New Skill Descriptions
actionjack
I am sure someone is already working on this...
but will someone/group copy down all the descriptions for all the new Faction skills? That would be a good reference..
but will someone/group copy down all the descriptions for all the new Faction skills? That would be a good reference..
Juicey Shake
Zoshun's Haste = Dodge
Arcane Larceny = Arcane Thievery
why so many double skills? :S
Arcane Larceny = Arcane Thievery
why so many double skills? :S
Heelz
Probably just placeholders for skills they haven't finished making.
Cowboy Nastyman
Quote:
Originally Posted by Juicey Shake
Zoshun's Haste = Dodge
Arcane Larceny = Arcane Thievery why so many double skills? :S |
Alathys Tylderaan
You'll notice that the original skill for these 'doubles' are in the prophecies only set of skills. I firmly believe these skills were added for people who have only factions.
But the option for having multiple copies of a skill makes for interesting builds.
But the option for having multiple copies of a skill makes for interesting builds.
Burakus Lightwing
Quote:
Originally Posted by Juicey Shake
Zoshun's Haste = Dodge
Arcane Larceny = Arcane Thievery why so many double skills? :S |
I looked at mesmer, ele and necro skills this morning and there appears to be a number of duplicate skills.
it will make it interesting. No need to archane echo certain skills, if you can find the duplicate or if you really like using a certain long recast spell then arc echo it and use the duplicate to get it off 3 times. hmm, can't wait to get home and look at that closer.
Rieselle
Yeah, I'm pretty dissappointed with all the clone skills. C'mon, at least vary their recharge/costs a bit so they're similar but different...
I realise this allows you to carry effectively 2 copies of a skill... but most of the clone skills aren't skills you want copies of anyway. (Eg. Elem - we have clones of Earthquake and Whirlwind... )
I realise this allows you to carry effectively 2 copies of a skill... but most of the clone skills aren't skills you want copies of anyway. (Eg. Elem - we have clones of Earthquake and Whirlwind... )
Mordakai
Can anyone write the descriptions of the new Elites? (I'm especially curious about Icy Veins)
DakAtak
"Heal as One" anybody?
Solberg the Exiled
It's quite disappointing as lots of the skills are the same. I certainly hope they will make some changes to this or that the skills are just placeholders, but if I'm gonna get a bunch of the same skill, it will seriousely make me rethink about buying factions.
Moa Bird Cultist
Quote:
Originally Posted by DakAtak
"Heal as One" anybody?
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Granamyr
Has nobody compiled a list of new skill descriptions yet? I would think the elite sites would be scrambling to be the first. Gurus, Guild Hall, Guild Wiki, GWOnline, Knights Templar........I'm not seeing em.
Sidra
Quote:
Originally Posted by Solberg the Exiled
It's quite disappointing as lots of the skills are the same. I certainly hope they will make some changes to this or that the skills are just placeholders, but if I'm gonna get a bunch of the same skill, it will seriousely make me rethink about buying factions.
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As Alathys said. The Factions addition to Guild Wars is meant to be playable as a STANDALONE GAME. It is not a nice expansion for all of you who already play Guild Wars, A-Net just gave you a treat by letting you take your characters that you've already made over there for some partying. If you don't like the fact that most of the skills will be duplicated under mostly different names due to the fact that new players should have at least some of the same options as old players, then tough. Stay with Prophecies.
Kakumei
Quote:
Originally Posted by Sidra
As Alathys said. The Factions addition to Guild Wars is meant to be playable as a STANDALONE GAME. It is not a nice expansion for all of you who already play Guild Wars, A-Net just gave you a treat by letting you take your characters that you've already made over there for some partying. If you don't like the fact that most of the skills will be duplicated under mostly different names due to the fact that new players should have at least some of the same options as old players, then tough. Stay with Prophecies.
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Tone down the hostility a bit, too.
