User talk:Isaiah Cartwright/Underpowered Skills/Necromancer/Archive 2

I really like Wail of Doom, in theory. The idea of shutting down a player's attack skills for a period is great - I even played a Wail of Doom runner on the alpha test servers once, and pestered Izzy with it. But it unfortunately has many issues - chief among them being that an attacker without attack skills can still deal a PILE of damage. Power Block is a similar effect, but will reduce the effectiveness of a caster by a lot - a ranger however is likely still dealing damage and spreading poison, a warrior exerts a fair bit of pressure just auto attacking (as does a dervish), and a paragon is still shouting buffs for everyone. Power Block has the advantage of working to disrupt defense, healing or offense, this is purely defense. I liked it as a split-character/runner's skill for defending a base, since it disarms most physical gankers pretty nicely (Burning Arrow ranger with no BA and no interrupts isn't that threatening), but the cost/benefit just isn't enough to make a workable build - its position in Soul Reaping forces large investment in a line that doesn't have benefit to that type of player.

I know it's not a high priority skill, but it's a skill with a unique effect and one that has potential, but due to cost/use it doesn't quite add up.--Epinephrine 15:40, 3 October 2007 (UTC)

Wail of Doom should suck, it would be obnoxious if it was good. -Warskull 16:46, 7 October 2007 (UTC)


 * The AI with it is also poor, Ominous Oozes will simply fire it at the earliest oppertunity, even against targets without attack skills, or who aren't even attacking or using a skill. --Ckal Ktak 20:27, 7 October 2007 (UTC)


 * Technically this skill is balanced, but it's just not attractive. Its main problem is that it's not as effective as simply blinding a melee attacker.  A Blinding Surge Ele is more effective than a WoD Necro, especially with the high energy cost, recharge and sacrifice.  Understandably this is just an option for a Necro, but it's a weak option.  More can be done with one of the Curses melee shutdown hexes.  There's no reason this can't be made to work on casters to some extent, too.


 * "Sacrifice 10% Health, and target foe is interrupted. If target foe was attacking, all of that foe's attack skills are disabled for 5...17...21 seconds." 10% Sac; 15 Energy; 1/4 Cast; 15 Recharge
 * becomes...
 * Sacrifice 15% Health, and target foe is interrupted. If target foe was attacking, all of that foe's attack skills are disabled for 5...17...21 seconds. If that foe was casting a spell, all of that foe's spells are disabled for 1...3...5 seconds.  If your target was moving, that foe loses 5 energy."  15% Sac; 10 Energy; 1/4 Cast; 20 Recharge


 * I don't see what "Wail of Doom" has to do with attacking anyway. "Wail of Doom Against People That Swing Their Arms" might make more sense.  I might want to bring it just to see how long the name will stretch across my cast bar. --Reklaw 10:33, 10 October 2007 (UTC)


 * "Wail of Doom should suck, it would be obnoxious if it was good." - I see your point Warskull, that too good a Wail of Doom would be a bad thing. My experience with it though made it seem a bit weak; for one thing, the skilled warriors began faking it out, running up to apparently spike and then cancelling out.  The kiting that occurs in PvP actually makes it hard to coordinate/hit; you have to get your monk (for example) to stop running to allow the warrior to start his swing and hit it, hoping he doesn't decide to cancel out of it (or to use Shock or or Rending Touch to start with - or you can wait for the attack skills to start to hit, but then you likely allow the first bit of the spike to go through).  Against a ranger lobbing arrows constantly or a paragon throwing spears continually it's much easier to use than against a warrior or dervish, simply because of kiting - while it'd be great to be able to reset a warrior's adrenaline at a range by hitting him as he charges his adrenaline it's harder to do in practice, as he's often doing that against moving targets, making it hard to ensure that you hit.  In practice it's probably easier to use Blackout to reset adrenaline, more effective.  I don't like that as a dedicated defensive elite it is so much less effective than other defensive skills, and in an attribute that supplies few useful skills. --Epinephrine 20:39, 19 October 2007 (UTC)
 * Why the fear of this skill. A warrior can still do huge damage without any attack skills (and nobody calls that degenerate gameplay). It costs a lot, recharges 15 seconds, and also has a life sac. Way to kill a skill. This skill can use a buff, and I bet people would still not have a necro on their team. Necros are victims of physical attackers being the staple attacker in GvG. People are more interested in preserving that status quo than allowing Necros to disable Warriors. And really, this skill does not stop warriors at all. --Longasc 10:27, 16 December 2007 (UTC)

