May 27, 2007, 10:37 PM // 22:37
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#1
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Forge Runner
Join Date: Aug 2005
Location: Maryland
Guild: Mage Elites [MAGE]
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Plague Signet
[skill]Plague Signet[/skill]
I dont think this skill has ever seriously been used anywhere ever. So what kind of suggestions could possibly buff this skill to be useful?
A thought I had was to add to the skill:
If you have no conditions on you, target foe is poisoned for 1....15 seconds.
Just a thought thread.
Last edited by Kool Pajamas; May 27, 2007 at 10:41 PM // 22:41..
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May 27, 2007, 10:45 PM // 22:45
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#2
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Wilds Pathfinder
Join Date: Jan 2007
Profession: N/
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i always wanted it to cause poisen and disease
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May 27, 2007, 11:01 PM // 23:01
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#3
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Forge Runner
Join Date: Aug 2005
Location: Maryland
Guild: Mage Elites [MAGE]
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I first I had said disease but that would most likely require you to also have a tainter, which is kind of a waste.
Another thought I had was to change the functionality of the skill. Perhaps deal damage per condition on target foe.
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May 28, 2007, 06:03 AM // 06:03
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#4
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Krytan Explorer
Join Date: Jun 2006
Location: Lower Ward, Sigil
Guild: Goda Vos
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How about making it able to transfer all negative conditions from target ally to target enemy? Not sure how to make this work though. Maybe transfer from a random ally?
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May 28, 2007, 06:48 AM // 06:48
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#5
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Wilds Pathfinder
Join Date: Aug 2006
Location: Nodnol
Guild: Meeting of Lost Minds
Profession: E/Mo
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or, instead of removing conditions from you. It could be:
All conditions and their durations are copied from your party members to target foe.
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May 28, 2007, 09:02 AM // 09:02
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#6
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Grotto Attendant
Join Date: Feb 2006
Location: North Kryta Province
Guild: Angel Sharks [As]
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"Transfer all conditions and their remaining durations from yourself and one nearby Ally to target foe."
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May 28, 2007, 09:06 AM // 09:06
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#7
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Wilds Pathfinder
Join Date: Nov 2006
Location: Regems Basement
Guild: The Malevolent Wolfpack [tMw]
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Plague Sending with Martyr ftw?
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May 28, 2007, 09:12 AM // 09:12
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#8
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Grotto Attendant
Join Date: Feb 2006
Location: North Kryta Province
Guild: Angel Sharks [As]
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Quote:
Originally Posted by savage vapor 33
Plague Sending with Martyr ftw?
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That would be entirely too cumbersome to coordinate (you would need to be the only party member near the user of Plague Signet) just for a transfer of conditions. Seriously don't see it as overpowered in the least.
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May 28, 2007, 09:22 AM // 09:22
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#9
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Jungle Guide
Join Date: Dec 2006
Guild: Goon Squad [LLJK]
Profession: Mo/
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The idea is u use a condition inflicting skill then that
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May 28, 2007, 09:34 AM // 09:34
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#10
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Lion's Arch Merchant
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Still sucks if you do that.
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May 28, 2007, 09:42 AM // 09:42
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#11
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Desert Nomad
Join Date: Jul 2006
Location: in sardelac getting yelled at.
Guild: Angels of Strife[Aoc]
Profession: E/
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Quote:
Originally Posted by holababe
The idea is u use a condition inflicting skill then that
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hum really.... i thought [skill]plague sending[/skill] was better for that..... oh wait its not elite hum.......
yes this skill needs buffed lol
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May 28, 2007, 12:43 PM // 12:43
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#12
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I like yumy food!
Join Date: Jan 2006
Location: Where I can eat yumy food
Guild: Dead Alley [dR]
Profession: Mo/R
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Maybe to target foe and all foes near that target. And get rid of the 4 curses thing.
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May 28, 2007, 01:42 PM // 13:42
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#13
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Krytan Explorer
Join Date: Jun 2005
Profession: Mo/
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Change it to transfer all conditions and hexes and their remaining durations from yourself to target foe, change the recharge time to 15 seconds and make it that there is a 50% chance of failure with 8/9 or less in curses.
Becomes slightly more useful but not over powering.
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May 28, 2007, 04:21 PM // 16:21
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#14
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Underworld Spelunker
Join Date: Nov 2006
Location: wikipedia.org/wiki/Vigo
Guild: Heraldos de la Llama Oscura [HLO]
Profession: E/
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What about making it apply disease on you if you have no conditions on you?
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May 28, 2007, 06:21 PM // 18:21
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#15
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Hall Hero
Join Date: Aug 2005
Profession: E/
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The transfer of hexes thing suggested by Ghost is overpowered (no other skill in the game does that).
