Jan 09, 2006, 01:41 PM // 13:41 | #1 |
Jungle Guide
Join Date: May 2005
Location: Gatineau, Qc, Canada
Guild: Kiss of Anguish [KISS]
Profession: P/W
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What is considered "Undead"
What is considered "Undead"?
I just purchased a +20% Deathbane pommel, which does +20% to Undead right? But I noticed there is a Skeletonslaying mod also. So making asumptions, Skeletons should be Undead right? Also, shoudnt technically Everything in the Underworld and Fissure be considered Undead? This Comprising the "Shadows" and various black knight dudes and monsters? Also About the Dwarfslaying mod I know this involves dwarves (lol), but it does also affect Dolyak and whatever monsters Dwarves ride on correct? Thank you for your time |
Jan 09, 2006, 01:49 PM // 13:49 | #2 |
Grotto Attendant
Join Date: Oct 2005
Location: Cedartown, Georgia
Profession: R/
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If you are unsure if their undead, try to get them to bleed.
As for Dwarves, yes everything is effected. "Dolyak master" isn't the name of the animal - its the name of that little bitty guy riding the animal lol. |
Jan 09, 2006, 03:21 PM // 15:21 | #3 |
Hell's Protector
Join Date: Jul 2005
Guild: The Eyes of Texas [BEVO]
Profession: D/A
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Skeletons and Undead are two different categories.
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Jan 09, 2006, 03:29 PM // 15:29 | #4 | |
Krytan Explorer
Join Date: May 2005
Location: NC, USA
Guild: Ohm Mahnee Pedmay [Hoom]
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Quote:
I've always assumed that Skeletons are a subset of Undead (where Undead includes other stuff like minions and Grasping Ghouls), and that consequently the Skeletonslaying mod is just silly, but I haven't tested that assumption. |
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Jan 09, 2006, 03:36 PM // 15:36 | #5 |
Jungle Guide
Join Date: May 2005
Location: Gatineau, Qc, Canada
Guild: Kiss of Anguish [KISS]
Profession: P/W
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Um... I'm preatty sure Ghouls are undead (type of monster that usually acompany undead) and I think they bleed
Nobody I have seen can give me a straight answer, making it preatty hard for me to know the use of what I paid for. Shadows have no flesh so they shoudnt bleed. But technically everything in the underworld and fissure should be undead, since it had to die to get there right? And skeletons are undead, shoudnt that it be considered just as a sub-category to undead? |
Jan 09, 2006, 04:11 PM // 16:11 | #6 | ||
Krytan Explorer
Join Date: May 2005
Location: NC, USA
Guild: Ohm Mahnee Pedmay [Hoom]
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Quote:
Quote:
I stand by my initial suggestion: Just equip any spells that do Holy damage (swap secondary to Mo and try some smiting). Double damage = undead, regular damage = not undead. |
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Jan 09, 2006, 04:50 PM // 16:50 | #7 |
Krytan Explorer
Join Date: Dec 2005
Guild: Hearts Of Fury [HoF]
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Skeletons are a sub-class of Undead. Therefore mods that does additional damage to undead will work on Skeletons, Gouls, etc. Whereas, the Skeletonslaying mod will only give the damage bonus against skeletons.
As for what are considered as Undead, here is a link: http://www.guildwiki.org/wiki/Category:Undead |
Jan 10, 2006, 03:44 PM // 15:44 | #8 |
Wilds Pathfinder
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Join Date: Aug 2005
Location: The Northeast
Guild: Knights Of Thulcandra [KoT]
Profession: W/E
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Executioners bleed and there undead
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Jan 10, 2006, 09:29 PM // 21:29 | #9 |
Jungle Guide
Join Date: May 2005
Location: Gatineau, Qc, Canada
Guild: Kiss of Anguish [KISS]
Profession: P/W
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Yeah they look preatty undead at least. or maybe just smelly lol
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Jan 11, 2006, 08:36 AM // 08:36 | #10 |
Wilds Pathfinder
Join Date: May 2005
Location: Take me where I cannot stand.
Guild: The Better Part of Valor
Profession: W/N
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There are 3 types of Undead in Guild Wars.