i think the stats on Wail of Doom is just fine considering the effects of it. the only thing that i think it could use would be to add "If target foe was moving, that foe is knockdown." there have been plenty of times where i just have to watch a target foe chase around a kiting ally until they finally catch them and start attacking. if Wail of Doom had that kind of a knockdown option, it would really come in handy when trying to buy some time for a kiting ally or even snaring a fleeing foe at the right moment. of course you won't get the disable affect if you were to knock them down, but you would get more utility out of an already good skill. now if that isn't enough and we really wanted to get crazy with it by making it a trump skill, then we could always add something like the effects and duration of Atrophy, but extending it to effect the attributes of that spell line upon spell interruption. - jayce 64.253.5.164 09:24, 22 December 2007 (UTC)
 * Interstingly, has been given a slight buff by reducing the cost. --Epinephrine 19:15, 21 January 2008 (UTC)

People, it's a Necromancer interrupt that interrupts spells and other things too...Given the amount of 1/4 second caster interrupts that can interrupt anything (Complicate/Web of Disruption/Cry of Frustration/Leech Signet/Signet of Disruption/Psychic Distraction), this is pretty good against physicals but since it also against casters it is far from underpowered. At the very least it is an adrenaline killer with synergy with Masochism. --Life Infusion &laquo;T&raquo; 01:53, 22 January 2008 (UTC)
 * I'd agree if it was a non-elite skill. As it is, it's just a waste of a character in an 8 man party.  The skill doesn't do anything that a non-elite somewhere can't do twice as well.  --Reklaw 01:11, 5 February 2008 (UTC)

Signet of Sorrow - Decrease recharge to 15 secs. ashesfalldown 11/16/07
 * Use Flesh Golem and boom him near your enemy [[Image:User BaineTheBotter Icon notify before deletion.jpg|19px|||My Talk]] BaineTheBotter  14:21, 6 January 2008 (UTC)

I feel that this skill is the like an inferior version of Blood of the Aggressor with less damage, more sacrifice and cannot steal health. The only thing better is the recharge by 1 seconds, which does not matter much. I think damage should be buffed. --Shadetz X 10:10, 13 August 2007 (UTC)
 * I would suggest the sac going down to 5%.--Atlas Oranos 18:43, 14 August 2007 (UTC)
 * I would further suggest the damage get buffed to at least Blood of the Aggressor's level and maybe have the cast time reduced. From a damage standpoint this should be stronger than BotA since it can't lifesteal. - [[Image:User HeWhoIsPale sig.PNG]] HeWhoIsPale 18:56, 14 August 2007 (UTC)
 * Possibly a boost to 57 damage at 14 blood?(same as vamp gaze) Or is that too much?--Atlas Oranos 01:21, 15 August 2007 (UTC)
 * Remodel the skill after Blood of the Aggressor. Same damage, same life sac, different life steal condition.  For example make this one steal like from enchanted foes or foes with more health than you. -Warskull 16:43, 7 October 2007 (UTC)
 * No recharge, same scale as Vampiric Gaze, and lower Sac to 5%. Done25 20:34, 1 December 2007 (UTC)
 * I can't belive this skill is still weaker than BotA. Does Izzy look at this page at all? If you use this skill chances are you will sacrifice as much as or more than the foe this targets if you use Awaken the Blood. Done25 15:47, 26 January 2008 (UTC)

