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Old Mar 31, 2006, 10:20 PM // 22:20   #1
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Default Conditions, Enchants & Hexes in Factions

Factions brings us a whole host of powerful new enchantments and criminally evil hexes, as well as the industrial-revolution like increase in condition production that is the Assassin class. On the other hand, skills like Order of Apostasy and Expunge Enchantments, as well as a number of new monk and mes skills for hex and condition management enter our side-decks. So, the big question is, which wins ?

My first thought is that the biggest losers will be the long-lasting, slow-recharge enchants and hexes such as attunements will simply be too high risk in such an environment. Beyond that though, will this be more likely to increase condition/ enchant/ hex usage, in order to over power peoples removal abilities, or a drop in usage to avoid having your plans disrupted ?

So much I'm looking forward to finding out in 4 weeks time.
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Old Mar 31, 2006, 10:25 PM // 22:25   #2
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Attunements even as is are still very fragile, which is why Ether Prodigy is currently king.

Expel Hexes may be nice on an illusion mesmer or something though, using Arcane Conundrum over Migraine... or on a 3 monk backline. Extinguish is probably going to get thrown on the E/Mo and Emphatic Removal may be easily tossed on /Mos.
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Old Apr 03, 2006, 12:10 AM // 00:10   #3
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I really like Extinguish right now. One condition removed from each party member (if I remember correctly) and they get healed if it was burning. Think about that in the Fire Hall or Ring of Fire islands ^^.

The thing that removes one hex and one condition from you and an ally seems good ^^.

Assassins = too many conditions :S. But anyways, seems pretty even.
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Old Apr 03, 2006, 01:28 AM // 01:28   #4
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Weapon enchantments win. There seems to be no way at all to detect or remove weapon enchantments, which makes them pretty much king.

I don't think you'll see too much more enchantment removal than you do now. A lot of the really good new enchantment removal is elite, and nobody runs elite enchantment removal because there are always better elites available. Likewise, something like Drain Enchantment can be used as both removal and energy management, while a lot of the new removal tends to kill more enchantments but doesn't really come with other advantages.

One thing I can see it ending is the horrific "SB/Infuse" era of Tombs. There are so many non-spell or non-targeted enchantment removals that SB is gonna get stripped pretty quickly.
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Old Apr 03, 2006, 02:35 PM // 14:35   #5
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I like the clone of inspired hex and I also like the look of hex eater signet.
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Old Apr 03, 2006, 03:54 PM // 15:54   #6
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There are enough hexes as is to lather over removal at the moment... people just dont use it since its more effective to do something else. I suspect that at first, the game will be filled with odd and probably inefficient strategies. However, this is going to be more attributed to lack of understanding by the majority of the player base on these new skills and effects. After a while, it will settle down into something similar to what it is now, with whatever was actually *good* tossed in.
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