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== Notes ==
 
== Notes ==
 
Occasionally, the weapon the player wields will affect the animation of certain skills ("auras" and "symbols" do not change, but - for example - a hammer will make a male Ranger use a skill, like Healing Signet, as if it were a male Warrior.)
 
Occasionally, the weapon the player wields will affect the animation of certain skills ("auras" and "symbols" do not change, but - for example - a hammer will make a male Ranger use a skill, like Healing Signet, as if it were a male Warrior.)
 
When a ranger summons a spirit, it claps
 

Revision as of 20:39, 1 April 2007

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Skill animation refers to the graphical animation that a character makes while performing a skill.

If you watch a foe or ally closely while he is activating a skill you can tell a lot about the skill he is using, without even checking him on the Skill Monitor.

The animation has up to 4 parts:

  1. the movement animation of the caster
  2. a "casting symbol" appearing above the caster's head (optional)
  3. an "aura" around the body of the caster (optional)
  4. an "aura" around the body of the target


Movement Animation

For each skill there is a movement animation, the basic type of animation depends on the type of skill and the duration of casting:

  • If the skill is activated on another or on the character himself/herself.
  • How long the cast time for the skill is: Very Fast (less than 0.5 seconds cast time), Fast (more than 0.5 seconds, less than 2 seconds), Medium (more than 1 and less than 3) and Long (3 seconds activation or longer).

Each of the ten professions displays a different way of portraying these four combinations, some classes displaying more variety than others:

Warrior

  • Female:
    • Attack skills use the standard weapon attack animation.
    • All other use a single casting animation based on the weapon the warrior is using. The animation speed and length is varied for the casting time.
      • When wielding a hammer, the warrior leans down and concentrates, then arches upwards holding the hammer vertical in front of the chest.
Warrior-skill-animation-two-hand-down

casting

Warrior-skill-animation-two-hand-arch

skill completion

  • When wielding a sword or axe, the warrior waves the weapon above her head, then swings the weapon downward and finally arches upwards holding the weapon extended above the head.
Warrior-skill-animation-one-hand-wave

casting

Warrior-skill-animation-one-hand-arch

skill completion

  • Male:


Ranger

  • Female:
    • Short skills are cast simply by the ranger crossing her arms and throwing them backwards
Ranger-female-skill-animation-end1

shoulders back

  • Preparations cause the ranger to kneel, and work her fingers against the bow
Ranger-female-skill-animation-prep-rit

preparation

  • Longer skills cause the ranger to reach her arms back, and pull her arms forward in a sweeping motion. Long skills end with the short animation.
Ranger-female-skill-animation-long1

reach back

Ranger-female-skill-animation-long2

pull forward

Ranger-female-skill-animation-end1

shoulders back

  • Touch skills use a separate animation where the ranger reaches up with her draw hand, and casts it out to touch the target.
Ranger-female-skill-animation-touch1

reach back

Ranger-female-skill-animation-touch2

pull forward

  • Nature Rituals use the long animation, but end with the preparation animation.
  • Male:


Necromancer

  • Female:
  • Male:
    • Blood magic skills that cast in 0.5 seconds or faster are performed with a lunging motion towards the target with both hands outstretched.
    • Death magic skills that cast in 0.5 seconds or less are performed with the Necromancer slightly leaning forward, then clapping his hands together.
    • Death magic skills that are cast in more than 0.5 seconds start with the Necromancer bending backwards, then floating into the air, and finally, going upright and crossing his arms. Some skills in the Death magic category create a large green symbol of a bull, while others create black heiroglyphic-like symbols under the caster as he floats into the air.
    • Blood magic skills start with the same animation as Death magic skills, but end with both hands stretched towards the target. Some symbols that appear during the casting of a blood magic spell are giant green skulls with diamond-shaped eyes, while others can create a yellow circle filled with red circles (which pulsate) above the caster.
    • Curses start with the same animation as the rest, but end with the Necromancer pointing his right hand (and weapon in said hand, staves are held one-handed during the animation) towards his target. The main Curses spell symbol seems to be a circle with many lines along its perimeter.
    • Non-Necromancer spells are cast using the animation from the Blood Magic skills.


