This maybe a confusing question because the circumstances for it was a little odd.
I was in RA running a skill stealing build. The primary skills being [skill]Signet of Illusions[/skill][skill]Arcane Larceny[/skill][skill]Arcane Thievery[/skill]. The group I was in killed off 3 of the 4 members from the opposing team. The last one was a stance tank wammo and my group consisted of two recall monks and a sin. Basically we couldn't kill him.
About midway through the match when some of his teammates were alive I noticed he was maintaining an enchantment which ended up being [skill]Mending[/skill]. Go figure. So I stole it in hopes of disabling him from using it. However he already had mending on him.
So I cast it one of the monks being attacked. After we killed the 3 of 4 I noticed that I was still maintaining the enchantment. This is beyond the recharge time of thievery and larceny.
Can anyone confirm this, I would but I have to go to class. Also is it possible to steal other maintained enchantments, besides mending, and keep them up? And if they are maintained are they maintained the entire time at max stats?
I would imagine someone has come across this before?
Can anyone confirm . . .??
| Cleric |
Hells_Faithful
From my experiences in the game, it seems that as long as the enchantment is not destroyed or removed from the player that it is casted on then the enchanment sticks to them, even after your thievery and larceny spells revert back to their original spells... It is obviously it is a bug... The only thing that is wierd is that Anet hasnt picked up on it yet, and I remember this issue from when the game 1st came out (over 2 years ago)...
I hope I have answered your question... To the best of my knowledge...
I hope I have answered your question... To the best of my knowledge...
| Cleric |
Quote:
Originally Posted by | Cleric |
And if they are maintained, are they maintained the entire time at max stats?
So if it is a bug and the enchant will remain does it remain as if it was cast at 16 in healing prayers to produce a +4 health regeneration or once thievery runs out does it revert to only a +1 health regeneration.
Cause since I don't have the skill after it runs out and all there is on my bar that is left of it is the removal icon above my health I don't how beneficial it perhaps is because if that is the case I could think of a couple a skills I would leave on monks or other classes.
Cause since I don't have the skill after it runs out and all there is on my bar that is left of it is the removal icon above my health I don't how beneficial it perhaps is because if that is the case I could think of a couple a skills I would leave on monks or other classes.
Hells_Faithful
I seems in theory that it would stay at whatever lvl it was cast... so it should be a 16 healing preayers... But I am basing this off theory and and not actual concrete testing...
So as far as what lvl of healing it stays at, your guess is as good as mine...
So as far as what lvl of healing it stays at, your guess is as good as mine...
Kale Ironfist
It's not a bug, it's supposed to be like that. So long as you continue to maintain it (or prevent it from being stripped), it will retain the bonus it gives at the attribute you cast it at.