Talk:Mark of Insecurity

add this line to the skill "all Enchantments and Stances recharge 50% slower." maybe someone will think of using it then :O *I know I will :P* go go Me/A *I think it should work anyways :P* Aljazya 13:16, 30 January 2008 (UTC)

It seems to be a designed counter to the stance/guardian monks.Farlong 00:43, 22 October 2008 (UTC)
 * Once, I just pinged that I was under this to a monk and he just began spamming Patient Spirit. It was lulzy how much health I was getting per second. (edit: sign in ><) Sec Qr Euin 16:08, 9 December 2009 (UTC)

Update
LOL PROTECTION PRAYERS! Goodbye, pre-protting.  Raine  - talk  02:16, 12 December 2008 (UTC)
 * However the will like ImPatient Spirit. Ɲ oɕʈɋɽɕɧ  03:38, 12 December 2008 (UTC)
 * If you'll excuse me, I'm going to go slam my brain against the table until I forget this... --Jette 03:49, 12 December 2008 (UTC)
 * Why that brutality? :/ Ɲ oɕʈɋɽɕɧ  04:04, 12 December 2008 (UTC)
 * Because it's either that or I'm going to remember and do something we'll all regret, like fire my GW boxes into orbit and watch them come crashing down at supersonic speed down on the ANet main server building. --Jette 04:09, 12 December 2008 (UTC)
 * This totally owns guardian and blockstances now, cover with Enduring Toxin and GG :) Vortex  ™  04:32, 12 December 2008 (UTC)
 * Most Sins won't cary this. But Mezzies can. --65.38.32.136 05:04, 12 December 2008 (UTC)
 * Mr. Anon above me, politely, lern2play. This is the new meta. Take a sin, give it the ability to destroy 99% of all prots, put that into a hex form so as to fuel a standard 5-skill chain, and you have MoI. And no, Noctarch, pre-PSing won't work. PS will end instantaneously before the target even takes damage. Let's face it, shield bash/smoke powder or hard healing are the only ways a monk can counter chains using this. That leads to a hellofalot of energy problems. -- 75.175.21.134 07:19, 12 December 2008 (UTC)
 * This hex promotes bad play. It's that simple.  Prots, which usually reward good play, become worthless (okay, to be fair, they only become 90% worthless), and all you can do is redbar.  Redbarring is mindless.  Mindlessness is not good gameplay.  I got this put on me once, it's like, oh fuck.  Unless you've got an Infuse or some backup heal, this just destroys prot monks, which are one of the classes commonly regarded as "for skilled players".  It's saddening.  [[Image:User_Raine_R.gif|19px]]  Raine   - talk  08:24, 12 December 2008 (UTC)

I love the design, but it needs a far higher recharge. I think 25-30 might be good.71.84.240.55 08:56, 12 December 2008 (UTC)
 * New mark of insecurity doesn't affect weapon spells so just start using ritualists instead of your silly little monks to prot. 12.13.74.72 18:10, 12 December 2008 (UTC)
 * One skill makes an entire class obsolete. That's balanced.  Yay for balance.  [[Image:User_Raine_R.gif|19px]]  Raine   - talk  05:29, 13 December 2008 (UTC)
 * This skill needs a) less duration, b) higher recharge (preferably to the point where recharge > duration) and c) the percentage should be scaled by attribute. In and off itself, a skill like this could make stuff interesting and not act as a gamebreaker, but with its current values... I mean, come on, easily maintainable on two foes at least, practically taking Protection Prayers out of the game? That's just silly. The fact that Patient Spirit works much quicker (like Wastrels Worry on foes with shorter Hex durations) doesn't really make this any better to me. 84.178.114.133 15:49, 14 December 2008 (UTC)

Shouldn't this also work on weapon spells and item spells? After all, those things can't be stripped so there has to be some counter to them. Crap like the 5 energy Blind Was Mingson that hits nearby foes; I get blinded before I reach him and I don't have an option to remove the threat...come on now.

