Mar 24, 2006, 08:50 AM // 08:50
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#1
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Furnace Stoker
Join Date: Oct 2005
Location: Kali
Profession: W/E
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New Skill Descriptions
I am sure someone is already working on this...
but will someone/group copy down all the descriptions for all the new Faction skills? That would be a good reference..
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Mar 24, 2006, 08:54 AM // 08:54
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#2
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Jungle Guide
Join Date: Jun 2005
Location: CA
Guild: in it for the trimmmm
Profession: R/
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Zoshun's Haste = Dodge
Arcane Larceny = Arcane Thievery
why so many double skills? :S
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Mar 24, 2006, 08:58 AM // 08:58
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#3
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Academy Page
Join Date: Aug 2005
Guild: TLH
Profession: E/N
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Probably just placeholders for skills they haven't finished making.
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Mar 24, 2006, 10:18 AM // 10:18
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#4
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Lion's Arch Merchant
Join Date: Oct 2005
Profession: Me/Mo
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Quote:
Originally Posted by Juicey Shake
Zoshun's Haste = Dodge
Arcane Larceny = Arcane Thievery
why so many double skills? :S
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im thinking so factions only players will have a full skill set and at the same time allow certain skills to be on peoples skill bars twice, could be interesting if true
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Mar 24, 2006, 10:52 AM // 10:52
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#5
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Krytan Explorer
Join Date: May 2005
Location: Uk
Guild: Check Out My [Mark]
Profession: Me/
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You'll notice that the original skill for these 'doubles' are in the prophecies only set of skills. I firmly believe these skills were added for people who have only factions.
But the option for having multiple copies of a skill makes for interesting builds.
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Mar 24, 2006, 02:35 PM // 14:35
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#6
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Lion's Arch Merchant
Join Date: Oct 2005
Profession: W/
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Quote:
Originally Posted by Juicey Shake
Zoshun's Haste = Dodge
Arcane Larceny = Arcane Thievery
why so many double skills? :S
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I noticed this myself before going to work today. There are a good number of skills that have a different name but the skill description, energy cost, cast time and recharge are exactly the same. So is it that our "new skills" are really just old skills with a new factions name?
I looked at mesmer, ele and necro skills this morning and there appears to be a number of duplicate skills.
it will make it interesting. No need to archane echo certain skills, if you can find the duplicate or if you really like using a certain long recast spell then arc echo it and use the duplicate to get it off 3 times. hmm, can't wait to get home and look at that closer.
Last edited by Burakus Lightwing; Mar 24, 2006 at 02:41 PM // 14:41..
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Mar 24, 2006, 02:42 PM // 14:42
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#7
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Krytan Explorer
Join Date: May 2005
Location: Melbourne, Australia
Profession: E/Rt
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Yeah, I'm pretty dissappointed with all the clone skills. C'mon, at least vary their recharge/costs a bit so they're similar but different...
I realise this allows you to carry effectively 2 copies of a skill... but most of the clone skills aren't skills you want copies of anyway. (Eg. Elem - we have clones of Earthquake and Whirlwind... )
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Mar 24, 2006, 02:53 PM // 14:53
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#8
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Grotto Attendant
Join Date: Aug 2005
Location: Kyhlo
Profession: W/
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Can anyone write the descriptions of the new Elites? (I'm especially curious about Icy Veins)
Last edited by Mordakai; Mar 24, 2006 at 03:22 PM // 15:22..
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Mar 24, 2006, 02:57 PM // 14:57
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#9
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Krytan Explorer
Join Date: Jun 2005
Profession: R/Mo
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"Heal as One" anybody?
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Mar 24, 2006, 03:37 PM // 15:37
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#10
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Lion's Arch Merchant
Join Date: Mar 2006
Guild: Xen of Onslaught
Profession: N/
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It's quite disappointing as lots of the skills are the same. I certainly hope they will make some changes to this or that the skills are just placeholders, but if I'm gonna get a bunch of the same skill, it will seriousely make me rethink about buying factions.
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Mar 24, 2006, 03:40 PM // 15:40
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#11
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Wilds Pathfinder
Join Date: Jan 2006
Location: Hastings (UK) / Latham (USA)
Guild: Freedom Fanatical Scots [FFS]
Profession: E/W
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Quote:
Originally Posted by DakAtak
"Heal as One" anybody?
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Heal as One is the new BM elite right? I thought that was a really cool skill actually.
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Mar 24, 2006, 04:44 PM // 16:44
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#12
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Frost Gate Guardian
Join Date: Mar 2005
Profession: Mo/
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Has nobody compiled a list of new skill descriptions yet? I would think the elite sites would be scrambling to be the first. Gurus, Guild Hall, Guild Wiki, GWOnline, Knights Templar........I'm not seeing em.
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Mar 24, 2006, 04:50 PM // 16:50
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#13
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Jungle Guide
Join Date: Mar 2006
Location: CT
Guild: NITE
Profession: R/
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Quote:
Originally Posted by Solberg the Exiled
It's quite disappointing as lots of the skills are the same. I certainly hope they will make some changes to this or that the skills are just placeholders, but if I'm gonna get a bunch of the same skill, it will seriousely make me rethink about buying factions.