Sidra
Thanks. I was a bit annoyed at reading the same thing over and over. I guess I accidentally let that flow into my writing. At least I got my point across >.>
DakAtak
This thread needs to get on track.... post descriptions please.
Former Ruling
on a 12 point in attribute scale, all the elites you get to pysically test.
Skills you only get to use as a primary or secondary in that class are noted.
MONK
Healing Light {Healing Prayers Elite}
5e, 1sec cast, 4sec recharge
Heal target ally for 40...88, if your target has an enchantment then you gain 1...3 energy.
Life Sheath {Protection Prayers Elite}
5e, 1sec cast, 7sec recharge
For 20 seconds, the next 30...126 damage target ally would take is negated.
Ray of Judgment {Smiting Prayers Elite} (Monk primary)
15e, 2sec cast, 30sec recharge
All your skills except Smiting prayers are disabled for 10 seconds. Target foe and adjacent foes take 30...90 holy damage. Animated undead struck by Ray of Judgment are set on fire for 3...8 seconds.
Word of Censure {Smiting prayers elite} (Monk secondary)
10e, 1sec cast, 2sec recharge
Target foe takes 15...53 holy damage. If your target was under 33% health, Word of Censure takes 20 additional seconds to recharge
MESMER
Expel Hexes {Unlinked Mesmer Elite}
5e, 1sec cast, 8sec recharge
Remove upto 2 hexes from target ally.
Recurring Insecurity {Illusion magic Elite}
10e, 1sec cast, 25sec recharge
For 10 seconds, target foe suffers from -1...3 health degeneration, if that foe is hexed again, Recurring Insecurity is renewed for 10 seconds.
Shared Burden {Illusion magic Elite}
15e, 2sec cast, 25sec recharge
For 3...14 seconds, target foe and nearby foes move 50% slower.
(the other elite you get to try is just Energy Surge)
Warrior
Triple Chop {Axe mastery elite}
5e, 10sec recharge
Attack foe and adjacent foes. Each attack that hits does +10...34 damage.
Enraged Smash {Hammer mastery elite}
2 strikes of adrenaline
If it hits, Enraged Smash does +5...10 damage (maximum bonus 40) for each charged adrenal attack skill you have.
Dragon Slash {Sword elite}
10 strikes of adrenaline
If Dragon Slash hits, you strike for +10...34 damage and gain 1...4 strikes of adrenaline.
Ritualist
Grasping was Kuurong {Channeling magic elite}
15e, 2sec cast, 30sec recharge
Hold Kuurong's ashes for upto 15...51 seconds. When you drop his ashes, all nearby foes are struck for 5...41 damage and knocked down.
Soul Twisting {Ritualist unlinked elite}
5e, 1sec cast, 10sec recharge
Destroy target allied spirit. The next Binding Ritual you perform casts 66% faster and recharges instantly.
Attuned was Songkai {Spawning power elite}
10e, 2sec cast, 60sec recharge
Hold Songkai's ashes for upto 45 seconds. While holding her ashes, Spells and Binding Rituals you cast cost -5...41% of the base energy.
ASSASSIN
Flashing Blades {Dagger mastery elite stance}
10e, 20sec recharge
For 5...17 seconds you have a 50% chance of blocking incoming attacks while attacking.
Moebius Strike {Dagger mastery elite}
Offhand (must follow dual attack)
5e, 8sec recharge
If it hits, Moebius Strike strikes for +10...30 damage. If you hit a foe whose health is below 50% then all of your other attack skills are recharged.
Shadow Form {Shadow arts elite}
5e, 1sec cast, 60sec recharge
For 5...17 seconds all hostile Spells against you fail and all attacks against you miss. When Shadow Form ends, lose all but 5...41 health.
RANGER
Heal as One {Beastmastery elite}
5e, 1sec cast, 12sec recharge
If you or your animal companion have below 75% health, you both gain 25...121 health.