On the flip side, you have to redo some classes that rely on enchantments to do anything. I don't mean monks cause they can survive without them. Ele's come to mind especially with those attunements. You made skills expensive that you even knew you had to give them attunements to manage energy before GW launched. Now under this hex, it would make them useless. Dont get me wrong, this hex change was so badly needed. The recharge is fine. Hell, no one complains about increasing recharge on hex removals and those are from 7 to 12 second recharge. Thanks anet for keeping the pressure on a crucial (Monk) class without them thinking they can't be touched. Oh, by the way, Peace and Harmony is the opposite to this hex. 75.178.40.119 13:17, 20 December 2008 (UTC)


 * To all those paying attention to the game mechanics:
 * Preprot still works fine, since this hex DOES NOT affect stances and enchantments already in effect on the target, only those applied after. Holy Veil is still the trump card here. --Ckal Ktak 22:12, 20 December 2008 (UTC)


 * Why would you apply this hex mid-spike (after pre-protting)? To those paying attention to smart play:
 * This is applied to a foe (and covered) who is then spiked. Honestly, it's not like they can do anything against the spike once it starts, it's not even a matter of urgency.  MoI gives you almost 30 seconds to kill your helpless victim, if it stays covered.
 * Why in God's name someone would put MoI on a Veiled target is beyond me, but yes, Veil WOULD remove it.
 * You can't preprot MoI short of seeing who the caster is targeting. And even then, as long as it stays covered, they can keep it up until all of the preprots expire (any new prots being reduced) and then spike the poor guy out.  [[Image:User_Raine_R.gif|19px]]  Raine   - talk  13:20, 27 December 2008 (UTC)
 * "one skills makes an entire class obsolete." Well I agree, this has a load of generalization involved and also assumes that the monk is only worried about one single other player, but all in all this does exactly the same thing to assassins, again with a great deal of generalization and assumptions. 140.198.32.130 02:36, 10 February 2009 (UTC)

...
Um, this doesn't really do anything that http://wiki.guildwars.com/wiki/Air_of_Disenchantment didn't do already. 90% Doesn't mean a 10s expires in 1s. It means it expires in 5.3s. --67.49.147.14 16:28, 12 December 2008 (UTC)
 * good point, but mark of insecurity also affects stance durations not just enchantment durations. 12.13.74.72 18:11, 12 December 2008 (UTC)
 * And people usually run lots of both on a single character to the point where it actually matters. 145.94.74.23 22:15, 12 December 2008 (UTC)


 * First thing, it reduces the duration to 10%, try using it and discover the inconsistencies of ANet. It removes IAS from the game, Disciplined Stance/Smoke Powder now last less than a second.  It makes enemies unprottable for all practical purposes.  Try using it, this skill is absurd. 129.237.52.176 00:20, 13 December 2008 (UTC)
 * Wow, that is kind of absurd. --67.49.147.14 02:54, 13 December 2008 (UTC)

Does it affect enchants and stances that are already activated, or those that are activated during it? --Chaos Messenger 10:15, 13 December 2008 (UTC)

Dunno but it could be the solution to just reduce the duration of all enchants,stances,and weaponspells currently active.With like 40..50..60 % Lilondra   *gale*  17:09, 13 December 2008 (UTC)


 * From what I understand, yes it does affect stances that are already activated, and no it does not reduce the duration to 10%, it reduces it by 90%, which just about cuts the duration in half. (69.228.205.24 09:57, 14 December 2008 (UTC))
 * It shouldn't affect stuff that's already in effect and i'm pretty sure it doesn't. As for the duration: It's -90%, not -47%... Vortex  ™  12:35, 14 December 2008 (UTC)
 * I'd second that. The way it is now, with practically everything, it SHOULD only affect enchantments that are applied afterwards. If it also effects enchantments already in place... then... oh... don't want to think about it. 84.178.114.133 15:49, 14 December 2008 (UTC)

To those who are confused about how this skill effects new enchantment's durations 90% faster expiration means that for every 1 second the spell is up, the game acts like it was up for 1.9 seconds. The skill does not calculate the duration then cut it by 90%. It works the same was as Air of Disenchantment, 300% faster expiration means that for every 1 second the timer is reduced by 4 seconds. 4.225.90.168 19:17, 14 December 2008 (UTC)
 * I activated disciplined stance at 9 tactics while hexed with this and it lasted less than 1 second. Also this is worded the same way as Tranquility, which exactly halves the duration of enchantments at 15 WS. Vortex  ™  20:20, 14 December 2008 (UTC)

Just try it on the Master of Lightning and you'll see how his Aura of Restauration lasts 6 sec. There was no logical way to read the description the way you meant. 90.0.230.190 23:17, 14 December 2008 (UTC)


 * So really, should this be worded "Enchantments and Stances expire 900% faster" instead, then?