Elementalist

  • Female:
    • All skills that cast in 0.5 seconds or faster are performed by a quick move of the hand so that the left palm is pointing towards the target (or forward if the target is the caster).
    • Skills slower than 0.5 seconds that target the caster herself: The elementalist will rise in the air, bow forward then arch her back and land back gracefully.
    • Skills that target others and are longer than 0.5 seconds but no slower than 2 seconds: The elementalist rises in the air, thrusts her weapon forward pointing to the target.
    • Skills that are 2 seconds (whether on others or self): The elementalist floats in the air holding her arms straight until a second or so is left in the cast time then she either brings her arms down and performs a thrusting motion as if throwing something at the target (if the target is someone else) or arches her back if the target is herself.
Ele Very Fast

Under 0.5 cast

Ele fast

more than 0.5 sec on others

Ele Slow Self

more than 0.5 on self

Ele Slow

more than 2 seconds

  • Male:


Monk

  • Female:
    • All skills that cast in 0.5 seconds or faster are performed by a quick jab of the equipped weapon forward.
Monk-female-skill-animation-jab

short casting jab

  • Long casting skills all begin with the same animation. The monk enters a wide stance, places the weapon above her head, and cycles her offhand away from and back towards her torso.
Monk-female-skill-animation-casting

long cast animation

  • Long spells without a target, or where the target is the caster, end with the monk pulling the weapon around her body, and slashing it back and downward.
Monk-female-skill-animation-self1

step backwards

Monk-female-skill-animation-self2

drawn across the body

Monk-female-skill-animation-self3

slashing downward and backward

  • Long spells with a target end with the monk pulling the equipped weapon upward over her head, then stabbing forward as in the short animation.
Monk-female-skill-animation-other1

over and behind

Monk-female-skill-animation-jab

jab at target

  • Male:
    • Identical to female animations.


Mesmer

  • Female:
    • All skills that cast in 0.5 seconds or faster are performed by a swift point of the weapon/wand.
Mesmer-skill-animation-female-short

short cast stab

  • Long casting skills all use the same animation. The mesmer enters a wide stance, reaches forward with her offhand, and drags it away from the target, as if pulling something out of the target. This repeats until near the end of the casting time, when the mesmer pirouettes, ending with her weapon pointing at the target.
Mesmer-female-skill-animation-long1

Reach

Mesmer-female-skill-animation-long2

Pull

Mesmer-female-skill-animation-long3

Spin

Mesmer-female-skill-animation-long4

Point

  • Male:
    • All skills that cast in 0.5 seconds or faster cause the Mesmer to perform a fast pose with the weapon hand extended and the offhand poised upwards, similar to a fencing maneuver.


Assassin

  • Female:
    • The Assassin spreads her legs (almost kneeling), bends forward and holds her hand close together, by her right. this animation occurs during the whole casting time.
  • Skills cast on the user make the Assassin stretch her left hand upward and quickly moves her to the ground, as if throwing something on the ground.
  • Some skills cast on the others make the Assassin stand up, move her hands to the left, and then thrust them towards the target.
  • Fast casting skills use the same animations, albeit noticeably faster movement.
Assassin-female-skill-animation-casting

Casting

Assassin-female-skill-animation-hand-upward

Hand upward

Assassin-female-skill-animation-downward-punch

Downward punch

Assassin-female-skill-animation-hands-left

Hands left

Assassin-female-skill-animation-thrust

Thrust

  • Male:
    • All skills that cast in a short amount of time (like most Assassin skills and hexes) result in the Assassin spreading one leg out to the side, bending the other, then reaching upwards and throwing something to the ground- all in quick succession. Skills and spell with longer casting times result in a similar animation, but the Assassin will hold his hand in the air for as long as the spell takes to cast before throwing it downwards.


