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== Notes == |
== Notes == |
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+ | *This skill is useful if your [[build]] doesn't rely on [[energy]], such as an adrenal [[Warrior]] with an [[icy]] [[weapon]]. |
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− | *This [[Guild Wars Prophecies|Prophecies]]-only skill has a [[Duplicate skills|duplicate skill]] in [[Guild Wars Factions|Factions]], it is [[Shivers of Dread]]. |
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− | *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. |
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− | * Combines well on [[Elementalist]]/[[Necromancer]]s, because of [[Energy Storage]]. |
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− | * 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]]. |
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− | * 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]]) |
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− | * With 18 Curses and [[Zealous Vow]] with an icy Scythe, you lose and gain 4 energy each hit. |
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== Related skills == |
== Related skills == |
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− | *{{skill icon| |
+ | *{{skill icon|Shivers of Dread}} ([[Duplicate skill|duplicate]]) |
− | *{{skill icon|Shivers of Dread}} (Duplicate) |
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− | ==Related articles== |
+ | == Related articles == |
+ | *[[Gain/Lose energy skills quick reference]] |
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+ | *[[Hex spell skills quick reference]] |
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*[[Interrupt skills quick reference]] |
*[[Interrupt skills quick reference]] |
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+ | [[Category:Hex Spells]] |
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+ | [[Category:Curses skills]] |
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+ | [[Category:Necromancer skills (Prophecies)]] |
Latest revision as of 16:21, 5 May 2011
Skill details
Spinal Shivers | ||||||||||||
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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
Notes
- This skill is useful if your build doesn't rely on energy, such as an adrenal Warrior with an icy weapon.
- This skill can be used to prevent the enemy hero from capturing the altar in Heroes' Ascent matches.
- 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.