Dec 29, 2005, 09:38 PM // 21:38
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#1
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Forge Runner
Join Date: Jun 2005
Location: Inside
Guild: Fifteen Over Fifty [Rare]
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Epidemic for Hexes
I would like to see a spell like Epidemic, but for Hexes rather than Conditions. Most hexes don't have an AoE form, so this would be a generic way to spread single target hexes.
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Dec 29, 2005, 11:54 PM // 23:54
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#2
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Frost Gate Guardian
Join Date: Jun 2005
Location: Alberta, Canada
Guild: Servants of Fortuna
Profession: N/Me
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While I love my necro and mesmer classes I can't help but feel that such a skill would be horribly imbalanced
It'd have to be elite: 3-4 Life Transfers / Crippling Anguishes / Migraines would be crazy, so that leaves the non-elite hexes.
Multiple Diversions, Phantasms, Backfires...
One hexer would be able to severely weaken, if not completely disable the other team with just 2-3 spells.
I like the idea, but unless it had a major drawback (maybe all hexes cast under it have 1/2 duration or something) it'd be much too powerful.
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Dec 30, 2005, 12:31 AM // 00:31
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#3
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Forge Runner
Join Date: May 2005
Location: The Infinite Representation Of Pie And Its Many Brilliances
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I know what you mean, Tigernz. It would be horribly unbalanced. I like the idea though, perhaps they could make it an elite skill that only applies to hexes of one class, or one attribute of one class? Say something like:
Net Hex {Elite Skill}
Casting Time: 2 seconds
Recharge Time: 15 seconds
Energy Cost: 10
Necromancer Elite Skill: All Curses hexes target foe is suffering from are spread to all nearby foes with their remaining durations.
The range on epidemic is pretty damn small so it would be difficult to cause mass chaos, and with it as an elite and not working on all but one attribute's hexes it would probably work alright.
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Dec 30, 2005, 01:57 AM // 01:57
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#4
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Wilds Pathfinder
Join Date: Jun 2005
Location: USA
Guild: Xen of Onslaught
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That would be incredibly imbalanced. If you want AoE hexes use faintheartedness.
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Dec 30, 2005, 02:09 AM // 02:09
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#5
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Jungle Guide
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Yeah, I think it would be imbalanced to. I think the only reason why Epidimic even exists is because Conditions are more easily removed and genrealy aren't as dangerous (although they are easier to put on).
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Dec 30, 2005, 02:21 AM // 02:21
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#6
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Forge Runner
Join Date: May 2005
Location: The Infinite Representation Of Pie And Its Many Brilliances
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I don't think it'd be ridiculously overpowered, not to mention it'd be energy costly as well. If the skill itself cost ten or fifteen energy even, and worked like epidemic you'd be dry more often than not---with the effects hardly reaching what you'd expect by the skill description. Hell epidemic's pretty useless because it's range is so small, and most conditions don't have a very long duration. I tried building around it once but it was so costly it was easier to just use the skills on everyone seperately.
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Dec 30, 2005, 02:35 AM // 02:35
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#7
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Academy Page
Join Date: Oct 2005
Profession: E/Me
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Building around epidemic? You're better off working with Fevered Dreams and Virulence from a buddy. (One of my secret dreams is to organize a Tombs group built around FD)
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Dec 30, 2005, 02:45 AM // 02:45
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#8
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Academy Page
Join Date: Oct 2005
Guild: Masters of the Realms
Profession: W/Mo
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Quote:
Originally Posted by Mosgerion
Building around epidemic? You're better off working with Fevered Dreams and Virulence from a buddy. (One of my secret dreams is to organize a Tombs group built around FD)
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...guess the secret's out....
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Dec 30, 2005, 02:49 AM // 02:49
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#9
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Ascalonian Squire
Join Date: Dec 2005
Guild: Just Friends
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There isn't enough hex control there is right now.
Unless there was maybe a martyr type for hexes too.
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Dec 30, 2005, 03:16 AM // 03:16
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#10
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Forge Runner
Join Date: Jun 2005
Location: Inside
Guild: Fifteen Over Fifty [Rare]
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I agree the spell would need to be an elite. That would stop you from spreading Life Transfer, Spiteful Spirit, and Soul Leach and every other elite hex.
