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Old Jul 19, 2005, 01:27 AM // 01:27   #1
Ascalonian Squire
 
Join Date: Jul 2005
Guild: Rainbow Crapping Pandas
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Default aoe range of fear me, chanelling, and signet of weariness

Due to the incredible difficulty inherent in actually testing this sort of thing myself (getting people in random arena to cooperate is pretty close to impossible), I thought I would just straight-up ask on the forums if anyone had any information about the effective aoe range of fear me, chanelling, and signet of weariness. I saw this thread about the skill fear me: http://www.guildwarsguru.com/forum/s...ad.php?t=10619
but the thread is a bit aged and I haven't seen many fear me! spamming groups in tombs which would suggest the info is probably outdated. So, anyway, if anyone out there has any information on the topic, It would be greatly appreciated. (If I managed to overlook a post with this information, I apologize).

Last edited by desktopbob; Jul 19, 2005 at 01:48 AM // 01:48..
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Old Jul 19, 2005, 01:52 AM // 01:52   #2
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The range on Fear Me and Channeling are about half of your aggro bubble. Signet of Weariness's range is about that of a ward.
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Old Jul 19, 2005, 02:26 AM // 02:26   #3
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Quote:
Originally Posted by Eonwe
The range on Fear Me and Channeling are about half of your aggro bubble. Signet of Weariness's range is about that of a ward.
If that's the case, these seem like some seriously powerful skills. I mean, half the agro bubble is easily enough to encapsulate a good portion of an enemy team, if not all of it; and hitting that many opponents with a few fear me's or even chanelling being fired off by a smiter could easily cause enormous energy drain on an opposing team. Even the range of a ward is still large enough to encapsulate a lot of an opposing team. Thow in a QZ with energy drains and... well, if this is indeed the case, why is it teams based on these abilities are so scarce? (unless I just haven't been running into any?) I mean, the Fear Me! thread cited in the first post clearly shows this idea isn't new...
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Old Jul 19, 2005, 02:28 AM // 02:28   #4
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Channeling is currently bugged and wont drain energy from the enemy
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Old Jul 19, 2005, 04:21 AM // 04:21   #5
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Quote:
Originally Posted by Blackace
Channeling is currently bugged and wont drain energy from the enemy
...damn.
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Old Jul 19, 2005, 04:45 AM // 04:45   #6
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Channeling bugged?

I was wondering why I didn't gain 3 extra energy when I did energy tap next to 3 casters.

dat sux
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Old Jul 19, 2005, 05:28 AM // 05:28   #7
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Quote:
Originally Posted by Blackace
Channeling is currently bugged and wont drain energy from the enemy
Does this mean chanelling will neither gain you energy nor steal from nearby opponents, or will you still gain energy but nearby opponents won't lose any?
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Old Jul 19, 2005, 05:36 AM // 05:36   #8
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With channeling, you will gain energy but they won't lose it.

The prima guide provides a few range guidelines, like adjacent is 13 feet radius, etc. It lists 4 different ranges, but my experiences suggest that there are actually only two: Heal Area range, and Ward range. All shouts are Ward range, even though they might say adjacent. So all you have to do is figure out which one each skill is :P
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Old Jul 19, 2005, 06:15 AM // 06:15   #9
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I doubt Channeling is half your aggro range, seems way too big. It feels more like ward range, but I could be mistaken.
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Old Jul 19, 2005, 06:44 AM // 06:44   #10
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Channeling seems to be very pbaoe range. Heal area's range sounds much more reasonable for it than a wards radius. Fear me is definitely larger than that though.
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Old Jul 19, 2005, 06:52 AM // 06:52   #11
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Ok Channeling isn't supposed to drain energy according to what a dev told us. It's a text bug. Which means it works like Power Drain-you just gain energy and dont steal it.
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Old Jul 19, 2005, 07:15 AM // 07:15   #12
Ascalonian Squire
 
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Quote:
Originally Posted by desktopbob
If that's the case, these seem like some seriously powerful skills. I mean, half the agro bubble is easily enough to encapsulate a good portion of an enemy team, if not all of it; and hitting that many opponents with a few fear me's or even chanelling being fired off by a smiter could easily cause enormous energy drain on an opposing team. Even the range of a ward is still large enough to encapsulate a lot of an opposing team. Thow in a QZ with energy drains and... well, if this is indeed the case, why is it teams based on these abilities are so scarce? (unless I just haven't been running into any?) I mean, the Fear Me! thread cited in the first post clearly shows this idea isn't new...
If the team is stupid enough to be humping eachothers legs like that, then yes, channeling would drain them of a lot of energy. Then again you should destroy a team that stupid anyway (healing bals not included).

I always use channeling on my monk, it is about 1/2 the aggro circle.
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Old Jul 19, 2005, 07:35 AM // 07:35   #13
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It's a great skill for farming - once you're inside a bunch of monsters, the channeling will keep your energy at max almost all of the time. I tried it for PvP and was not too pleased, it didn't give me a significant boost in energy, so I dropped it for inspired hex (gives me energy for removing a hex, not too bad)
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Old Jul 19, 2005, 07:36 PM // 19:36   #14
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Quote:
Originally Posted by The Man
If the team is stupid enough to be humping eachothers legs...
Half the agro bubble is far from "humping legs"; its a fairly large area. Furthermore, It's not like teams can afford to spread out all over the map. Healing spells only have so much range...
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