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Old Jun 20, 2006, 07:55 PM // 19:55   #61
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Epidemic: Transfer all negative Conditions and their remaining durations from target foe to all foes adjacent to your target.

The wording makes it seem like the condition is removed from the target, when actually it's just spread.

EDIT : A better wording would be:
"All conditions suffered by target foe are spread to foes adjacent to target"
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Old Jun 20, 2006, 08:12 PM // 20:12   #62
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Quote:
Originally Posted by Former Ruling
Not every attribute has, or can have, a requirement thats the same as what it raises. Its nothing new. Same reason Healing Staves/wands have Divine Favor requirement. "Inspiration" isn't a valid requirement for wands apparently, so they offer wands for it with two choices of requirement.
If this is indeed what the developers intended, then it falls into the category of "why are there no Prophecies Healing staves that require Healing Prayers? Why are they all Divine Favor?"

Honestly, it's weird - why Inspiration and not Domination? Why is one attribute elevated over the other? I understand that Divine Favor improves Healing spells (in a roundabout way), but what does Domination do for Inspiration?

It looks like an error, or at least an inconsistency, which is why I posted it.
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Old Jun 20, 2006, 08:43 PM // 20:43   #63
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There were no curses wands before Factions either, but there are now. I'd say it looks like a bug.
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Old Jun 20, 2006, 09:34 PM // 21:34   #64
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I didn't read through the whole thread so I'm not sure if this has been mentioned yet. In the Abaddon's Mouth mission, Vizier Khilbron says "Our allies await, but the Onyx Gate guards the main passageway into Adabbon's Mouth". I can post again with a screenshot of it if that would help.

-Tom
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Old Jun 20, 2006, 10:42 PM // 22:42   #65
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Quote:
Originally Posted by Former Ruling
Deathly/Vampiric Swarm - "flies out slowly" isn't a good way to show that theres a wait inbetween you casting the spell and the damage being done.
Actually, I think the "flies out slowly" means that it will go from one enemy to the next slowly. Most skills that hit more than one enemy do so at the same time - the two Swarms have a (somewhat long) delay between one enemy being hit, and the next, and the last one.

I would leave that description as it is.

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Old Jun 20, 2006, 11:29 PM // 23:29   #66
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re: "flies out slowly" - How about "hits upto 3 nearby targets within 3 seconds"?
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Old Jun 21, 2006, 01:03 AM // 01:03   #67
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Yet another one today. This is what Petra Brauer in Altrumm Ruins tells anyone who clicks his "What must I do?" dialogue option:

Quote:
Thieves have been breaking into our amber mines and making off with our amber! We need you to collect as much amber as possible before the thieves get to it. If they catch them trying to sneak off with some amber, kill them and take it back. Do whatever it takes! Reinforcements are on the way, but you must hold out until they arrive. It goes without saying, the more amber you retrieve before they join you, the better!
If who catches who? The highlighted "they" should be "you" for the sentence to make sense.

Considering how many things I've found already, maybe ANet should seriously consider hiring me as an editor. I mean, I've already sent in the resume
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Old Jun 21, 2006, 07:41 AM // 07:41   #68
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Enduring Toxin says "For 3 second" when it should be secondS
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Old Jun 21, 2006, 10:31 AM // 10:31   #69
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The commander in hero's ascent says "kill an enemy priest to recieve a morale boost".
The guy who tells you about what you have to do in Raisu Palace says "Devona will pitch in, in the fifth room" when it's Danika.
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Old Jun 21, 2006, 11:02 AM // 11:02   #70
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Quote:
Originally Posted by Aera
Arcane Mimicry:
For 20 seconds, Arcane Mimicry becomes the elite spell from target other ally.

