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Thread: Useful Class Quirks and Glitches
22-04-2013, 06:02 PM #1
Useful Class Quirks and Glitches
Current as of build 22,120.
This is going to be a list of useful things you can do that might not be immediately obvious from skill descriptions, common sense, and other illusions. Emphasis on useful. Blink randomly making you fall through the floor is not useful.
-Dodge Jumping: Dodge just after jumping (it might be at the same time on some keyboards) to dodge during a jump. This can be used to make a normal jump during combat. Works in any direction, some more difficult than others.
-Swiftness and other speed boosts increase the range of some leap skills. Figure out which.
((-Something about blinks.))
((-Something about whirl evade and damage. Rush damage (ele, war, bear form, golem)))
((-Something about stacking might and stealth.))
((-Something about range facts of AoE/penetrating projectiles.))
((-Something about changing skills with secondary functions))
-General: Attunements can be changed during activation time of a skill without interrupting that skill.
((-Fiery Greatsword, Fiery Whirl: Does significantly more damage if used on enemies next to a wall.
-Fiery Greatsword, Fiery Rush: Does significantly more damage if used on enemies next to a wall without a target.))
-Scepter/Fire/Phoenix: Deals damage up to three times when aimed behind the target. Once for the blast and twice for passing through.
-Scepter/Fire/Dragon's Tooth: If you look straight up and take a single step forward before casting, the tooth lands just a little bit in front of you instead of far away. This can be used to more easily stack might.
-Evasive Arcana: Is a blast finisher in earth attunement.
-Lighning Flash: Does not interrupt channels and can be used with skills like Burning Speed and Churning Earth.
-Trident, Tidal Wave: Does a lot of damage when used against a wall in such a way that you stay in place.
-Whirlpool: Is a triple whirl finisher every second.
-Pistol: Autoattack range is slightly longer than described due to the explosion of the projectile.
-Elixir Gun, Acid Bomb: The backwards leap can be cancelled at any time during the jump if you drop the elixir gun. You will get an (inappropriate) error message, but the blast finisher and puddle still go through.
-Healing Turret: Using Detonate after using Overcharge causes a blast finisher inside the turret's own water field, giving you an additional trickle of healing.
-Turrets/Deployable Turrets: Turrets can be thrown into walls and on top of roofs.
-Elixir Gun/Super Elixir: Removes a condition.
-Super Speed: The speed bonus from Super Speed is higher than swiftness, so the range on Rocket Boots and other leap skills is even higher.
-Greatsword, Whirling Wrath: Moving into an enemy model while using the skill increases your damage. Turn off melee attack assist.
((-Sword, Flashing Blade/Judge's Intervention: PvE-only. If you jump to maximum height while targeting an enemy on a ledge in front of you, you can blink up to your target even if you couldn't make the jump otherwise. Try it on the Sons of Svanir with the ballistas in Wayfarer Foothills. It's easier with Judge's Intervention due to its higher range.
-Judge's Intervention: Can be used instantly without trait investment and thus combined with other skills in interesting ways. Examples: Hammer 4 & 5, greatsword 3, sword 2, scepter 3. Can be used to flee if you target a distant enemy, even a small critter counts.))
-Sword/Autoattack: If you spin your character 180 degrees before the last hit in the chain so that it still connects with the enemy, you can use the same attack a second time. I do not know if this increases DPS.
-Spirit weapons: If a spirit weapon has been summoned but its active skill is not on cooldown, you can still swap the skill out of combat as if it were off cooldown. Useful in the uncategorized fractal after the first golem boss to swap from Shield of the Avenger to Wall of Reflection.
-Mace 2: Also heals downed allies.
-Portal: Golems can use portals in WvW for greater mobility, circumventing their immunity to boons.
-Phantasmal Defender: Absorbs damage from multiple people, not just yourself. Works on illusions.
-Phatasmal Warden: Supposedly blocks Old Tom's projectiles.
-Phantasms attack the next closest target as long as their original target is invisible. May or may not be useful.
-During open world dragon events like Shatterer, phantasms can be summoned on the head of the boss, where they are mostly immune to damage.
((-Summon Flesh Wurm/Necrotic Traversal: Can be used to climb ledges with a jump, similar to the guardian but without requiring a target. Also seems to create two blast finishers, need more input for this.))
((-Flesh Golem: Charge can do more damage (it hits several times) if used on targets against a wall or on a static solid object.))
-Death Shroud/Spectral Walk: Use either skill just before hitting the ground when falling to negate fall damage.
-Staff: The range on staff 1 is actually slightly longer than the tooltip states (probably due to the piercing effect). The same also goes for the marks as the range is actually to the middle.
-Pet commands can be used while downed, including pet swap.
-Longbow/Zephyr's Speed trait: The increased firing speed can be triggered by swapping pets during Rapid Fire.
-Call of the Wild: If used with two other rangers at the same time, a friendly lunar wolf spawns.
-Sword: The autoattack chain can be canceled to dodge by using another skill or swapping weapons, see http://www.youtube.com/watch?v=AUwHpIxY52U (enable annotations).
-Sword, Monarch's Leap: Turning around before using this skill allows you to continue moving in the same direction instead of leaping back to your original position.
-Axe/Path of Scars: Now also has a pull, which is not mentioned in the tooltip.
-Offhand Training: Traited and untraited skills count as different skills, so swapping this trait allows you to use warhorn 5 twice in a row out of combat.
-Frost Spirit: Traited and untraited Frost Spirits stack.
-Pet/Siamoth: Forage can produce consumables that grant stealth.
-Infiltrator's Arrow: Can be used to reach locations that are normally hard to reach. See this video for sPvP examples.
