done while affected by this skill will result in damage, even if coming from another source.
- Skills that should have an aftercast, but don't.
- Skills that can be activated and resurrect party members even when affected by Frozen Soil:
- Skills appearing to only affect attacks, but don't:
- Ebon Battle Standard of Honor - Extensive testing confirms that it seems to increase ALL armor-respecting damage, including indirect damage.
- EPIC-MEGA-COMBO - Ebon battle Standard of honor increases the damage of Double Dragon, which in turn is bugged by not causing enemies to scatter. As such, the skills are WAY better combined than they appear from their descriptions.
- Life Bond - The description does not accurately describe the skill when compared to other skill descriptions; It says it only affects "attacks", but it actually affects all damage. Also it is better than it first appears because it triggers skills like Balthazar's Spirit, Seed of Life and Healing Seed.
- Ebon Battle Standard of Honor - Extensive testing confirms that it seems to increase ALL armor-respecting damage, including indirect damage.
[edit]
- Things that incorrectly apply to the expected duration, rather than the actual duration.
- Shadow Form - "The -5 damage reduction is active for the expected duration of each enchantment, not its actual duration. Refreshing an Assassin enchantment before it ends reduces the received damage by an additional -5."
- Windwalker Insignia - "Like Shadow Form, the +5 armor is active for the expected duration of each enchantment, not its actual duration. Refreshing an enchantment before it ends increases the armor bonus by an additional +5."
- Racing Beetle - Pets that attack way faster than other pets.
- Weapon Modifiers that affect condition duration - While Weapon modifiers that increase damage only affect the direct weapon damage itself, Condition weapon modifiers increase the duration from apparently ALL skills, including skills with no direct condition application such as Epidemic, and self-inflicting conditions such as Signet of Agony. ADDITIONALLY, the WM are bugged, see: User:Gelbrekt/ArchersSignet and Epidemic
- Daze - Any skill that applies Daze [E.g Technibabble / Contagion] interrupts spells upon application.
[edit]
- Larger range than expected
- Mystic Healing - Has MAP RANGE (according to a wiki comment, not tested).
- "Retreat!" Has compass range (Also does not end on attacks unlike Fall Back)
- "I Will Avenge You!" - Affects compass range, while most shouts affect earshot.
- File:.jpg [[]]
- Skills that don't specify a range (worth testing):
- Dwayna's Sorrow
- File:.jpg [[]]
- Summon Naga Shaman - Several things (several of these also apply to other asura summons):
- 1. It deals more damage than expected. While a staff has 22 max damage, the naga shaman (and other summons, hits for 46 max against 60 armor dummies). A player max damage with staff is 22*1.15*1.2*1.41 = 42.8 (Assuming SoH Inscription, Customized weapon, and critical hit, lowering armor by 20 meaning sqrt 2 = 41% bonus dmg). The Asura Summons can hit max damage 46.
- 2. One can be present per player, not party.
- 3 It has more energy than could be expected. A pretty good estimation based on testing is 60 energy and 5 pips (or some other combination of max energy and pips); I tested with 55e/+5pips and got almost 10 stonings in 60 seconds.
- Foul Feast - "If this skill transfers Disease, it will recharge in 2 seconds regardless of modifiers affecting its recharge such as Diversion."
- Skills that affect more than what is described in the description:
- Iron Mist - Affects all spells, not just the very narrowly defined spells in its description
- Stone Striker - Affects all damage, not just Physical and Elemental.
- Armor of Unfeeling - [Well known]: Affects not just incomming damage, but also health loss for Shelter and Earthbind (and other health losses?) as well as spirits that damage themselves, e.g Union.
- Soldier's Defense - NOT VERIFIED (But interesting): "Adrenaline will be gained even for attacks blocked by another blocking source (regardless of whether the user is under the effects of a shout or chant)".
- Blood of the Master - Affects all minions, not just the own user's minions as the description indicates.
- Keystone Signet - "At ranks 0-1 Fast Casting, all signets activated within the duration will deal damage and interrupt foes."
