Talk:Lingering Curse

Worst elite* ever?? 25e 2 second cast... 24.141.45.72 14:56, 28 January 2008 (UTC)
 * Its expensive and hard to cast but its good, halving healing is pretty big 16:25, 29 January 2008 (UTC)
 * Definantly needs a buff to the cast time. --Lou-Saydus[[Image:User_Lou-Saydus_Sig_Image.png|How dare you put that damned dirty thing on me!|19px]] 19:33, 30 January 2008 (UTC)

Can any necromancers afford to use this skill? I can understand Well of the Profane because once it's cast it's down and can not be removed but this is just a hex with a two second casting time and considering how many hex removal skills out there this skill is really not that great for the necromancer profession due to it's energy cost or casting time.Highway Man 09:37, 2 February 2008 (UTC)

it's called Auspicious Incantation...46 energy gain if used with it and AI has 20s recharge which is about how long the curse will last. Use a cover hex and you'll be fine...you are, however, a sitting duck for a magebane ranger or any ranger with an interrupt for that matter...needs 1s cast time to be effective...you're sac'ing health for that matter >.< 68.193.221.34 07:07, 20 February 2008 (UTC)

Thats a good idea and too add onto it, why not go mesmer/necro and use the FC with auspicious you should have enough e-management. Wallace hardly any monks bring two hex removals and using the FC would be awesome for the 1/4 second cover hex. Just thoughts =)

The majority of monks bring at least two hex removal skills and even after the two second casting time on this skill will mean that the monk will have a heads up on who this hex was cast on and will immediately cast cure hex or remove hex (considering the fact that necromancers do not have any hexes that have less than a one second cast time other than another elite skill) and will remove this hex before the cover hex is ever cast on the target. Still why would you want to invest more pints into inspiration magic (other than for the interrupts) when you already have soul reaping and if you want to receive the max benefit of using this elite your going to want to keep it on as many targets as possible so you can mask a spike or have the monks waste their energy on other targets.William Wallace 00:43, 26 February 2008 (UTC)

Frankly I like the current set for it as is. 15e, 1ct, 10rt, the AoE, the degen and the 20% less healing. One thing I would like to see though is an other effect like back when it also removed enchantments. like add a 5% max health per enchantment removed (max 4 enchantments) or something like that. adding usefullness to the higher energy cost. that to drop it to 10e cost. and before anyone asks yes I am a necromancer in my soul and I look out for them without making them OP'ed. Reymond lifekiller 20:35, 19 June 2009 (UTC)

Concise Description
Is the concise description for real? "Only spells with the word heal in their description are affected" WTF? If it's true, that makes this skill even less useful than I thought.SO is it correct? and why is it not mentioned in the complete description?--Son of Batman 21:18, 23 April 2008 (UTC)
 * That is how all heal reduction skills do it. They just don't mention it. [[Image:User Frvwfr2 signature.jpg|User:Frvwfr2]] frvwfr2  (talk · contributions) 21:04, 12 May 2008 (UTC)

Update
It didn't see play before, I don't think it will now, either.  Raine  - talk  02:41, 12 December 2008 (UTC)

hmm, it may with some sort of gimmick build, but i agree. if the effect was set to -5 and in the area range, it would see play for sure. still.

we may be underestimating it a bit though, as its a cheap healing reduction spell with a reasonable recharge. Conall 04:29, 12 December 2008 (UTC)
 * I liked the old Lingering Curse. Nobody used it but it was still pretty bad-ass if you did use it well.  This is just Suffering during a clearance sale.  --Jette 05:01, 12 December 2008 (UTC)
 * I like the change... however... I like my Reaper's Mark... SabreWolf 05:09, 12 December 2008 (UTC)
 * New functionality- "Suffering minus 10 energy plus 5 recharge plus healing reduction." Perhaps it could see some use with suffering and signet of corruption.
 * Dang, pretty heavy nerf, now there's practically NO reason to use this, 'cept in hex stacks which are OP already... Mr.Hobo 20:25, 12 December 2008 (UTC)
 * Will people bring a necro in PvP to hex-spam the opposing team? I do not really think this will happen. For PvE, you can stack it with Suffering for -6 degeneration. But why not just use SS for much more damage. The healing reduction is useless for trash mobs and for bosses there are better ways to kill them. This is a good "monster" elite to annoy the whole party. Imagine a boss putting this plus suffering at -8 degeneration on your party. But this skill is not used by many mobs, and players still got no reason to use it either. --Longasc 11:36, 13 December 2008 (UTC)
 * All I know or care about regarding this is those damn flesh golems can't remove my attunements every 2 seconds with it anymore. --Jette 15:38, 13 December 2008 (UTC)
 * Just seen a few GvG's on Obs with this skill in a degen overload build. It was owning face.  Mainly I think it dampens the effectiveness of party heals.  Seems easy enough to throw this hex around like candy even if it gets removed too, so removal is a constant battle.  Just give Obs a look.  Deadly Scorpions were running it today, can't say if it will stay around, but I'd say it probably will, since they beat a team running crazy levels of condition & hex curing earlier! :o Cirian 16:21, 13 December 2008 (UTC)