Broad Head Arrow {Marksmanship elite bow attack}
25e, 20sec recharge
You shoot a broad head arrow that moves slower than normal. If it hits, target foe is Dazed for 5...17 seconds, and if target foe is casting a Spell that Spell is interrupted.
Archer's Signet {Expertise elite}
2sec cast, 45sec recharge
All of your non-attack skills are disabled for 15...9 seconds. For 30 seconds, your next 1...5 bow attacks cost no Energy.
ELEMENTALIST
Shockwave {Earth magic elite}
10e, 3/4sec cast, 20sec recharge
Adjacent foes take 5...41 earth damage, nearby foes take 5...41 earth damage, and foes in the area take 5...41 earth damage.
Double Dragon {Fire magic elite}
15e, 3/4sec cast, 30sec recharge
For two seconds, foes adjacent to this location are struck for 7...91 fire damage each second. This spell causes exhaustion.
Shatterstone {Water magic elite}
15e, 2sec cast, 20sec recharge
Target foe is struck for 5...46 cold damage and is hexed with shatterstone for 3 seconds. When shatterstone ends, that foe takes 10...51 cold damage.
Necromancer
Vampiric Spirit {Blood magic elite}
5e, 1sec cast, 5sec recharge
For 5...17 seconds, your Spells cost 3 more energy, but when you cast a Spell you steal upto 5...41 health from one nearby foe.
Animate Flesh Golem {Death magic elite}
15e, 3sec cast, 30sec recharge
Exploit nearest corpse to animate a level 3....21 Flesh Golem. The Flesh Golem leaves an exploitable corpse. You can only have one Flesh Golem at a time.
(Just a note...these Golems can hold their own...Their pretty tough)
Icy Veins {Soul Reaping Elite} (Soul Reaping now has 2 skills)
5e, 1sec cast, 15sec recharge
Target foe is struck for 10...74 cold damage. For 10...30 seconds, if target foe dies all nearby foes are struck for 20...92 cold damage.
And There ends all the ones they give you to Test.
There are several others of course, but you can go to the Balt. Priest and read the desp. from there. Since i cant unlock them all I cant give their 0-12 ranges here.
Skills you only get to use as a primary or secondary in that class are noted.
MONK
Healing Light {Healing Prayers Elite}
5e, 1sec cast, 4sec recharge
Heal target ally for 40...88, if your target has an enchantment then you gain 1...3 energy.
Life Sheath {Protection Prayers Elite}
5e, 1sec cast, 7sec recharge
For 20 seconds, the next 30...126 damage target ally would take is negated.
Ray of Judgment {Smiting Prayers Elite} (Monk primary)
15e, 2sec cast, 30sec recharge
All your skills except Smiting prayers are disabled for 10 seconds. Target foe and adjacent foes take 30...90 holy damage. Animated undead struck by Ray of Judgment are set on fire for 3...8 seconds.
Word of Censure {Smiting prayers elite} (Monk secondary)
10e, 1sec cast, 2sec recharge
Target foe takes 15...53 holy damage. If your target was under 33% health, Word of Censure takes 20 additional seconds to recharge
MESMER
Expel Hexes {Unlinked Mesmer Elite}
5e, 1sec cast, 8sec recharge
Remove upto 2 hexes from target ally.
Recurring Insecurity {Illusion magic Elite}
10e, 1sec cast, 25sec recharge
For 10 seconds, target foe suffers from -1...3 health degeneration, if that foe is hexed again, Recurring Insecurity is renewed for 10 seconds.
Shared Burden {Illusion magic Elite}
15e, 2sec cast, 25sec recharge
For 3...14 seconds, target foe and nearby foes move 50% slower.
(the other elite you get to try is just Energy Surge)
Warrior
Triple Chop {Axe mastery elite}
5e, 10sec recharge
Attack foe and adjacent foes. Each attack that hits does +10...34 damage.
