Apr 13, 2006, 04:02 AM // 04:02
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#1
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Forge Runner
Join Date: May 2005
Guild: The Etereal Guard
Profession: Me/Mo
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How about some Maintainable Hex?
Cmon! We have enchantments that need maintaining, how about some hexs that requires upkeep.
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Apr 13, 2006, 04:27 AM // 04:27
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#2
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Banned
Join Date: Oct 2005
Location: maryland
Guild: InYurFace Gaming [IYF]
Profession: R/
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Should suggest some than demand.
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Apr 13, 2006, 05:25 AM // 05:25
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#3
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Desert Nomad
Join Date: Jun 2005
Location: BC, Canada.. how aboot that eh?
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... I normally don't agree with idea threads that span a total of one sentence, but I think you may have something here... However before you start barking orders about how everyone should agree with you it is best that you give a full explanation rather than blurt out one line then vanish forever.
Even if the idea is simple and a monkey could undertand it you should still put a little effort into your suggestion. Sofar sounds ok, but I need to know more.
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Apr 13, 2006, 05:39 AM // 05:39
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#4
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Furnace Stoker
Join Date: Jun 2005
Guild: Quite Vulgar [FUN]
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I don't think this is needed to be honest.
Most hex have very long durations and are spammable. Why would you want to add -1 regen (for example) to their upkeep when most last for 20-30 seconds?
Besides that doesn't stop it from being removed. I'm not seeing any advantage here.
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Apr 13, 2006, 08:02 AM // 08:02
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#5
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Wilds Pathfinder
Join Date: Jan 2006
Location: Hastings (UK) / Latham (USA)
Guild: Freedom Fanatical Scots [FFS]
Profession: E/W
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Quote:
Originally Posted by twicky_kid
I don't think this is needed to be honest.
Most hex have very long durations and are spammable. Why would you want to add -1 regen (for example) to their upkeep when most last for 20-30 seconds?
Besides that doesn't stop it from being removed. I'm not seeing any advantage here.
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Good point, but then mending is technically spammable too
I can see a place for these though. They would have to be very powerful to make it worth the upkeep required, though.
Last edited by Moa Bird Cultist; Apr 13, 2006 at 08:05 AM // 08:05..
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Apr 13, 2006, 10:05 AM // 10:05
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#6
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Re:tired
Join Date: Nov 2005
Profession: W/
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The longer the duration, the weaker the effect. Hexes will be removed eventually through Hex removal or death, so opting for a hex that is built to last untill you drop it is pointless.
Plus unless they had some kind of Blessed Signet, the energy upkeep would be impossible for more than a few people. Hexes are supposed to be spammable. Not to mention having to keep track of who is still hexed with it, or who needs it re-applied.
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Apr 13, 2006, 10:56 AM // 10:56
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#7
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I'm the king
Join Date: Nov 2005
Location: Aussie Trolling Crew: Grand Phallus and Chairman Pro Tempore
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Something like this ?
Random Maintainable Hex:
Elite Hex Spell. While you maintain this Hex, target foe takes X%...Y% more damage from attacks. When Random Maintainable Hex is removed, target foe takes A....B Shadow damage.
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Apr 14, 2006, 03:41 AM // 03:41
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#8
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of Brackenwood
Join Date: Oct 2005
Location: Ontario, Canada
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I like the idea of this dynamic. The thing about it is that you can choose when to remove it, which makes hexes that have an after effect very useful. As it is now, many mesmers use Shatter Delusions to remove Phantom Pain prematurely in order to cause the Deep Wound effect.
I can also imagine hexes that are fairly powerful, yet have an unusually low mana cost, balanced out by the fact that you need to maintain it. This means you can have a powerful hex that you can cast when you have very little mana, though you won't be recovering your mana as easily. That can be quite useful.
Also imagine the strategy of removing your hex just before someone finishes casting Smite Hex or Shatter Hex, thus wasting their efforts, mana, and spell recast.
Or how about a hex that works really well under specific conditions, but then becomes an advantage to the enemy once they adapt to it? Something like
Calm
Mesmer - Domination
Energy 5, -1 energy regen
Cast time 1/2 sec.
Reuse 10
While you maintain this hex, target foe has [-1 to -3] health degen while attacking, and +2 health regen while not attacking. One can use this strategically to make someone stop attacking, or if they prefer to use this for damage, they can just put it on someone while he's attacking then remove it when he stops.
And how's this for a spell idea!
Bind Sight
Energy 10, -1 energy regen
Cast time 1 sec.
While you maintain this spell you see through target foe's eyes. This spell has twice the normal range. Not exactly a hex, but meh. Useful for watching patrols or scouting.
