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Old Feb 03, 2006, 07:42 PM // 19:42   #81
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Quote:
Originally Posted by Mordakai
I'm not sure if they stack, but you're correct: currently, no way to remove them.

But I'd bet a set of FoW armor that some of the new skills being released will...
I would take you up on that bet, except I couldn't wear your armor.
I will bet also that they do not stack. I never had two in the same skillbar though, so I have no definitive answer.

Now if we can just get a skill to remove shouts...
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Old Feb 04, 2006, 02:07 AM // 02:07   #82
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Quote:
Originally Posted by Glasswalker
Now if we can just get a skill to remove shouts...
For some reason, every time i look at the skill choking gas, i expect it to stop shouts since it has something to do with speaking. I am probably the only person who thinks like this though.
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Old Feb 05, 2006, 11:39 PM // 23:39   #83
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Quote:
Originally Posted by Mordakai
I'm not sure if they stack, but you're correct: currently, no way to remove them.

But I'd bet a set of FoW armor that some of the new skills being released will...
Weapon skills do not stack. You can at most have only one affecting you at a time. Any subequent ones will overwrite the first.
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Old Feb 06, 2006, 07:41 AM // 07:41   #84
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Just a note, the skill ranges are written with 15 attribute as the upper bound. Didn't see it mentioned on the site, and users of our skill database may be more familiar with the 12 attribute upper bound.
In any case, very nice database.
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Old Feb 09, 2006, 04:06 AM // 04:06   #85
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i can see in the future a new type of "smiter" but isnt smiting.
support characters buff and use the warriors location to aid in aoe damage.

a channaling ritualist with skills like:

Ancestor's Rage: Spell
10-energy 2-cast 8-recharge
All foes adjacent to target ally are struck for 10-100 lightning damage.

Splinter Weapon: Weapon Spell
10-energy 1-cast 10-recharge
For 15-60 seconds, target ally has a Splinter Weapon. Target ally's next successful attack deals 5-50 damage to all adjacent foes.

Nightmare Weapon: Weapon Spell
5-energy 1-cast 10-recharge
For 12 seconds, target ally has a Nightmare Weapon. Target ally's next successful attack steals up to 5-50 Health.

Destruction: Binding Ritual
10-energy 3-cast 20-recharge
Create a level 1-10 Spirit that dies after 30 seconds. When this Spirit dies, all nearby foes take 1-5 damage for each second the Spirit was alive.

Spirit Rift: Spell
15-energy 1-cast 5-recharge
Open a Spirit Rift at target foe's location. After 3 seconds, all adjacent foes are struck for 10-115 lightning damage.



add in some energy management skills and this could be a very powerfull buffer/ aoe dmg dealer

with so many possibilities from this class, its really going to spice up the game.

im was thinking of maybe going necro/ritualist and having another primary ritualist on your team using spirit skills, this way your soul reaping will really net you alot of energy even in slower paced battles such as relic runs and whatnot. so you could go with 12 soul reaping and 12 channeling to make the above work well without having energy problems if you have a spirit rit on your team.

i was not impresssed at all with the assasin and her line of skills. i was really looking foward to guildwars 2nd adn building charater to complement the warrior and vice versa.

i had pictured fast charging adn skills that did a fair amout of damage but added in some other "effects" , but what we got was energy skills with those same added effects. energy skills make the assasin too easy to play and i really didnt have fun with the testing i did with it.
and im not a fan of the "chain" attacking with the assasin since they seem to have the "effects" backwards in those skills.

altho one of the best new skills ive seen comes from the assasin line, that elite shadow stepping skill. this will change gvg battles big time. super easy access to get in enemy guild hall. all you need is one of the npc's to be alive and in your range of casting. at the same time, this also means super easy retreat, just disable your enchantment. i can forsee many of the top guilds using this skill to gain entrance to enemy bases to do whatever they have planned. this will make flag running a bit faster also, as soon as you get in range of a foe you can just teleport to his location and save you that much running, also, after you set that flag in the stand, disable your enchantment and be teleported back to where you were when you casted it. this would save you a boatload of running in the right situations.

so my prediction is that ritualist medium/heavy teams will do very well in tombs and the use of shadow stepping will do extremely well in gvg battles.

i see the elementalist taking a fall and becoming very unpopular unless they balance out the damage issues over time when compaired to a warrior with basic attacks.

i see alot more stratagy involved in team builds will be required after factions is released.

i see the "spike" will be less of a team stratagy and "mini spike" will become the norm among the spiker lovers.

but for the most part, i see the game becoming more interesting and alot more fun than it is 2day. perhaps getting back to that same level of fun we had in the beta weekends, if not, then i hope close!
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Old Feb 13, 2006, 08:45 PM // 20:45   #86
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I forsee some incredibly nasty Necromancer/ritualist combos both with curses and possibly with minions as well.
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