Oct 26, 2005, 01:08 PM // 13:08 | #1 |
Frost Gate Guardian
Join Date: Oct 2005
Location: Montreal, Canada
Guild: [ruff] Doggy Style
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silly of me to think that all skills... meant... ALL SKILLS
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? |
Oct 26, 2005, 01:41 PM // 13:41 | #2 |
Desert Nomad
Join Date: May 2005
Location: Grimsby, UK
Profession: R/
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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..... |
Oct 26, 2005, 01:54 PM // 13:54 | #3 |
Frost Gate Guardian
Join Date: Oct 2005
Location: Montreal, Canada
Guild: [ruff] Doggy Style
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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. |
Oct 26, 2005, 02:09 PM // 14:09 | #4 |
Jungle Guide
Join Date: Aug 2005
Profession: Mo/
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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 |
Oct 26, 2005, 02:12 PM // 14:12 | #5 |
Frost Gate Guardian
Join Date: Oct 2005
Location: Montreal, Canada
Guild: [ruff] Doggy Style
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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. |
Oct 26, 2005, 02:15 PM // 14:15 | #6 |
Desert Nomad
Join Date: May 2005
Location: Grimsby, UK
Profession: R/
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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. |
Oct 26, 2005, 02:16 PM // 14:16 | #7 |
Jungle Guide
Join Date: May 2005
Location: Finland
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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. |
Oct 26, 2005, 02:27 PM // 14:27 | #8 |
Jungle Guide
Join Date: Aug 2005
Profession: Mo/
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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. |
Oct 26, 2005, 02:34 PM // 14:34 | #9 |
Desert Nomad
Join Date: May 2005
Location: Grimsby, UK
Profession: R/
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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. |
Oct 26, 2005, 02:41 PM // 14:41 | #10 |
Lion's Arch Merchant
Join Date: Sep 2005
Location: Canada, Gatineau
Guild: None
Profession: Mo/R
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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. |
Oct 26, 2005, 06:10 PM // 18:10 | #11 | |
Frost Gate Guardian
Join Date: Jun 2005
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Quote:
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Oct 26, 2005, 08:00 PM // 20:00 | #12 |
Wilds Pathfinder
Join Date: May 2005
Location: IA
Guild: Chronicles of Heroes [CoH]
Profession: R/Me
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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. |
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