Ward Against Harm
From Guild Wars Wiki
Jump to navigationJump to search
This skill has a PvP-only version — see Ward Against Harm (PvP). |
Ward Against Harm
Elite Ward Spell. Create a Ward Against Harm at this location. For 5...13...15 seconds, non-spirit allies in this area have +1...3...3 health regeneration, +12...22...24 armor, and an additional +12...22...24 armor against elemental damage. This spell is disabled for 20 seconds.
- Concise description
Progression | |
---|---|
+Armor vs elemental damage
|
0 5 1 12 12
1 6 1 13 13
2 6 1 14 14
3 7 1 14 14
4 8 2 15 15
5 8 2 16 16
6 9 2 17 17
7 10 2 18 18
8 10 2 18 18
9 11 2 19 19
10 12 2 20 20
11 12 2 21 21
12 13 3 22 22
13 14 3 22 22
14 14 3 23 23
15 15 3 24 24
16 16 3 25 25
17 16 3 26 26
18 17 3 26 26
19 18 4 27 27
20 18 4 28 28
21 19 4 29 29
|
Acquisition[edit]
Related skills[edit]
Notes[edit]
Bug.This skill does not actually become disabled, as it can be instantly recharged by Glyph of Renewal, and the recharge reduced by Glyph of Swiftness.
- The ward actually grants +12...22...24 armor against non-elemental damage and +24...43...48 against elemental damage. This distinction is important for the armor cap and armor calculation.
- The AI cannot detect a ward's presence. While remaining inside would be favourable, even flagged NPCs characters will run out of its protection whenever hit.
Trivia[edit]
- Prior to the release of Time Ward, this was the only elite ward spell. This and Teinai's Heat are the only Elementalist ward spells outside of Earth Magic.
- This is one of five elite skills seen in pre-Searing Ascalon, the other four being Barrage, Bull's Charge, Earth Shaker, and Hundred Blades.
- Elementalist Aziure enlists the player to help her research this skill.