Related Skills
Should this skill be associated with Peace and Harmony? Mark of Insecurity is more related to the skill Mesmer skill Air of Disenchantment since Enchantments expire 90% faster with MoI and 150-300% with AoD. Peace and Harmony is totally unrelated, and I think it should be removed from the Related Skills list and Air of Disenchantment put in it's place. 4.225.90.230 05:41, 14 December 2008 (UTC)


 * eh.. They do pretty much the same thing, the other one just affects hexes and conditions and the other affects enchants and stances. --Chaos Messenger 12:05, 14 December 2008 (UTC)


 * They don't do the same thing at all, unless Wild Blow and Shatter Enchantment are now related to Remove Hex and Dismiss Condition. I don't think that Peace and Harmony belongs here. 4.225.94.76 16:55, 14 December 2008 (UTC)

Black lotus strike
Ftw. Black spider strike, signet of twilight. This skill can fuel a pretty nice combo, all the while not allowing a prot monk to stop you.208.59.174.77 15:21, 14 December 2008 (UTC)Xodus


 * pretty much so, but Divine Favor still slows you down a lil' :D --Chaos Messenger 18:35, 16 December 2008 (UTC)

Meta change
When did ANet stop balancing and started changing skills to change the meta?? So monks started to use warrior stances and now this.
 * Izzy did it for the lolz. --Jette 11:36, 18 December 2008 (UTC)


 * Because otherwise GW would be boring. --Chaos Messenger 14:55, 18 December 2008 (UTC)
 * only lamrs use this. its gay. use a warrior, assassins are gay. Edward 14:56, 18 December 2008 (UTC)


 * Pretty much so, but never mock any GW profession beyond actual thinking. --Chaos Messenger 16:05, 18 December 2008 (UTC)


 * Assassins where born gay, so they can't do anything about it.  SniperFox [[Image:User_SniperFox_IconSmall.gif]] 18:57, 18 December 2008 (UTC)


 * Assassins (used to) own. Now they (get) own(ed). Just sad. Whenever I think of GW1 now, I picture a hospital... then a heart monitor making slow pulsating beep sounds... then a sudden non-pausing stream of that same sound. x.X --Ulterion 03:12, 26 December 2008 (UTC)


 * Assassins are still lethal, just make new and better builds. I wouldn't want to play a game where the same old trick always beats the opponent. --Chaos Messenger 17:44, 26 December 2008 (UTC)


 * Assassins are a fanservice profession. You wanna know why assassins exist?  Because ANet was trying to open the market to the weeaboo.  "Hey look, a ninja!  Surely this game has lots of weird Japanese crap in it we can gawk at!"  And, from what I can tell, it seems to have worked.  They were a fanservice profession whose purpose was never to be balanced, only to attract more players.  It's the benefit of a non-subscription system; you don't have to give a crap about the game as long as people keep buying it.  --Jette 19:17, 26 December 2008 (UTC)

Better on a Me/A
You only need 4-5 deadly arts to keep it on someone permanently (barring heavy hex removal of course). --8765 19:04, 18 December 2008 (UTC)
 * It's good on anything you don't need your secondary or your elite for because it's broken. Misery  19:09, 18 December 2008 (UTC)
 * Deadly Arts Paragon, anyone? [[Image:User_Raine_R.gif|19px]]  Raine   - talk  13:24, 27 December 2008 (UTC)
 * wut --Jette 16:55, 27 December 2008 (UTC)
 * In Thousend Tigers' SF spike, they used a Paragon with a bunch of Deadly Arts skills (Most notably, Shadow Shroud and Augury of Death) so that targets couldn't be protted. With a skill like this, they could do something similar.  Of course, the "Paragon" part was a direct response to "anything you don't need your secondary or your elite for".  [[Image:User_Raine_R.gif|19px]]  Raine   - talk  22:50, 27 December 2008 (UTC)
 * Uuuuuugh. --Jette 22:51, 27 December 2008 (UTC)
 * wut [[Image:User_Raine_R.gif|19px]]  Raine   - talk  00:04, 28 December 2008 (UTC)
 * That was a groan of disapproval. P/As sounds gimmicky.  --Jette 00:06, 28 December 2008 (UTC)
 * It was. Very, very gimmicky.  Read the link on Auron's page.  [[Image:User_Raine_R.gif|19px]]  Raine   - talk  00:07, 28 December 2008 (UTC)
 * At least no P/R gag... Ɲ oɕʈɋɽɕɧ  00:08, 28 December 2008 (UTC)
 * How does a P/R use MoI? O.o [[Image:User_Raine_R.gif|19px]]  Raine   - talk  00:09, 28 December 2008 (UTC)
 * lol he trol u --Jette 00:10, 28 December 2008 (UTC)
 * /resign [[Image:User_Raine_R.gif|19px]]  Raine   - talk  00:11, 28 December 2008 (UTC)
 * P/R, PR.. PR gag nothing, no? A pity. Ɲ oɕʈɋɽɕɧ  00:15, 28 December 2008 (UTC)
 * Be a man sever + gash + final thrust + blablabla +this on a warrior 91.177.251.86 09:18, 31 December 2008 (UTC)
 * No love for N/A? Does wonders over on the luxon side of Fort Aspenwood. --68.32.187.152 21:32, 3 January 2009 (UTC)