- Earthbind: Surpasses Stun Immunity
- Weapon of Remedy: Triggers multiple times if target is struck by multiple damage packets from 1 skill, e.g barbs. Presumably it also applies to VoS, 100 blades, etc. This is WORTH TESTING to verify it.
- Fevered Dreams: See the two bugs listed on the page.
- Verata's Gaze - Sacrifices 0% health, which triggers Dark Aura and Masochism (PvP).
- ALSO: Another non-obvious use of this skill is to equip it on other non-necro characters who can then capture minions from Malign Intervention. Another use-case is taking over a flesh golem after a player uses Verata's Aura (with Contemplation of Purity) or Sacrifice himself to death; this would allow a player with 0 death Magic to control a level 32 Flesh golem, without even using an elite skill.
The Norn Forms do not remove all effects as they state[edit]
TESTING[edit]
- [Note: The test only includes some random skills; i won't test all skills with in each category, hehe]
- NOT REMOVED
- Skills [Aura of Superiority] [Extend Enchantments]
- Preparations [Read the Wind]. Useful Preparations include:
- Disrupting Accuracy - Longest duration. Effective if an ally uses "Go for the Eyes!"
- Ignite Arrows / Kindle Arrows - Can be effective CONSIDERING the viability of attacks when using Ursan Blessing + Volfen blessing; both of these increase attack damage/speed, further supporting the relevance of using regular attacks.
- Apply Poison / Barbed Arrows - Spread conditions (if these aren't already spread by the party).
- Item Spells [Generous Was Tsungrai]
- Weapon Spells [Nightmare weapon]
- Echos [Mending Refrain]
- Skills that are not removed, but where this has no particular relevance due to not affecting any ineteresting skills skills.
- Signets [Signet of Recall] - the vast majority of signets with a duration have no impact at all during this form.
- Glyphs [Glyph of Lesser Energy]
- Hex Spellss [Imagined Burded]
- REMOVED
- Enchantment [Channeling]
- Flash Enchantment [Enchanted Haste] [Heart of Holy Flame]
- Stance [Elemental Resistance]
- Shout [Dodge This] [Fall Back]
- Chant [Anthem of Flame]
- NOT TESTED
- If Shouts like Feral Aggressions are removed from Pet.
- Interesting skills to use for this purpose
Suggested skills [Note that these skills themselves are not part of this list of skills that are better than they might seem) |
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UNCATEGORIZED[edit]
- Signet of Binding - According to the wiki, this allows you to have 2 spirits of the same type, e.g if you take control of a pain spirit and already have an own pain spirit, you will now have 2.
- Restoration: Apparently is able to resurrect dead summons (potentially this is just when capturing other player's summons; Might be worth testing).
- Elemental Resistance Physical Resistance: Has no negative effect if the caster has 60 armor.
- TODO: Read these pages to fill this list more completely:
Skills that are not necessarily bugged, but better than they first appear[edit]
- Most impressive findings
- Mystic Regeneration - The amount of ENCHANTMENTS are capped at 8, not the amount of regeneration. Since dervishes typically use many enchantments, this skill can often get +8-10 health regen even without high Earth Prayers.
- Malign Intervention - While it summons a minion and requires a "fleshy" target, it does NOT exploit the corpse, which is one of the few ways of creating minions without corpses.
- Tranquility - Not a bug, but underrated since it has always been considered bad even though It could potentially have great synergy w dervish enchants (Perhaps also stacked with Quickening Zephyr in order to reduce the CD as well).
- Healing Seed - Because it causes health gain and affects adjacent allies, it can heal spirits [confirmed by testing].
- It is NOT an effective use case here to place the spirits adjacent to the user who is attacked, since any AoE damage will kill the spirit, even if the spirits themselves are not attacked.
- HOWEVER, it is CONFIRMED that healing seed IS TRIGGERED by Life Bond, which makes it entirely possible for a user to place down a bunch of spirits such as Union, Displacement and Shelter, and either that player (or another) casts life bond on a tank, after which the player who used life bond becomes enchanted with Healing Seed. Assuming That Armor of Unfeeling is used and the tank takes a sufficient amount of hits, it makes these spirits (who otherwise dies quickly) instead last very long.
