ArenaNet talk:Skill feedback/Necromancer/Atrophy

Skye Martin's Discussion
Whoa there. You're suggesting we lock four different guys' elites at 0 until you can kill the necro? -- Armond Warblade 06:13, 20 February 2008 (UTC)
 * Didn't see that. Real threat is to lock down primary-profession skills. I could be brain-farting here, but I don't recall too many popular elites that are used in a primary profession. Forms could simply be delayed until the hex is off you. Increased recharge to 15.--Skye Marin 06:22, 20 February 2008 (UTC)
 * It's not just primary attribute elites, it's everything related to the primary attribute... Rangers start losing energy at an alarming rate, Paragons and Necros lose pretty much all their emanagement, eles lose a good 30 or so energy, Assassins get longer downtimes because they just lost all their energy and damage from crits, Dervishes lose their forms, Mesmers are suddenly a lot more interruptable than was intended, and everyone else gets weaker (but not in as significant ways). So long as this skill is maintainable, there's going to be problems.
 * That said, I could see a 50% or perhaps 66% upkeep time. -- Armond Warblade[[Image:User Armond sig image.png]] 06:32, 20 February 2008 (UTC)
 * Compare to Spirit Shackles. That exists, right? Hex removal is pretty viable imo.--Skye Marin 06:35, 20 February 2008 (UTC)
 * Oh, is Atrophy a hex? I was under the impression that it wasn't... That was probably changed before the release of EotN. In that case, ignore me, 15s recharge is fine. -- Armond Warblade[[Image:User Armond sig image.png]] 06:37, 20 February 2008 (UTC)
 * This would be better than throwing a Defile Flesh on a single target, this would be like casting a single hex on the source of the healing and reduce it by 20-25%, on monks it's strong but think about casting it on an elementalist, thats reducing the maximum energy with 30-45 depending on how much they have for a 20 second duration. Paragons would lose their energy management and warriors some of their spike damage on attack skills. rangers would be completly out of energy, thumpers with Rampage as one and touchers would be countered too easy. the other professions would be fine but raising the duration of this with cover hexes could be too much. --Cursed Angel [[Image:User Cursed Angel Signature.jpg|19px|talk]] 15:12, 20 February 2008 (UTC)
 * Did you mean to imply that it shouldn't be easy to counter touchers and thumpers, or that it isn't now, or that paragons deserve their insane energy management, or that necros would be unaffected by it, or that elementalists would care about that 30-45 energy? As a hex, especially as powerful as this is, this is going to be gone as soon as they can make it, so unless there's hex sstacks flying around this isn't going to last its full duration. (Then again, that's a common occurrence anywhere except high-end GvG.) -- Armond Warblade[[Image:User Armond sig image.png]] 19:05, 20 February 2008 (UTC)


 * No! This skill is far to scary to stick to one target 100% of the time. This skill's uptime need be capped at most 66% Lightblade 07:18, 21 February 2008 (UTC)
 * Were it unremovable, I'd agree with you. For now, though, I'll just say that it'll only be scary in HA if hex removal isn't buffed (but then, hexes are overpowered anyway). -- Armond Warblade[[Image:User Armond sig image.png]] 07:30, 21 February 2008 (UTC)

Spirit Shackles is easy for even a dead monkey to interrupt, though. &mdash;  Skadiddly [슴Mc슴] Diddles  21:48, 1 March 2008 (UTC)
 * it needs a longer duration to counter at least touchers --Blood Anthem [[Image:User Blood Anthem Sig.jpg|19px]] 14:49, 6 April 2008 (UTC)

Just rework it to 1/4th cast, 5 energy, and duration to like 1..3 seconds, and make it put all atributes to 0. recharge dropped to like 15.It will be used to shut down monks for spike assist, catch spikes etc. 84.196.72.19 15:20, 8 August 2008 (UTC)