(resetting indent) P/A may sound gimmicky, but when I went to cap this I did it on my paragon since that's the only char I've done Nightfall with, and even with only 2 points Deadly Arts (whatever I had left) I found it could be useful. If that doesn't tell you it's OP, what does? 86.0.108.211 14:49, 7 January 2009 (UTC)


 * or you could use Wild Throw and save your elite. --''' -Ch ao s-  14:50, 7 January 2009 (UTC)
 * Didn't have space for it 'cos of my 3 signets of capture :-). The point I'm making is that even with only 2 points in Deadly Arts it's OK. With some actual investment, it's a lot more powerful (8 seconds is pretty poor). 86.0.108.211 16:38, 7 January 2009 (UTC)


 * yeh, I agree. this is good even on low levels. they use skill, you mitigate it's duration then the foe is dead when it has recharged because this skill is lol for spikes. --''' -Ch ao s-  18:00, 7 January 2009 (UTC)

Anomaly
Anomaly.This reduces enchantments and stances lasting three seconds or shorter to zero, as if they were never applied.

It just negates patient spirit, you get no heal from it. Its pretty lame, as it should make patient spirit stronger and just makes it useless. Timed 03:31, 10 January 2009 (UTC)
 * About the same note tho it any Stance or Enchantment that lasts 10 Seconds or less would expire in less then a second. A 3 second Stance/Enchant would expire in 0.3 Seconds so its pretty sure you wont notice it at all as the Animation for the Skillicon to show up on your Enchant Bar is longer then 0.3 seconds. About Patient Spirit tho its a Bug I would say as this should basicly make Patient Spirit stronger as it would be an more or less instant heal after beeing cast. -- Silent Storm  [[Image:User SilentStorm MySig.png|Talk to me|19px]] 10:39, 26 January 2009 (UTC)
 * I say make the minimum time 1 second as a fix. That's part of the reason it's overpowered against monks.  This rounding down to 0 is ridiculous.  --Link4all 03:11, 27 January 2009 (UTC)
 * should the note on the anomaly now be taken down given that the skill's ability to negate enchantments and hexes now scales, and a 0 to 3 second stance/enchant will still last about 2 seconds if the caster has 0 in deadly? just a thought... [[Image:User_Timeoffire45_sig.jpg]]  Timeoffire45  16:46, 8 February 2009 (UTC)


 * Does it negate the Divine Favor healing for enchantments that get effectively ignored? --Star Weaver 21:30, 1 June 2009 (UTC)
 * no. its taken in effect as soon as you cast it on your ally. Roflmaomgz 17:29, 30 April 2010 (UTC)

Nerf
Good riddance. Finally this broken piece of trash is actually balanced. Takes attribute investment and interferes with use of your other profession.
 * Why did it take so long to nerf such a broken skill...at least its harder to abuse now.--159.230.137.166 02:11, 6 February 2009 (UTC)
 * Lmao finally they nerfed this skill. Though they can still use it on sins:\. But Rit flag runners are dead.--Drug[[Image:User_Drug_Image-User_Drug_sig.png‎|19x19px|]] 02:50, 6 February 2009 (UTC)
 * There have always been Rit Flaggers and there will still be... They were fine without MoI before and they'll be fine without it again. Dont see why this should kill them. -- Silent Storm  [[Image:User SilentStorm MySig.png|Talk to me|19px]] 02:58, 6 February 2009 (UTC)