It's confusing. The way I read it, it disables target ally's elite skil for 20 secondsl.
Suggestion: For 20 seconds, Arcane Mimicry is replaced by target ally's elite spell.
Better, but the description is wrong.
For 20 seconds, Arcane Mimicry is replaced by target ally's elite skill.
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Old Jun 21, 2006, 12:00 PM // 12:00   #71
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Quote:
Originally Posted by Xyngynkynyn
The above description implies that the attacks will be converted to holy damage. Holy damage ignores armor which isn't the case here. Reword it to the effect of:

For 8...18 seconds, target ally's attacks have +20% armor penetration and deal twice the damage on the undead.
no, it does transform your damage into holy damage, the fact that most holy damage is armor ignoring is something else. but the skill does, for example not trigger mark of pain, or barbs

if you change the description to that, without changing the actual skill, things like the necromancers 70 base armor and +10 vs physical damage should affect it, which they don't
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Old Jun 21, 2006, 01:05 PM // 13:05   #72
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something slightly different, but the last time i did the Naphu Quarter (sp?) mission. There is an NPC in the 2 cutscenes, one when you first get to the mission and one when you beat the mission. its supposed to be the same person, but the they are actually 2 different models used. kinda funny.
it has been a while since i played this mission last, so forgive me if its already been fixed.
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Old Jun 21, 2006, 07:40 PM // 19:40   #73
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For those who have just started Factions or haven't played through it at all, there is a minor spoiler below. You've been warned.

This is what Guardsman Pei says in the Vizunah Square (Local Quarter) outpost in response to "Remind me again, what happened in Cantha?" dialogue option:

Quote:
You, along with Togo and headmaster Vhang, tracked down and eliminated the source of the plague. You took it upon yourself to inform Yijo's mother of the plague that consumed her son, but it seemed as though she already knew. Togo sent you the city to investigate the sickness, as he is not convinced that your victory at Zen Daijun purged the land of its ill effects. In the meantime, Togo is visiting Raisu Palace to consult with the emperor.
First highlight should be "Togo sent you to the city"

Second highlight should be "purged the land of the plague's effects"
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Old Jun 21, 2006, 09:54 PM // 21:54   #74
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This one is a bigger spoiler, so I won't quote it. There are several grammatical errors in the text of the last bottle for the "Messages, Messages Everywhere" quest on the Luxon side.

In the second paragraph, A kind, patient, woman has one comma too many (the one between patient and woman). Further in the paragraph, the wide, unending Sea is capitalized. It seems much more likely that the Jade Sea had another proper name before the Jade Wind rather than be called "the Sea." Since there aren't any other seas around, changing it to a lowercase "sea" would work.
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Old Jun 22, 2006, 07:45 AM // 07:45   #75
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Lamentation: Spell. If target foe is near any corpse or Spirit, that foe takes 10...82 damage. should be changed to 'any enemy corpse or spirit,' i think. if they actually meant the skill to work as described they need to fix it to do so.
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Old Jun 22, 2006, 10:51 AM // 10:51   #76
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Quote:
Originally Posted by Shyft the Pyro
Found another inconsistency in Divine Path. The adepts who give green items for Amulet of the Mists show some items with diverging requirements and benefits. For example, Adept of Illusion carries the following Wayward Wands:

1) Chaos Dmg: 11-22 (Requires 9 Domination Magic)
Halves skill recharge of Domination Magic spells (Chance: 20%)
Energy +5 (while Health is above 50%)

2) Chaos Dmg: 11-22 (Requires 9 Illlusion Magic)
Halves skill recharge of Illusion Magic spells (Chance: 20%)
Energy +5 (while Health is above 50%)

3) Chaos Dmg: 11-22 (Requires 9 Domination Magic)
Halves skill recharge of Inspiration Magic spells (Chance: 20%)
Energy +5 (while Health is above 50%)

4) Chaos Dmg: 11-22 (Requires 9 Illusion Magic)
Halves skill recharge of Inspiration Magic spells (Chance: 20%)
Energy +5 (while Health is above 50%)

Are #3 and #4 supposed to require an attribute that differs from the attribute they enhance?

The same problem is present with Adept of Bone and Adept of Light.
Offtopic I guess, but let me explain this. This is not an inconsistency, it is intended to be this way. The Inspiration line of skills is (almost?) never used as the primary focus of a build. Rather, Domination or Illusion are. Inspiration is used for utility mostly.

