Talk:List of skill anomalies

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This needs a big update
Fleshcrawler  Soban  21:49, March 29, 2010 (UTC)


 * Assassin


 * Dervish


 * Elementalist


 * Mesmer


 * Monk


 * Necromancer


 * Paragon


 * Ranger


 * Ritualist


 * Warrior


 * Common


 * Have fun. :) &mdash;Dr Ishmael Diablo_the_chicken.gif 01:18, March 30, 2010 (UTC)
 * Tomorrow i got a day off. Or how do you say that... Well I don't need to study so I might just actually start that list :) Fleshcrawler   Soban  14:13, March 30, 2010 (UTC)


 * I went and broke it up by profession to make it a bit easier to work through. I tried doing that within DPL yesterday, but I couldn't make it work properly.
 * Here's something else that might help - DPL that directly displays the contents of the anomaly template:


 * The only problem is that it only pulls the contents of the first template call on the page, so pages like Hamstring would be somewhat hamstrung (haw haw) by this. We should probably combine the anomalies on pages like that into a single template call anyway, but that's another project.  &mdash;Dr Ishmael Diablo_the_chicken.gif 15:06, March 30, 2010 (UTC)
 * Hmm I understand the problem, but I can't fix that, there stops my wiki-editing :x Fleshcrawler   Soban  09:32, March 31, 2010 (UTC)

Redundant = anomaly?
Does redundancy in a description (Hamstring, Draw Conditions, etc.) really count as a skill anomaly? While I realize that, going by the straight definition of anomaly, yes, it is, I'd think in the context of Guild Wars we should reserve the label "skill anomaly" for cases where the description and effect deviate in some way. &mdash;Dr Ishmael 15:21, March 30, 2010 (UTC)
 * I agree; redundancy could still be noted though, I suppose. [[Image:Felix_Omni_Signature.png]] 16:19, March 30, 2010 (UTC)


 * Maybe just put something in the "General" section about those, then?
 * A number of Prophecies-era skills that inflict conditions, especially warrior attack skills, needlessly restate the effects of the condition in their description.
 * Skills that interact with conditions often specify that they affect "negative conditions," a redundant description since there is no such thing as a "positive" condition.
 * &mdash;Dr Ishmael Diablo_the_chicken.gif 18:02, March 30, 2010 (UTC)
 * That seems like a good solution to me. If there are other specific redundancies they can be noted on the skills' pages. [[Image:Felix_Omni_Signature.png]] 21:19, March 30, 2010 (UTC)