Apr 02, 2005, 03:01 AM // 03:01
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#1
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Frost Gate Guardian
Join Date: Apr 2005
Location: Blue State
Guild: K A R M A
Profession: Mo/Me
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Diversion Mechanics
Diversion
Description: For 6 seconds, the next time target foe uses a skill, that skill takes an additional 10-47 seconds to recharge.
Energy Cost: 10
Activation Time: 2 Seconds.
Recharge Time: 5 Seconds.
Linked Attribute: Domination Magic. Increases additional recharge time.
Skill Type: Hex Spell.
Say I toss this on a monk. He casts Orison of Healing. Unless the hex is removed, it will take an additional 47 seconds to recharge (12 Domination), correct.
Now, if on this same monk, I cast it again. And then he fires off Reversal of Fortune, will Diversion add 47 seconds to its recharge time as well? Meaning that Orison and RoF both have extended recharge timers. Or will it not have any effect because it's still affecting Orison?
Are you hexed with diversion until the spell recharges, or until they cast a spell/six seconds expires? (If it is the latter, hex removal couldn't do anything about the extended recharge. If it's the former, at any point a hex remover could get rid of it, resetting the timer)
If Diversion does stay on the full 47 seconds, I cannot get another one off on that same person b/c they can't be hexed with the same spell at the same time, right?
I am wondering if I can cast this on a caster every six seconds and take away another skill from their bar for an extended time period.
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Apr 02, 2005, 04:42 AM // 04:42
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#2
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Lion's Arch Merchant
Join Date: Feb 2005
Profession: Me/E
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The beauty of diversion is that it is only a hex for that 6 seconds. It is waiting for the target to use a skill. Once the target uses a skill within that 6 seconds, the skill is "diverted" for the listed amount of time and diversion ends. So theoretically you can spam diversion and lock several skills in succession.
My understanding is that diversion cannot be removed by yourself since your remove hex will trigger diversion and get locked. Diversion needs to be removed by other member of your team to prevent it from triggering.
*Edit* Another way to avoid diversion is by simply not doing anything within that 6 seconds and let it expire naturally.
Last edited by mostro; Apr 02, 2005 at 04:54 AM // 04:54..
Reason: more coherent sentence
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Apr 02, 2005, 09:06 AM // 09:06
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#3
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Frost Gate Guardian
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Would it be a valid strategy with that skill to try and cast is as an interrupt(start casting as they start casting their skill)? Granted you'd need fast casting essentially maxed out, but being able to completely shut down someone seems very nice.
Laz
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Apr 02, 2005, 02:56 PM // 14:56
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#4
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Academy Page
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Maybe you could cast Diversion and immediatly cast Wastrel's Worry...
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Apr 02, 2005, 03:38 PM // 15:38
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#5
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Lion's Arch Merchant
Join Date: Feb 2005
Profession: Me/E
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Quote:
Originally Posted by Lazarous
Would it be a valid strategy with that skill to try and cast is as an interrupt(start casting as they start casting their skill)? Granted you'd need fast casting essentially maxed out, but being able to completely shut down someone seems very nice.
Laz
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Diversion is not an interrupt. It will let the enemy skill go through. What it does is simply added extra time to that particular skill's recharge timer.
Quote:
Originally Posted by Insomnia
Maybe you could cast Diversion and immediatly cast Wastrel's Worry...
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You could try to fish people like that, and given the choice I would rather eat wastrel's worry rather than diversion. I have not tested wastrel worry that much so I am not sure of this combo's effectiveness.
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Apr 02, 2005, 05:40 PM // 17:40
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#6
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Frost Gate Guardian
Join Date: Apr 2005
Location: Blue State
Guild: K A R M A
Profession: Mo/Me
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Thanks for the great replies!
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Apr 02, 2005, 07:15 PM // 19:15
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#7
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Frost Gate Guardian
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Quote:
Originally Posted by mostro
Diversion is not an interrupt. It will let the enemy skill go through. What it does is simply added extra time to that particular skill's recharge timer.
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That wasn't what i meant. I was saying to cast it on the same timing as an interrupt, but the skill would have its normal effect. My basic question was whether the effect of the skill would still work if you cast it after the target started casting their spell.
