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You're an NeMo. Your wammo's goin down, so you [[Death Nova]] him. Bang. [[Vengeance]]! [[Death Nova]]! Bang! [[Rebirth]] ... :) -BH
 
You're an NeMo. Your wammo's goin down, so you [[Death Nova]] him. Bang. [[Vengeance]]! [[Death Nova]]! Bang! [[Rebirth]] ... :) -BH
  +
:Where's Nemo? :D([[User:Not a fifty five|Not a fifty five]] 11:28, 10 March 2007 (CST))

Revision as of 17:28, 10 March 2007

In Competition/Team Arena, the volcanic stage where winning is determined by the total number of kills does not count vengeance-related deaths as points. I'm having trouble saying that clearly; is there any agreed-upon name for the volcanic stage? --Kenthar 02:04, 3 Oct 2005 (EST)

It's called the Crag. Perhaps "The Crag." --Fyren 02:09, 3 Oct 2005 (EST)
Works for me --Kenthar 03:07, 3 Oct 2005 (EST)

Does Divine Intervention still keep players on Vengeance alive? I have tried this multiple times recently, but it didn't work for me, and I'm not sure what went wrong. --Hewus 15:51, 14 Oct 2005 (EST)

I tried it too, it doesn't work, when Divine Intervention is active and Vengeance ends. -- Nemren 23:19, 19 October 2005 (EST)
I suppose they "fixed" it. I tested, too. It did work before. --Fyren 05:04, 20 October 2005 (EST)

Used for Minion Factory???

I don't see why Vengeance is useful for Minion Factory. Even with Echo, you can only rez two person per minute. If you arcane echo it you can bump the number to 3 rez per minute. Compare that Resurrect, which you can spam at least 5 times per minute WITHOUT echo. Am I missing somehting obvious here? I am assuming the saccers can kill themselves under 10 sec, which I think is reasonable after their first death, so you don't need vengence's removal to kill them. -SolaPan 13:09, 20 March 2006 (CST)

Vengeance ressurects at full health so it was needed to move the saccers around the map — Skuld Monk 05:05, 5 June 2006 (CDT)

The perfect combo?

Quick! Use Contemplation of Purity! --Mgrinshpon 12:27, 6 October 2006 (CDT)

Buff

As of the 01 Feb 07 update, this skill now gives a +15% damage buff. That's pretty hefty, especially on an Assassin or an Elementalist. There's still the issue of the hellacious recharge and the strippability issue, but I can see this finding its way onto the occasional bar now. You aggro one group too many, your group members start going down, pop this on your nuker or something and you might have enough firepower to clean up the situation before a total wipe. This is even more interesting in PvP, where every little bit of damage really, really counts. I would imagine that it would be a hell of a lot harder to infuse someone being spiked by a Vengeful assassin than by a normal one. There's a lot of issues with this skill nonetheless, but I think it's far from unusable now. Thoughts? Zaq 00:11, 2 February 2007 (CST)

This skill was over underrated. In combat, it could have always been useful, fast cast plus full life and energy. Also, who added the 15% buff to the main page. The changes are not guaranteed to be permanent, its merely a test. Cortista 01:48, 3 February 2007 (CST)
These are permanent, anet will only be doing a few tweaks here and there from now on. -- Xeon 01:52, 3 February 2007 (CST)
IMO this should be changed to a Smiting skill. My support: 1. Damage bonus sure sounds like something you'd get from Smiting 2. It doesn't deserve such a big damage boost without having any attribute requirement 3. Smiting doesn't have any rez, though all of the other Monk attributes do. Maybe link the duration to Smiting so it goes up to somewhere around 40 seconds for high smiting and maybe like 20 for 0 smiting --Gimmethegepgun 01:05, 20 February 2007 (CST)
Use it with MoR. 2 second rez, 15% damage, and then you can spam it. Kinda. Or not. --218.103.220.33 03:30, 24 February 2007 (CST)

With Necro?

You're an NeMo. Your wammo's goin down, so you Death Nova him. Bang. Vengeance! Death Nova! Bang! Rebirth ... :) -BH

Where's Nemo? :D(Not a fifty five 11:28, 10 March 2007 (CST))