I would have forgot about this skill without browsing through the necro skill list. This skill cost way to much energy for a mediocre conditional adjacent AoE damage. I think the point of the skill was for it to be used with Enfeebling Blood but while Enfeebling Blood got a AoE buff this skill did not. People are less likely to combo those two skills because they are in different skill lines, one blood and one curse, and both skills take too long to cast. I suggest moving this skill over to the Curse line, increase AoE and decrease casting time and maybe decrease energy cost. --Shadetz X 10:10, 13 August 2007 (UTC)
 * OG was once the backbone of some of the annoying necrospikes that plagued HA. --72.211.155.160 20:49, 13 August 2007 (UTC)
 * Fix class stacking. Unnerf blood magic skills. Of course another solution is nerfing every single health steal skill until blood spike teams disappear. Unfortunately this makes every single blood necro also disappear long time before 6 bloodspike necros will stop spamming crappy health steal skills. Leaving blood magic destroyed for everyone else. Even if a nerf to single skills turns out to be working, its a lost strategy, see skills which were nerfed because of class stacking in the last 2 years. The most of them is only useful when you build your complete build or team around it which leads to frustration but also greatly reduces diversity. This is an endless circle because they just move on to a new FOTM and new skills will become nerfed because of class stacking. 11. November 2007
 * Dual conditional life steal is pointless. Rework: Target foe and adjacent foes are struck for xx damage. You gain xx Health from any who were suffering from Weakness. 87.189.248.197 11:14, 1 February 2008 (UTC)

/
These skills simply don't do enough damage considering the health sacrifice. Either lower the sac or increase the damage. Signet of Agony puts these skills to shame. Done25 23:45, 25 January 2008 (UTC)
 * Eh, they're okay skills. At least when compared to the other touch skills, which weigh in at 15 energy.  It's not like a Necromancer will use them anyway.  They're just Toucher fallbacks when the two "real" touch skills are recharging.  If anything, give it some sort of conditional reward or sac negation, like if target is above 50% health, you don't sacrifice health, or you gain a little health. --Reklaw 00:35, 26 January 2008 (UTC)

add "or chant"? --Life Infusion &laquo;T&raquo; 17:12, 11 February 2008 (UTC)

It has a 3 second cast, ten energy cost, 20sec recharge, and only decreases armor against physical damage. Inferior to shell shock in almost every way (except for removability) ~ 68.92.158.125 21:34, 25 October 2007 (UTC)
 * The new 5-2-5 is still pretty weak, why not make it like enfeeble 5-1-5. Necros already have many long-casting spells and cracked armor is not really that hot a condition. It goes well with the anti-melee line of curse necros, still... 5-1-5 would make it more viable and people would still not overuse it. --Longasc 14:03, 4 December 2007 (UTC)
 * /signed on 5-1-5 over 5-2-5. It's best on a Mes/Ne now imo (and not that good on one of those).
 * 5-1-5 would make things like Body blow/Body shot/Aura slicer/Distracting Strike/Piercing Trap/Chest thumper have a viable option to apply cracked armor consistently in exchange for curses spec. Would probably shake things up a bit for the better and weaken armor has only cracked armor as its effect unlike the other cracked armor applying skills.--Life Infusion &laquo;T&raquo; 02:03, 22 January 2008 (UTC)

1sec cast time please :D --189.70.107.206 00:54, 5 February 2008 (UTC)

The effect of an AoE enchantment removal is strong, however, having the necromancer approach targets can be suicidal. 25 energy is a huge investment and I am not sure if this skill is worth the cost. Its effectiveness relies on the level of enchantment dependency of the team and the team's formation. I think this skill's effect should make it meaningful for the necro to take the risk of approaching the foe and expending huge amounts of energy. Anyone have a suggestion? --Shadetz X 10:10, 13 August 2007 (UTC)

What could be done without changing the spell too much? Maybe just adding extra-damage depending on how much Enchantments are removed is a nice way to boost it. another 30 cold-damage at max-level for each enchantment removed maybe? Sir Astaroth 20:22, 13 August 2007 (UTC)


 * This skill is absolutely deadly / annoying in PvE. I dunno if it really needs a change. Shido 20:30, 13 August 2007 (UTC)
 * Balancing skills because of a mob's use of them in PvE is silly. Would you rather all those mobs had Shatter Enchantment? --72.211.155.160 20:48, 13 August 2007 (UTC)
 * 15/.75/25. I don't know why they've repeatedly tried to buff the effect and recharge - there is no reasonable way to make a PBAoE worth 25 energy. --Mysterial 00:53, 14 August 2007 (UTC)
 * Imo this skill is just another reason why all 25 energy skills should be reduced to 20. 80.133.63.242 29 August 2007 (UTC)
 * Spell. You become Poisoned for 10 seconds. Foes in the area are struck for cold damage, lose  Enchantments and are inflicted with each condition you are suffering. Would make it somewhat more interesting, still probably not worth it though. --Deathwing  02:35, 29 August 2007 (UTC)


