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Old Dec 20, 2007, 10:53 PM // 22:53   #121
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Quote:
Originally Posted by erk
You can't really predict when Eviscerate is going off
Good Monks predict when and where an adrenal spike is going to go off with regularity.


Quote:
Originally Posted by Greedy Gus
Bleh, I personally find this 'anti-something' pigeon-holing very dull & uninteresting.
It is incredibly dull and uninteresting, and only really appeals to awful players as it reduces the game further into a hard RPS.


Quote:
Originally Posted by Wasteland Squidget
Necros need some skills that you can use effectively when pushing to shut down a character or create a window of opportunity, and I'm not seeing that in the buffs discussed so far.
The skills in Curses that have potential along those lines are Barbs and other damage amplifiers; Defile Flesh and healing reduction, as well as Defile Defenses; Desecrate Enchantments and enchantment removal, potentially Chilblains.
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Old Dec 20, 2007, 11:47 PM // 23:47   #122
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I see a lot of talk about changing anti-melee hexes to be more "when you miss, something bad happens and the hex ends". I think it would be interesting if some of these hexes had negative effects while they were on as well as when they were removed, something like "While hexed with hex, you have a 25% chance to miss and deal X less damage. Hex ends when you miss with an attack. If hex ends early, you take Y damage" or "While hexed with hex, you move 25% slower. Hex ends when you use a skill. If hex ends early, you take X damage" (maybe you want to make it interrupt the skill, or interrupt if you use an attack skill or some such).

They provide an interesting paradox: do I keep the negative effect, or do I take damage? It comes down to what your team needs: does it need more pressure? Then it has to be capable of dealing with some extra damage. What if your team can't handle unnecessary damage? Well, it's going to lose out on some pressure. The important thing is, a monk can't just remove the hex and bail the target out. One way or another, the target is going to experience a negative effect. There's plenty of room for tweaks (maybe a miss percentage is a bad ending condition for a hex like this, maybe you want to make the damage a small AoE, etc.) but I think it's an interesting direction, and hexes that could do with some reworking are dime-a-dozen.

Numbers are entirely variable. They can be fast casting, quick recharging hexes with relatively short durations, or they can be hexes that, because of effects on ending, are more likely to "stick" and so would be usable with longer recharges and durations. They don't have to be strictly anti-melee, either. It would work just fine for all kinds of hate.
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Old Dec 21, 2007, 02:17 AM // 02:17   #123
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HEV needs a major tap before Curses can be expected to make any sort of return.
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Old Dec 21, 2007, 10:05 AM // 10:05   #124
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Nerf physicals down, make something useful out of necs, kill augury, tone down arage and im happy. Oh and magebane either 10energy or 10sec recharge.
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Old Dec 21, 2007, 01:27 PM // 13:27   #125
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Quote:
Originally Posted by Mokone

what? you must be kidding. reason?
Because I don't like the fact paragons and channeling rits can use a very effective anti cover hex skill, this is too powerful to be unlinked.
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Old Dec 21, 2007, 02:35 PM // 14:35   #126
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Was thinking about a change in energy management:
Fear me: 6 adren.
Signet of devotion: 1 second cast.
Inspired/revealed hex: 5..11 energy return.
Energy drain: 3..9 energy drain.
Energy tap: 2 second cast.
Mantra of recall: 13..25 energy return.
Channeling: 8..30 duration. 10 recharge.

Weakening fearme, the most abused HA skill, is pretty self explanatory. Buffing sig devo as well as restoring the inspiration line back to its former glory is good. Channeling change makes it a more active skill in HA, and shorter recharge means getting it interrupted isn't as deadly.
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Old Dec 21, 2007, 03:17 PM // 15:17   #127
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you don't have to nerf HEV for necros hexes to come back just return necro hex's to their orginal recharge and duraction.
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Old Dec 21, 2007, 03:38 PM // 15:38   #128
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I like the suggestion to make Fear Me targeted, but I'd go a step further and make it a single target touch-range skill instead of a shout. Its biggest issue is the AoE. Yet another skill that never saw light of day before Nightfall, and now is too powerful.
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Old Dec 21, 2007, 04:06 PM // 16:06   #129
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I certainly wouldn't mind it having a 4s recharge like WYself and GFTEyes.
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Old Dec 21, 2007, 07:33 PM // 19:33   #130
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okay, just a quick reminder.

this topic is NOT about random buffs that suddenly pop into your head, especially NOT random PvE skills.

if you wish to do a balance topic that contains random buffs, please make another topic.

i'm going to do a major cleaning (by request off the OP) and don't want to see it again). thanks.
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Old Dec 21, 2007, 09:01 PM // 21:01   #131
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Oh, right, skill changes...

I don't think HEV needs a ridiculous hit to make hexes viable. Not to mindlessly promote my own idea, but if there was a strong enough consequence for removing some hexes (pending some reasonable hit to HEV) mindlessly spamming HEV could be problematic to your own team.
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Old Dec 21, 2007, 09:11 PM // 21:11   #132
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I've said it before, and I'll say it again:

Light of Deliverance - 10e 1c 5r
All party members are healed for 10...60 health. For all affected party members under 80% health, you gain 1 energy.
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Old Dec 21, 2007, 09:22 PM // 21:22   #133
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A 2e 1c 5r party heal when used properly? uh.....?
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Old Dec 22, 2007, 08:12 AM // 08:12   #134
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Quote:
Originally Posted by dies like fish
I've said it before, and I'll say it again:

Light of Deliverance - 10e 1c 5r
All party members are healed for 10...60 health. For all affected party members under 80% health, you gain 1 energy.
I actually like this idea somewhat. Usually you'll have 7 people at the stand, and 4-5 will be taking enough damage to drop below 80% health. That would make the energy cost on par with the old LoD when used right, with slightly less healing. It punishes monks that hit LoD just to use as a general orison-type heal when only 2-3 targets are below 80%, and would definitely make it weaker for skirmishes.

