Apr 01, 2011, 04:21 PM // 16:21
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#2
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Tea Powered
Join Date: May 2008
Location: UK
Profession: N/
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It works.
However when you take a team consisting of 8 casters with AP, EVAS and the norn shouts, you find yourself wishing you had a source of healing and a little prot.
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Apr 01, 2011, 04:57 PM // 16:57
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#3
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Furnace Stoker
Join Date: Apr 2006
Guild: Amazon Basin [AB]
Profession: Mo/Me
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Quote:
Originally Posted by Xenomortis
However when you take a team consisting of 8 casters with AP, EVAS and the norn shouts, you find yourself wishing you had a source of healing and a little prot.
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AP boonprot?
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Apr 01, 2011, 05:02 PM // 17:02
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#4
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Tea Powered
Join Date: May 2008
Location: UK
Profession: N/
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Quote:
Originally Posted by FoxBat
AP boonprot?
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Could probably get something working with Monks, although none of us were using a Monk at the time.
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Apr 01, 2011, 11:29 PM // 23:29
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#5
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Ascalonian Squire
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Do heroes use AP correctly?
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Apr 02, 2011, 12:38 AM // 00:38
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#6
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Lion's Arch Merchant
Join Date: Jan 2010
Profession: D/
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Quote:
Originally Posted by Monclova
Do heroes use AP correctly?
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Not really, they only use it when the target is at >50 and even then they do not prioritize their use of the skill even when the above condition is met.
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Apr 02, 2011, 10:02 PM // 22:02
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#7
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Frost Gate Guardian
Join Date: Feb 2011
Profession: R/D
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No it will not work.
If you apply a hex, and another one apply the same hex, it'll replace the hex.
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Apr 02, 2011, 10:04 PM // 22:04
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#8
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Tea Powered
Join Date: May 2008
Location: UK
Profession: N/
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Quote:
Originally Posted by Miteshu
No it will not work.
If you apply a hex, and another one apply the same hex, it'll replace the hex.
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Whilst strictly true, this is not true in an intuitive sense.
If two people cast AP on a single target and that target dies shortly after, both receive the benefit (energy gain and skill recharge).
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Apr 02, 2011, 10:22 PM // 22:22
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#9
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Frost Gate Guardian
Join Date: Feb 2011
Profession: R/D
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Source on where it does?
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Apr 02, 2011, 10:26 PM // 22:26
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#10
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Tea Powered
Join Date: May 2008
Location: UK
Profession: N/
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Used to be documented on the wiki and it's at least in the talk page:
http://wiki.guildwars.com/wiki/Talk:Assassin's_Promise
Go test it yourself in the Isle of the Nameless if you doubt me.
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Apr 02, 2011, 11:54 PM // 23:54
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#11
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Administrator
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Quote:
Originally Posted by Xenomortis
Whilst strictly true, this is not true in an intuitive sense.
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Actually it isn't. It's completely false. It's a common misconception that you can only have one copy of a hex/enchant/condition on you at one time. Having a second copy of something does not remove/overwrite/replace the previous one. All that happens is that both remain active and only the more powerful one affects a single target at any time. An example:
Monks 1 and 2 both have Healing Breeze. Monk 1 has 5 Healing Prayers and a +20% Enchant mod (18 second duration). Monk 2 has 11 Healing Prayers (15 second duration).
0 seconds: Monk 1 casts HB on a Warrior. He receives +6 health regeneration.
2 seconds: Monk 2 casts HB on the same Warrior. The Warrior now has two copies of HB on him but only the new one affects him as it is more powerful. He receives +8 health regeneration.
17 seconds: The +8 HB from the second Monk expires. However, the first one is still active and the Warrior receives +6 health regeneration for the remaining duration (one more second).
You can see this is the case when there hexes or enchantments affect multiple parties like AP or the old AScan.
EDIT: Another way to look at this is if Monk 2 casts HB first. If Monk 1 was to cast HB there would essentially be no effect until the first HB expired. This is also easily testable.
Quote:
If two people cast AP on a single target and that target dies shortly after, both receive the benefit (energy gain and skill recharge).
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So yes, this is indeed true.
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Apr 03, 2011, 02:12 AM // 02:12
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#12
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Furnace Stoker
Join Date: Apr 2006
Guild: Amazon Basin [AB]
Profession: Mo/Me
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If you think of it that way, then you need to add that removal effects generally treat it as one thing. So when one AP gets remove hex'd, all the other APs on that target also end. Seems to work like that in testing anyway. Self-removing hexes (e.g. mistrust, wastrels) seem to work the same.
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Apr 03, 2011, 02:15 AM // 02:15
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#13
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Administrator
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Yeah. Whenever a hex/condition/enchantment is removed, it actually removes all instances of that from the target. I was going to include that but I figured it was common knowledge. You remove something and it goes away.
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