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Basics |

Health determines the amount of damage a character can withstand before dying. Each profession has atleast one healing skill at their disposal, but their quality and use vary considerably. The Monk has a large healing skill set and is the only profession able to heal others. When a character is out of combat for a few seconds, he will gradually heal himself from suffered damage.

Cast Time
The Cast Time is the length of time between the initial activation and the delivery of the selected skill. The only profession to be able to decrease the Cast Time is the Mesmer, as characters using it as a primary profession can spend their attribute points upon the Fast Cast attribute.

Signet - A category of skills which are instantly cast and require no energy to be activated.

Any skill requiring a cast time will force the character to stand still, otherwise the attempt will be unsuccessful. Skills which can be instantly cast [signets and a handful of 'regular' skills] can used on the run and take effect immediately .

Cast and Attack Disrupting
Certain skills enable characters to protect themselves from spells and attacks, they essentially 'block' other players from attempting a skill against them. The elementalist can use 'Obsidian Flesh' protect himself, while the Monk can use Amity and Pacifism to disable attacks from enemy targets.

Skill Cooldown
When a character activates a skill, there is a certain period of time that needs to elapse before it can be used again and this is referred to as the 'cooldown period'. The length of time required varies greatly, certain skills might require only 5 seconds while others might need 45.

A handful of available skills have the ability to knockdown an opponent, a character/creature which has been struck by a knockdown attack will have his incoming attack/skill interrupted and will be unable to cast until he is back on his feet.

Damage over Time skills
Each profession has a variety of DoT [Damage over Time] skills at their disposal, these attacks do not deal damage in one instance but instead continuously inflict over a short period of time. Players can determine if they or other characters/creatures have been inflicted by a DoT simply by observing the color of the health bar [red is normal and grey demonstrates a fallen creature/character, while anything else is a DoT].

Deflections and Blocks
Melee characters cannot 'miss' their targets and they will always successfully hit their opponents unless they are using a defensive skill. Defensive skills supply characters with the chance to block, parry or deflect incoming melee attacks.

Characters can equip themselves with some rather interesting armor which often come paired with a resistance and a vulnerability. Certain items might offer a reduction in damage when faced against the fire element, yet increase the damage inflicted when faced with cold element attacks.

Certain skills deliver 'conditions' upon delivery and negatively affect the inflicted for a period of time [varies].

Bleeding - Inflicted characters lose health over time.
Blindness - Decreases the accuracy of attacks, lower chance of delivering a successful attack.
Crippled - Movement is slowed.
Deep Wound - Decrease of the character's maximum amount of health.
Diseased - Lose of health over time and this condition spreads to nearby characters/creatures.
Exhaustion - Decrease of the character's maximum amount of energy.
Poisoned - Lose of health over time.
Silenced - Inability to cast spells while inflicted.
Weakness- Melee attacks have reduced damage.

Curses and Hexes
Many skills fall under the hex category, often causing indirect harm to the inflicted. These skills usually affect the target for a long period of time and usually reduce the effectiveness of a character or make you more vulnerable to enemy attacks. The Monk is the only profession which has skills within his skill set that have the ability to remove hexes.

Corpse Exploitation
The Necromancer can 'exploit' any corpse [friend or foe] and use them to his advantage. The various skills range from corpse explosions to minion summoning, but each corpse can only be used once. Players can differentiate the exploited and exploitable by observing the color of the corpse, if it is grey then it has already been used by a Necromancer. An exploited corpse does not unable the resurrection of the character.

Holy Damage
The Monk has the ability to deal holy damage through the use of certain smiting skills, these attacks inflict harm upon all characters but they are especially potent against the undead [ie, skeletons and Necromancer summons].

Inflicted damage and skill indicator
When a character is attacked, the player can discern which skill [if any] has been used against him and how much damage was dealt. A player, however, cannot know for certain from who the attacks originated from; a bit of investigative work is required.

Players do not need to buy or acquire arrows for use with their bows as they are considered unlimited. That is to say, a character equipped with a bow draws his arrows from thin air and can do so continuously .

Switching between weapons
The transition between weapons is a simple process, simply drag and drop equipment into one of the four quick switch slots. When in combat, combinations can be activated by clicking the correct quick switch icon [or by using the F1 through F4 hotkeys]

Skill Queue
Characters can, if they wish, queue a skill to follow up immediately after the current skill has been cast and finalized. Simply click the requested second skill while the first is in progress. This allows a greater attack speed when in combat and simplifies the micromanagement, it also can allow for some pretty interesting skill combinations.

Dodging Ranged Attacks
Character can dodge incoming ranged attacks, weather it be an elementalist's lightning orb or a Ranger's arrow. Players must be keenly aware of the direction of the projectile and quickly attempt to get out of its way. It is no simple feat as these attacks are usually traveling at high speeds.

All profession have a 'resurrection signet' at their disposal, which can be used once per mission. Resurrection by use of the signet allows the fallen player to be brought back to life, but with little health and energy. The monk has a large resurrection skill set and would typically not need to bring along a signet as his skills are reusable .

Default Attack
When initially attacking, the character will attempt to use his/her default attack. Often, it is nothing too flashy or effective but it does allow each character to get in a few extra offensive blows. For example, a character using a bow will, by default, merely fire an arrow; while using a sword, swing the sword at the enemy; with a hammer, typical hammer blow etc. Characters which have no weapon equipped do not have a 'default' attack. Wands cannot be used to attack, they are merely used for statistical advantages.


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June 5, 2006