- UNCATEGORIZED
- Epidemic + Archer's Signet - The combo is surprisingly good, and clearly superior to Extend Conditions since it does not have any duration cap. See this page: User:Gelbrekt/ArchersSignet and Epidemic
- Most Item Spells - You can pre-cast item spells before battles in order to use them twice, e.g Grasping Was Kuurong can KD targets for 4 seconds (6 if using Earthbind or Stonefist Insignia).
- Mirror of Ice - "If you strike a foe hexed with water magic"-condition is met by the skill itself, since it hits twice.
- Protective Spirit - According to the wiki, it always takes precdence before Frenzy (Forgot which page i read this on).
- Pain Inverter - Deals 80 damage per DAMAGE PACKET that the target foe deals, which it has no cap for. E.G when used on The Great Destroyer attacking 20 minions/spirits/npcs, it will deal 80*20 damage.
- Second Wind - Not a bug, but this can be way more powerful than it first seems, since there are MANY sources of increasing Energy in PvE, e.g Energy Storage, +30 sets, +30 from cons (cake, apple and Chalice of glory), armor, +7 from Asura., Etc.
- Energy Boon - Fun Trivia: While the skill itself isn't necessarily amazing, it does allow the user to see the max energy of allies (at 0 energy storage, it increases their health as per their energy level. (GwToolbox). This can be used to find the max energy of allied NPCs. See the headline "Max energy of NPCs".
- Remember, Aneurysm and/or Mind Wrack can be used to see the max energy of foes.
- Rampage as One - While the very similar skill "Run as One" is a stance, this skill is not, allowing the user to for example use Whirling Defense in addition to this skill (which can be recharged if using a hammer with "On your Knees").
- Animate Bone Fiend - Deals higher damage than a player at a comparable level; At level 20, they deal 20-56 base damage with an attack rate of 1.86, compared to a shortbow with 15-28 damage at an attack rate of 2.0. HOWEVER, remember that the effective damage of a bow becomes multiplied by 1.2*1.15 = 1.38 if having mods, resulting in a damage range of 21-39. This is STILL higher than the attack damage of a bow though (and faster attack speed).
- Skills that can summon jagged horrors - The bleeding duration that they inflict is not specified, but it surprisingly long - 25 seconds - even at 0 death magic.
- Skills increasing crit chance: Critical hits reduce armor of the target by 20 [which isn't included in any documentation I have found except the wiki], which increases the base damage they take from the attack by 41%.
- Example: "Go for the Eyes!"
- "None Shall Pass!"; synergy with quickening zephyr, since the recharge time reduction occurs AFTER quickening Zephyr. However if it reduces below 0 it will be locked for 10 min.
Skills that are underrated and/or have cool features[edit]
- Slippery Ground - Warriors can use this effectively since (1) it has a low energy cost for an AoE KD, which synergizes with Stonefist Insignia. (2) The blind condition is easy to meet since other allies can use it (e.g blinding surge elementalist).
- Moebius Strike - Opens up for using Lead Attacks with long cooldown, in particular Disrupting Slab or Iron Palm; These skills are recharged by Moebius Strike, allowing the assassin to begin a new chain on the new target.
- This is interestingly the idea behind Kurzick Assassins; however in their case it is of course an issue as the enemy team can easily prepare for it, interrupting Iron Palm and thereby the entire chain.
- Well of the Profane - Very effective in PvP areas where you have high priority NPC targets that do not move, e.g the Kurzick defenders in Fort Aspenwood or the Ghostly Hero in Heroes' Ascent. With WotP, these targets become much easier to kill/spike.
- Vow of Silence & Frenzied Defense - These skills have a very good synergy in certain PvP matches like Fort Aspenwood; together they block nearly all incomming damate. Healing can be achieved through e.g Grenth's Aura and Vow of Piety.