 * The Poison wants to be Disease. -Ensign 00:15, 13 September 2007 (UTC)

Reduce cost to 15, increase recharge to 20 secs. Increase damage to 14-41. I mean come on they changed == == to 15 from 25 energy on mesmer. ashesfalldown 11/16/07

I think we can all agree since the change to this skill it has pretty much lost it's niche in the game of removing those "unremovable" enchantments. I don't really like the way it is right now, but instead of complaining and screaming "OMGZ CHANGE IT BACK!!!1!!1" I'm going to try to suggest a way to make it better at what it does. I think the main problem with it right now is that it takes 2 seconds to cast, and costs a lot of energy for what it does. Enchantment stripping in the area sounds nice, but when it comes down to game play, you really don't need something like this. It's much better to focus on one target. I suggest it's changed to something a little more like this.

25 2 10, for seconds target foe and all foes in the area are poisoned and lose one enchantment, for each foe if they were under the effects of an enchantment they take  cold damage.

Assuming the poison stays it's full duration and they were under an enchantment and they are wearing caster armor, this skill would cause 215 damage. To me this would make this skill a little more viable as it would have some sort of utility as well as direct damage so long as they are enchanted. It could also be used as condition pressure. The requirement for the 95 damage would keep this skill from being used to spike targets because if you had more than one person using it, it's likely that only one or two people would actually get the damage through. Any other thoughts? --Lou-Saydus 18:53, 7 January 2008 (UTC)


 * What about making it a basic non-spell skill to restore the ability to bypass spell blocking? -- Gordon Ecker 05:28, 8 January 2008 (UTC)

At first, this was an atrocious "use me on a dervish, even though no one ever will" enchantment. Then you buffed it to at least make it instantly poison adjacent foes. It still blows. Basically, get rid of the enchantment aspect since necros aren't big on enchantments anyway, and make it poison you for same amount it poisons enemies. Then it'll at least have synergy with necro skills that benefit you for having conditions. Sure, it'll make Chilblains that much worse, but that skill needs a looking at anyway, as seen above. --Heelz 20:55, 30 August 2007 (UTC)
 * I think this is one of those skills that are just meant to suck.--Atlas Oranos 05:38, 14 September 2007 (UTC)
 * how much he buffs it doesnt matter cuz it would still fail. aoe poison without the enchantment, without the downsides and on 5 energy 2 sec recharge will still lay unused. --Cursed Angel [[Image:User_Cursed_Angel_Signature.jpg|19px|talk]] 20:38, 1 December 2007 (UTC)
 * Just add Shadow damage to nearby aoe. --Lou-Saydus[[Image:User_Lou-Saydus_Sig_Image.png|19px]] 00:31, 8 January 2008 (UTC)

,, and
These were meant to stop Paragon/Warrior shouts and chants but fail miserably. Suggestion: reduce Vocal Minority to 8 recharge and maybe give it -1 degen (suffering is -2). Increase Duration on Cacophony to 20 seconds (cannot maintain on more than one paragon anyway). Reduce the cast time on Ulcerous Lungs to 1 and recharge to 5 (this is degen, not straight damage). --Life Infusion &laquo;T&raquo; 16:30, 11 February 2008 (UTC)

add "or chant"? --Life Infusion &laquo;T&raquo; 17:13, 11 February 2008 (UTC)