Ritualist

  • Female:
  • Male:


Dervish

  • Female:
    • Skills which cast in less than 0.5 seconds, and target the self, an ally, or nothing, cause the Dervish to spread her legs, look up, and point whatever's in her left hand to the sky. If her right hand is empty, it will also half-heartedly point upwards; otherwise it will remain by her side.
Dervish-female-skill-animation-quick-cast

Quick cast

  • Most skills which take longer then 0.5 seconds to cast cause the Dervish to kneel, then stand up with her head still down, wrap her arms around herself, and suddenly "release" by opening her arms wide and leaning back. Skills which take a second or less to cast generally skip the kneel, however.
Dervish-female-skill-animation-long-cast-kneel

Kneeling -- the beginning motion of long casts

Dervish-female-skill-animation-long-cast-hug

Self-hug -- the beginning motion of shorter casts and half-way motion of long casts

Dervish-female-skill-animation-long-cast-release

Release

  • Skills which target a specific foe (regardless of cast time) will cause the Dervish to kneel as above, then point her weapon towards her target, pull her right arm back as she stands up, then push her right hand towards the foe, in a manner not dissimilar to the Banish artwork. Again, shorter casts will skip the kneel.
Dervish-female-skill-animation-attack-kneel

Coming out of kneel -- the beginning motion for short casts and part-way motion for long casts.

Dervish-female-skill-animation-attack-pull

Pulling right arm back

Dervish-female-skill-animation-attack-push

Banishing

  • Male:
    • As for female.

Paragon

  • Female:
  • Male:


Casting Symbols

The Casting Symbol is a symbol that appears above the head of the caster. Typically it appears during the whole process of activation.

The Casting Symbol is optional and the type depends on type of the used skill:

Spells

For Spells (including hexes and enchantments) the casting symbol usually indicates the linked attribute, for example most Healing Prayers spells have the "ankh" symbol, most Divine Favor spells have the "vortex" symbol, etc.

However, there are exceptions from this rule:

  • Some few spells have no Casting Symbol at all.
  • Some few spells have a unique casting symbol, for example Vampiric Gaze has a green skull instead of the typical red blood-dripping ring of a Blood Magic spell.
  • Some few spells have the "wrong" casting symbol, for example Life Attunement has the "ankh" symbol of a Healing Prayers spell altough it is a Protection Prayers spell.


Profession Spells (by Attribute)
Monk
Monk-icon
Healing Prayers:
Healing Symbol
Protection Prayers:
Protection Symbol
Smiting Prayers:
Smiting Symbol
Divine Favor, No Attribute:
DivineFavor Symbol
Necromancer
Necromancer-icon
Curses:
Curses Symbol
Blood Magic:
Blood Symbol
Death Magic:
Death Symbol
Soul Reaping, No Attribute:
Necromancer General Spell Symbol
Vampiric Gaze:
NecroSkull Symbol
Gaze of Contempt:
Gaze of Contempt Symbol
Mesmer
Mesmer-icon
Domination Magic:
Domination Symbol
Inspiration Magic:
Inspiration Symbol 2
Illusion Magic:
Illusion Symbol
Fast Casting, No Attribute:
Fast Casting Symbol
Elementalist
Elementalist-icon
Air Magic:
Air Symbol 2
Water Magic:
Water Symbol
Earth Magic:
Earth Symbol 2
Fire Magic:
Fire Symbol
Energy Storage
No Attribute:
Elementalist General Spell Symbol
Aura of Restoration:
EnergyStorage Symbol
Assassin
Assassin-icon
Deadly Arts:
Deadly Symbol
Shadow Arts:
Shadow Symbol
Critical Strikes:
Critical Strikes Symbol
No Attribute:
Assassin General Spell Symbol
Ritualist
Ritualist-icon
Communing:
Communing Symbol
Channeling Magic:
Channeling Symbol
Restoration Magic:
Restoration Symbol
Spawning Power, No Attribute:
Spawning Symbol
Dervish
Dervish-icon
Earth Prayers:
Earth Prayers symbol
Wind Prayers:
Wind Prayers symbol
Mysticism:
Mysticism symbol
No Attribute:
Dervish general spell symbol

Signets

Signets have the same "rose" symbol for all professions and attributes:

Signet Casting Symbol
SignetCastingSymbol

The only known exception is Signet of Humility, which uses the same animation as Fast Casting and no attribute Mesmer spells.