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Skills that are WORSE than they first appear (typically due to bug)[edit]
- Ritual Lord - The health increase from spawning power doesn't apply here.
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Go for the Eyes[edit]
- "Go for the Eyes!" - The skill does NOT increase the critical hit chance of minions. HOWEVER, it does reduce enemy armor. How does this work exactly? Two questions are relevant:
- Does it stack beyond the 60 minimum armor cap?
- Yes. This was tested by using a level 19 minion on isle of the nameless with 20 attacks when using Go for the eyes. The minimum damage was 26, which confirms it stacks beyond the 60 minimum armor cap. The minimum damage of the minion is normally 18 (according to the page Bone Horror) and 18*1.41 = 25.45, i.e the minimum damage assuming that GftE stacks beyond the armor cap is about 26.
- Does it stack with other effects?
- In other words: Does a target with 100 armor, affected by cracked armor + a critical hit, take equal damage to a 60 armor target?
- Answer: Most likely yes; The wiki claims (at Effect stacking) that the only cap on armor reduction happens at 60, which we already see is exceeded by critical hits.
Super Skill Combination: Ward of the Double Dragon Honor[edit]
Ward of the Double Dragon Honor
- Concise description
- EXPLAINATION
- This is the actual effect of Ebon Vanguard Battle Standard of Honor when combining it with Double dragon (as written above); Assuming the player has a weapon of enchanting [20%], the skill lasts for 10 seconds on 2 targets, i.e 20 strikes. each strike deals 8-15 more damage (armor ignoring), meaning that:
- The skill deals 160-300 damage in total due to the buff from the ebon ward (In addition to the bonus dmg ve char).
- The damage is armor-ignoring, which should make it effective even vs destroyers despite their extra armor.
- In addition to this damage, we have:
- The original damage dealt by double dragon.
- The other skills which are boosted by the Ebon Ward-
- The burning condition applied from the Double Dragon.
- COUNTER-ARGUMENTS
- It causes enemy scatter.
- No, it actually doesn't due to a bug (as discussed earlier)
- It does happen over the duration of 10 seconds, and can be removed.
- Yes, it is true that it can be removed, but keeping an enchantment on you for 10 seconds is generally not too difficult to do in most areas of the game.
- Also, while most periodic AoE-skills typically never hit with all of their strikes, remember that Double Dragon actually follows the user, making it significantly more likely to succeed if used on melee fighters.
Interesting Weapons from Grenth's Footprint & Sorrow's Furnace[edit]
- MAIN ARTICLES:
- SORROW'S FURNACE
- Tanzit's Defender - Unique Skin (only exists in pve rewards), and can't be replicated.
- Drago's Flatbow - EPIC unique skin, and also great stats (albeit replicable).
- TODO: Try wearing this bow with a tonic that makes you bigger, e.g Pyre or Zhed.
- GRENTH's FOOTPRINT
- Wroth's Icon - "This item cannot be replicated, as it effectively has two inscriptions, "Master of My Domain" and "Forget Me Not".". It is MORE useful than the typical 20/20 focus, since the reduced cast time isn't really useful for protection prayer skills with very short cast time.
- LESS IMPORTANT
- Runar's Brimstone Staff - Decent skin Air Magic staf. Replicable.
- Brimstone Wand - Wand. Half Cast Time of Air Magic, +5e when enchanted.
- Focuses/Wands items that are not replicable, but where regular 20/20 are likely better:
- Villnar's Glove - Curses Focus
- The Stonehart - Healing Focus
- Garbok's Chalice - Inspiration Focus
- The Brimstone - Air Focus
Getting Interesting low-rank weapons (For special builds, or PvP)[edit]
- 1. Unique weapons
- Interesting uniques can be found at pages like List of dervish unique items (Replace Dervish with desired profession).
- 2. Collector's Weapons
- Some collectors have proven to give nice low-rating weapons, for example:
- Saba Blackstone, who provides a high-damage, fully modded hornbow (req 3 marksmanship)
- Corwin Luceinne provides a wand with HRT and HCT of 10%.
- To find collector's Simply search for a low-level area - e.g Old Ascalon and look there.
