GuildWars Wiki
m (→‎Related articles: explicit categories)
 
(32 intermediate revisions by 25 users not shown)
Line 8: Line 8:
   
 
== Notes ==
 
== Notes ==
  +
*This skill is useful if your [[build]] doesn't rely on [[energy]], such as an adrenal [[Warrior]] with an [[icy]] [[weapon]].
*This [[Guild Wars Prophecies|Prophecies]]-only skill has a [[Duplicate skills|duplicate skill]] in [[Guild Wars Factions|Factions]], it is [[Shivers of Dread]].
 
 
*This skill can be used to prevent the enemy hero from capturing the altar in [[Heroes' Ascent (mission)|Heroes' Ascent]] matches.
*This skill is useful if your [[build]] doesn't rely on using [[energy]] for much except for keeping Spinal Shivers up. For example, a [[Necromancer]]/[[Warrior]] using [[Axe]]s with the icy weapon upgrade will trigger Spinal Shivers just as well as any other type of cold damage will, but since [[Axe Mastery]] [[skill]]s mainly require [[adrenaline]], you can save your energy for keeping Spinal Shivers on your foe.
 
 
*Coupling this skill with [[Offering of Blood]] or an allied [[Necromancer]] using [[Blood Ritual]] or [[Blood is Power]] will help ensure that the energy for upkeep costs is always available; options from other classes include [[Marksman's Wager]] and [[Warrior's Endurance]].
*It can also be used to prevent the enemy hero from capturing the altar in [[Heroes' Ascent (Mission)|Heroes' Ascent]] matches since it provides interrupts until the caster runs out of energy or the hex expires (or is removed).
 
*Coupling this skill with [[Offering of Blood]] or an allied [[necromancer]] using [[Blood Ritual]] or [[Blood is Power]] will help ensure that the energy for upkeep costs is always available, options from other classes include [[Marksman's Wager]] and [[Warrior's Endurance]].
 
* Combines well on [[Elementalist]]/[[Necromancer]]s, because of [[Energy Storage]].
 
* It is commonly expected, in a typical pick-up group, that the [[Spiteful Spirit]] [[Necromancer]] should carry this skill in order to shut down [[Kanaxai]]'s spells at the end of the [[Luxon]] [[Elite Mission]], [[The Deep]].
 
* This skill is also useful when battling the interruption resistant [[Kuunavang]] in the [[Factions Campaign]] mission [[Unwaking Waters]]. Especially if you have a [[Ranger]] in the party sporting the nature [[spirit]] [[Winter]] and have the casters Wand/Staff Kuunavang when they are not busy casting spells. The Ranger could also bring [[Greater Conflagration]] to allow regular attackers to interrupt it also. (When used WITH [[Winter]])
 
* With 18 Curses and [[Zealous Vow]] with an icy Scythe, you lose and gain 4 energy each hit.
 
[[Category:Duplicate skills]]
 
   
 
== Related skills ==
 
== Related skills ==
*{{skill icon|Thunderclap}} ([[Elite]])
+
*{{skill icon|Shivers of Dread}} ([[Duplicate skill|duplicate]])
*{{skill icon|Shivers of Dread}} (Duplicate)
 
   
==Related articles==
+
== Related articles ==
  +
*[[Gain/Lose energy skills quick reference]]
  +
*[[Hex spell skills quick reference]]
 
*[[Interrupt skills quick reference]]
 
*[[Interrupt skills quick reference]]
  +
 
[[Category:Duplicate skills]]
  +
[[Category:Hex Spells]]
  +
[[Category:Curses skills]]
  +
[[Category:Necromancer skills (Prophecies)]]

Latest revision as of 16:21, 5 May 2011

Skill details
Spinal Shivers
Spinal Shivers
Campaign: Prophecies Necromancer
Profession: Necromancer
Attribute: Curses
Type: Hex Spell
    10 Energy 2 Activation 15 Recharge

Full: For 10...34 seconds, whenever target foe is struck for cold damage while using a skill, that foe is interrupted, and you lose 10...6 Energy or Spinal Shivers ends.

Concise: (10...34 seconds.) Cold damage interrupts target foe's skills. Interruption cost: you lose 10...6 Energy or Spinal Shivers ends.

Curses 0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21
Duration 10 12 14 16 18 20 22 24 26 28 30 32 34 36 38 40 42 44 46 48 50 52
Energy 10 10 9 9 9 8 8 8 7 7 7 6 6 6 5 5 5 4 4 4 3 3


Acquisition

Skill Trainers:

Notes

Related skills

Related articles