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{{Spinal Shivers}}
 
{{Spinal Shivers}}
 
== Progression ==
 
{{progression top|attrib=[[Curses]]}}
 
{{progression main|effect=Duration<sup>1</sup>|10|12|14|16|18|20|22|24|26|28|30|32|34|36|38|40|42|44|46|48|50 }}
 
{{progression main|effect=Energy|10|10|9|9|9|8|8|8|7|7|7|6|6|6|5|5|5|4|4|4|2 }}
 
{{progression bottom}}
 
   
 
== Acquisition ==
 
== Acquisition ==
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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]].
*This [[Guild Wars Prophecies|Prophecies]]-only skill is a [[Duplicate skills|duplicate]] of the [[Guild Wars Factions|Factions]] skill [[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 but 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 Shivers of Dread 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]].
 
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== Related skills ==
* Combines well on [[Elementalist]]/[[Necromancer]]s, because of [[Energy Storage]].
 
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*{{skill icon|Shivers of Dread}} ([[Duplicate skill|duplicate]])
* 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 ritual [[Winter]] and have the casters Wand/Staff Kuunavang when they are not busy casting spells.
 
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== Related articles ==
  +
*[[Gain/Lose energy skills quick reference]]
  +
*[[Hex spell skills quick reference]]
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*[[Interrupt skills quick reference]]
  +
 
[[Category:Duplicate skills]]
 
[[Category:Duplicate skills]]
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[[de:Rückenschauer]]

Latest revision as of 16:26, 7 December 2010

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...40 seconds, whenever target foe is struck for cold damage while using a skill, that foe is interrupted, and you lose 10...6...5 Energy or Spinal Shivers ends.

Concise: (10...34...40 seconds.) Cold damage interrupts target foe's skills. Interruption cost: you lose 10...6...5 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
Energy loss 10 10 9 9 9 8 8 8 7 7 7 6 6 6 5 5 5 4 4 4 3 3
Duration 10 12 14 16 18 20 22 24 26 28 30 32 34 36 38 40 42 44 46 48 50 52

Acquisition[ | ]

Skill Trainers:

Notes[ | ]

Related skills[ | ]

Related articles[ | ]