Quote:
Originally Posted by Twilight Doll
There's one problem with this. Diversion delays skills and not spells.
This is a good place to clarify the classification of skills.
Every single skill you can put in your skillbar is a skill. Skill is the superset, and there are many subsets.
Superset: Skill
Subsets: Spells, Signets, Attack Skills, Stances, Shouts, Traps, Preparations, Pet Attacks, Nature Rituals, Gylphs. (Feel free to add others if I've forgotten one or two).
(Interesting note: The distinction between "skill" and "spell" is particularly important when considering mesmer interrupts. One of my favorite interrupts, Power Drain, can only be used against Spells. That means it's great for interrupting Elementalists or any spellcaster, really, but it's completely useless against an attack skill like Power Attack, or a signet like Heal Signet. However the wording is a bit tricky to decipher- at first you might think "Power Drain works against spells but not against skills", but you'd be wrong. Power Drain only works against 1 subset of skills- the spell subset.)
Within those there are a few more subsets, particuarly in the Spells category.
Spell Subsets: Spell, Enchantment Spell, Hex Spell.
All spells must have some target- Some target self only, some are other only, some are any ally. Others can only target enemies. Even a spell like heal area has a target- the caster. If you are a primary monk you'll notice you get the Divine Favor bonus when using Heal Area. I *think* it's the same thing with heal party.
Getting back to the original point: Diversion will lock out any skill on the enemy's skillbar, and as I hope I've clarified, spells are a type of skill. Just make sure not to use Diversion on Word of Healing!