-Cloak & Dagger/Steal: Activating Cloak & Dagger just before shadowstepping with Steal allows you to turn invisible as you reach your target.
-Infiltrator's Strike: Can be used to flee from combat by targeting a distant enemy.
-Pistol Whip: You evade attacks once you are rooted and attacking.
-Signet of Agility: Is ambigously worded. It removes one condition from nearby allies and refills their endurance. It does not remove more conditions from yourself the more allies are nearby.
-Greatsword, Whirling Attack: Does significantly more damage if used on enemies next to a wall.
-Banners: Skills on banners don't share a cooldown between people. Individual players can take turns to pick up a single banner to stack a boon.
Last edited by Malawi Frontier Guard; 21-05-2014 at 08:52 PM.
22-04-2013, 06:09 PM #2
Necromancer: flesh wurm can be used to teleport past tricky spots, like the rolling fireballs in CoF 1.GW2: Saphnabylni & co.
23-04-2013, 03:52 AM #3
That's how the skill works intended, yes. I need more information how blinks interact with dungeon traps in general before those things go on the list. I added something different related to this skill, though.
23-04-2013, 07:46 AM #4
Some general remark on teleport/shadowstepping: Often you can step through wooden floors from below, like the ones at the trading post in Lion's Arch or the ramps at the lord's room at Garrison in WvW. As an example, here is a video of some good stepping spots on the s/tPvP map Legacy of the Foefire.
In a similar manner, Guardians can use their teleport abilities to step through walls and floors if they have an ally/enemy targeted on the other side.
23-04-2013, 09:57 AM #5
- elixirs can be used 2X in a row as the F2 button can also aim another one at your avatar or your allies
- Specially useful in PVP: turrets can be aimed inside walls, roofs etc
Last edited by Tweetiti; 23-04-2013 at 01:08 PM.
23-04-2013, 11:26 AM #6
- Join Date
- Mar 2013
Rangers with a longbow and the Zephyr's Speed trait (5 points in Beastmastery) can swap pets while using Rapid Fire and the quickness will affect the firing speed. I don't know if this was intended from the start, but I believe one of the attack speeds got patched to avoid too large damage-spikes in PvP.
23-04-2013, 11:35 AM #7
Necromancer: Flesh golem charge can do more damage (it hits several times) if used on targets against a wall or on a static solid object (gates and doors usually).
Do you count lich dancing as useful?
23-04-2013, 12:28 PM #8
Is shroud stomping (entering Death Shroud and stomping players by activating both at the same time) still a thing?
23-04-2013, 01:15 PM #9
- Join Date
- Feb 2013
- Cambridge, UK
Necromancer: Turn on death shroud when you jump off a cliff to avoid falling damage (Wiki: excess falling damage on top of life force is negated, allowing any necromancer to fall from heights normally deadly). Great when being chased in WvW.
23-04-2013, 01:30 PM #10
24-04-2013, 04:57 PM #11
- Join Date
- Apr 2012
- New Jersey/USA
With the thief you can cloak and dagger, steal, and then have the CnD still land, granting you stealth. Pretty useful as it removes the need to trait for stealth on steal.
24-04-2013, 07:09 PM #12
Necromancer: The range on staff 1 is actually slightly longer than the tooltip states (probably due to the piercing effect). The same also goes for the marks as the range is actually to the middle.
24-04-2013, 07:09 PM #13Hear from the spirit-world this mystery:
Creation is summed up, O man, in thee;
Angel and demon, man and beast art thou,
Yea, thou art all thou dost appear to be!
26-04-2013, 11:55 AM #14
However, In no way do I want to stop people from posting interesting things out of fear they might be rejected. Whether or not they go in the OP, well, it's not that big of a deal.
Edit: Actually I'm just going to add those things.
Last edited by Malawi Frontier Guard; 26-04-2013 at 11:58 AM.
26-04-2013, 05:41 PM #15
Ok I now think that judges intervention has to be one of the best guardian skills, need to try this out.
28-04-2013, 04:39 PM #16
Engineer: the Flamethrower`s damage ticks count as individual attacks. If you trigger the Incendiary Ammo tool belt skill you will stack up 3 burns on your target when you attack, plus the burn at the end of the Flamer`s autoattack channel, resulting in HOLYSHITOP levels of damage - 3800-ish on a baseline stat level 80 character over 10 seconds assuming all of the Flamethrower`s ticks hit. And it will stack durations with your autoattack, meaning a CD-build Engy can pump out enough pain to make a 100 Blades Warrior cry.
Edit: Necro: Not sure is this has been changed, but last I checked (about a month ago) the Death Nova trait seems to trigger on the Bone Minion`s suicide blast, allowing you to considerably boost its damage.
Last edited by EPICTHEFAIL; 03-05-2013 at 05:13 PM.
30-04-2013, 05:54 PM #17
Goodbye Elixir S, Mist Form, Hold the Line. It was good while it lasted.
01-05-2013, 05:23 PM #18
Thanks for keeping this up to date, Malawi! Useful stuff.
03-05-2013, 05:20 PM #19
A few for the warrior:
Skills that attack multiple times per cast (100 blades, for instance) count each individual attack that connects as a "tick" for adrenaline. I`ve got no idea how it works with penetrating attacks, though skills that launch multiple projectiles simultaneously (longbow autoattack and Fan of Fire) seem to work in a similar manner.
Whirling attack: will hit enemies with every hit from the first one that connects onwards, so if you cast while right next to someone all 4 hits will connect no matter where you end up. Also, the skill is considered a dodge.
01-06-2013, 11:00 AM #20
Added the lunar wolf to ranger. That's useful, right?