Category talk:Skill type quick references

I am moving this to a separate sub section of Skills quick references because they are a different form of listing then the others on that list. I think the name is still wrong for this category, so if you think of a name for this section, change it. Xeon 07:01, 16 December 2006 (CST)
 * Fyren changed it Xeon 09:29, 23 December 2006 (CST)

Game skills are available in...
Is it possible to add a column for what game the skills are available in? I keep having to click into a skill that is new to me to find out what game its from, which makes using the list a fairly tedious task. Jrista 18:53, 20 December 2006 (CST)
 * Skills by Campaign? &mdash; Skuld 18:56, 20 December 2006 (CST)
 * Think he means another column in the QRs in this category. I'll do it later.  --Fyren 19:12, 20 December 2006 (CST)
 * Done. --Fyren 10:33, 21 December 2006 (CST)

do these lists work?
Im just wondering if my effort on fixing these lists and making new ones is going to waste, are these lists useful to people? Xeon 08:32, 23 December 2006 (CST)
 * Nope I like them, with all these campaigns out I find it more and more difficult to keep track of all these skills, I find them useful for making builds. --Xasxas256 08:46, 23 December 2006 (CST)

articles to be added
edit this list if you have a request for a qr or have completed one of the requested qr Add inquires about items on the list below, leave comments out of the list


 * skills that cause skills to not be Interruptible
 * This name seems a bit awkward. Would "skills that prevent other skills from being interrupted" or "skills that prevent interruption" be better?  &lt;LordBiro&gt;/&lt;Talk&gt; 13:51, 16 January 2007 (CST)
 * these arnt the names, they are just the general idea of what it would list -- Xeon 19:33, 16 January 2007 (CST)
 * Ok... I'll be quiet then :)  &lt;LordBiro&gt;/&lt;Talk&gt; 20:27, 16 January 2007 (CST)
 * Nooo, i need input lol -- Xeon 20:30, 16 January 2007 (CST)


 * skills that interact with enchantments
 * Last three points: Does this also mean skills that remove abovementioned? After all, this IS interaction. --Rotfl Mao 10:48, 19 January 2007 (CST)
 * I forgot >_>, it was late when i wrote them down, ill remember the details later. -- Xeon 10:54, 19 January 2007 (CST)
 * I've started the hex interaction qr, but i just don't know which skills should be put there -.- Explained on the qr talk page. --Rotfl Mao 05:16, 20 January 2007 (CST)


 * Skills that trigger on end
 * Skills with: it ends-> therefor it does..., i started a list here.
 * Can use a complex, duration of skill till end, effect of skill (Heal, Damage, Lightning damage, Give Bleeding, so forth), amount of effect the end condition has (4s, 100) and on end target (Nearby foes, Hexed foe, so forth). refer to User:Xeon/qrstandard on how to do it, Work in progress, last part is no where near done, if you need help just ask. You could alternatively create a simple qr to show the data, it all depends on how the the complex looks. I have never dealt with types of effect a skill has as a column, so it would be interesting to see how it ends. -- Xeon 10:28, 22 March 2007 (CDT)

Ordering skills
After glancing through these I've noticed there's no particular order in which skills are on the lists. Some have them entirely alphabetical, some have the skills alphabetical with Elites before, some have them in the 'classic' profession order, some are seemingly rather random.

So unless anyone has any major objections, I'm going to go through and reorder the skills based on the following:


 * 'Classic' profession order (i.e. warrior, ranger, monk, necro, mesmer, etc)
 * Within each profession, skills grouped by attribute
 * Within each attribute, skills in alphabetical order

That should make it slightly easier to pick out say all the Domination Hex removal spells and should make the pages easier on the eyes.

The only one I'm not too sure on is the Interrupt skills reference, which is currently grouped by what it interrupts. That's quite useful, so I think I might keep that specific order but within each group of interrupts apply the above formatting. - GregPalo 07:48, 2 January 2007 (CST)
 * Rawr, done them. The only one I didn't touch (Beyond the few that didn't need changing) is the disable skills list as I need to think on how best to rearrange that, but it's time for lunch. GregPalo 08:48, 2 January 2007 (CST)
 * Glad to see someone else finally working on it, i have been slowly creating qr's, eventully they will all be done -- Xeon 09:33, 2 January 2007 (CST)
 * Just going through now tidying up the capitalisation on the 'Notes' sections of various templates and miscellaneous other things that needed it doing. I'll work in the disable skill list once I'm done. - GregPalo 09:46, 2 January 2007 (CST)
 * Go ahead, im concentrating on creating more of them atm. -- Xeon 09:49, 2 January 2007 (CST)
 * Barring anything I missed, that's everything reordered and properly capitalised in the 'effects' and 'notes' sections. Couple of the links in the quick references need updating to the new format like Mesmer stances, might get around to doing them later today depends how bored I get... - GregPalo 10:20, 2 January 2007 (CST)

Notation suggestion
I wasn't aware that all these quick references existed, and I'm really pleased to see them all! You've done a great job on them so far, especially Xeon.

