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Old May 24, 2005, 04:07 AM // 04:07   #1
Desert Nomad
 
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Default Enchantment

What 'exactly' constitutes an enchantment?

Are skills like Troll Unguent and Ignite Arrows considered enchantments?
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Old May 24, 2005, 04:14 AM // 04:14   #2
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Go to your skill list and sort by ttype. Anything that shows up under "Enchantment Spells" is an enchantment. Anything else isn't.
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Old May 24, 2005, 04:36 AM // 04:36   #3
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Enchantments will always have the 'enchantment' label on them. And sometimes, it's rather annoying. (ever had a special game-related enchantment removed from you? It really can happen. Mesmer + shatter enchantment vs mirror self, the mirror will shatter that divine fire off of you first thing)
If it says enchantment, it's an enchantment.
If it says hex, it's a hex.

If it says skill, it's a skill. Although, all skills are skills, in addition to whatever else they may be.

Something like:

Skill -> Attack skill
->Spell ->Offensive Spell -> Hex Spell
--------->Support Spell ->Enchantment Spell
->Other special subclasses of skill [Nature Rituals, traps, etc. >.<]
->Signets
->Monster Only (Don't think this actually makes a difference, beyond that you'll never have it. Might as well give it it's own category though.)

Unsure as to whether or not hex spells are affected by skills that interrupt enchantments. Anything that effects something earlier in the tree affects anything higher. *(note, targeted and non targeted skills makes a difference at times, just know that most branches have that subdivision. A skill that would interrupt an offensive spell targeted at an ally wouldn't affect a non-targeted AoE, such as Frozen Burst, Lava Font, Symbol of Wrath, etc. Offensive and support spells that aren't enchantments or hexes are largely one-time heals or damage spells.)
Any skill that would disable a skill will effect anything.
Any skill that would block an attack skill would only block an attack skill.
Any skill that prevents a spell from being cast on you by the enemy would affect offensive spells and hexes.
Any skill that interrupts skills being targeted on an enemy's ally (their party members, including themself) would interrupt both support spells and enchantments.
Any skill that prevents the casting of enchantments or hexes in the area would prevent all enchantments and hexes, while one-time heals and damage spells are untouched.

Hope that makes sense. It's like talking about properties of groups of numbers. Some groups are also included in other groups, while being able to branch out and be totally seperate from others. Irrational and rational numbers are 2 seperate groups both contained within all real numbers, and from that branch, other smaller groups exist. Imaginaries, transcendental, etc. etc.

For the skills in guild wars, there're groups that encompass totally unrelated groups down the lines. For example, a skill may address only skills which Heal. There're skills, signet rings, spells, traps, etc. that can heal. The Curse of the Bloodstone slows down all resurrection skills, whether it's a spell, or the resurrection signet.

And I could be wrong easily, but it sounds good on paper >.>
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