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As Alathys said. The Factions addition to Guild Wars is meant to be playable as a STANDALONE GAME. It is not a nice expansion for all of you who already play Guild Wars, A-Net just gave you a treat by letting you take your characters that you've already made over there for some partying. If you don't like the fact that most of the skills will be duplicated under mostly different names due to the fact that new players should have at least some of the same options as old players, then tough. Stay with Prophecies.
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Mar 24, 2006, 04:52 PM // 16:52
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#14
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Forge Runner
Join Date: Jul 2005
Location: Grind is subjective
Guild: learn this please
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Quote:
Originally Posted by Sidra
As Alathys said. The Factions addition to Guild Wars is meant to be playable as a STANDALONE GAME. It is not a nice expansion for all of you who already play Guild Wars, A-Net just gave you a treat by letting you take your characters that you've already made over there for some partying. If you don't like the fact that most of the skills will be duplicated under mostly different names due to the fact that new players should have at least some of the same options as old players, then tough. Stay with Prophecies.
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That's why the core skills exist.
Tone down the hostility a bit, too.
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Mar 24, 2006, 04:56 PM // 16:56
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#15
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Jungle Guide
Join Date: Mar 2006
Location: CT
Guild: NITE
Profession: R/
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Thanks. I was a bit annoyed at reading the same thing over and over. I guess I accidentally let that flow into my writing. At least I got my point across >.>
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Mar 24, 2006, 05:01 PM // 17:01
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#16
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Krytan Explorer
Join Date: Jun 2005
Profession: R/Mo
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This thread needs to get on track.... post descriptions please.
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Mar 24, 2006, 05:18 PM // 17:18
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#17
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Grotto Attendant
Join Date: Oct 2005
Location: Cedartown, Georgia
Profession: R/
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on a 12 point in attribute scale, all the elites you get to pysically test.
Skills you only get to use as a primary or secondary in that class are noted.
MONK
Healing Light {Healing Prayers Elite}
5e, 1sec cast, 4sec recharge
Heal target ally for 40...88, if your target has an enchantment then you gain 1...3 energy.
Life Sheath {Protection Prayers Elite}
5e, 1sec cast, 7sec recharge
For 20 seconds, the next 30...126 damage target ally would take is negated.
Ray of Judgment {Smiting Prayers Elite} (Monk primary)
15e, 2sec cast, 30sec recharge
All your skills except Smiting prayers are disabled for 10 seconds. Target foe and adjacent foes take 30...90 holy damage. Animated undead struck by Ray of Judgment are set on fire for 3...8 seconds.
Word of Censure {Smiting prayers elite} (Monk secondary)
10e, 1sec cast, 2sec recharge
Target foe takes 15...53 holy damage. If your target was under 33% health, Word of Censure takes 20 additional seconds to recharge
MESMER
Expel Hexes {Unlinked Mesmer Elite}
5e, 1sec cast, 8sec recharge
Remove upto 2 hexes from target ally.
Recurring Insecurity {Illusion magic Elite}
10e, 1sec cast, 25sec recharge
For 10 seconds, target foe suffers from -1...3 health degeneration, if that foe is hexed again, Recurring Insecurity is renewed for 10 seconds.
Shared Burden {Illusion magic Elite}
15e, 2sec cast, 25sec recharge
For 3...14 seconds, target foe and nearby foes move 50% slower.
(the other elite you get to try is just Energy Surge)
Warrior
Triple Chop {Axe mastery elite}
5e, 10sec recharge
Attack foe and adjacent foes. Each attack that hits does +10...34 damage.
Enraged Smash {Hammer mastery elite}
2 strikes of adrenaline
If it hits, Enraged Smash does +5...10 damage (maximum bonus 40) for each charged adrenal attack skill you have.
Dragon Slash {Sword elite}
10 strikes of adrenaline
If Dragon Slash hits, you strike for +10...34 damage and gain 1...4 strikes of adrenaline.
Ritualist
Grasping was Kuurong {Channeling magic elite}
15e, 2sec cast, 30sec recharge
Hold Kuurong's ashes for upto 15...51 seconds. When you drop his ashes, all nearby foes are struck for 5...41 damage and knocked down.
Soul Twisting {Ritualist unlinked elite}
5e, 1sec cast, 10sec recharge
Destroy target allied spirit. The next Binding Ritual you perform casts 66% faster and recharges instantly.
Attuned was Songkai {Spawning power elite}
10e, 2sec cast, 60sec recharge
Hold Songkai's ashes for upto 45 seconds. While holding her ashes, Spells and Binding Rituals you cast cost -5...41% of the base energy.
ASSASSIN
Flashing Blades {Dagger mastery elite stance}
10e, 20sec recharge
For 5...17 seconds you have a 50% chance of blocking incoming attacks while attacking.
