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Old Sep 22, 2006, 08:11 AM // 08:11   #21
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Oh yeah forgot to mention tease - that skill is funny as hell. But as it is hex it will just get removed quickly i fear.

@ Terra Xin:

Anyway 14/16 is more than 12 and that means that conditional damage could get to 7. Having in mind that this is armor-ignoring damage I guess it can deal some pressure on monk.
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Old Sep 22, 2006, 08:16 AM // 08:16   #22
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Immune Deficiency - 5e 1c 10r
Spell. All Conditions on foes in the area of the target foe are transferred to that foe.

This is a little ambiguous... does this transfer conditions from foes of the target foe, or from foes, to the target foe?

Either way it seems a little useless.
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Old Sep 22, 2006, 08:19 AM // 08:19   #23
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Quote:
Immune Deficiency - 5e 1c 10r
Spell. All Conditions on foes in the area of the target foe are transferred to that foe.
Yeah, the same thing can be said about blame... but it's what they wrote. For blame I had to double-check it to make sure I wasnt seeing things, it's a relly really really bad skill if the description was true.
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Old Sep 22, 2006, 08:21 AM // 08:21   #24
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It's the inverse of epidemic; suppose you target someone without conditions but there's someone else crippled near him, the conditions will move from everyone else to the one without conditions at first. Now I just want to know if it works like epidemic, transfer as in copying (epidemic copies conditions from a foe to adjacent foes), or transfer as in sending all condition from foes in the area to the targeted foe (induced martyr, in other words).
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Old Sep 22, 2006, 08:33 AM // 08:33   #25
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What's so weir about Blame?

It works exactly like Guilt but deals AoE damage instead of energy drain. It's worded almost exactly the same, even name is similiar.
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Old Sep 22, 2006, 08:52 AM // 08:52   #26
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No, because the description says that when a spell fails, all nearby 'allies' take damage. All of the other skills that would have a similar effect either say "all nearby foes" or "All nearby allies of that foe".

It's probrably just a written flaw, but I can't tell unless this skill is tested.
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Old Sep 22, 2006, 08:54 AM // 08:54   #27
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Quote:
Originally Posted by Avarre
Immune Deficiency - 5e 1c 10r
Spell. All Conditions on foes in the area of the target foe are transferred to that foe.

This is a little ambiguous... does this transfer conditions from foes of the target foe, or from foes, to the target foe?

Either way it seems a little useless.
Such a pity, for a skill with such a good name to be so useless.
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Old Sep 22, 2006, 09:02 AM // 09:02   #28
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Well I'm 99% sure it's minor wording error. Still I guess that this skill will not see much of use. Guilt is better anyway and it's still underused.

Actually I think most of the new mesmer skills will rarely get used (with exception of the ones I've mentioned before). Too bad - they are all funny.
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Old Sep 22, 2006, 09:13 AM // 09:13   #29
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Immune deficiency worthless ? What aboout using fevered dreams and that skill that extends conditions and THEN immune deficiency on that guy. Isnt that nasty ?
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Old Sep 22, 2006, 09:33 AM // 09:33   #30
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Quote:
Originally Posted by yazaga
Immune deficiency worthless ? What aboout using fevered dreams and that skill that extends conditions and THEN immune deficiency on that guy. Isnt that nasty ?
...Then that requires you to use Fevered Dreams, the worst Mesmer elite ever. Yes, worse than Keystone signet.
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Old Sep 22, 2006, 09:54 AM // 09:54   #31
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Using three skills including elite to just spam conditions (and still worse than normal trapper or necro) is more than worthless.
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Old Sep 22, 2006, 10:20 AM // 10:20   #32
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Quote:
Originally Posted by Dragannia
...Then that requires you to use Fevered Dreams, the worst Mesmer elite ever. Yes, worse than Keystone signet.
Oh shut up, keystone signet kicks ass and you know it. Mesmer bonders are the way of the future!
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Old Sep 22, 2006, 10:48 AM // 10:48   #33
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Ether Phantom + Drain Delusions looks like an awesome combo. You drain 8 for only 2 energy? sign me up.
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Old Sep 22, 2006, 11:03 AM // 11:03   #34
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With the higher number of signets being introduced, hopefully Keystone Signet will be more favourable... But then again, I said that before factions came out, so...
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Old Sep 22, 2006, 11:53 AM // 11:53   #35
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drain delusions + ether phantom at 9secs = GG boon prots
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Old Sep 22, 2006, 12:11 PM // 12:11   #36
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Erm isn't shatter/drain ench + diversion enough "GG boonprots" already?

Now boonprots often carry hex breaker since cop isn't that good anymore and even cop would make this tactic not worth it.
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Old Sep 22, 2006, 12:52 PM // 12:52   #37
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Web of Disruption + Shatter Delusions? It might be nice if you already have PP/SD on your bar. Other condition is if they don't strip it right away...which makes it not very attractive, but what the hell.
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Old Sep 22, 2006, 12:58 PM // 12:58   #38
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Signet of Illusions <3
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Old Sep 22, 2006, 01:01 PM // 13:01   #39
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Quote:
Signet of Illusions
Thanks to its short recharge, you can pretty much become any Necro/Ele/Monk with that skill
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Old Sep 22, 2006, 01:38 PM // 13:38   #40
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Quote:
Originally Posted by TeeGee

Now boonprots often carry hex breaker since cop isn't that good anymore and even cop would make this tactic not worth it.
How is cop not that good anymore on a boonprot, who's highest attribute is DF? It still is able to rip away decent hex piles and conditions.

Anyways... I don't really like signet of illusion. Sure, you can cast max ele skills, but there are eles for that and mesmer energy isn't built to keep up with those spells. For necros... stealing something useful on it's own is quite unlikely, and the only real use is tossing back necro hexes. However, then what's the point of your own hexes.. sure, you can balance them, but it seems too gimmicky to me when you could just spec into it yourself.

Only real way I could see running it effectively is by 4-attrib skill splitting, and using Sig of illusions to fire off a high power skill that you put no points in.
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