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Old Apr 01, 2011, 04:12 PM // 16:12   #1
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Default AP spike

Would a group full of AP callers have a pretty rediculous one target spike? I mean think about it, my ymld hits for 54 that alone times 8 or even 5 with a discord team wouldn't that be sick? Am I missing something here? Even 5 ebon assassins would be nuts and the recharge happens really quick.
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Old Apr 01, 2011, 04:21 PM // 16:21   #2
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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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Old Apr 01, 2011, 04:57 PM // 16:57   #3
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Originally Posted by Xenomortis View Post
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.
AP boonprot?
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Old Apr 01, 2011, 05:02 PM // 17:02   #4
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Quote:
Originally Posted by FoxBat View Post
AP boonprot?
Could probably get something working with Monks, although none of us were using a Monk at the time.
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Old Apr 01, 2011, 11:29 PM // 23:29   #5
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Do heroes use AP correctly?
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Old Apr 02, 2011, 12:38 AM // 00:38   #6
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Originally Posted by Monclova View Post
Do heroes use AP correctly?
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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Old Apr 02, 2011, 10:02 PM // 22:02   #7
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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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Old Apr 02, 2011, 10:04 PM // 22:04   #8
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Originally Posted by Miteshu View Post
No it will not work.

If you apply a hex, and another one apply the same hex, it'll replace the hex.
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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Old Apr 02, 2011, 10:22 PM // 22:22   #9
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Source on where it does?
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Old Apr 02, 2011, 10:26 PM // 22:26   #10
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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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Old Apr 02, 2011, 11:54 PM // 23:54   #11
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Quote:
Originally Posted by Xenomortis View Post
Whilst strictly true, this is not true in an intuitive sense.
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).
So yes, this is indeed true.
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Old Apr 03, 2011, 02:12 AM // 02:12   #12
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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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Old Apr 03, 2011, 02:15 AM // 02:15   #13
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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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