Moebius Strike {Dagger mastery elite}
Offhand (must follow dual attack)
5e, 8sec recharge
If it hits, Moebius Strike strikes for +10...30 damage. If you hit a foe whose health is below 50% then all of your other attack skills are recharged.
Shadow Form {Shadow arts elite}
5e, 1sec cast, 60sec recharge
For 5...17 seconds all hostile Spells against you fail and all attacks against you miss. When Shadow Form ends, lose all but 5...41 health.
RANGER
Heal as One {Beastmastery elite}
5e, 1sec cast, 12sec recharge
If you or your animal companion have below 75% health, you both gain 25...121 health.
Broad Head Arrow {Marksmanship elite bow attack}
25e, 20sec recharge
You shoot a broad head arrow that moves slower than normal. If it hits, target foe is Dazed for 5...17 seconds, and if target foe is casting a Spell that Spell is interrupted.
Archer's Signet {Expertise elite}
2sec cast, 45sec recharge
All of your non-attack skills are disabled for 15...9 seconds. For 30 seconds, your next 1...5 bow attacks cost no Energy.
ELEMENTALIST
Shockwave {Earth magic elite}
10e, 3/4sec cast, 20sec recharge
Adjacent foes take 5...41 earth damage, nearby foes take 5...41 earth damage, and foes in the area take 5...41 earth damage.
Double Dragon {Fire magic elite}
15e, 3/4sec cast, 30sec recharge
For two seconds, foes adjacent to this location are struck for 7...91 fire damage each second. This spell causes exhaustion.
Shatterstone {Water magic elite}
15e, 2sec cast, 20sec recharge
Target foe is struck for 5...46 cold damage and is hexed with shatterstone for 3 seconds. When shatterstone ends, that foe takes 10...51 cold damage.
Necromancer
Vampiric Spirit {Blood magic elite}
5e, 1sec cast, 5sec recharge
For 5...17 seconds, your Spells cost 3 more energy, but when you cast a Spell you steal upto 5...41 health from one nearby foe.
Animate Flesh Golem {Death magic elite}
15e, 3sec cast, 30sec recharge
Exploit nearest corpse to animate a level 3....21 Flesh Golem. The Flesh Golem leaves an exploitable corpse. You can only have one Flesh Golem at a time.
(Just a note...these Golems can hold their own...Their pretty tough)
Icy Veins {Soul Reaping Elite} (Soul Reaping now has 2 skills)
5e, 1sec cast, 15sec recharge
Target foe is struck for 10...74 cold damage. For 10...30 seconds, if target foe dies all nearby foes are struck for 20...92 cold damage.
And There ends all the ones they give you to Test.
There are several others of course, but you can go to the Balt. Priest and read the desp. from there. Since i cant unlock them all I cant give their 0-12 ranges here.
Last edited by Former Ruling; Mar 24, 2006 at 06:25 PM // 18:25..
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Mar 24, 2006, 05:27 PM // 17:27
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#18
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Krytan Explorer
Join Date: Apr 2005
Profession: R/
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Guildwiki has descriptions for some of the skills up (and some partial descriptions):
http://www.guildwiki.org/wiki/Skills...ampaign_Skills
Since it's a wiki, if you have contributions, please post.
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Mar 24, 2006, 05:32 PM // 17:32
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#19
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Wilds Pathfinder
Join Date: Jul 2005
Location: Seattle, WA
Guild: Grenths Helpdesk
Profession: N/
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Quote:
Originally Posted by ZennZero
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Quoted for truth!!
UpdateTheWikiPlease.UpdateTheWikiPlease.UpdateTheW ikiPlease.UpdateTheWikiPlease.UpdateTheWikiPlease. UpdateTheWikiPlease.UpdateTheWikiPlease.UpdateTheW ikiPlease.
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Mar 24, 2006, 06:34 PM // 18:34
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#20
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Jungle Guide
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Quote:
Originally Posted by Sidra
Thanks. I was a bit annoyed at reading the same thing over and over. I guess I accidentally let that flow into my writing. At least I got my point across >.>
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But there was no real point there. THAT WAS THE POINT OF CORE SKILLS. Kapeesh?
See here's the problem if you don't leverage core skills or come up with some kind of better way to do this - lets fast forward to chapter 8 and what might happen.
Ooh look here we have -
Vampric Touch
Vampric Bite
Vampric Grope
Vampric Squeeze
Vampric Maul
Vampric Slap
Vampric Pinch
Vampric Nibble
All that do the exact same thing - and that's if your lucky. Why?
Because it could be all over the place...
Dodge
Zojun's Haste (almost sounds like a IAS no?)
Goober's Avoidance
Morkil's GetoutofaJam
Fangril's Quickness
The Artful Dodger
Avoidance
Tennis's Elbow
Thus it's make more sense to at least start naming smart now if you're NOT going to leverage these as core, which I think would be a mistake. Or name it the same skill, but if it was intended, the skill itself can be placed more than once on a bar, which would be pointed out somewhere/somehow, maybe the description itself.
Last edited by CKaz; Mar 24, 2006 at 06:53 PM // 18:53..
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