Serpents Quickness question

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B
BlackArrow
Banned
#1
Serpent's Quickness (Stance)
For 23 seconds, recharge times for your attack skills are reduced by 33%. Serpent's Quickness ends if your health drops below 50%.

What exactly counts as attack skills? Is it only Warrior and Ranger attacks or do Elementalist attacks count as Attack skills too?
Sausaletus Rex
Sausaletus Rex
Death From Above
#2
Attack skills are those skills which say, logically enough, "attack skills" in their skill description. Warrior and Ranger have plenty, Monk has one, but Elementalist has absolutely none. Their attacks are, instead "spells", not "attack skills".

As a simple rule of thumb, attack skills are those skills which require you to use a weapon and somehow make your weapon do something special. They're Debilitating Shot, Power Attack, Disrupting Chop, Distracting Blow, and so on.
B
BlackArrow
Banned
#3
Thanks, I should have known that without asking. Now I know for sure.
Z
Zrave
Elite Guru
#4
I'd like to point out that unless they changed it back, serpent's quickness affects all skills not just attack skills, as of the beta before last.
7th Angel
7th Angel
Pre-Searing Cadet
#5
Amity prevents a foe from attacking. Does this only affect attack skills or anything considered offensive (i.e. elementalist spells)?
Ellestar
Ellestar
Munchking
#6
Quote:
Originally Posted by 7th Angel
Amity prevents a foe from attacking. Does this only affect attack skills or anything considered offensive (i.e. elementalist spells)?
AFAIK "attack" in a skill description means an attack with any weapon (sword,axe,hammer,bow,staff,wand), including attacks with the use of attack skills. "Spell" is a different category so Amity shouldn't affect spells.

If i remember correctly, actions hierarchy is as follows:

Code:
Action
|
- Attack
   |
   -Melee Attack
   -Bow Attack  
- Skill (anything that can be on a skill bar)
   |
   -Attack Skill (any use of attack skill also counts as a corresponding 
"Attack")
       |
       -Sword Attack Skill
       -Hammer Attack Skill
       -Axe Attack Skill
       -Bow Attack Skill
   -Shield Skill
   -Spell
      |
      -Enchantment Spell
      -Hex Spell
   -Glyph
   -Signet
   -Stance
      |
      -Sword Stance
   -Nature Ritual
   -Shout
   -Trap
c
cce
Frost Gate Guardian
#7
There are spells (like fireball) just labeled 'Spell'. What would be nice, to reduce confusion, is if this spell was called an 'Invocation'. Then, in the description of Enchantment, Hex, and Invocation spells, it can say "Enchantment Spell", "Invocation Spell", "Hex Spell". This will make it clear that there are 3 types of spells. Right now, only the "Invocation" type are labeled "Spell" and thus, one has to really wonder if "Hex" or "Enchantment" are really spells.
Ensign
Ensign
Just Plain Fluffy
#8
There aren't three types of spells, though - there are just spells. The fact that a given skill can have multiple types doesn't change this. I don't see how adding additional, unused classes would do anything but confuse the issue.

Of course I'm posting this on a thread about what an attack skill is...

Peace,
-CxE
Bgnome
Bgnome
Elite Guru
#9
Quote:
Originally Posted by Sausaletus Rex
Attack skills are those skills which say, logically enough, "attack skills" in their skill description. Warrior and Ranger have plenty, Monk has one, but Elementalist has absolutely none. Their attacks are, instead "spells", not "attack skills".

As a simple rule of thumb, attack skills are those skills which require you to use a weapon and somehow make your weapon do something special. They're Debilitating Shot, Power Attack, Disrupting Chop, Distracting Blow, and so on.
Smite said it was a staff attack in the old description. this was most likely before the development of wands, so now it does not mention a specific weapon requirement. do you still need a staff or a wand to use it?

