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Old Jun 22, 2007, 01:31 PM // 13:31   #1
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Unhappy New Mesmer Insignia: Increase hex duration

Necromancers have a special insignia to increase their speed exploiting corpses, warriors have a special insignia to increase the knockdown time to 4 secs.

To promote the use of mesmer, why don't introduce a new insignia for mesmer that increases the duration of the hexes casted by a mesmer?

I'm not talking about introduce it now, maybe for GW:EN. I don't expect a huge increase, maybe a 5-10%. Imagine having 5 more seconds of backfire on your monk...

I think it will help to introduce mesmers as substitutes for necros in a lot of parties.

What do you think?
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Old Jun 22, 2007, 01:35 PM // 13:35   #2
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Retarded.

Long(er) hex durations don't add to player skill neither do they promote active play.
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Old Jun 22, 2007, 02:27 PM // 14:27   #3
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Technically, neither does increasing enchantment time or knockdown time either, Surena. I don't think it would be so bad. But like all things, its effect would have to be subtle.. not 'OMG SUPER-POWERED L337!!!11one'
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Old Jun 22, 2007, 02:30 PM // 14:30   #4
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3% per insignia.

Hexes are bad enough as it is, and that would be more than enough to allow some of them to be kept up indefinitely.
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Old Jun 22, 2007, 02:32 PM // 14:32   #5
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When is hex duration ever an issue in PvE?

How are mesmers remotely underused in PvP?
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Old Jun 22, 2007, 02:47 PM // 14:47   #6
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Quote:
Originally Posted by ReiNaruto
Necromancers have a special insignia to increase their speed exploiting corpses, warriors have a special insignia to increase the knockdown time to 4 secs.

To promote the use of mesmer, why don't introduce a new insignia for mesmer that increases the duration of the hexes casted by a mesmer?

I'm not talking about introduce it now, maybe for GW:EN. I don't expect a huge increase, maybe a 5-10%. Imagine having 5 more seconds of backfire on your monk...

I think it will help to introduce mesmers as substitutes for necros in a lot of parties.

What do you think?
Have you ever heard of the word "balance" ?
Assuming that mesmer skills work just fine, and you increase duration by 20% for example. And then they find it overpowered and have to decrease duration of all skill back by 16.67% ? What a waste of time.
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Old Jun 22, 2007, 02:47 PM // 14:47   #7
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This is exactly what we DON'T need, the GvG meta is the most @#*(@ed up one ever because of hexes. Please, don't stimulate more hexways!


/notsigned x 1000000
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Old Jun 22, 2007, 03:02 PM // 15:02   #8
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Yay for 30 second Diversion.
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Old Jun 22, 2007, 03:12 PM // 15:12   #9
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Most hexes don't last the duration anyway, as they are usually removed quickly by party members or heroes, but I think in the interest of fairness...


/signed
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Old Jun 22, 2007, 03:13 PM // 15:13   #10
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10% is WAAAAAYYYY too much.

With your suggestion backfire would last 11 seconds not 15 seconds
1 more second on a skill that like backfire ,not counting what the skill does , just duration and recharge , so 11 seconds out of 20 seconds (23 if you count the cast time) is not that bad.

It's when you add this to the hexes that already last long, like most of the illusion line, is when it gets out of hand and not to mention hexes get mantra of persistence to help them out.Hexes don't need help.

Even know this wouldn't promote mesmers in pve if any insignias are introduced it should be something that helps fast casting, one that would give you the speed of one attribute point for example.So you would have 10 FC but the insignia would let you cast spells as if you had 11 and you could put that attribute point into something else.

Ow btw i think the only mesmers people really let into their group is illusion mesmers and a bit of domination mesmers.Nobody cares to drain the energy of the mobs and inspiration is kinda useless in pve.
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Old Jun 22, 2007, 04:33 PM // 16:33   #11
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/unsigned

If anything, it would need to be a weapon upgrade, not an armor upgrade. Staff Wrapping of Hexes..... But as mentioned, PvP would have serious balance issues with this, and PvE doesn't need it. With so many hexes available, and so few hex removal skills to deal with multiple hexes, I do not see hex removal being enough.

I ran a Me/Mo in a GvG match once. I am in no way a skilled GvG player, but we had faced a Soul Barbs hex team, and got destroyed. So I loaded up on nothing but hex/condition removal to help the Monks out. We ended up facing another hex heavy team the next night, and even with 4 hex removal skills I was unable to do enough to keep hexes off the team.

Increasing duration of hexes would NEED a change in the standard length for those hexes. Since people use Mesmer hexes on x/Me characters, this would hurt a lot of builds.

Balance gets thrown out the window with a change like this.... get real.
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