- Some collectors have proven to give nice low-rating weapons, for example:
- CHECKED AREAS:
- (R) Nightfall --> It is very clear that the collector's items there have requirements that are way higher than other weapons you can find in the area from foes.
- (R) Prophecies. See theese maps :
- (R) Ascalon/Map
- (R) Northern_Shiverpeaks/Map
- (R) Kryta/Map
- [No weapons from these regions seemed interesting, so it is not likely that other proph areas will have interesting weapons.]
- Factions -> NOT tested.
- CHECKED AREAS:
- 3. Chest weapons
- Get keys or lockpicks and unlock chests in lower level areas; these often give purple items (although i'm not sure about their weapon reqs; they might be higher)
LIST OF INTERESTING WEAPONS[edit]
- For this purpose, ISTAN is likely the only place to go to, since Proph and factions has no inscriptions (so the weapons can't be modded) and EotN has no low-level content.
- Low req Scythes - (Relevant for the Avatar of Dwayna super healing build)
- No Req:
- Level 10 Corsairs in Zehlon Reach dropped a inscribable 7-14 damage scythe (no req).
- Level 10 Stormseed Jacaranda in Mehtani Keys dropped a Briarwood Scythe with 8-16 damage, NO REQ and with inscription
- Level 10 Corsair Flogger in Mehtani Keys dropped an Embossed Scythe with 9-20 damage with req 4 scythe mastery and with inscription.
- Up to Req 4 (Convenien since the build can easily afford that):
- [No known foes atm]
Best Henchmen in Heroes' Ascent[edit]
Suggested Team (for solo mesmer)[edit]
- Alsacien
- Haldibarn
- Hobba
- Suzu
- Rollo Lowlo
- Obvious: Blahks, Divintus for healing.
- Alsacien
- VERY strong hero in many respects:
- Basically ALL his skills are useful AoE attacks, except for Wounding Strike.
- Wounding strike is in turn useful because of Deep Wound and extra damage since he uses the PVE version (not pvp).
- All skills he has are easily used and spammed by the AI.
- Transfers conditions on him through Grenth's fingers, and does AoE enchantment removal with Winds of Disenchantment.
- Basically ALL his skills are useful AoE attacks, except for Wounding Strike.
- NOTE: When using him, he will always try to keep the same target as you.
- This is PROBLEMATIC since it may cause him to run around much more than he fights if you switch targets often.
- This is also USEFUL for directing him to targets where he can hit multiple ones with Wounding Strike.
- Haldibarn
- Being a ranger, he has +30 armor vs elemental damage, which is useful against AoE nukes.
- Inflicts AoE Poison with Apply Poison and Incendiary Arrows
- Multiple interrupts.
Henchmen that are a "maybe"[edit]
- Bacchi
- Elementalists are nice, HOWEVER; her only useful (AOE) spells are:
- Ice Spikes
- Mirror of Ice -> A great AoE skill, however this is NOT useful when the elementalist doesn't go near the targets
- So it is QUESTIONABLE if he should be used; Other players are likely better. Movement speed reduction can be very useful for henchmen teams, but this can be brought by the player instead (Deep freeze is very useful in my experience, since it gives the most powerful water magic AoE slow even at 0 water magic).
Anniversary Weapons[edit]
- Anniversary Axe "Engrave" (Requires 9 Energy Storage)
- Based on the Elementalist Conjure Spells, which are normally bad to use together with a wand or staff.
- Anniversary Flatbow "Oracle" (Requires 9 Spawning Power)
- Based on Spirit's Strength.
- Anniversary Shortbow "Whisper" (Requires 9 Critical Strikes)
- Based on Disrupting Accuracy
- Anniversary Daggers "Vengeance" (Requires 9 Leadership)
- Gw2 Reference to Paragons turning into Spellbreakers.
- Anniversary Hammer "Verdict" (Requires 9 Divine Favor)
- Gw2 Reference to Guardians.
- Anniversary Scythe "Sufferer" (Requires 9 Soul Reaping)
- Gw2 reference to Reapers (who are in turn a references to dervishes).
