Feedback:User/Damysticreaper/Curses

=Curses=

Hex spell (3 seconds). Target foe's next skill has - attribute points.

Hex Spell (20 seconds). Whenever target foe uses a shout or chant all foes in earshot of target take and suffer bleeding condition ( seconds).

Spell. Deals cold damage. Removes an enchantment from target foe and foes adjacent target. Removal effect: inflicts poison condition ( seconds).

Hex spell ( seconds). Enchantments end % faster target. End effect: removes an enchantment.

Hex spell ( seconds). Reduces healing target foe receives by 25%.

Elite Hex spell (10 seconds). Whenever target foe attacks or uses a spell foes nearby target lose energy. Deals damage to target for each affected foe.

Spell. Deals shadow damage to target foe and foes near target. Deals + shadow damage to enchanted foes.

Hex spell (5 seconds). Target foe's next attack fails and deals damage and inflicts weakness condition ( seconds).

Spell. Removes an enchantment from target foe. Removal effect: inflicts poison condition to target foe and foes adjacent to target ( seconds).

Elite Hex spell ( seconds). Also hexes foes nearby target. Deals shadow damage to foes receiving a condition. steals health from foes losing a condition.


 * Pvp version Elite Hex spell ( seconds). Also hexes foes nearby target. Deals  shadow damage to foes receiving a condition. Steals  health from foes losing a condition.

Elite Hex spell (10 seconds). Causes health loss each second. Initial effect: inflicts deep wound condition ( seconds).

Hex spell (30 seconds). Steals energy and  health whenever target hexed foe attacks or uses a skill.

Elite Enchantment spell (5 seconds). Enchants all party members. Hex spells last % longer on affected foes. Elite Signet. Transfers all conditions with % duration from yourself to target foe and foes nearby target. .

Spell. Inflicts poison condition ( seconds) to target foe and foes adjacent to target.

Hex spell ( seconds). Also hexes foes adjacent to target. These foes cannot block.

Hex spell ( seconds). Deals damage whenever an enchantment or hex is cast on target. Inflicts bleeding condition ( seconds) whenever an enchantment or hex ends on target.


 * Pvp version Hex spell (30 seconds). Deals  damage whenever an enchantment or hex is cast on target.

Elite Hex spell (30 seconds). Target foe has 25% healing reduction. Everytime target foe is healed the healer takes damage.

Hex spell (10 seconds). Causes - health degeneration.

Elite Hex spell ( seconds). Causes - energy degeneration and health degeneration. Steals health and  energy whenever target foe attacks or uses a skill. Initial effect: inflicts weakness condition ( seconds).

Afterword
When it comes to hexes finding a good balance is quite a difficult thing to do. In this suggestion i primarily focused on mostly underused and underpowered/overnerfed skills. Iv'e adjusted some enchantment removal and improved anti-enchantment skills a bit.

I also changed the energy denial skills quite a bit. Depravity allows the hexed foe to steal energy from it's allies but takes damage when it does, altough not that effective in PvP i expect it to very very effective in PvE. Malaise has been changed into a hex that steals a small ammount of energy and health but it has a cheap cost and short recharge and can be maintained on multiple foes. It primarily function as a cover hex but can fuel the caster with health and energy quite a bit when multiple foes are hexed by it. Wither retained it's health and energy degeneration but like Malaise it now also steals health and energy, to makes it's effect complete to it's name i added weakness condition. Altough it's casting time has been decreased it's cost and recharge have been increased to compensate the increase in power.

Two other elites that have been overhauled are Feast of Corruption and Lingering Curse. I turned Feast of Corruption into an elite Fragility. With the large ammount of conditions the necromancer can inflict trough various ammount of skills it can be very effective and pays off the usage of conditions against the use of hexes and minions. Instead of causing degeneration and a reduction of healing over a large ammount of enemies Lingering Curse has been changed into a hex that causes health loss and inflicts a deep wound on a single target. I changed the healing reduction into a deep wound since it offers the same effect but increases the damage of the skill but as a condition can also be easily removed. I designed to elite to give Curses a strong unconditional damage elite. .Damysticreaper 16:44, 3 November 2010 (UTC)