silly of me to think that all skills... meant... ALL SKILLS

Trance Addict

Frost Gate Guardian

Join Date: Oct 2005

Montreal, Canada

[ruff] Doggy Style

So I finally got Gordac's Holy Rod (after searching for it since SF's release). There I was peacefully healing people, when I noticed that after about 2 hours of constantly using Heal Other, Dwayna's Kiss and Melandru's Resilience, the later skill NEVER recharged faster than the 25 seconds mentioned.

Now, in that timeframe, I saw Seed, Other, Kiss, etc. recharge much faster than normal, but not a single time did Resilience recharge faster.

What is this? Gordac's Holy Rod clearly states
Improves Casting Speed (10% Chance)
Improves SKILL Recharge (10% Chance)

Skills are not only limited to spells.

WHAT'S GOING ON ARENANET? HUH?

Tactical-Dillusions

Tactical-Dillusions

Desert Nomad

Join Date: May 2005

Grimsby, UK

R/

Sounds like bad luck.

I will run a test using various skills (with gordacs rod and resilience) and post the results here. Watch this space.....

Trance Addict

Frost Gate Guardian

Join Date: Oct 2005

Montreal, Canada

[ruff] Doggy Style

Nope.
I have Primal Echos, Remove Hex, Purge Conditions, Troll Unguent, Muddy Terrain, Purge Signet, Melandru's Resilience and Succor.

The only skills that are affected are spells. Remove hex cast quicker twice (didn't see a better recharge) and Purge Conditions recharged quicker quite a few times.

D.E.V.i.A.N.C.E

D.E.V.i.A.N.C.E

Jungle Guide

Join Date: Aug 2005

Mo/

Primal Echo's is a Nature Ritural same for Muddy terrain...
TU is a skill...
Purge Signet is a Signet...
Succor is an Enchantment...
I think Reslilience was a stance...
let me load up GW and check

Trance Addict

Frost Gate Guardian

Join Date: Oct 2005

Montreal, Canada

[ruff] Doggy Style

Yes, and they're all found where?

IN YOUR SKILL BAR! ZOMG. You can equip 8 SKILLS at once. The mod clearly states improves SKILL recharge. So, if it were up to you, only skills (such as Blackout) would be affected and not spells.

Tactical-Dillusions

Tactical-Dillusions

Desert Nomad

Join Date: May 2005

Grimsby, UK

R/

I just cast resilience 50 times and it never had an improved recharge.

The rod is broken or the descriptions need re-writing...a SKILL should mean a SKILL.

Zakarr

Zakarr

Jungle Guide

Join Date: May 2005

Finland

They all are some type of skills. Some skills are just skills so they don't have any special type.

Improves Skill Recharge (10% Chance) should mean that every skill no matter what type it is, sometimes has decreased recharge if they have recharge time.

D.E.V.i.A.N.C.E

D.E.V.i.A.N.C.E

Jungle Guide

Join Date: Aug 2005

Mo/

They've always needed to reword this...
But when it comes to mod's 20% chance to recharge for ALL SKILLS/SPELL wouldnt be that balanced.

Its mainly focused to the skills that cant be disenchanted.
like Hex Removal and Purge Conditions; it isnt an enchant but it cures people = a skill, or should be called a spell?
thats the problem where people cant deciver.

Tactical-Dillusions

Tactical-Dillusions

Desert Nomad

Join Date: May 2005

Grimsby, UK

R/

OK, so when you use a mod that says "improves SKILL recharge using divine favor skills"... it recharges DF SIGNETS too.

So SIGNETS are classed as skills or it's only a SKILL if it's in a specified attribute? Damn this is confusing...sounds to me like the whole description/classification system is whacked.

Let's see this reworked Anet.

Skills (as in things in your skillbar), Skills (as in the "skill" attribute), signets, spells, attribute specific items.

kawaii_bat

kawaii_bat

Lion's Arch Merchant

Join Date: Sep 2005

Canada, Gatineau

None

Mo/R

Really when it says improves skill recharge it should apply to all spells/enchantments/hexes/signets/stances/shouts/attacks because they are all in a way skills.

If it doesn't work with one skill in particular and sometimes with others reguardless of the type, it's probably those spells that have problems with the rod.

Not vice versa.

Or maybe particular Rods (such as greens) might have problems with skills because they are new and might not have been worded correctly.

forever

Frost Gate Guardian

Join Date: Jun 2005

Quote:
Originally Posted by Tactical-Dillusions
OK, so when you use a mod that says "improves SKILL recharge using divine favor skills"... it recharges DF SIGNETS too.

So SIGNETS are classed as skills or it's only a SKILL if it's in a specified attribute? Damn this is confusing...sounds to me like the whole description/classification system is whacked.

Let's see this reworked Anet.

Skills (as in things in your skillbar), Skills (as in the "skill" attribute), signets, spells, attribute specific items.
Have you tested DF signets? I'm not sure about the mod "improves skill recharge using divine favor skills", but I'm sure the "improves skill recharge 10% chance" thing doesn't work on divine favor signets (blessed signet and signet of devotion). I've tested it. Cast those two signets numorous times, never saw fast cast or fast recharge. So I suspect those mods are just for spells, not all the skills.

Rajamic

Wilds Pathfinder

Join Date: May 2005

IA

Chronicles of Heroes [CoH]

R/Me

They should change 'skillbar' to 'abilitybar' and anything that goes in the 'abilitybar' is an 'ability'

It's a pain in the butt having everything be a 'skill' and have a subset of those 'skills' be called 'skills'. I've been complaining about the working ever since I learned about Expertise.