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Old Feb 11, 2005, 03:41 PM // 15:41   #41
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The listing for Melandru's Resistance here at Guru only has it as working for 'Conditions' and makes no mention of hexes, in which case it's only partially effective.

Which is it?

Dwayna's Kiss might be a good one for dealing with the hexes, perhaps.

Watchful Spirit could be useful, too. I realize it lowers mana regen by one, but in the middle of a fight, you can un-enchant it and you've got a neat windfall of health (If you've got a decent amount into DF), and your energy regen is upped. I'm just speculating, here, of course.
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Old Feb 11, 2005, 05:03 PM // 17:03   #42
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Quote:
Originally Posted by Uthar
The listing for Melandru's Resistance here at Guru only has it as working for 'Conditions' and makes no mention of hexes, in which case it's only partially effective.

Which is it?
Probably neither. You can't trust any skill information these days due to the current NDA picture. No one can update their skills any more so if they've change you just don't know. Take everything you read with a grain of salt given that GW is still under development. That said, it probably does work on both conditions and hexes (obviously, we can't check on that for you but you can see yourself during the BWE.) or used to given the date that the above skill was last updated.

And that said, we're starting to stray a bit far afield here (I know, to-pik? What is this to-pik you speak of?). This thread is for the discussion of the various attributes and how they come into play or could be improved. What's the best secondary to pick is not the most germaine to the subject at hand, although what secondary's attribute has influenced things would be. So, you can post your musings on what's the best secondary here and let's keep this thread focused on the attributes.

And to help get us back on track I'll throw out a wacky idea. What if all attributes were more like the weapon attributes? In other words, what if they had both an active and passive benefit - affecting both skills and some aspect of your character. Weapon attributes make your character better every time they swing a weapon and they're linked to skills. Most primary attributes are similar. Energy Storage increases energy and is linked to skills. Same with Strength and Expertise and Divine Favor and Fast Casting. So what about, say, Fire Magic? Sure, it's tied to wands and foci but that's largely forgettable. There's no real choice there, as there is when picking between the damage and speed and skills of a weapon, you just simply find the best wand and focus to go with your attributes. However, what if Fire Magic had some other passive benefit outside of that? What if it, say, added +1AL versus fire damage per rank? From a flavor standpoint, mastering the forces of the flames has given you a bit of resistance to their effects. From a gameplay standpoint you'd get a reward for pumping up your attribute and you'd, at a rank of 10, either double the protection of a Pyromancer suit or eliminate the penalty from a Hydromancer's suit, strong but not necessarily overpowering. Such passive benefits would be nice little bonuses but an order of magnitude below those of the primary attributes (That's why I like Energy Storage and Fast casting best, they affect fundamental mechanics of your character while attributes like Divine Favor I'm less keen on because they're too narrow in scope. Tone the DF bonus down and that's what I'd stick on Healing Prayers, every time you cast a spell on an ally they get an extra +1 health per rank.) and be just small little boosts to effectiveness. Inspiration could add +1 second to the duration every enchantment you cast. Blood Magic could be a Vampric bonus, gaining or stealing you +1 health every time you cast a damaging spell. And so on, add a little benefit to each and every attribute in the game.
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