How about this:
Contagion {Elite Skill}
Casting Time: 2 seconds
Recharge Time: 15 seconds
Energy Cost: 10
Necromancer Elite Skill: The next Hex you cast will affect the target foe and all nearby foes.
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Dec 30, 2005, 03:32 AM // 03:32
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#11
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Forge Runner
Join Date: Jun 2005
Location: Inside
Guild: Fifteen Over Fifty [Rare]
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The real reason I'm posting this is because there are many hexes that are good, but only affect one target and that makes it hard to justify using it for a skill slot. But if it was AoE then if might be worth it.
Some examples:
Barbs
Weaken Armor
Defile Flesh
Insidious Parasite
Malaise
Malign Intervention
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Dec 30, 2005, 04:24 AM // 04:24
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#12
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Wilds Pathfinder
Join Date: Jun 2005
Location: USA
Guild: Xen of Onslaught
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Maybe if you made it Ajacent foes it wouldn't be overpowered.
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Dec 30, 2005, 04:32 AM // 04:32
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#13
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Forge Runner
Join Date: May 2005
Location: The Infinite Representation Of Pie And Its Many Brilliances
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The range for "nearby" foes might as well be the same damn thing as adjacent in my experiences.
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Dec 30, 2005, 05:04 AM // 05:04
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#14
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Grotto Attendant
Join Date: May 2005
Location: in the midline
Profession: E/Mo
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Uh, this would be overpowered...think spiteful spirit on a warrior monk team >_>
Or just energy denial like spirit shackles on any team.
There are only a couple of hex removals, like Remove hex, coonvert hex, shatter hex, inspired hex.
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Dec 30, 2005, 05:05 AM // 05:05
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#15
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Forge Runner
Join Date: May 2005
Location: The Infinite Representation Of Pie And Its Many Brilliances
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Quote:
Originally Posted by LifeInfusion
Uh, this would be overpowered...think spiteful spirit on a warrior monk team >_>
Or just energy denial like spirit shackles on any team.
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Ah that's no big deal, removing a single hex is a piece of cake---and SS is an elite, so this new skill being an elite would remove that possibility.
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Dec 30, 2005, 05:06 AM // 05:06
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#16
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Wilds Pathfinder
Join Date: Nov 2005
Guild: Apathy Inc [AI]
Profession: R/Mo
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i DO like the suggestion for Contagion... but make it 15en and say... 60 recharge. but if teams ball up, that's their problem....
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Dec 30, 2005, 06:35 AM // 06:35
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#17
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Forge Runner
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Quote:
Originally Posted by PieXags
Ah that's no big deal, removing a single hex is a piece of cake---and SS is an elite, so this new skill being an elite would remove that possibility.
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team coordination.
anyway look at condition removal
most of them have 2 sec recharge 3/4 cast time 5 energy.
look at hex removal...
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Dec 30, 2005, 11:36 AM // 11:36
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#18
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Frost Gate Guardian
Join Date: Dec 2005
Location: UK
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Quote:
Originally Posted by PieXags
Net Hex {Elite Skill}
Casting Time: 2 seconds
Recharge Time: 15 seconds
Energy Cost: 10
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I would say more like
Casting Time: 5 seconds
Recharge Time: 60 seconds
Energy Cost: 25
kinda Necro Hex Shower
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Dec 30, 2005, 11:54 AM // 11:54
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#19
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Did I hear 7 heroes?
Join Date: May 2005
Guild: Scars Meadows [SMS], Guild Leader (Not Recruiting)
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Quote:
Originally Posted by PieXags
Net Hex {Elite Skill}
Casting Time: 2 seconds
Recharge Time: 15 seconds
Energy Cost: 10
Necromancer Elite Skill: All Curses hexes target foe is suffering from are spread to all nearby foes with their remaining durations.
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The only thing I fear is that with this current description it is unlinked. Not to mention, 15 seconds... fastest hex removal recharge is 7 seconds, and you wouldn't be able to Convert Hexes everyone until they're already using it to spread the hexes back around.
I'm probably really exaggerating the point, and although I like the idea, without the ability to remove hexes as easily as conditions I wouldn't want to attempt to fight against this any time soon.
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Dec 30, 2005, 12:21 PM // 12:21
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#20
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of Brackenwood
Join Date: Oct 2005
Location: Ontario, Canada
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Just imagine how quickly you could get your mana back if you could somehow use Ether Lord this way. That'd be awesome.
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