Enraged Smash {Hammer mastery elite}
2 strikes of adrenaline
If it hits, Enraged Smash does +5...10 damage (maximum bonus 40) for each charged adrenal attack skill you have.
Dragon Slash {Sword elite}
10 strikes of adrenaline
If Dragon Slash hits, you strike for +10...34 damage and gain 1...4 strikes of adrenaline.
Ritualist
Grasping was Kuurong {Channeling magic elite}
15e, 2sec cast, 30sec recharge
Hold Kuurong's ashes for upto 15...51 seconds. When you drop his ashes, all nearby foes are struck for 5...41 damage and knocked down.
Soul Twisting {Ritualist unlinked elite}
5e, 1sec cast, 10sec recharge
Destroy target allied spirit. The next Binding Ritual you perform casts 66% faster and recharges instantly.
Attuned was Songkai {Spawning power elite}
10e, 2sec cast, 60sec recharge
Hold Songkai's ashes for upto 45 seconds. While holding her ashes, Spells and Binding Rituals you cast cost -5...41% of the base energy.
ASSASSIN
Flashing Blades {Dagger mastery elite stance}
10e, 20sec recharge
For 5...17 seconds you have a 50% chance of blocking incoming attacks while attacking.
Moebius Strike {Dagger mastery elite}
Offhand (must follow dual attack)
5e, 8sec recharge
If it hits, Moebius Strike strikes for +10...30 damage. If you hit a foe whose health is below 50% then all of your other attack skills are recharged.
Shadow Form {Shadow arts elite}
5e, 1sec cast, 60sec recharge
For 5...17 seconds all hostile Spells against you fail and all attacks against you miss. When Shadow Form ends, lose all but 5...41 health.
RANGER
Heal as One {Beastmastery elite}
5e, 1sec cast, 12sec recharge
If you or your animal companion have below 75% health, you both gain 25...121 health.
Broad Head Arrow {Marksmanship elite bow attack}
25e, 20sec recharge
You shoot a broad head arrow that moves slower than normal. If it hits, target foe is Dazed for 5...17 seconds, and if target foe is casting a Spell that Spell is interrupted.
Archer's Signet {Expertise elite}
2sec cast, 45sec recharge
All of your non-attack skills are disabled for 15...9 seconds. For 30 seconds, your next 1...5 bow attacks cost no Energy.
ELEMENTALIST
Shockwave {Earth magic elite}
10e, 3/4sec cast, 20sec recharge
Adjacent foes take 5...41 earth damage, nearby foes take 5...41 earth damage, and foes in the area take 5...41 earth damage.
Double Dragon {Fire magic elite}
15e, 3/4sec cast, 30sec recharge
For two seconds, foes adjacent to this location are struck for 7...91 fire damage each second. This spell causes exhaustion.
Shatterstone {Water magic elite}
15e, 2sec cast, 20sec recharge
Target foe is struck for 5...46 cold damage and is hexed with shatterstone for 3 seconds. When shatterstone ends, that foe takes 10...51 cold damage.
Necromancer
Vampiric Spirit {Blood magic elite}
5e, 1sec cast, 5sec recharge
For 5...17 seconds, your Spells cost 3 more energy, but when you cast a Spell you steal upto 5...41 health from one nearby foe.
Animate Flesh Golem {Death magic elite}
15e, 3sec cast, 30sec recharge
Exploit nearest corpse to animate a level 3....21 Flesh Golem. The Flesh Golem leaves an exploitable corpse. You can only have one Flesh Golem at a time.
(Just a note...these Golems can hold their own...Their pretty tough)
Icy Veins {Soul Reaping Elite} (Soul Reaping now has 2 skills)
5e, 1sec cast, 15sec recharge
Target foe is struck for 10...74 cold damage. For 10...30 seconds, if target foe dies all nearby foes are struck for 20...92 cold damage.
And There ends all the ones they give you to Test.