I was wondering, though, if it would be possible to include a link to the quick reference in the template? Something like:

This way it would be easy to exactly which quick reference each parameter belonged to (since I presume armortarget is only used in Armor skills quick reference). I realise that updating every skill template would take some time, so rather than that I am really only suggesting that this notation be used from now on. What do you think?  &lt;LordBiro&gt;/&lt;Talk&gt; 08:47, 16 January 2007 (CST)


 * I was looking at a similar problem. What you say, i dont think will be required because the what links here shows the pages. I am more worried about dead lines, where the quick reference will be changed or removed but the data will still be on the template, unknowingly left behind. Maybe its about time to develop a Category:Style guides for quick references. -- Xeon 10:04, 16 January 2007 (CST)

Wearying Strike
self and foe targeting, template does not support this, need an over-write flag or similar -- Xeon 02:17, 20 January 2007 (CST)

target column
Enchantment removal quick reference and Hex removal quick reference need target columns -- Xeon 00:43, 22 January 2007 (CST)


 * Should all skills have a "target" parameter?  &lt;LordBiro&gt;/&lt;Talk&gt; 12:54, 24 January 2007 (CST)


 * Maybe, there are complications where they target them self as well as a foe or many foes, then there is conditional targeting as well. If they have such and such, hit adjacent foes. -- Xeon 20:29, 24 January 2007 (CST)


 * Having a global variable 'target' will reduce sections in the skill templates but it will take a lot of work to implement, is it worth it? -- Xeon 02:15, 25 January 2007 (CST)
 * IMHO, no. Look at Blackout for example. When you think about disabling skills, you target a foe. Bt it disables your skills too, so you have two "disable skills qr" targets. same for Chilblains, poisons you but damages foes, Twin Moon Sweep - attacks foe, but you lose enchantment, other Dervish skills like that, a lot of skills that do more than one skills(Me interrupts that make you gain/steal energy)... When i fill the tables up, i don't think what target do you ...well, target o_O when you use the skill, but to whom you inflict desired effect, be that healing, damage or condition... Well spells for example, you have to "target" a body, but the skill does not have any effect on the body but on the foes/enemies instead... i hope this sounds clear enough ^.^;; --Rotfl Mao 02:25, 25 January 2007 (CST)
 * You can code into the templates a way to over write a default target, so if there is more then one target, like the Wearying Strike complication there was recently.
 * So if inflictdeepwoundtarget has a value, it will ignore the inflictconditiontarget. What i think LordBiro is trying to say is, make every skill have a target field, if we need to over write the default we can do it though the template. -- Xeon 02:39, 25 January 2007 (CST)
 * So if inflictdeepwoundtarget has a value, it will ignore the inflictconditiontarget. What i think LordBiro is trying to say is, make every skill have a target field, if we need to over write the default we can do it though the template. -- Xeon 02:39, 25 January 2007 (CST)

signed, sounds good to me --Rotfl Mao 03:33, 25 January 2007 (CST)


 * Yeah, I was intending what Xeon interpreted me as saying.  &lt;LordBiro&gt;/&lt;Talk&gt; 04:51, 25 January 2007 (CST)

duplicate?
Im to tired to tell but i think Disable skills quick reference is pretty much a duplicate of Modify recharge time skills quick reference, if they are dups, i prefer the second name of the two, its more descriptive. -- Xeon 11:37, 24 January 2007 (CST)
 * Ah, i **** up, its right i just messed something up in the modify recharge qr. To tired to edit, im going to bed. -- Xeon 11:40, 24 January 2007 (CST)
 * Finally a day tomorrow to fix up a few of the lists, just hope im not to drunk -- Xeon 05:28, 27 January 2007 (CST)

Damage conversion skills quick reference
The Damage conversion skills quick reference was created by someone today; but it should be converted to the Skill type QR format. --- Barek (talk • contribs) - 17:44, 2 February 2007 (CST)