Would love to see an assassin primary waste their elite skill on this instead of Palm Strike. Better off just making Mark of Insecurity a Mesmer Elite.William Wallace 20:23, 6 February 2009 (UTC)
 * changing elite status or profession of non-pve skills still is the dumbest thing ever suggested. -- -Ch ao s-  20:36, 6 February 2009 (UTC)

This skill is already an elite so no need to change it's status. Just look at the ritaulist class and you will see where areanet has made one attribute line rather worthless with only three elites. No, the dumbest Suggestion is Guild Wars Two since everyone knows it is just a myth to keep players playing guild wars.William Wallace 02:50, 8 February 2009 (UTC)
 * Look at Soul Reaping. It's got 8 skills. Is it still one of the best primary attributes? Yeah. --  Shadowcrest  03:15, 8 February 2009 (UTC)
 * Number of skills in primary attribute is not an index. We all know that the Spawning and Communing are the worst attributes in GW. --89.232.124.241 16:51, 8 February 2009 (UTC)
 * Anet doesn't get extra money if we keep playing. In fact, the more players that keep playing the game, the more money they have to spend to keep the servers running and the only non-ethical reason to do so is because they want to keep players interested in buying GW2. So I wouldn't use the word dumb if I were you, Mr. Wallace. 145.94.74.23 13:57, 11 February 2009 (UTC)
 * @89.232 - Axe mastery is even worse then Spawning and communing --78.20.153.111
 * Go uninstall. -- -Ch ao s-  12:04, 12 February 2009 (UTC)
 * you should know i wasn't being srs78.20.153.111 12:41, 12 February 2009 (UTC)
 * I have a sense for sarcasm, but your thoughts didn't follow any logic trails. If seen as generic unseriousness it's a bad joke =/ -- -Ch ao s-  13:15, 12 February 2009 (UTC)
 * lol chaos got trolled; owneddddddddddddddd 84.84.179.39 18:38, 13 February 2009 (UTC)
 * MoI got PotatOWNED! HAHAHAHAHAHAHAHAHAHAHAHAHAHA HAHAHAHAHAHAHAHAHAHAHAHAHAHA HAHAHAHAHAHAHAHAHAHAHAHAHAHA HAHAHAHAHAHAHAHAHAHAHAHAHAHA HAHAHAHAHAHAHAHAHAHAHAHAHAHA HAHAHAHAHAHAHAHAHAHAHAHAHAHA HAHAHAHAHAHAHAHAHAHAHAHAHAHA HAHAHAHAHAHAHAHAHAHAHAHAHAHA HAHAHAHAHAHAHAHAHAHAHAHAHAHA HAHAHAHAHAHAHAHAHAHAHAHAHAHA HAHAHAHAHAHAHAHAHAHAHAHAHAHA HAHAHAHAHAHAHAHAHAHAHAHAHAHA HAHAHAHAHAHAHAHAHAHAHAHAHAHA HAHAHAHAHAHAHAHAHAHAHAHAHAHA.. sry.. just had to let that out. XD --Ulterion 19:56, 13 February 2009 (UTC)

No u don't get cookies. -- -Ch ao s-  20:07, 13 February 2009 (UTC)

Change disable skills to disable spells..
So that IAS stances can be used to make MoI viable on assassins (which was the original intention of the buff). I tried using flail for chaining right after MoI, only to watch flail get disabled.. So much for IAS. :/ I can use caltrops with IAS, but for MoI it's useless. It also disables resurrection signet, which is another huge setback. I don't know if that was intentional or just an unforseen drawback for nerfing it for all the other professions. --Ulterion 16:42, 20 February 2009 (UTC)
 * atleast it's an improvement from it's current state. -- -Ch  ao  s-   19:32, 20 February 2009 (UTC)
 * I preferred the OLD MoI and Caltrops tbh. --Ulterion 03:50, 13 March 2009 (UTC)
 * you mean before they were overpowered? btw, good luck with using flail now Vili [[Image:User Vili sig.jpg|User talk:Vili]] 03:52, 13 March 2009 (UTC)