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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.
 
**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.
*It should be noted that condition extending weapons will both lengthen self inflicted conditions, as well as any conditions transferred using plague touch (this will occur twice for self inflicted conditions)
+
*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).
 
*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
Plague Touch
Campaign: Core Necromancer
Profession: Necromancer
Attribute: Curses
Type: Touch Skill
    5 Energy ¾ Activation    

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

Skill Quests:

Skill Trainers:

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).
Anomaly Anomaly! This skill's description is redundant, because all conditions are negative.

Trivia

Related skills

Related articles