One more buff for the hex builds. P&H is a decent counter to it now, but I figure Signet of Humility will take care of that problem real quick. I figure we'll be seeing Recurring Insecurity soon too as well, since it CAN'T ACTUALLY BE REMOVED. --Jette 17:37, 13 December 2008 (UTC)
 * December 15 bugfix says O HAI!
 * This is rather strong in HA hexways tbh. Ima try to fit this into oukaway ;d 217.120.228.192 10:48, 17 December 2008 (UTC)

This works great in Fort Aspenwood especially when a crap load of Kurzicks are healers. Slap Lingering Curse and a few other healing reduction skills on Gunther and those healers have a hard time saving him. This is good that is hit nearby foes. Need more skills in the game that counter stuff (i.e., creating balance). You know, seeing how there are not that many counters to healing but there there are a crap load of counters to physical and elemental damage. Same thing for stances: crap load of stances but only 3 stance removals Wild Blow, Wild Strike and Wild Throw (now 4 with Whirling Axe but excluding Mark of Insecurity). Taking them over 3 years to begin balancing the game but at least they learned from their mistakes. 75.178.40.119 00:35, 18 December 2008 (UTC)
 * Don't touch this for PvE but rework recast time to 25 or remove degen for PvP. It's so overpowered now in hexover/conditionover builds you have -10 degen on all team mates usually already after about 15-20 seconds and have to cope with -33% healing on all... you will win by spamming solely a single skill, that's bull. That was the worst skill balance for 2 years. --82.83.50.54 11:27, 19 December 2008 (UTC)
 * I dunno. I think this skill is a crazy powerful pressure skill.  It's yet ANOTHER AoE hex (stackable with Suffering as well) that reduces healing.  Pop up Deep Wound as well and short of PnH, Divert Hexes, or other such power hex removal, and a monk will do next to nothing with their heals.  Pretty nasty if I say so myself. The Sins We Live By 21:11, 26 January 2009 (UTC)
 * So you're saying that an Elite hex spell is over powered because Elite hex removals are the only thing that trump it perfectly? =\ I'll agree this is strong but that's only because other Curses elites don't have an effect on back-lines (besides Depravity which is on the weak end of the spectrum ATM) Honestly, I think it's fine. I like this change, it makes it general and useful which is something that should be done to all elite spells. Bathory 02:34, 7 May 2009 (UTC)

Less healing
Does this stack with a Deep Wound to make 53% less healing? --SK 15:59, 5 February 2009 (UTC)
 * Max healing reduction stacking from multiple sources is 40%. MA Anathe 17:46, 5 February 2009 (UTC)
 * It ought to be 10e and reduced duration time. It's too OP'd in it's current form. --Ulterion 11:31, 6 February 2009 (UTC)

tbh
The update didn't fix anything. It's still AoE 33% less healing, ffs... "Oh, let's lower it by one pip of degen." ...What's overpowered about it is the incredibly cheap cost, the 1 sec cast time, the 10 second recharge, and the ability to keep it on a whole team with ease. I mean, at least 25 seconds of 33% less healing on a team, reappliable for cheap every 10 seconds? The degen is a nice bonus, but tbh is not the reason at all this should be nerfed. --''' Gah Eat my uber regen. ''' 14:50, 7 February 2009 (UTC)

actually i thought the degen was buffed, as it's now possible to reach -4 pips with awaken the blood JimmyB 18:43, 8 February 2009 (UTC)
 * Nobody good uses superior runes in PvP except for certain gimmicky builds. Nobody decent would use a superior rune and waste a skill slot and spec into blood magic for one extra pip of degen. It was just nerfed for non-necros. If you're wearing a Curses headpiece, the nerf won't hit you at all. -- Gah [[Image:User Gah My Name Cant Fi Echomending.jpg|19px]] Eat my uber regen.  00:57, 11 February 2009 (UTC)
 * The nerf didn't solve anything. You want the 33% to become 25% not 2/4 less damage every second...