- Also based on the skill Dark Aura, since it is a powerful melee necro skill.
- Anniversary Shield "Curtain" (Requires 9 Fast Casting)
- Gw2 reference to Chronomancers.
- Anniversary Spear "Arbalest" (Requires 9 Strength)
- Based on the fact that warriors very commonly use spears to build adrenaline; now they can deal full damage.
- Anniversary Staff "Unveil" (Requires 9 Mysticism)
- Based on the fact that Dervishes commonly use staffs for healing builds; now they can deal full damage with the staff.
- Anniversary Sword "Prominence" (Requires 9 Expertise)
- Based on the fact that rangers that are not using Marksmanship have no no weapon they can use in combat.
- Gw2 reference to rangers using swords.
List of skills that increase outgoing damage[edit]
- Correct me if I'm wrong, but i have not found this anywhere else on the wiki.
- TODO: Fill this list by looking through the skill lists on e.g List of monk skills. Keywords to search for:
- "More Damage" [E.g all party members (5 seconds). 3...13...16 more damage]
- "deal +" [E.g "Your undead servants deal +3...13...16 damage."]
- Alternatively: Just search for the same things as are included in the list below, and/or scroll through the entire skill lists.
- Checked professions
- Warrior
- Ranger
- Mesmer
- Elementalist
- Monk
- PvE Skills
Skills that directly increase outgoing damage[edit]
- Counted skills:
- Any skill that direclty deal +X..X damage or +X% damage.
Icon | Name | Description | Prof. | Attribute | Campaign | |||||
---|---|---|---|---|---|---|---|---|---|---|
"By Ural's Hammer!" | Shout. (30 seconds.) Resurrect all dead party members in earshot with full Health and Energy. Affected party members deal 25...33% more damage. Affected party members die when it ends, but do not receive a death penalty. | 5 | 60 | Deldrimor rank | Eye of the North | |||||
"I Am the Strongest!" | Shout. Your next 5...8 attacks deal +14...20 damage. | 5 | 20 | Norn rank | Eye of the North | |||||
"Together as One!" | Elite Shout. (3...13...15 seconds.) All party members near you or your pet deal +5...13...15 damage [sic] and gain +1...6...7 Health regeneration. PvE Skill | 10 | 15 | Expertise | Core | |||||
Anthem of Envy | Chant. (10 seconds.) Allies in earshot do +10...22...25 damage with their next attack skill. Damage bonus only applies to foes with more than 50% Health. | 6 | 1 | Command | Nightfall | |||||
Brutal Weapon | Weapon Spell. (10...34...40 seconds.) Attacks deal +5...13...15 damage. No effect while target ally is enchanted. | 10 | 1 | 15 | Communing | Factions | ||||
Calculated Risk | Hex Spell. Target foe does +10 damage with attacks (3...20...24 seconds). There is a 50% chance that the damage from each attack (maximum 15...83...100) will be done to that foe instead. | 5 | 1 | 7 | Illusion Magic | Eye of the North | ||||
Conjure Flame | Enchantment Spell. (60 seconds.) Your attacks hit for +5...17...20 fire damage. No effect unless your weapon deals fire damage. | 10 | 1 | 45 | Fire Magic | Core | ||||
Conjure Frost | Enchantment Spell. (60 seconds.) Your attacks hit for +5...17...20 cold damage. No effect unless your weapon deals cold damage. | 10 | 1 | 45 | Water Magic | Core | ||||
Conjure Lightning | Enchantment Spell. (60 seconds.) Your attacks hit for +5...17...20 lightning damage. No effect unless your weapon deals lightning damage. | 10 | 1 | 45 | Air Magic | Core | ||||
Ebon Battle Standard of Honor | Ward Spell. (14...20 seconds.) Allies in this ward deal +8...15 damage and +7...10 more damage against Charr. Spirits are unaffected. | 10 | 1 | 20 | Ebon Vanguard rank | Eye of the North | ||||
