Effects monitor for the enemies?
Sebiale
Is there a way to view the specific effects an enemy is currently under in Guild Wars?
Pyrthas
No (except for all the info the health bar gives, about enchantments, hexes, and conditions).
Sebiale
The health bar tells me an enemy has hexes, enchantments, etc. But it doesn't tell me what they are; hardly specific.
Sagittario
Know your enemy, watch their what skills they use. This is the only way to know.
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Because there is no way to recognize any specific effect.
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Because there is no way to recognize any specific effect.
Pyrthas
Usually there won't be more than one or two enchantments they could have, if you know their bars and their allies' bars (either by looking them on the wiki or by watching your skill monitor as you work through an area). Hexes come from your team, so you should be able to keep decent track of those, too. The color of their bar will give you some sense of their conditions (poison/disease are green, bleeding is light red, deep wound is partly gray, hex degen is purple).
You can't see special monster skills, though, except by watching the skill monitor.
It takes time to get familiar with everything, I imagine, but you really can usually tell what's on someone, at least enough to change your skill usage as necessary.
You can't see special monster skills, though, except by watching the skill monitor.
It takes time to get familiar with everything, I imagine, but you really can usually tell what's on someone, at least enough to change your skill usage as necessary.
Premium Unleaded
Deep wound is the only one with a unique health bar identifier that sticks, but that's because there was never a visible effect/animation for it unlike all the other conditions.
Edit: bleeding is unique too, but can be overridden.
Edit: bleeding is unique too, but can be overridden.
HigherMinion
There are visual queues for conditions:
Daze is a bubble around their head, which traces like the pointer when you slow it down, when they move.
Blind is a big black spray-paint misty fog weezer symbol in their face.
Cripple shows dust being kicked up from their legs and the hobble. You don't really need to notice the cue of cripple because if they're crippled you will hit them, if they're not you will notice them running away.
Weakness is similar to an elementalist's enchantment ring around the stomach, but it's not glittery and it's grey and cloudy.
Bleeding, I don't think it has a visual cue, but it turns the health bar pale red, however it can be overridden by Poison which is fine really because bleeding is very accessible and Poison deals more degen anyway (which is a murky green btw)
And of course you can't forget burning. There's only one way to tell someone is suffering the Burning condition, and I'll have to borrow the Paragon's Leadership shout to explain this one because I can't find any more poetic way to put this... "THEY'RE ON FIRE!"
Daze is a bubble around their head, which traces like the pointer when you slow it down, when they move.
Blind is a big black spray-paint misty fog weezer symbol in their face.
Cripple shows dust being kicked up from their legs and the hobble. You don't really need to notice the cue of cripple because if they're crippled you will hit them, if they're not you will notice them running away.
Weakness is similar to an elementalist's enchantment ring around the stomach, but it's not glittery and it's grey and cloudy.
Bleeding, I don't think it has a visual cue, but it turns the health bar pale red, however it can be overridden by Poison which is fine really because bleeding is very accessible and Poison deals more degen anyway (which is a murky green btw)
And of course you can't forget burning. There's only one way to tell someone is suffering the Burning condition, and I'll have to borrow the Paragon's Leadership shout to explain this one because I can't find any more poetic way to put this... "THEY'RE ON FIRE!"
MisterB
The enemy, hero, and henchman AI has access to effects on their current target, but the player interface does not display this data for enemy targets beyond the visual cues listed above.