Initially the maintained hex idea seems useless, but when you think about it there are some practicalities to it.
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Sep 13, 2006, 05:19 AM // 05:19
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#9
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Ascalonian Squire
Join Date: Sep 2006
Location: Florida
Profession: Mo/E
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Maintainted Hexes (MERGED)
We know we have some handy enchantments that can be maintained, but I was thinking about some possible hexes that can be maintainded.
They would work the same way an enchantment would work: -1 energy regen, target stays hexes for as long as it's maintained, can be removed by the caster or by a hex removal spell or if the target gets too far away from caster.
Here are some examples for the professions that are focused on casting.
Monk
Eternal Damnation (Smiting Prayers) -1 regen, 10e, 1c, 6r
While you maintain this hex, target foe suffers -1 health and energy degeneratoin. When this hex ends target foe is set of fire for 1..3 seconds.
Elementalist
Icey Path (Water Magic) -1 regen, 10e, 2c, 8r
While you maintain this hex, target foe moves 18..35 % slower.
Mesmer
Sonic Backfire (Domination Magic) -1 regen, 15e, 3s, 10r
While you maintain this hex, whenever target foe is affected by a shout, chant or echo, target foe takes 5..25 damage.
Necromancer
Mourning the Souls (Curses) -1 regen, 10e, 1s, 20r
While you maintain this hex, target foe loses -3..6 armor for each unexploited corpse. (Maximum: 4..9)
Ritualist
Spiritual Burden (Communion) -1 regen, 10e, 2s, 16r
While you maintain this hex, target foe suffers -1 health regeneration for each spirit in the area. (Maximum: 3..8)
So, what do you think?
Any good?
Last edited by big freddy; Sep 13, 2006 at 05:44 AM // 05:44..
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Sep 13, 2006, 05:25 AM // 05:25
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#10
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Rawr!
Join Date: Mar 2006
Location: Kentucky, USA
Guild: Team Love [kiSu]
Profession: Mo/
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I think it'd add a neat, new dynamic to the game... I'm kinda intrigued by it!
Just beware of overpowering hexes; but then, these could be ended by an Inspired Hex... so I guess they should be relatively stronger than normal hexes.. hm....
BEST SKILL IDEA EVER TO FOLLOW
Anti-Mending. -1 energy regen, 5e, 2c, 10r
While you maintain this hex, target enemy Wammo's Mending does degen instead of regen. While you maintain this hex, the Mending enchantment can not be ended by the original caster, unless the original caster can not pay the upkeep. When Anti-Mending ends, Mending is removed from target Wammo
Last edited by Redly; Sep 13, 2006 at 05:28 AM // 05:28..
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Sep 13, 2006, 05:43 AM // 05:43
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#11
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Ascalonian Squire
Join Date: Sep 2006
Location: Florida
Profession: Mo/E
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Well there are three things that would regulate overpowered hexes.
1. There are dozens of hex removal spell. Just take your pick.
2. A simple way to remove the hex is to just move way out of range. The hex will end if it's too far from the caster.
3. The caster will be hurting from the -1 energy regen.
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Sep 13, 2006, 08:57 PM // 20:57
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#12
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of Brackenwood
Join Date: Oct 2005
Location: Ontario, Canada
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big freddy, I'm merging your thread with this existing one. Next time check the index and do a search before you post a suggestion. We don't want our forum cluttered with redundent suggestions.
Cheers
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Sep 14, 2006, 01:59 AM // 01:59
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#13
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Wilds Pathfinder
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dont' think it's a good idea, though the game dynamics would be hellota different and fun
ench maybe maintained because there are countless ench removals, rend, shatter, etc etc
but there are only a few, hardly any spammable hex removals (recharge time > than 12 secs usually)... if hex maybe maintained, it'd be overpowered me thinks...
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Sep 14, 2006, 05:37 AM // 05:37
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#14
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Wilds Pathfinder
Join Date: Jul 2006
Location: Deep in Maguuma, by the Falls
Guild: Liberators of Agony
Profession: Mo/R
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How about this(anything like this wouldn't necessarily have to be maintainable)
Yes this is basically a reverse holy veil.
Shadow of the Master?(sounded like a necro ability, but doesn't matter)
While you maintain this Enchantment, any Heal/prot/Monk spell? cast on target enemy takes x as long to cast. When Shadow of the Master ends, _______happens to target enemy(suffer condition? lose x amount of health?)
I don't usually make skills, but this one struck me. If you think its good, please fill in my holes.
