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*Can be used well with skills that cause conditions on yourself to negate their drawback by sending those to foes. See [[Self condition inflict skills quick reference]] for an overview. |
*Can be used well with skills that cause conditions on yourself to negate their drawback by sending those to foes. See [[Self condition inflict skills quick reference]] for an overview. |
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**This skill can be used with some melee attack combinations, such as with [[Headbutt]], [[Quivering Blade]], and [[Wearying Strike]], and would then double as a skill for defensive and offensive purposes, increasing its value on your skill bar further. |
**This skill can be used with some melee attack combinations, such as with [[Headbutt]], [[Quivering Blade]], and [[Wearying Strike]], and would then double as a skill for defensive and offensive purposes, increasing its value on your skill bar further. |
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− | *It should be noted that condition extending weapons will both |
+ | *It should be noted that condition extending weapons will lengthen both self inflicted conditions and any conditions transferred using plague touch (this will occur twice for self inflicted conditions) |
*You will still lose a condition even if your target is already infected with it or otherwise immune to it (E.G trying to transfer Bleeding to a non-fleshy creature won't cause it to bleed, but will remove any Bleeding from you). |
*You will still lose a condition even if your target is already infected with it or otherwise immune to it (E.G trying to transfer Bleeding to a non-fleshy creature won't cause it to bleed, but will remove any Bleeding from you). |
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*If you transfer the Dazed condition, you will interrupt the target foe's spell, because Dazed interrupts on application (no hit required). |
*If you transfer the Dazed condition, you will interrupt the target foe's spell, because Dazed interrupts on application (no hit required). |
Revision as of 05:51, 9 February 2008
Skill details
Plague Touch | ||||||||||||
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Full: Transfer 1...3 negative conditions and their remaining durations from yourself to target touched foe.
Concise: Transfers 1...3 conditions from yourself to target foe.
Curses | 0 | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 | 16 | 17 | 18 | 19 | 20 | 21 |
Conditions | 1 | 1 | 1 | 1 | 2 | 2 | 2 | 2 | 2 | 2 | 2 | 2 | 3 | 3 | 3 | 3 | 3 | 3 | 3 | 4 | 4 | 4 |
Acquisition
Notes
- Plague Touch is excellent condition removal for any Necromancer due to the low cost, quick activation, instantaneous recharge, and because of its offensive nature.
- Some Necromancer skills put long lasting negative conditions on the user. This is the simplest way to move those conditions to an enemy.
- Can be used well with skills that cause conditions on yourself to negate their drawback by sending those to foes. See Self condition inflict skills quick reference for an overview.
- This skill can be used with some melee attack combinations, such as with Headbutt, Quivering Blade, and Wearying Strike, and would then double as a skill for defensive and offensive purposes, increasing its value on your skill bar further.
- It should be noted that condition extending weapons will lengthen both self inflicted conditions and any conditions transferred using plague touch (this will occur twice for self inflicted conditions)
- You will still lose a condition even if your target is already infected with it or otherwise immune to it (E.G trying to transfer Bleeding to a non-fleshy creature won't cause it to bleed, but will remove any Bleeding from you).
- If you transfer the Dazed condition, you will interrupt the target foe's spell, because Dazed interrupts on application (no hit required).
Trivia
- The icon of this skill is similar in appearance to the Mesmer elite skill Echo.