There are several others of course, but you can go to the Balt. Priest and read the desp. from there. Since i cant unlock them all I cant give their 0-12 ranges here.
ZennZero
Guildwiki has descriptions for some of the skills up (and some partial descriptions):
http://www.guildwiki.org/wiki/Skills...ampaign_Skills
Since it's a wiki, if you have contributions, please post.
http://www.guildwiki.org/wiki/Skills...ampaign_Skills
Since it's a wiki, if you have contributions, please post.
Ghull Ka
Quote:
Originally Posted by ZennZero
Guildwiki has descriptions for some of the skills up (and some partial descriptions):
http://www.guildwiki.org/wiki/Skills...ampaign_Skills Since it's a wiki, if you have contributions, please post. |
UpdateTheWikiPlease.UpdateTheWikiPlease.UpdateTheW ikiPlease.UpdateTheWikiPlease.UpdateTheWikiPlease. UpdateTheWikiPlease.UpdateTheWikiPlease.UpdateTheW ikiPlease.
CKaz
Quote:
Originally Posted by Sidra
Thanks. I was a bit annoyed at reading the same thing over and over. I guess I accidentally let that flow into my writing. At least I got my point across >.>
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See here's the problem if you don't leverage core skills or come up with some kind of better way to do this - lets fast forward to chapter 8 and what might happen.
Ooh look here we have -
Vampric Touch
Vampric Bite
Vampric Grope
Vampric Squeeze
Vampric Maul
Vampric Slap
Vampric Pinch
Vampric Nibble
All that do the exact same thing - and that's if your lucky. Why?
Because it could be all over the place...
Dodge
Zojun's Haste (almost sounds like a IAS no?)
Goober's Avoidance
Morkil's GetoutofaJam
Fangril's Quickness
The Artful Dodger
Avoidance
Tennis's Elbow
Thus it's make more sense to at least start naming smart now if you're NOT going to leverage these as core, which I think would be a mistake. Or name it the same skill, but if it was intended, the skill itself can be placed more than once on a bar, which would be pointed out somewhere/somehow, maybe the description itself.
Gaile Gray
Noting the concern about skills, here's a bit of info: There are 300 new skills in Factions; they are available during this event. Plus, in order to give players the opportunity to sort of "double up" on a few selected skills, about 30 are offered in duplicate form.
Hope that is helpful info.
Now, go out there and try out that doubling up stuff and report back.
Hope that is helpful info.
Now, go out there and try out that doubling up stuff and report back.
Trouveur
Quote:
Originally Posted by Gaile Gray
Now, go out there and try out that doubling up stuff and report back.
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I believe it would be a far better idea to let us duplicate Charm animal and have two pets.
The beastmaster is currently a build very underused in PvE and in PvP, and having two pets at the same time could in my opinion greatly increase the usefulness of the beastmastery line.
Mordakai
Quote:
Originally Posted by Trouveur
The beastmaster is currently a build very underused in PvE and in PvP, and having two pets at the same time could in my opinion greatly increase the usefulness of the beastmastery line.
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Dougal Kronik
Would be nice if there was another Charm Animal skill. That way you would only be using minimum 3 slots for 2 pets. Charm Animal, {Subdue Wild Beast}, and Comfort Anuimal.
Rancour
Hmm, Shockwave.
It deals damage to Adjacent foes, damage to Nearby foes and damage to foes In The Area. Does that mean that enemies Adjacent to you suffer triple damage and enemies Nearby suffer double damage, while enemies in the Area only suffer the damage once? Or have I misunderstood the discription?
It deals damage to Adjacent foes, damage to Nearby foes and damage to foes In The Area. Does that mean that enemies Adjacent to you suffer triple damage and enemies Nearby suffer double damage, while enemies in the Area only suffer the damage once? Or have I misunderstood the discription?
crimsonfilms
Yes the closer you are to the epicenter the higher the damage.