Quote:
Originally Posted by cce
There are spells (like fireball) just labeled 'Spell'. What would be nice, to reduce confusion, is if this spell was called an 'Invocation'. Then, in the description of Enchantment, Hex, and Invocation spells, it can say "Enchantment Spell", "Invocation Spell", "Hex Spell". This will make it clear that there are 3 types of spells. Right now, only the "Invocation" type are labeled "Spell" and thus, one has to really wonder if "Hex" or "Enchantment" are really spells.
it was my understanding that enchantments and hexes ARE considered spells when cast and can be affected by anything that affects spells like glyphs or mesmer interrupts..
c
cce
Frost Gate Guardian
#10
Quote:
Originally Posted by Ensign
There aren't three types of spells, though - there are just spells. The fact that a given skill can have multiple types doesn't change this. I don't see how adding additional, unused classes would do anything but confuse the issue.
What other kinds of 'spells' are there?

Are skills marked 'Enchantment' or 'Hex' spells then? Fireball is marked 'Spell', so that's clear. Are the ranger attack 'skills' are spells -- the nature rituals? I've got a skill that "interrupts" a "spell". What does it work on? a hex? (yes), an enhancement (yes), a bow attack (no), etc. The problem is that fireball is marked 'spell', when it is an 'Invocation'. All invocations are spells, just like all enhancements and hexes are spells. Spells can be interrupted by those that interrupt 'spells'.

To belabor this point a bit more, "arcane conundrum" has for its description: "For 6-25 seconds, 'spells' cast by target foe take twice as long to cast." So... what in fact takes twice as long? clearly a fireball, but what about a hex? an enhancement? a nature ritual? a ranger's trap? It's _not_ clear.
Ensign
Ensign
Just Plain Fluffy
#11
Quote:
Originally Posted by cce
What other kinds of 'spells' are there?
None. There are just spells.


Quote:
Originally Posted by cce
Are skills marked 'Enchantment' or 'Hex' spells then?
No.


Quote:
Originally Posted by cce
Are the ranger attack 'skills' are spells -- the nature rituals?
Neither are spells. They are attack skills and nature rituals, respectively, as listed in their type lines.


Quote:
Originally Posted by cce
I've got a skill that "interrupts" a "spell". What does it work on?
Spells.


Quote:
Originally Posted by cce
a hex? (yes), an enhancement (yes), a bow attack (no), etc.
Not correct - it works on hex spells and enchantment spells. You cannot use a spell interrupt on an enchantment - just an enchantment spell.


Quote:
Originally Posted by cce
The problem is that fireball is marked 'spell', when it is an 'Invocation'.
It is a spell. Stop making up terms that don't mean anything.


Quote:
Originally Posted by cce
All invocations are spells, just like all enhancements and hexes are spells.
Enchantments and hexes are not spells. Enchantments and hexes are static, temporary effects that can be used upon friendly or hostile targets, respectively.

There is nothing about an enchantment that specifically ties it to being a spell. The two are independent categories.


Quote:
Originally Posted by cce
Spells can be interrupted by those that interrupt 'spells'.
Here I was thinking this was somehow a confusing concept. So what exactly is the problem?

Peace,
-CxE
c
cpukilla
Banned
#12
An interrupt can not remove an existing enchantment or hex. It CAN interrupt the enchantment or hex as it is cast! Ex. A monk begins casting unyielding aura on a dead ally (4 second cast). If you interrupt it 2 seconds into the cast, the enchantment spell will fail and the ally will not be ressurected. However, if you wait too long, and the spell is cast, the interrupt will be useless. If you cast it on either the monk or the ressurected player nothing will happen, interrupts do not remove existing enchantments. You need something like shatter enchantment for that.
c
cce
Frost Gate Guardian
#13
Quote:
Originally Posted by Ensign
Not correct - it works on hex spells and enchantment spells. You cannot use a spell interrupt on an enchantment - just an enchantment spell.
Well, in the last Beta, I was using "interrupts a spell" very successfully when people were casting a hex or enhancement. Yet, if you read the description of the corresponding hexes or enchantments, you will find it _not once_ mentions that it is a spell. Likewise, I could not interrupt, with that same skill, someone setting a trap. Perhaps because hex and enchantment skills are spells, while ranger's trap setting isn't.