Other examples: There is no Restoration weapon/offhand that requires Restoration, they all require either Spawning, Communing or Channeling.
Also, Healing Prayers and Protection Prayers equipment always comes with a Divine Favor requirement, because Divine Favor is used as the base attribute in any healing or protection based build. Smiting weapons, however, come with a Smiting requirement, because Divine Favor plays no role in Smiting builds.
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Old Jun 22, 2006, 02:36 PM // 14:36   #77
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Quote:
Originally Posted by Sephy
Offtopic I guess, but let me explain this. This is not an inconsistency, it is intended to be this way. The Inspiration line of skills is (almost?) never used as the primary focus of a build. Rather, Domination or Illusion are. Inspiration is used for utility mostly.
But could it be that the Inspiration line isn't used because there isn't as much gear to support its use? Why should some lines get an "unfair advantage" over others if all builds should be equally valid?

Quote:
Originally Posted by Sephy
Other examples: There is no Restoration weapon/offhand that requires Restoration, they all require either Spawning, Communing or Channeling.
Also, Healing Prayers and Protection Prayers equipment always comes with a Divine Favor requirement, because Divine Favor is used as the base attribute in any healing or protection based build. Smiting weapons, however, come with a Smiting requirement, because Divine Favor plays no role in Smiting builds.
As I said before, I understand how Divine Favor improves Healing and/or Protection monk builds, and I can even see how Spawning Power would improve various protective spirits that a Ritualist carries. But how does Channeling, which has no protective skills to complement a Restoration ritualist's skill bar, enable a Restoration ritualist to function better?

It's an old issue, I know, and probably one that won't be resolved, but I'd like to hear the "official" stance on this from the developers. If we conclusively know the weapons are intended to work that way, we may grumble but we won't keep thinking it's an error or an oversight.
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Old Jun 22, 2006, 05:14 PM // 17:14   #78
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Quote:
Originally Posted by Shyft the Pyro
But could it be that the Inspiration line isn't used because there isn't as much gear to support its use? Why should some lines get an "unfair advantage" over others if all builds should be equally valid?



As I said before, I understand how Divine Favor improves Healing and/or Protection monk builds, and I can even see how Spawning Power would improve various protective spirits that a Ritualist carries. But how does Channeling, which has no protective skills to complement a Restoration ritualist's skill bar, enable a Restoration ritualist to function better?

It's an old issue, I know, and probably one that won't be resolved, but I'd like to hear the "official" stance on this from the developers. If we conclusively know the weapons are intended to work that way, we may grumble but we won't keep thinking it's an error or an oversight.
Yeah, It's likely that they have been putting weapons/offhands in the game with this obvious flaw for about 14 months now.
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Old Jun 22, 2006, 05:22 PM // 17:22   #79
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Quote:
Originally Posted by Sephy
Yeah, It's likely that they have been putting weapons/offhands in the game with this obvious flaw for about 14 months now.
Thanks for the /sarcasm, but don't you think the weapons could be improved to be in line with the other professions' items? I mean, the elementalist wands in Divine Path are tied to the appropriate attributes instead of Energy Storage, even though Energy Storage helps elementalists nuke the same way Divine Favor helps monks heal...
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Old Jun 22, 2006, 08:15 PM // 20:15   #80
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Quote:
Originally Posted by Shyft the Pyro
Thanks for the /sarcasm, but don't you think the weapons could be improved to be in line with the other professions' items? I mean, the elementalist wands in Divine Path are tied to the appropriate attributes instead of Energy Storage, even though Energy Storage helps elementalists nuke the same way Divine Favor helps monks heal...
Except, elementalist weapons deal elemental damage according to their type, so they cannot be linked to Energy Storage... well they could, but that's against the game mechanics.

I agree with you though, it wouldn't hurt to change this behaviour, but then again, I can also see why they made it to be this way. Does it really matter?
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