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Old Mar 04, 2007, 04:19 PM // 16:19   #21
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This is totally bogus, you just explained their alternative. Giving every class the same offensive and defensive options is broken, the whole point of seperating the skills is so each character has only a limited number of capabilities. And since there is no such thing as a necromancer, but a combination with a secondary, one can only imagine that if they feel the need for hex prevention or blocking, they will use the proper combination to utilize it, not give the unique abilities of one class to another so they are solely efficient.

Diversity is what keeps every action from looking like the last, and makes attacking, defending and interferance a little more interesting than 10 skills which all do the same thing. Disadvantages are completely natural and neccessary.
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Old Mar 04, 2007, 06:04 PM // 18:04   #22
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Decaying Flesh
15E
2C
20R
Spell. For 5...15 seconds you have health degeneration of 7...3 and have a 50% chance to evade attacks
Att: Blood Magic
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Old Mar 04, 2007, 07:05 PM // 19:05   #23
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Then they would have to give Mesmers and Elementalists condition removal. They would have to give Rangers Deep Wound attacks. They would have to give Warriors hex and condition removal -- Via adrenaline, even.

I would go on, but you get the point.
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Old Mar 04, 2007, 07:24 PM // 19:24   #24
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I know why sins and necros dont currently have those skills. LMAO.

Negro Jones is the only one who seemed to pick up what I was doing with this idea.

Planar Chaos FTW.
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Old Mar 04, 2007, 08:14 PM // 20:14   #25
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necro has no anti hex too..... so, why assa should have???
assa has block? then why don't use reckless haste or spirit of failue for u'r necro??
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Old Mar 04, 2007, 10:44 PM // 22:44   #26
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I agree with Bahamut.
It's more interesting to limit classes by NOT giving them certain functions.
That way in game when you see a A/W...you know he has no way to remove a hex and can use that as a base for your strategy.
It's better that way.
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