Against heavy condi/hexes pressure, it has the most use, as it gives a nice party-heal for only 3-4 energy. That way, we can also buff some underused degen hexes and improve some skills that give conditions without worrying that it'll be too overpowered.
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Old Dec 22, 2007, 09:05 AM // 09:05   #135
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What would you guys think of a LoD with a 1 second cast time (necessary, I believe) but the pbaoe aftercast...ie, 1,75 seconds rather than the usual 0,75. It seems like a minor tweak, but it would demand caution and careful positioning, especially if you're using it to hold up a team while falling out.
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Old Dec 22, 2007, 11:02 AM // 11:02   #136
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Quote:
Originally Posted by Wasteland Squidget
Wail of Doom (10e, 1/4s, 15r) - Target foe's action is interrupted. If target foe was using an attack skill, all that foe's attack skills are disabled for x-y seconds.

I kind of like the idea of this skill as an unconditional interrupt, in addition to a defensive skill. You won't be using the interrupt effect very often on non-attack skills, but there are situations where you'd want too and it makes the character more versatile.

While the price amd Reckless buffs under discussion aren't terrible, the character still sounds like a boring "click the warriors and spam on recharge" guy. Necros need some skills that you can use effectively when pushing to shut down a character or create a window of opportunity, and I'm not seeing that in the buffs discussed so far.
Source: http://wiki.guildwars.com/wiki/User_...r#Wail_of_Doom

Quote:
Originally Posted by jayce
i think the stats on Wail of Doom is just fine considering the effects of it. the only thing that i think it could use would be to add "If target foe was moving, that foe is knockdown." there have been plenty of times where i just have to watch a target foe chase around a kiting ally until they finally catch them and start attacking. if Wail of Doom had that kind of a knockdown option, it would really come in handy when trying to buy some time for a kiting ally or even snaring a fleeing foe at the right moment. of course you won't get the disable affect if you were to knock them down, but you would get more utility out of an already good skill. now if that isn't enough and we really wanted to get crazy with it by making it a trump skill, then we could always add something like the effects and duration of Atrophy, but extending it to effect the attributes of that spell line upon spell interruption.
i absolutely agree with the bold portion of your text, which is why i referenced my own quote above and not long ago either. i would just rather pay the sac fee and extra 5 energy as a trade off when it comes to connectivity or ping issues because attack skills don't have cast times. as for the remainder of your post, im sure that the necromancer have some skills with that type of potential that you are describing. but they probably needs some tweaks to get them up to par for use in the mainstream. since its rather late at the moment i will look some over and come up with some potential candidates after i get some rest because it may take me a while to do so.



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Last edited by jayce; Dec 22, 2007 at 11:08 AM // 11:08..
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Old Dec 22, 2007, 11:18 AM // 11:18   #137
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The quotes on that page are epic in their stupidity. Oh noes, the warrior can still attack, and Blind is more effective. Too bad Blind can be (and is) removed and a warrior without attack skills is not a threat at all.

Adding a mini-Gale effect to it is not going to fix it.

Last edited by Riotgear; Dec 22, 2007 at 11:20 AM // 11:20..
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Old Dec 22, 2007, 12:55 PM // 12:55   #138
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Quote:
Originally Posted by jayce
Source: http://wiki.guildwars.com/wiki/User_...r#Wail_of_Doom



i absolutely agree with the bold portion of your text, which is why i referenced my own quote above and not long ago either. i would just rather pay the sac fee and extra 5 energy as a trade off when it comes to connectivity or ping issues because attack skills don't have cast times. as for the remainder of your post, im sure that the necromancer have some skills with that type of potential that you are describing. but they probably needs some tweaks to get them up to par for use in the mainstream. since its rather late at the moment i will look some over and come up with some potential candidates after i get some rest because it may take me a while to do so.



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the necro has also tools that slow down the attack rate of meele characters, add those to the bar and u will be able to get attack skills quite easily.
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Old Dec 22, 2007, 06:09 PM // 18:09   #139
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Quote:
Originally Posted by the_deSKtructor
the necro has also tools that slow down the attack rate of meele characters, add those to the bar and u will be able to get attack skills quite easily.
Unfortunaly, like all other hexes, you're forced to run a hex overload build to make them stick which pretty much rules it out for balanced builds.
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Old Dec 22, 2007, 07:45 PM // 19:45   #140
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Quote:
Originally Posted by the_deSKtructor
the necro has also tools that slow down the attack rate of meele characters, add those to the bar and u will be able to get attack skills quite easily.
Adding to thomas's thing, if you're using all those anti-melee hexes and getting them to stick why do you need Wail of Doom? Just run an elite hex to add degen/edenial/removal/etc and clog up hex removal more.
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