I'm looking for consistent naming so that I can figure out when something applys and when something doesn't. Your rant didn't help clarify things at all -- other than by assuming that people intrinsically know if something is a spell or not. Are nature rituals a spell? The webster's definition of "ritual" actually says 'spell', but is it subject to arcane conundrum?

[color=red]Double posted to add: [/color]

Quote:
Originally Posted by cpukilla
An interrupt can not remove an existing enchantment or hex. It CAN interrupt the enchantment or hex as it is cast!
Yes, this matches my observation. But, if you note, it _nowhere_ says that a hex is-a spell, nor does it say an enhancement skill is-a spell. Yet we do have something that is a spell -- a fireball. So, I'm left in an ambiguous world, clearly arcane conundrum should apply to a fireball -- but is its slowing-down of enchantment or hex skills a bug? The descriptions of these two items do not say that they are spells.

The problem is "spell" is used _both_ as a category for skills (aka fireball) but also (and implicitly) as a grouping of categories. This ambiguity can be resolved by naming the aka 'spell' skills 'invocations', and the separately list those skill categories which are 'spells'.

Without this fix, the descriptions of most skills which 'affect' spells is under specified, and, I'd argue bugs. If an enchantment or hex are not labeled 'spell', then they should not be affected by arcane conundrum.
F
FireMarshal
Frost Gate Guardian
#14
Quote:
Quote:
Originally Posted by cce
Are skills marked 'Enchantment' or 'Hex' spells then?
No.


Then, how does this affect Mantra of Recovery?

Mantra of Recovery-
For 30-78 seconds, spells you cast recharge 50% faster. Whenever you cast a spell, you lose 8-3 Energy or Mantra of Recovery ends.

This only works on Spells? Not Enchantment spells or Hex Spells? That doesnt make sense...makes it extremely useless.
Ellestar
Ellestar
Munchking
#15
Yes, it seems that i forgot traps... So, trap is also a skill and an action.
Sausaletus Rex
Sausaletus Rex
Death From Above
#16
We're getting caught up in definitions and interpretations of skill descriptions here. Are skill descriptions really all that trust-worthy?

But, to ease the confusion, consider it this way. A spell is the act of magically causing something to happen. You pay your energy, you wiggle around a bit, and presto change-o, reality bends to your will. That specific act can be countered or interrupted by things that affect "spells".

Now, one of the magical effects you can create with a spell is to bring into being an enchantment or a hex on your target. That magical, ongoing effect, is something that will last for a set amount of time (Maintained enchantments are another story altogether and, in fact, used to be classified as something altogether different. They were "Blessings" not spells at all. Which led to things like "Rend Blessings" and "Blessed Aura".) and provide a constant or triggerable magical effect of its own. You cannot counter that enchantment or hex by countering a spell. It requires disrupting the magical energies within that enchantment or hex itself and is an entirely different beast than stopping someone from doing the happy dance that lets them create it. You can, of course, prevent the hex or enchantment from coming into being by interrupting or countering the spell that creates it. But that's not countering the hex or enchantment.

If we're really going to get nit-picky about things then there are no "enchantment spells" or "hex spells" there are just "spells". Those things that are enchantment spells now should read "Spell. When used this spell creates an enchantment on target ally that does...whatever". And hex spells should be similar. However, since the enchantment and the spell that created it are so closely linked and share the same name and you'll want to know the effect of the enchantment by looking at the spell and using such a spell sets it out in its own little area full of traps and counters, it's denoted that the spell creates an enchantment by saying it's an "enchantment spell".

