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Old Jun 26, 2009, 08:19 PM // 20:19   #1
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Default Please Fix While Hexed weapon Req.

Any hexers whould be pleased to see Hexes that also effect one self
(like Insidious Parasite, Malaise, Parasidic Bond) to also be an effect on one self, activating the 'while hexed' weapon req.
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Old Jun 26, 2009, 09:41 PM // 21:41   #2
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Quote:
Originally Posted by Arghore View Post
Any hexers whould be pleased to see Hexes that also effect one self
This is wrong.
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Old Jun 26, 2009, 10:13 PM // 22:13   #3
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I've never actually thought of this, but although those hexes do effect yourself, you are not technically "hexed" and are actually being aided, so I doubt it would be "fixed" as you put it.
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Old Jun 26, 2009, 10:18 PM // 22:18   #4
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eh that doesnt make any sense... why not make while enchanted work while you cast enchantments on someone else!?

stupid idea sorry.
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Old Jun 26, 2009, 10:24 PM // 22:24   #5
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Take another hit please.
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Old Jun 26, 2009, 10:31 PM // 22:31   #6
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Equip a weapon with +X% vs. hexed foe. Hexing a target that has an effect on you as well (like Parasitic Bond) does not hex you. There is nothing to fix aside from lack of understanding of game mechanics.
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Old Jun 26, 2009, 10:34 PM // 22:34   #7
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I'm not sure I fully understand.

Are you suggesting hexes you apply on others trigger the +20% while hexed mod? Or are you suggesting you are physically hexed with what you cast?

Either way... I don't think you have given this much thought.

Quote:
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Equip a weapon with +X% vs. hexed foe.
This is your best option if you are relying heavily on hexes.
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Old Jun 26, 2009, 11:09 PM // 23:09   #8
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I think he wants to hex himself to gain the benefit of weapon mods that require you to be hexed. So, for example, you could cast Reckless Haste on yourself to gain the IAS and get the mod bonus, and still deal damage with skills like Hundred Blades. I don't think we need reasons to hex ourselves, and it would create serious balance issues.
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Old Jun 27, 2009, 01:40 AM // 01:40   #9
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The point of getting +20% rather than the normal +15% is because it's a negative condition that you have no control over. Doing this would be pointless. /notsigned.
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Old Jun 27, 2009, 01:57 AM // 01:57   #10
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Quote:
Originally Posted by MagmaRed View Post
I think he wants to hex himself to gain the benefit of weapon mods that require you to be hexed. So, for example, you could cast Reckless Haste on yourself to gain the IAS and get the mod bonus, and still deal damage with skills like Hundred Blades. I don't think we need reasons to hex ourselves, and it would create serious balance issues.
No, he's suggesting that he be able to use the "while hexed" mods while benefiting from a hex that he has cast on others. That's why he chose those examples. The suggestion is not good and has no merit.
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Old Jun 27, 2009, 03:45 AM // 03:45   #11
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a monk can cast an enchantment on himself where it benefits himself or on a teammember and it benefits that teammember, with this activating perhaps a shield or ank with an while enchanted bonus. A W/Mo for example can do this on his own.

Why wouldnt a necro be able to cast a spell on a target, which then benifits himself, Which then activates a bonus on an item; isnt that how a necro works?
Certain hexes have a bond with your HP through the Soul. Like mesmer have with hp or mana through the mind? Or healers achief through Devine Favour.

The Life Siphon hex seems to register on my interface the way i mean, by hexing a target and myself. Just not entirely sure if that then also counts as a while hexed.

Iow. like the +**% damage vs cursed foes on weapons, have curses that activate while hexed where the hexer can cast this spell on his own.

War have a While in a stance ..
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Old Jun 27, 2009, 04:10 AM // 04:10   #12
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You are not effected by a hex when you use Life Siphon on an enemy. If an enemy uses Life Siphon on you, then you are affected by a hex. The only reason a weapon mod of "while hexed" should function is if you have a hex cast on you by an enemy. Making them function because you cast a hex on your enemies would make them imbalanced.
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Old Jun 27, 2009, 04:37 AM // 04:37   #13
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Hmm apparently you are right i double checked, im pretty sure i checked b4 and it did (or maybe i thought it should as it is the only Hex that constantly achieves a bond with the target, and then not even having that hexes made me decide to post the idear when i got round to posting my idears, still think it makes sense tho, else this bonus only works on anti hexer builds which is a game of chance.
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Old Jun 27, 2009, 05:09 AM // 05:09   #14
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That's why there is a mod that works against hexed foes.
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Old Jun 27, 2009, 06:08 AM // 06:08   #15
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Well im not saying every hex should work this way, just a couple that make sence
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Old Jun 27, 2009, 12:00 PM // 12:00   #16
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Quote:
Originally Posted by Arghore View Post
Well im not saying every hex should work this way, just a couple that make sence
No, it wouldn't make sense because the +20% while hexed would then be as easily achieved as the +15% while enchanted. The extra +5% is because you are dependent of a foe hexing you, as many others have already stated.

Also, the +15% against hexed foes is clearly there for your situation. +20% would just be a random and unneeded buff.

Last edited by Arduin; Jun 27, 2009 at 12:03 PM // 12:03..
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Old Jun 27, 2009, 07:51 PM // 19:51   #17
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Um...I have no idea what you're trying to say. lol
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Old Jun 27, 2009, 08:07 PM // 20:07   #18
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Given by 'you', you mean me

Say you are wielding an Amulet of beastmastery (in offhand) that gives +15 bonus to elemental damage while enchanted. For no obvious reason you are a R/E but mainly play as a Beastmaster, wouldnt you like to have a Pet Enchantment that also counts as an enchantment on yourself, aslong as the enchantment also has an effect on you...

so a beastmasters enchantment like

Recover as one
Atrib. Beastmastery
10e, 1s, 10s

You and your pet are enchanted with recover as one and
gain a +** Hp regeneration for **sec.

* During which time your weapon upgrade kicks in and you have +15 armor against elemental damage...
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Old Jun 27, 2009, 08:25 PM // 20:25   #19
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I just check all the types i can cast as a necro/ and currently the main type for being hexed are Hex Spells, so taking out a couple of those and making a Bonding Hexes catagory.. for hexes that also benefit oneself over the periode the Bond lasts ...
any While Hexed items also work for necro's ..

I kindoff agree with Arduinna that the bonus upgrade would be unbalanced if for any anti-cast setups with a while hexed buff. So that would have to be tuned down a bit, to offhand items with a While bonded with a hex, and items with a while suffering from a Hex;

the bonus then works only for necros that cast a bond; for the other classes Both hexspells and Hexbonds count as being hexed... and get a slightly higher bonus? this way the 15% and 20% can stay ...
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Old Jun 27, 2009, 10:01 PM // 22:01   #20
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Quote:
Originally Posted by Arghore View Post
Say you are wielding an Amulet of beastmastery (in offhand) that gives +15 bonus to elemental damage while enchanted. For no obvious reason you are a R/E but mainly play as a Beastmaster, wouldnt you like to have a Pet Enchantment that also counts as an enchantment on yourself, aslong as the enchantment also has an effect on you...
------------
...the bonus then works only for necros that cast a bond; for the other classes Both hexspells and Hexbonds count as being hexed... and get a slightly higher bonus? this way the 15% and 20% can stay ...
Seriously, with all the conditions you are proposing for this change, what is it you want to achieve with your suggestion? You are making stuff ten times more complicated than it already is.
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