Causing poision and lowering the recharge could work (kinda make it similar to poison arrow).
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May 28, 2007, 07:25 PM // 19:25
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#16
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Desert Nomad
Join Date: Oct 2005
Profession: Mo/
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1/2 to 1/4 second cast time, shorter recharge, and cause target foe to suffer from Poison if not suffering from a condition.
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May 28, 2007, 07:31 PM // 19:31
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#17
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Krytan Explorer
Join Date: Jun 2005
Profession: Mo/
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It isn't over powering if what i suggested was implemented was put in place because.
1. If you aren't against a mass hex/condition team it is unless.
2. It takes up an elite slot and there are better one's out there.
3. If you are a mass hex/condition team you can just try and avoid him as much as possible making it useless.
4. 9/10 in curses sucks unless you are running a curses build.
5. 15 second recharge so it isn't going to get spammed.
6. Still doesn't help the rest of the team.
Also giving it poison is useless, i may aswell take a apply poison/burning arrow ranger and saying well maybe i wanted hexes aswell isn't a valid argument as Reapers Mark would still be more useful.
Last edited by Ghost Recon; May 28, 2007 at 07:33 PM // 19:33..
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May 29, 2007, 01:01 AM // 01:01
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#18
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Hall Hero
Join Date: Aug 2005
Profession: E/
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1. True. Not a great PvP skill, though would be great in PvE since you know what areas use what.
2. Debatable.
3. See 1. PvE enemies are too stupid to not cast on you. If PvP enemies avoided casting anything on you at all though, that would kinda still be a victory. Would also be used to prevent AoE hexes from being cast (or require more careful placement of them to avoid the PS necro).
4. Many people run a curses build. Just like all people who use SF use a fire build. Just because a skill requires attribute investment does not make it suck (see example).
5. See my suggestion of a shorter recharge.
6. Hex removal would assist the monks, saving energy for heals.
It isn't so much that your suggestion is "overpowered" its that the mechanics would be completely new to the game. Transfering hexes has never been done before (not even to teammates like a martyr version), and in my opinion should never be done (it will cause the meta to become a wierd game of hot potato where you just richocet hexes back and forth).
Hexes have far more powerful aspects to them then just condtions (with the exception of blind which can be pretty devistating) and are harder to remove. Certain fundamentals (like the inability to transfer hexes) in my opinions should not be touched for just one skill. Condtion application and transfer has a presedence in the necro and monk line. This does not.
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May 29, 2007, 08:15 AM // 08:15
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#19
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Grotto Attendant
Join Date: Feb 2006
Location: North Kryta Province
Guild: Angel Sharks [As]
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Actually, yeah, shorter recharge alone would make this skill a little more worthy of Elite status. Give it a little something extra, like the suggested "apply poison for x...x if you have no conditions" makes it a pretty darn good skill and contender for the best of necro elites. Has my seal of approval (not that it means much).
EDIT: To add to this, this is the first Elite I ever captured... period. I loved it then, until I realized there were many other elites that were better. I'd like to be able to love it again. I kinda *sniff* miss it...
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May 29, 2007, 09:08 AM // 09:08
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#20
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Krytan Explorer
Join Date: Jun 2005
Profession: Mo/
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Quote:
Originally Posted by HawkofStorms
1. True. Not a great PvP skill, though would be great in PvE since you know what areas use what.
2. Debatable.
3. See 1. PvE enemies are too stupid to not cast on you. If PvP enemies avoided casting anything on you at all though, that would kinda still be a victory. Would also be used to prevent AoE hexes from being cast (or require more careful placement of them to avoid the PS necro).
4. Many people run a curses build. Just like all people who use SF use a fire build. Just because a skill requires attribute investment does not make it suck (see example).
5. See my suggestion of a shorter recharge.
6. Hex removal would assist the monks, saving energy for heals.
It isn't so much that your suggestion is "overpowered" its that the mechanics would be completely new to the game. Transfering hexes has never been done before (not even to teammates like a martyr version), and in my opinion should never be done (it will cause the meta to become a wierd game of hot potato where you just richocet hexes back and forth).
Hexes have far more powerful aspects to them then just condtions (with the exception of blind which can be pretty devistating) and are harder to remove. Certain fundamentals (like the inability to transfer hexes) in my opinions should not be touched for just one skill. Condtion application and transfer has a presedence in the necro and monk line. This does not.
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Yer i agree maybe it should wait to be updated till GW:EN? Adding some other spells which could transfer hexes about would bring quite an interesting aspect to the game and people would have to think more on there builds.
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