Skill classifications are still a bit of a cobbled together mess. At least we're not in the days when there were Blessings and Mantras and Pet Skills and more floating around but some skills just make you scratch your head. Why's Life Siphon a hex and not an enchantment? Why's Shield Bash a skill and not a stance? And so on, there's plenty of fudging and exceptions that make setting out exact rules from skill classifications tilting at windmills at best.

Quote:
Originally Posted by Bgnome
Smite said it was a staff attack in the old description. this was most likely before the development of wands, so now it does not mention a specific weapon requirement. do you still need a staff or a wand to use it?
Yeah, Smite's the Monk attack skill. As far as I know, it's never needed a staff to use. In fact, long ago there weren't even any staves in the game. It's always required a melee weapon, a fact which caused me no end of consternation when my Smiting mon/war decided to give it a try. It's not a bad little skill, I mean, it can just carve through undead and Necros where it'll often do more damage than most Final Thrusts without the added precondition of their being under 50%, it just costs too much energy for most Warriors and is burried in an unpopular skill line.
c
cce
Frost Gate Guardian
#17
Quote:
Originally Posted by FireMarshal
Then, how does this affect Mantra of Recovery?
Mantra of Recovery-
For 30-78 seconds, spells you cast recharge 50% faster. Whenever you cast a spell, you lose 8-3 Energy or Mantra of Recovery ends.

This only works on Spells? Not Enchantment spells or Hex Spells? That doesnt make sense...makes it extremely useless.
As I recall, in the last Beta, MoE made hexes recharge faster; so hexes must be spells, no?

Someone here is also confused...

Quote:
Originally Posted by Ensign
it works on hex spells and enchantment spells
Quote:
Originally Posted by Ensign
Enchantments and hexes are not spells
So which is it? Are these skills spells or not? Certainly the _result_ of the skill isn't a spell, but then neither is the result of a weapon attack. Brining in the _result_ of the skill is a red herring. I'm talking about the skill itself.

Is 'Barbs' a spell? yes or no! It has a 2 second 'cast' time, is this time extended by 'Arcane Conundrum'? How about 'Dust Trap', is the cast time for this extended by 2 seconds?
Ellestar
Ellestar
Munchking
#18
Quote:
Originally Posted by cce
So which is it? Are these skills spells or not? Certainly the _result_ of the skill isn't a spell, but then neither is the result of a weapon attack. Brining in the _result_ of the skill is a red herring. I'm talking about the skill itself.
Any "Enchantment spell" or "Hex Spell" is also a "Spell", "Skill" and "Action" for these purposes (see a tree in my post above http://www.guildwarsguru.com/forum/s...31&postcount=6). So, another skill that interrupts action, spell or skill will also interrupt a casting of an "Enchantment spell" or "Hex Spell". A use of "Enchantment spell" or "Hex Spell" will break a stance that breaks when a player uses a "non-attack skill" (because "Enchantment spell" or "Hex Spell" is a "Skill", but it's not an "Attack skill").
Xma
Xma
Site Contributor
#19
Quote:
Originally Posted by cce
Someone here is also confused...





So which is it? Are these skills spells or not? Certainly the _result_ of the skill isn't a spell, but then neither is the result of a weapon attack. Brining in the _result_ of the skill is a red herring. I'm talking about the skill itself.

Is 'Barbs' a spell? yes or no! It has a 2 second 'cast' time, is this time extended by 'Arcane Conundrum'? How about 'Dust Trap', is the cast time for this extended by 2 seconds?
I'm really starting to think you're doing this on purpose...

As was explained several times in this same thread, while they're being cast, skills listed as spells, enchantments and hexes are spells. Other skills aren't.
Ellestar
Ellestar
Munchking
#20
http://www.rpgforums.net/showthread.php?t=324607
There are chances that Damage-dealing spells are attack skills. Maybe he attacked with a wand and triggered Empathy but he thought that it's a spell. Can anyone confirm or deny this?