This skill is so worthless to anyone with death magic higher than 2 its crazy. Now if it reset the degen counter... Done25 04:46, 30 July 2007 (UTC)
 * This has been mentioned before and replied by Isaiah, it's on his archives, here. Erasculio 15:56, 30 July 2007 (UTC)
 * Jeez why not just delet this skill then? I thought healing skills were SUPPOSED to keep your minions alive till you found fresh corpses. Done25 03:01, 31 July 2007 (UTC)
 * It used to be fun to maintain it with glyph of renewal. With the minion cap nerf when factions was released, is there any point in it not being maintainable? Ichigo724 03:11, 31 July 2007 (UTC)
 * Not quite sure what your saying all I know is that this skill was like a ranged Blood of the Master. Then it was nerfed to oblivion. --The preceding unsigned comment was added by User:Done25.
 * "Sacrifice 15% max Health. For 8...18 seconds, all undead allies gain 10 health regeneration. All Conditions are removed from those allies and transferred to you." (10e,2c,30r), could maintain it with glyph of renewal. –Ichigo724 03:20, 31 July 2007 (UTC)
 * You can still maintain it with renewal. Done25 03:27, 31 July 2007 (UTC)
 * You lie. –Ichigo724 03:30, 31 July 2007 (UTC)
 * 12/18 seconds is rather nice in my book.
 * Not maintainable. :P –Ichigo724 03:34, 31 July 2007 (UTC)
 * Not constaintly. But 2/3 of the time will keep your minions alive for a much longer time. Done25 03:37, 31 July 2007 (UTC)
 * "This skill is so worthless to anyone with death magic higher than 2 its crazy. Now if it reset the degen counter... " I'd still prefer it to be fully maintainable with GoR, is it THAT overpowered with it? uses up two slots of which one elite :/ –Ichigo724 03:39, 31 July 2007 (UTC)

(resetting) Apparently it was too passive. Like a MM is anything else. Done25 03:41, 31 July 2007 (UTC)
 * Blood of the Master is 100 times more powerful than this skill ever was.. it annoys me that so many people on forums still keep saying minions were nerfed, when they were so painfully obviously buffed into the stratosphere. -- 18:26, 31 July 2007 (UTC)
 * When you can have only 10 minions instead of 20 THAT is a nerf. As to the energy and recharge drops. Energy was never a problem in those days and you just brought all 3 spells to avoid the recharge. Done25 19:22, 31 July 2007 (UTC)
 * I lol'd. Running ~30 minions was far from impossible in non-aoe heavy areas. And you're saying they got buffed? ROFL. –Ichigo724 21:05, 31 July 2007 (UTC)
 * Blood of the Master makes it possible to hold up 80 minions at a time under almost any level of swarming and area damage, while all the minions are at -20+ degen. Why did you ever bring a class that WASN'T a necromancer in the main game, when Soul Reaping let you do anything you freaking wanted to. The most idiotic thing is how people play these guys as passive go-tards, with maybe Heal Party on them at best. "FLESH GOLEM IS TEH BEST LOLOLOLOLOLOLOL" ...right. Whatever. Ranking #1 on the competitive mission ladder for a week definitely means I know nothing about PvE... -- 04:50, 1 August 2007 (UTC)
 * And? Sorry, the factory's run out of "CARE" atm. This isn't about botm, soul reap nor MM's in general. Verata's sac needs a buff to be a decent skill on its own (or combined with GoR if wanted) –Ichigo724 12:31, 1 August 2007 (UTC)
 * What about replacing the 60 second recharge time and "If this spell is successful and you have control of 3 or fewer minions, Verata's Sacrifice instantly recharges" with 0 recharge time and "this skill is disabled for N seconds for each minion affected", so that the recharge scales directly with the number of minions? -- Gordon Ecker 23:43, 3 August 2007 (UTC)
 * Up the minion limit from 3 to 4-5, maybe? Then it's actually valuable for keeping some minions around between fights but still not a big deal. Alternatively, you could limit it to being semi-maintainable but only affecting the X nearest minions. &mdash; 130.58 (talk) 04:05, 5 August 2007 (UTC)
 * Imo this was overnerfed which is reason enough to improve this skill. 87.189.238.32 10:34, 13 December 2007 (UTC)
 * At max over the 10 second duration this heals for 200 hp. BotM can heal that much in 2 applications and it can still do it after your minions have over 10 degen. This skill is pathetic. Done25 15:52, 26 January 2008 (UTC)

Would it be too much if Malign Intervention would only cost 5 energy ? I think this skill only makes sense with Veratas Gaze which costs another 5 energy. Animate Bone Horror costs 10 as well but is the better choice if corpses are around. However I think it would be interesting on a paragon (P/N) with Holy Spear. Hex a foe with Malign Intervention, hope he dies and attack the masterless bone horror with Holy Spear to deal aoe damage. It is a little bit too conditional, but can be fun and is probably the only way for a paragon to deal aoe dmg. ;> 8 October 2007 (UTC)

ashesfalldown Malign Intervention - Minion summoned is yours, Increase recharge to 30 secs. Think that would help make this skill more useful. ashesfalldown 11/16/07