Glyphs

Concentration
Glyph of Concentration symbol
Elemental Power
Glyph of Elemental Power symbol
Energy
Glyph of Energy symbol
Essence
Glyph of Essence symbol
Lesser Energy
Glyph of Lesser Energy symbol
Renewal
Glyph of Renewal symbol
Restoration
Glyph of Restoration symbol
Sacrifice
Glyph of Sacrifice symbol

Nature Rituals

Nature Rituals have two casting symbols:

1. A symbol that appears at the very end of activation, which is identical for all Nature Rituals:

Nature Ritual Symbol
NatureRitual Symbol


2. A symbol that is unique above the character with a spinning ring appearing around the middle of the character at the start of casting:

Nature Ritual
Beast Mastery Edge of Extinction:
Edge symbol
Energizing Wind:
Energizing symbol
Fertile Season:
Fertile symbol
Lacerate:
Lacerate symbol
Predatory Season:
Predatory symbol
Primal Echoes:
Primal symbol
Symbiosis:
Symbiosis symbol
Toxicity:
Toxicity symbol
Expertise Infuriating Heat:
Infuriating symbol
Marksmanship Favorable Winds:
Favorable symbol
Wilderness Survival Brambles:
Brambles symbol
Conflagration:
Conflagration symbol
Equinox:
Equinox symbol
Famine:
Famine symbol
Frozen Soil:
Frozen symbol
Greater Conflagration:
Greater symbol
Muddy Terrain:
Muddy symbol
Nature's Renewal:
Nature symbol
Pestilence:
Pestilence symbol
Quickening Zephyr:
Quickening symbol
Roaring Winds:
Roaring symbol
Tranquility:
Tranquility symbol
Winnowing:
Winnowing symbol
Winter:
Winter symbol

Chants

The character uses his generic casting animation, during which he/she grows a pair of glowing transparent wings appear on the character's back, flap once and then disappear.

Chant wings up animation

Wings up

Chant wings down animation

Wings down

Forms

Avatar of Balthazar
Avatar of Balthazar symbol
Avatar of Dwayna
Avatar of Dwayna symbol
Avatar of Grenth
Avatar of Grenth symbol
Avatar of Lyssa
Avatar of Lyssa symbol
Avatar of Melandru
Avatar of Melandru symbol

Other Skills

Most "other" skills (especially those that activate instantly) have no Casting Symbol at all:

Again, there are exceptions from the rule. There are plain Skills and Stances that use the Casting Symbol of their linked attribute or a unique symbol. For example, the Mantras used by Mesmers (which are Stances) show the same glowing symbol above the user's head as the symbol shown in the skill icon.

Caster/Target Aura

The "aura" is some kind of visual effect that appears around the body of the caster (optional) and/or the target.

  • The auras are unique for each skill.
  • They are usually nicely animated: Swirling, rotating, pulsing, sparkling, flashing, ... there are countless variations.
  • In case there is an aura for both the caster and the target, these two auras are usually different.

Caster Aura

  • Many spells do not have a caster aura.
  • Most non-spell skills have a caster aura (instead of or in addition to a Casting Symbol).
  • The caster aura appears either during the whole process of activation (typical for non-spell skills) or at the end, right before or right after the activation is complete (typical for spells).
  • In case of a self-targeting skill the target aura appears on the caster, blending in with the caster aura.
  • All Warrior shout skills can be easily identified by a balloon above their user's head. Ranger shouts do not have this bubble.

Target Aura

  • Virtually all skills (including non-spell skills) have a target aura of some kind.
  • The target aura appears upon "impact" of the skill, i.e. after successful activation.

Trivia

Some enemies such as Charr Ranger's (e.g Charr Stalker) and Undead Rangers (e.g Skeleton Ranger) seem to not have a proper skill animation for casting some kinds of skills and as such appear to be tripping consecutively while activating long cast time skills, such as nature rituals. It is rather odd to see.

Notes

Occasionally, the weapon the player wields will affect the animation of certain skills ("auras" and "symbols" do not change, but - for example - a hammer will make a male Ranger use a skill, like Healing Signet, as if it were a male Warrior.)