this skill is way over the top...here are some reasons: 5 energy cost for one of the most powerful skills in the game? 1 second cast time for one of the most powerful skills in the game? 10 second recharge for one of the most powerful skills in the game? (and it can easily last 30sec with one cast, on multiple targets) Now, the skill itself is ridiculous...but considering how insanely easy it is to use, and keep using...something needs to be done. --Celtus 14:35, 25 March 2009 (UTC)

This should cost 25 energy, TBH. 68.51.95.206 14:28, 16 April 2009 (UTC)

The only place this is a big problem is TA - because if you bring PnH you've lost out on WoH and vice versa. Everywhere else if you're griping about this skill - bring a PnH and spread the fuck out. xP173.67.18.86 02:28, 7 May 2009 (UTC)

changed again
Ah hah haha hahahaha NERFED. But so was PNH so I guess it works out?? -- ilr  23:22, 14 May 2009 (UTC)

May 14, 2009 Update
So let me see if I understand this update correctly.

Lingering Curse. ELITE hex spell. Target gets 20% less healing.

vs.

Defile Flesh. Hex spell. Target gains only two-thirds health from healing (33% less)

I think someone at Anet must have fallen asleep at the keyboard :D ... Flipper 00:10, 15 May 2009 (UTC)


 * Nope, its still got the degeneration as usual but 20% decreased health gain instead of 33% less. well okay... dunno if that as bigass a nerf as i hope it is... 95.89.96.89 00:19, 15 May 2009 (UTC)
 * You realise this is cheap,AoE,longlasting hex with huge effect? Lilondra  [[Image:User_Lilondra_Sig.png|21x21px]] *panda*  05:04, 15 May 2009 (UTC)
 * Flipper has a point, this is indeed odd. But well, it is an AoE Hex, after all. I would not say it did not get nerfed enough. I mean, reduce the reduction even more and it completely disappears. There are not many Necros around in GvG anyways, do not remove them completely. --Longasc 06:55, 15 May 2009 (UTC)
 * Better a skill-req ele then a broken necro.Also its still DW - damage + regen in aoe Lilondra  [[Image:User_Lilondra_Sig.png|21x21px]] *panda*  07:26, 15 May 2009 (UTC)

Meh, this is just a completely unbalance-able skill. Just rework it. Xhata 09:26, 15 May 2009 (UTC)

DW + LC still hits the 40% cap. Misery  09:30, 15 May 2009 (UTC)

This nerf made the monk inside me dance with glee. Eat banhammer nerfhammer, RA LC necromancers.I bet I might actually be able to heal through you and another hexer now!-monk parade- ~  Ryuu Desu [  Talk | Contributions  ] 14:45, 15 May 2009 (UTC)
 * I wouldnt parade yet... this skill is still a little OP... AoE healing redux with the 40% cap still attainable... did nothing really to change... I am not surprised of the scale back to 20% or that the degen is still there, but I am shocked it is still AoE - SabreWolf 15:58, 15 May 2009 (UTC)

I ran RC in GvG instead of PnH against LC earlier today, worked wonders thus far as deep wound didn't really add on to the pressure(fueled RC, no less). Usually I would have problems pre nerf, but the 13% made things easier.Pika Fan 15:59, 15 May 2009 (UTC)


 * People don't seem to realise this is still the equivalent to sever artery+gash in hex form and large AoE range. It's still a useful spell, and covered with suffering it's still going to be a force to be reckoned with. ~ Chao 13:23, 16 May 2009 (UTC)
 * It's an elite skill for pete's sake! What do you expect? @Sabre Necromancers are bad enough in pvp. What, you want to make 'em even worse? - Reanimated X 12:47, 27 May 2009 (UTC)
 * IMBA Hexway FTW! So long as LC is still AoE and PnH (possibly the ONLY elite that could effectively counter this) is dead? You can rest assured that an LC Necro's going to become a 'requirement' for every 8v8 team out there until LC is dealt with by the Live Team, which surely won't be any time soon based on their rate of Skill Balancing. My suggestion for balance would be to drop the AoE (except for maybe adjacent range) and revert back to 33% healing redux with same e-cost and s-recharge. --Ulterion 00:38, 18 May 2009 (UTC)

-healing from all sources?
So when you look at Defile Flesh it specifically says only HEAL skills are affected and anything that gains or steals health (or whatever else) is not affected, but this doesn't say anything like that. Does this maybe reduce the effectiveness of ANY heals by 20%? If so, then it's better than one might think but honestly it's still not really worth using most of the time even then. Pjwned 10:30, 3 May 2011 (UTC)