1) Skeletons. This includes the Skeleton enemies that you can't make bleed and all Necromancer Summoned Minions. These leave no corpses behind and cannot be affected by conditions that cause health degeneration. 2) Zombies. This includes the Executioners, Zombie Warlocks, Grasping Ghouls, Necrid Horsemen, and Damned Clerics. All five of these Undead leave corpses behind and can suffer from bleeding poison and disease. 3) Etheral Undead. This includes all Ghosts, Specters, Phantoms, Shadows, Shades, etc. These leave no corpses behind and cannot be affected by conditions that cause health degeneration. Technically there is a fourth category, but that category includes only 1 enemy in the game: The Lich. Edit: Added Damned Cleric to the second undead type. Thanks to Fyre Brand for this information. I forgot about the clerics too it seems. Got confirmation on the Necrid Horsemen. Thanks to Carinae Dragonblood for the confirmation. Last edited by ShadowStorm; Jan 12, 2006 at 10:07 PM // 22:07.. |
Jan 11, 2006, 01:46 PM // 13:46 | #11 |
Jungle Guide
Join Date: May 2005
Location: Gatineau, Qc, Canada
Guild: Kiss of Anguish [KISS]
Profession: P/W
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I'm happy with that responce
That being said, Deathbane seems to be THE most WIDE-RANGED selective damage based upgrade there is Personally, the best for an offhand dedicated weapon |
Jan 11, 2006, 02:52 PM // 14:52 | #12 | |
Hell's Protector
Join Date: Jul 2005
Guild: The Eyes of Texas [BEVO]
Profession: D/A
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Quote:
http://gw.coldfront.net/index.php/content/view/302/77/ I would find it very odd that they would make skeletons a subclass of undead, since there is a separate weapon mod for it. |
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Jan 11, 2006, 02:58 PM // 14:58 | #13 |
Hell's Protector
Join Date: Jul 2005
Guild: The Eyes of Texas [BEVO]
Profession: D/A
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It looks like Barazur did a test way back when to test the skeletons versus undead theory, and he concluded from his test that skeletons ARE undead, making the skeletonslaying mod somewhat worthless.
I have both, and will test them soon. I'll post my results later, using a sample size much larger than Barazur's. http://www.guildwarsguru.com/forum/s...eletons+undead |
Jan 11, 2006, 03:44 PM // 15:44 | #14 |
Jungle Guide
Join Date: May 2005
Location: Gatineau, Qc, Canada
Guild: Kiss of Anguish [KISS]
Profession: P/W
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Well it woudnt make much sense if Skeletons WERENT undead. However, I do see ALOT MORE skeletonslaying mods popping up
Perhaps the Deathbane upgrades are simply harder to come by and more rare. I know I had to ask around for a LONG TIME before I could find a +20% Deathbane sword upgrade If this is all true though, it would undesputibly make Deathbane, the ALL AROUND most versitile selective damage upgrade in the game since it affects so much and that there is so much "Undead" in the game |
Jan 11, 2006, 03:55 PM // 15:55 | #15 |
Hell's Protector
Join Date: Jul 2005
Guild: The Eyes of Texas [BEVO]
Profession: D/A
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I absolutely agree, Zodiak, but I don't believe that the deathbane mods are any more rare than the skeletonslaying mods from what I've seen.
That's why it doesn't make sense to have both out there, especially since both can go up to 20%. |
Jan 11, 2006, 04:26 PM // 16:26 | #16 |
Krytan Explorer
Join Date: Sep 2005
Guild: Shadowlight Order [SoR]
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A decent Deathbane mod is extremely difficult to find. There are a fairly expensive mod to buy as well, especially compared to any other mod that deals increased damage to a monster.
I took my monk out to undeadsville last night with Shield of Judgement since the damage on it is consistant. Anything that took 100 damage was affected by holy damage. Anything that took 50 damage wasn't. Everything on ShadowStorms list (above) took 100 damage including Damned Clerics. If a Deathbane mod deals extra damage to everything that takes holy damage then every type of undead is affected. The OP will have to test the actual mod compared with a weapon that doesn't have a deathbane mod on it to verify. ShadowStorm ~ Add Damned Clerics to #2 on that list as well. |
Jan 11, 2006, 11:03 PM // 23:03 | #17 |
Jungle Guide
Join Date: May 2005
Location: Gatineau, Qc, Canada
Guild: Kiss of Anguish [KISS]
Profession: P/W
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This info is the best. Someone should sticky this thread for everyone to refference to when fighting Undead
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Jan 12, 2006, 09:42 PM // 21:42 | #18 |
Forge Runner
Join Date: Jun 2005
Location: Inside
Guild: Fifteen Over Fifty [Rare]
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You can definately raise minions from a Necrid Horsemen, so I'd count them in ShadowStorm's #2 above.
Also, what about 'Holy' Ethereal Undead? For example: Azure Shadow's that deal Holy Damage. Are they 'undead' also? |
Jan 12, 2006, 09:54 PM // 21:54 | #19 | |
Hell's Protector
Join Date: Jul 2005
Guild: The Eyes of Texas [BEVO]
Profession: D/A
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Quote:
I keep forgetting to run this test...I'll do it soon, and will likely test it out on one of the Kryta missions (or maybe outside of Bergen Hot Springs). |
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Jan 12, 2006, 10:10 PM // 22:10 | #20 |
Krytan Explorer
Join Date: Sep 2005
Guild: Shadowlight Order [SoR]
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Outside bergen would be a great place because you have almost every type right out there. And if you want to test against Horsemen and anything that isn't there then you can just zone to the next area and the rest of them are just on the other side of the portal. I would love to get a +20% Deathbane axe or bow mod and try it out. If you do go test this please report back what you find out. I would be extremely interested in knowing.
And I totally agree the holy damage test doesn't really show what the deathbane mod applies to. It only shows what types of mops are affected by...... well, holy damage. haha. |
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