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Apr 02, 2005, 08:50 PM // 20:50
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#8
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Lion's Arch Merchant
Join Date: Feb 2005
Profession: Me/E
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Quote:
Originally Posted by Lazarous
That wasn't what i meant. I was saying to cast it on the same timing as an interrupt, but the skill would have its normal effect. My basic question was whether the effect of the skill would still work if you cast it after the target started casting their spell.
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I believe you cannot sneak in diversion after the enemy start casting the spell, because diversion and backfire are triggered by activation of the spell, not by the completion.
I remember asking that very same question before in the discussion here: http://www.guildwarsguru.com/forum/s...8&page=2&pp=25
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Sep 26, 2005, 03:15 PM // 15:15
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#9
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Frost Gate Guardian
Join Date: Aug 2005
Profession: Mo/
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Maybe its stupid question but what re the skills? Are the skills ALL of the possible spells, attacks etc? Can i use diversion vs any char in the game (not only casters)?
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Sep 26, 2005, 03:54 PM // 15:54
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#10
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Frost Gate Guardian
Join Date: Jun 2005
Guild: Looking For Guild
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Diversion affects all skills in the game.
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Sep 26, 2005, 10:33 PM // 22:33
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#11
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Frost Gate Guardian
Join Date: Sep 2005
Location: Brisbane, Australia
Profession: N/Me
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...and thus is ideal if you have nothing else to stop signets with.
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Sep 26, 2005, 11:38 PM // 23:38
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#12
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Frost Gate Guardian
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Ignorance - Hex Spell
For 8-18 seconds, target foe cannot use "Signet" rings.
friendly little skill... not many people use it though.
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Sep 27, 2005, 12:05 AM // 00:05
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#13
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Lion's Arch Merchant
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Quote:
Originally Posted by FengShuiBundi
...
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It seems that you're asking about what happens when Diversion is triggered by the target using a skill, so here it is:
You cast Diversion
Player uses a skill
Diversion ends
The skill used has the 47 seconds added to its recharge time.
Repeat.
You could theoretically Diversion out an entire skillbar if the target is not observant and your energy supply is unlimited.
There are 4 ways to remove it without losing a skill: Have someone else remove it, die, let it expire, or use Inspired Hex on yourself (I think it only works this way if you have >=2 hexes on you). Inspired will trigger Diversion, remove the other hex, and then give you the second hex without any added recharge.
On another note, does anyone else laugh at Mesmers that Backfire and then Diversion the same target? Yeah, give me two reasons not to do something instead of only one.
Last edited by Bast; Sep 27, 2005 at 12:07 AM // 00:07..
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Sep 27, 2005, 12:48 AM // 00:48
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#14
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Frost Gate Guardian
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Quote:
Originally Posted by mostro
I believe you cannot sneak in diversion after the enemy start casting the spell, because diversion and backfire are triggered by activation of the spell, not by the completion.
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No, this is wrong. Diversion takes effect on the completion of a skill. Example, start casting a signet with a 2 second cast time. Start walking in the middle of casting, thus breaking it. Diversion doesn't end, skill is not disabled. You need to actually finish casting for it to add +X seconds to the recycle time of the skill.
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Sep 27, 2005, 04:05 AM // 04:05
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#15
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Academy Page
Join Date: Jun 2005
Guild: Shadowknights
Profession: N/
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I don't mean to steal this post, but I run a build with the Skills Shame and Mark of Subversion.
My questions is: If I stack Diversion and Shame on my target, even though the spell fails, does Diversion still trigger?
I think it does, cuz I use that combo on monks that spam Reversal, but I am not positive. Thanks in advance.
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Sep 27, 2005, 04:18 AM // 04:18
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#16
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Frost Gate Guardian
Join Date: Sep 2005
Location: Brisbane, Australia
Profession: N/Me
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it might be determined by the order you cast it.
For instance, if you cast Shame then Diversion, the Diversion may trigger before the Shame interrupts it.
If it's the other way around, then maybe Shame stops the cast first. Try it and let us know (I don't have Shame yet)
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