Ebon Dust Aura | Elite Flash Enchantment Spell. (30 seconds.) Deal +3...13...15 earth damage with your melee attacks. Initial Effect: Blinds nearby foes for 1...6...7 second[s]. End Effect: removes Blindness. No effect unless wielding an earth weapon. | 10 | 20 | Earth Prayers | Nightfall | |||||
Favorable Winds | Nature Ritual. Creates a level 1...8...10 spirit (30...126...150 second lifespan). Arrows move twice as fast and hit for +6 damage for creatures in range. Does not affect spirits. | 5 | 5 | 60 | Marksmanship | Core | ||||
Feral Aggression | Skill. (5...17...20 seconds.) Your pet attacks 33% faster and deals +3...9...10 damage. | 15 | 20 | Beast Mastery | Eye of the North | |||||
Great Dwarf Weapon | Weapon Spell. (20 seconds.) +15...20 weapon damage and 28...40% chance to cause knock-down with attacks. Cannot self-target. | 10 | 1 | 5 | Deldrimor rank | Eye of the North | ||||
Harrier's Haste | Flash Enchantment Spell. (2...7...8 seconds.) You move 25% faster and deal +3...10...12 damage to moving foes. | 10 | 10 | Wind Prayers | Nightfall | |||||
Order of Pain | Enchantment Spell. Enchants all party members (5 seconds). 3...13...16 more damage whenever these party members hit with physical damage. | 17% | 10 | 2 | Blood Magic | Core | ||||
Order of Undeath | Elite Spell. (5 seconds.) Your undead servants deal +3...13...16 damage. You lose 2% of your maximum Health whenever your servants hit. | 10 | 1 | 5 | Death Magic | Nightfall | ||||
Order of the Vampire | Elite Enchantment Spell. Enchants all party members (5 seconds.) These party members steal 3...13...16 Health with each physical damage attack. Party members under another Necromancer enchantment are not affected. | 17% | 5 | 2 | 5 | Blood Magic | Prophecies | |||
Signet of Ghostly Might | Elite Signet. (5...17...20 seconds.) All spirits you control within earshot attack 33% faster and deal +5...9...10 damage. | 1 | 15 | Communing | Nightfall | |||||
Signet of Ghostly Might (PvP) | Elite Signet. Target allied summoned creature deals +5...29...35 damage. That creature is destroyed after 10 seconds. | 1 | 5 | Communing | Nightfall | |||||
Signet of Strength | Signet. Your attacks deal +5 damage. Ends after 1...13...16 attack[s]. | 1 | 45 | Strength | Factions | |||||
Soul Taker | Elite Enchantment Spell. (3...25...30 seconds.) Attacks deal +15...19...20 damage and sacrifice 15...19...20 health. PvE Skill | 5 | 1 | 15 | Soul Reaping | Core | ||||
Strength of Honor | Enchantment Spell. Target ally deals 5...21...25 more damage in melee. | -1 | 10 | 2 | 15 | Smiting Prayers | Core | |||
Strength of Honor (PvP) | Enchantment Spell. Target ally deals 1...4...5 more damage in melee. | -1 | 10 | 2 | 15 | Smiting Prayers | Core | |||
Ursan Roar | Shout. (2...5 seconds) Inflicts Weakness condition to foes in earshot. Allies in earshot deal +5...15 damage per attack. | 15 | Norn rank | Eye of the North | ||||||
Vengeance | Enchantment Spell. (30 seconds.) Resurrects target party member (full Health, full Energy). This ally deals 25% more damage and does not incur death penalty. End effect: this ally dies. | 10 | 4 | 30 | Prophecies | |||||
Weapons of Three Forges | Elite Weapon Spell. (3...17...20 seconds.) Allies in earshot gain the effect of a random Weapon Spell. Allied spirits are not affected. PvE Skill | 10 | 2 | 15 | Spawning Power | Core | ||||
Winnowing | Nature Ritual. Creates a level 1...8...10 spirit (30...126...150 second lifespan). Increases physical damage by +4 for creatures in range. Does not affect spirits. | 5 | 5 | 60 | Wilderness Survival | Core |
List of skills dealing extra on attack strikes (e.g Barbs, Vow of Strength, Avatar of Grenth)[edit]
- Skills that make foes take damage when struck by an attack, e.g Barbs, or make an ally deal extra damage with each attack, e.g Vow of Strength.
