Apr 25, 2009, 06:57 PM // 18:57
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#1
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Ascalonian Squire
Join Date: Feb 2009
Location: GMT-5 (EST)
Profession: Mo/W
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Withdraw Hexes buff proposition
As we all know, the elite skill 'Withdraw Hexes' is absolutely useless, made even more useless and pathetic by the recent buff to PnH. So, i have thought of a new use for Withdraw Hexes that would make it more usable and serve a more unique purpose and wanted someone's opinion.
Withdraw Hexes 10e, 12 recharge, 1 sec casting time
Skill definition: Remove (one... three) hexes from target ally and allies in the
area of that target. If a hex was removed from your target, he is also healed
for (10... 100) health
That would definitely make the skill extremely useful and also help to counter LC necros running rampant. Please post thoughts on whether this would be balanced, or if it would be overpowered.
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Apr 25, 2009, 07:53 PM // 19:53
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#2
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Forge Runner
Join Date: Feb 2007
Location: Las Vegas
Guild: Enraged Whiny Carebears [oR]
Profession: W/E
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I do think it should be buffed somehow, personally i think moving it to the protection prayers attribute would make it a lot more useful, that way you can use it on a utility on any/mo class rather than only a monk primary being as it's attributed to divine favor.
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Apr 25, 2009, 08:01 PM // 20:01
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#3
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Forge Runner
Join Date: Apr 2008
Location: Canada
Profession: E/
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[Divert Hexes] <--- Read the description... Duplicate skill pretty much except it removes hexes from balled up allies (which is your problem in the first place) instead of removing conditions
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Apr 25, 2009, 08:12 PM // 20:12
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#4
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Forge Runner
Join Date: Feb 2008
Guild: The Warrior Priests [WP]
Profession: Me/Rt
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Pretty sure the best counter to LC necros is nerfing the power creep that was put on it in the first place.
But since quality nerfs are nonexistent, and the main point is to compete with Peace and Harmony, how about an elite Holy Veil? Fight power creep with more power creep!
10e - 1c - 10r - Divine Favor
Elite Enchantment Spell - Remove (1...6) hexes from target ally. For each hex removed, hex spells take 100% longer to cast on target ally for (0...3) seconds.
GG hexway.
Oh, and to stay completely on topic to what OP has asked - yeah, Icy pretty much summed it up. The proposed change isn't really different enough from Divert Hexes to warrant being another monk elite.
Last edited by zelgadissan; Apr 25, 2009 at 08:17 PM // 20:17..
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Apr 25, 2009, 08:48 PM // 20:48
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#5
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Imma Firin Mah Rojway!
Join Date: Aug 2008
Location: At the Mac Store laughing at people that walk out with anything.
Profession: E/Mo
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Divert Hexes:
Remove all hexes from target ally, target ally and you gain 0...2 energy for each hex removed.
R-8
E-10
C-3/4
That is what I wanna see!
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Apr 25, 2009, 09:57 PM // 21:57
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#6
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Forge Runner
Join Date: Apr 2008
Location: Canada
Profession: E/
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Quote:
Originally Posted by Zodiac Meteor
Divert Hexes:
Remove all hexes from target ally, target ally and you gain 0...2 energy for each hex removed.
R-8
E-10
C-3/4
That is what I wanna see!
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That still doesn't fix Withdraw Hexes.
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Apr 26, 2009, 12:31 AM // 00:31
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#7
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Krytan Explorer
Join Date: Aug 2008
Guild: Legion of the Feng Huang [ASH]
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How about making it similar to Draw Condition?
5e, ½ cast, 2r
Spell. Transfer all hexes from target other ally to yourself. You are healed for 6..24..33 for each hex acquired.
Bye hexway.
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Apr 26, 2009, 05:23 AM // 05:23
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#8
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Wilds Pathfinder
Join Date: Feb 2009
Location: Guild Hall
Profession: R/
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Just don't use it. Use WoH or PnH. End of story. ^^ negativity ftw.
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