Mar 26, 2006, 11:02 AM // 11:02
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#21
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Academy Page
Join Date: Mar 2006
Guild: happy enchanted heroes (HEH)
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thievery
this skill's main use is to disable a random spell from the opponent. the fact that you get it for 20 odd seconds is only a bonus as you rarely have any attributes for the spell in order for it to have any effect.
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May 13, 2006, 11:18 AM // 11:18
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#22
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Lion's Arch Merchant
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As a spell may be disable for 29 seconds and Arcane Thievery recharge time is 10 seconds, I have the doubt whether if casting Arcane Thievery a second time (a) it will disable additionaly another spell, -thus making two spells disable at the same time-, else (b) it will disable another spell enabling the spell previously disable.
Which way does it work, (a) or (b)?
P.S.: Thank you to Mercury Angel below for the explanation; then it is 29 seconds + 10 seconds until one can use Arcane Thievery again (unless one is using Echo, ...).
Last edited by mariano; May 14, 2006 at 09:11 AM // 09:11..
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May 13, 2006, 03:28 PM // 15:28
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#23
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Pre-Searing Cadet
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The only thing bad with this spell as well as Inspired Hex, Inspired Enchantment, and Arcane Mimicry is that if you steal/copy a spell from Guild Wars: Factions and you do not own Factions you will not be able to use it. To be able to use to its full potential you need both campaigns. Sure you may think of it as a bonus feature to just use the skill. But what about being able to save your allies by stealing Shield of Judgement and casting it.
What do you guys think? Should owners of just one of the two campaigns not be able to "copy/steal" and use the skills? Is this a bug or was it intended?
Sure I love the knowledge of not having to buy every single expansion but is this fair? I just want some opinion.
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May 13, 2006, 05:39 PM // 17:39
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#24
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Avatar of Gwen
Join Date: Apr 2005
Location: Wandering my own road.
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Quote:
Originally Posted by mariano
As a spell may be disable for 29 seconds and Arcane Thievery recharge time is 10 seconds, I have the doubt whether if casting Arcane Thievery a second time (a) it will disable additionaly another spell, -thus making two spells disable at the same time-, else (b) it will disable another spell enabling the spell previously disable.
Which way does it work, (a) or (b)?
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The recharge time occurs AFTER the effect of Arcane Thievery ends. That is, Arcane Thievery becomes the disabled spell for that duration, and when it ends, it has 10 seconds to recharge.
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Aug 16, 2006, 08:43 AM // 08:43
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#25
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Wilds Pathfinder
Join Date: Jul 2005
Guild: --
Profession: R/N
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This can be pretty evil if you steal the only spell the enemy got - like Aura of Displacement or Shock... :P
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Aug 16, 2006, 11:23 AM // 11:23
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#26
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The 5th Celestial Boss
Join Date: Jul 2006
Location: Inverness, Scotland
Guild: The Cult of Scaro [WHO]
Profession: E/
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I was pretty happy when in Fort Aspenwood mission I stole Flesh Golem from an invading Necro....a lvl 4 golem is pretty useless but nevertheless fun!
Question - has anyone ever stolen Arcane Thievery with Arcane Thievery?
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Aug 16, 2006, 12:04 PM // 12:04
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#27
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Furnace Stoker
Join Date: Mar 2006
Location: New Zealand
Profession: Me/R
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stealing arcane thievery, lol, that would be nice, almost as nice as interrupting an interrupt^^
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Aug 17, 2006, 05:20 AM // 05:20
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#28
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Grotto Attendant
Join Date: Oct 2005
Location: Cedartown, Georgia
Profession: R/
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Quote:
Question - has anyone ever stolen Arcane Thievery with Arcane Thievery?
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Yes, with some funny results...
When I used the stolen copy on them the spell activated...then just sort of stopped right as my avatar started the motions of the spell animation...
Which Means you can't Steal A skill with a Stolen Skill, if that makes ANY bit of sense...I guess theres just too much coding at work there.
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