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Sep 14, 2006, 05:59 AM // 05:59
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#15
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Desert Nomad
Join Date: Nov 2005
Location: New Zealand
Guild: Xen Of Onslaught (Xen of the Pacific division)
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Quote:
Originally Posted by Undivine
Or how about a hex that works really well under specific conditions, but then becomes an advantage to the enemy once they adapt to it? Something like
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This would be the one way to make the maintained hexes useful and worth the -1 regen.
We already have linked hexes which end if the caster dies or moves out of range (life siphon, parasitic bond, etc) and they thing those hexes share is they also provide a benifit to the caster while they remain up. Maintained hexes that do the same thing could also be useful, like a maintained life siphon.
Though as enemies die quickly in PvE, I'm thinking that these hexes would only really be useful in PvP.
/signed
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Sep 14, 2006, 08:55 PM // 20:55
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#16
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Academy Page
Join Date: Jul 2006
Guild: War Friends [WF]
Profession: W/
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mmph... if maintained hexes came to be, consider this... every group would propably take more hex rmoval skills cuz that would be the only way to remove/get rid of these... thus decreasing the effect of existing hexes, timed hexes... also this would propably need more skills to counter for balance, skills like holy veil, spell breaker an hex breaker
/not signed
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Sep 14, 2006, 11:22 PM // 23:22
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#17
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Krytan Explorer
Join Date: Oct 2005
Location: Cavalon
Guild: The Last Pirates (SaVY)
Profession: N/
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Quote:
Originally Posted by big freddy
We know we have some handy enchantments that can be maintained, but I was thinking about some possible hexes that can be maintainded.
They would work the same way an enchantment would work: -1 energy regen, target stays hexes for as long as it's maintained, can be removed by the caster or by a hex removal spell or if the target gets too far away from caster.
Here are some examples for the professions that are focused on casting.
Monk
Eternal Damnation (Smiting Prayers) -1 regen, 10e, 1c, 6r
While you maintain this hex, target foe suffers -1 health and energy degeneratoin. When this hex ends target foe is set of fire for 1..3 seconds.
Elementalist
Icey Path (Water Magic) -1 regen, 10e, 2c, 8r
While you maintain this hex, target foe moves 18..35 % slower.
Mesmer
Sonic Backfire (Domination Magic) -1 regen, 15e, 3s, 10r
While you maintain this hex, whenever target foe is affected by a shout, chant or echo, target foe takes 5..25 damage.
Necromancer
Mourning the Souls (Curses) -1 regen, 10e, 1s, 20r
While you maintain this hex, target foe loses -3..6 armor for each unexploited corpse. (Maximum: 4..9)
Ritualist
Spiritual Burden (Communion) -1 regen, 10e, 2s, 16r
While you maintain this hex, target foe suffers -1 health regeneration for each spirit in the area. (Maximum: 3..8)
So, what do you think?
Any good?
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I like the necro and ritualist one. As for the idea I think it is pretty good and could be pretty useful.
Domination
Energy Burden
10 energy
2 casting
20 recharge
-1 energy upkeep
Target foe suffers from 2 energy degenerationa and suffers 25-80 damage when foes energy reaches 0. Hex ends when targets energy reaches 0.
Death
Lost Soul's Cry
5 energy
1 casting
5 recharge
-1 energy upkeep
Target foe suffers -1-3 health degeneration and only gains half adrenaline.
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Sep 15, 2006, 12:38 AM // 00:38
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#18
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Jungle Guide
Join Date: Feb 2006
Profession: Mo/N
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Use the search funtion; thers already a thread about this.
Frankly, I don't see the point. Maintained or not, its coming off with hex removal. Otherwise, whats the point of hex removal in the first place?
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Feb 05, 2007, 12:07 PM // 12:07
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#19
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Academy Page
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pay hp for a repeatable coverhex <this was in the index so I feel justified in my necromancy>
<elite hex name> 25 energy, -1 hp maintenance, 10 recharge
when hex is removed it recasts itself in 3...1.1\4 seconds, whever recast caster pays 10..5.3 energy or 100..20.10hp or hex ends
not as eloquent as it should be, but you get the idea, the numbers are just filler, so is the description, DAMN powerful, but you pay, could probably even be worth up to three hp degen maintenance
also consider that if someone had restore condition it would just completly trump this, and there could be "remove second hex" hex removal added to the game or other things to circumvent cover hexes for a price
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Feb 05, 2007, 08:45 PM // 20:45
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#20
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Ascalonian Squire
Join Date: Nov 2006
Location: On the other side.
Guild: New Order Dexworld
Profession: N/Mo
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Yay for forum Necromancy! But oh wells.
I love the idea of maintained hexes. I also like the idea that some of them might require a sacrifice of HP rather than Energy. Everyone knows that Life Siphon should have been maintained. lol
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