- Skills that only deal damage once, such as Whirling Charge are NOT counted.
- There is probably a wiki page for this already.
Icon | Name | Description | Prof. | Attribute | Campaign | |||||
---|---|---|---|---|---|---|---|---|---|---|
Avatar of Grenth | Elite Form. (10...74...90 seconds.) Your scythe attacks deal dark damage and steal 0...10...12 Health. You are immune to Disease. Apply Disease to all adjacent foes (3 seconds) when you lose a Dervish enchantment. This skill is disabled for 45 seconds. | 5 | 2 | 20 | Mysticism | Nightfall | ||||
Heal as One | Elite Skill. (15 seconds.) Your pet's attacks steal 1...16...20 Health. Initial effect: heals you and your pet for 20...87...104; resurrects your pet (50% Health) if dead. If you have this equipped, your pet will travel with you. | 5 | 1 | 5 | Beast Mastery | Factions | ||||
Sand Shards | Flash Enchantment Spell. (30 seconds.) Deal 10...50...60 earth damage to all other adjacent foes whenever you hit with your scythe. Ends after 1...4...5 hit[s]. | 10 | 10 | Earth Prayers | Nightfall | |||||
Vow of Strength | Elite Enchantment Spell. (15 seconds.) When you attack with a scythe, deals 10...22...25 slashing damage to adjacent foes. | 5 | ¼ | 20 | Earth Prayers | Nightfall |
Skills that increase damage on allies, or increase damage that foes take[edit]
- E.g Judge's Insight, or Cracked Armor.
- (Some unrelated skills are added to create the model for each profession (beginning on its own line)
Icon | Name | Description | Prof. | Attribute | Campaign | |||||
---|---|---|---|---|---|---|---|---|---|---|
Brawling Headbutt | Touch Skill. Deals 45...70 damage; causes knock-down. | 7 | ¾ | Deldrimor rank | Eye of the North | |||||
Deathly Swarm | Spell. Deathly Swarm flies out slowly and deals 30...78...90 cold damage. Hits two additional foes in the area. | 10 | 2 | 6 | Death Magic | Core | ||||
Empathy | Hex Spell. (5...13...15 seconds.) Target foe's attacks deal 1...12...15 less damage, and that foe takes 10...46...55 damage with each attack. | 10 | 2 | 10 | Domination Magic | Core | ||||
Flare | Spell. Projectile: deals 20...56...65 fire damage. If Overcast, strikes adjacent. | 5 | 1 | Fire Magic | Core | |||||
Frenzy | Stance. (8 seconds.) You attack 33% faster. You take double damage. | 5 | 4 | Core | ||||||
Healing Breeze | Enchantment Spell. (15 seconds.) +4...8...9 Health regeneration. | 10 | 1 | 5 | Healing Prayers | Core | ||||
Mighty Throw | Spear Attack. Deals +10...34...40 damage. This spear moves three times faster. | 2 | 3 | Spear Mastery | Nightfall | |||||
Pain | Binding Ritual. Creates a level 1...10...12 spirit (30...126...150 second lifespan). Its attacks deal 5...25...30 damage. | 5 | ¾ | 30 | Communing | Factions | ||||
Power Shot | Bow Attack. Target foe takes 25...45...50 damage. | 10 | 3 | Marksmanship | Core | |||||
Unsuspecting Strike | Lead Attack. Deals +19...29...31 damage. Deals 15...63...75 more damage if target foe's Health is above 90%. | 10 | 2 | Critical Strikes | Factions | |||||
Vital Boon | Enchantment Spell. (20 seconds.) You have +40...88...100 maximum Health. End effect: Heals you for 75...175...200. | 5 | 1 | 8 | Earth Prayers | Nightfall |