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	<id>https://gw1wiki.ezgame.cc/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=72.71.229.129</id>
	<title>Guild Wars Wiki 中文站 - User contributions [en]</title>
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	<updated>2026-10-18T00:10:43Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://gw1wiki.ezgame.cc/index.php?title=ArenaNet:Skill_feedback/Paragon/Song_of_Concentration&amp;diff=16292</id>
		<title>ArenaNet:Skill feedback/Paragon/Song of Concentration</title>
		<link rel="alternate" type="text/html" href="https://gw1wiki.ezgame.cc/index.php?title=ArenaNet:Skill_feedback/Paragon/Song_of_Concentration&amp;diff=16292"/>
		<updated>2009-01-18T23:37:38Z</updated>

		<summary type="html">&lt;p&gt;72.71.229.129: /* Overpowered in &amp;quot;capture the altar&amp;quot; maps */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Overpowered in &amp;quot;capture the altar&amp;quot; maps ==&lt;br /&gt;
&lt;br /&gt;
;Issue&lt;br /&gt;
:Can't interrupt the ghostly without a knockdown. Build Wars, anyone?&lt;br /&gt;
&lt;br /&gt;
;Suggestion&lt;br /&gt;
:For 10 seconds, all allies within earshot are not interrupted the next 0...1...2 times they would be. (Now, all you need is 2 interrupts.)&lt;/div&gt;</summary>
		<author><name>72.71.229.129</name></author>
	</entry>
	<entry>
		<id>https://gw1wiki.ezgame.cc/index.php?title=ArenaNet:Skill_feedback/Mesmer/Cry_of_Frustration&amp;diff=15817</id>
		<title>ArenaNet:Skill feedback/Mesmer/Cry of Frustration</title>
		<link rel="alternate" type="text/html" href="https://gw1wiki.ezgame.cc/index.php?title=ArenaNet:Skill_feedback/Mesmer/Cry_of_Frustration&amp;diff=15817"/>
		<updated>2009-01-15T18:11:51Z</updated>

		<summary type="html">&lt;p&gt;72.71.229.129: New page: == Could have been a good skill for stopping caster spikes ==  ;Issue :This skill is weak. The AoE interrupt is conditional and the damage is weak.  ;Suggestion :10e 1/4s 12r &amp;quot;Target foe a...&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Could have been a good skill for stopping caster spikes ==&lt;br /&gt;
&lt;br /&gt;
;Issue&lt;br /&gt;
:This skill is weak. The AoE interrupt is conditional and the damage is weak.&lt;br /&gt;
&lt;br /&gt;
;Suggestion&lt;br /&gt;
:10e 1/4s 12r &amp;quot;Target foe and all foes in the area are interrupted. Foes that were using skills take (current damage).&amp;quot; This makes it great for stopping spikes. Sure it doesn't do heavy damage like Power Spike, but the AoE makes it worthwhile.&lt;/div&gt;</summary>
		<author><name>72.71.229.129</name></author>
	</entry>
	<entry>
		<id>https://gw1wiki.ezgame.cc/index.php?title=ArenaNet:Skill_feedback/Assassin/Remove_required_attack_skill_chains&amp;diff=15802</id>
		<title>ArenaNet:Skill feedback/Assassin/Remove required attack skill chains</title>
		<link rel="alternate" type="text/html" href="https://gw1wiki.ezgame.cc/index.php?title=ArenaNet:Skill_feedback/Assassin/Remove_required_attack_skill_chains&amp;diff=15802"/>
		<updated>2009-01-15T17:46:01Z</updated>

		<summary type="html">&lt;p&gt;72.71.229.129: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;If daggers were viable we wouldn't have all this crap about imbalanced A/D and A/P builds. Here's the solution-&lt;br /&gt;
&lt;br /&gt;
Remove the lead/off-hand/dual requirement system. Instead, change how they work.&lt;br /&gt;
&lt;br /&gt;
Lead attacks should cost little energy(5 or 10) and have the least spectacular effects. They would also double your chance for your next attack skill to critical.&lt;br /&gt;
&lt;br /&gt;
Off-hand attacks should cost energy comparable to lead attacks(5 or 10, although 15 is possible for a few). They would ignore any armor bonuses and damage reductions from equipment in your foe's off-hand(for example, negates the effects of shields as well as any &amp;quot;reduces physical damage&amp;quot; inscription, +5 armor on caster off-hands, etc). Defense bonuses from two handed equipment(such as scythes and bows) are not affected.&lt;br /&gt;
&lt;br /&gt;
Dual attacks should cost the most energy(10 or 15, never 5 energy except for elites) and they always double strike.&lt;br /&gt;
&lt;br /&gt;
All requirements for skill chains would be removed, although some skills could have a bonus depending on the last type used.&lt;br /&gt;
&lt;br /&gt;
This gives you a lot more flexibility in the build that you can use. You can rely on dual attacks(bring energy management) or bring all off-hands(tired of fighting against a 100 armor level) or even use all lead attacks(haven't figured out energy management yet?) and still be effective.&lt;/div&gt;</summary>
		<author><name>72.71.229.129</name></author>
	</entry>
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