 * This hex is fine really, it is free for a necromancer, providing they have more then 5 soul reaping and the target dies. Energy from soul reaping for the target dying, then a further energy gain from the minion dying, just requires to wand the "neutral" minion alittle. OblivionDanny 01:43, 28 November 2007 (UTC)


 * the heal reduction is pitiful, since Deepwound does the same amount of heal reduction. Really this has a lot of potential as a faster casting Animate Bone Horror, but is killed by the fact that it is a masterless horror. Unless you are using the masterless horror to trigger Signet of Lost Souls or Taste of Pain, you really have to bring Veratas Gaze/Verata's Aura to make use of it.--Life Infusion &laquo;T&raquo; 01:38, 22 January 2008 (UTC)
 * Of course you can use it where bodies are not plentiful (to get 2 minions out of one corpse), but why bring a MM if that's the case? --Life Infusion &laquo;T&raquo; 01:42, 22 January 2008 (UTC)

Reduce cost to 15 energy, Increase recharge to 20 secs. These use to be my favorite minions til they changed soul reaping. Very good for Sorrow's Furnace B/P Farming :). Ashesfalldown 11/17/07


 * It's also the most damaging one of them all, fastest attack speed, ranged attack. The nerf to soul reaping didn't change this much really, just use signet of lost souls and you'll be fine. --Ckal Ktak 16:19, 17 November 2007 (UTC)

They are the easiest to take AoE damage, they stay still and clump up if there target does not move out of there reach. I think the 20 sec recharge would counter the 15 energy cost, I do use signet of lost souls, taste of pain, and dark bond (in my PvE build). These are just suggestions, I'm not trying to knock GW staff either they update and patch GW's more then tons of games. Thanks to them the game stays fresh and more enjoyable. Ashesfalldown 11/17/07


 * I think lowering the cost to 15 and increasing the recharge to 20 wolud be a huge nerf, I don't want to be forced to toke Bone Horrors as filler. As for durability and AI, fiends get destroyed by ADOT, but melee minions get destroyed by PBAOE, and fiends' clumping gives them synergy with Ebon Battle Standard of Honor. -- Gordon Ecker 00:38, 1 February 2008 (UTC)

A skill that has been around for ages with good potential but is hampered by the fact that it has a 15 second recharge and low durations. At max death you can bearly keep it up on one target. Done25 20:32, 31 January 2008 (UTC)


 * I would LOVE too see this skill in use put duration to 5 seconds, it wont be over powered and if anythign at least ppl will remember this skill exists.


 * It's a cute skill, but it's absolutely destroyed by Restore Condition. It would be nice if it had some sort of in the area effect, and kept the recharge. --Reklaw 18:01, 5 February 2008 (UTC)
 * It does, it's called disease. --Ckal Ktak 08:40, 6 February 2008 (UTC)
 * If I wanted to spread disease to the opposing team (and my team), I'd use Rotting Flesh, or one of the other non-elite methods of applying disease, and save my elite slot. You can't poop out "oh, but disease!" as an argument for an condition-elite having viability as a dynamic attack just because disease spreads.  Virulence needs to do something that can match up against its defensive equivilent, Restore Condition.  It can't.  --Reklaw 00:18, 7 February 2008 (UTC)
 * Make it cause every condition in the game and lower the recharge. 66.25.22.44 16:33, 27 March 2008 (UTC)

Disease (maybe)
Seems odd that we have bleeding (3 degen), poison (4 degen), and the disease with 4 degen again. Considering the highly conditional nature of disease, would it be too much to bump it to 5 degen? (making it only 2 hp/sec more) Rotting Flesh is the only nonconditional way to give disease. Putrid Flesh requires a minion for sacrifice (something that is highly costly for a minion master)m Tainted Flesh requires an elite slot and the enemy to hit in melee, Virulence is elite and on 15 cooldown. Nothing big, just something that I've noticed over the years since this is a Necromancer-only condition except for the PvE skills Radiation Field and Signet of Infection. --Life Infusion &laquo;T&raquo; 19:55, 14 October 2007 (UTC)

A large factor with disease you should consider, is the fact that it spreads without any additional effort, so while you may only cast it on one person, it can quickly spread to all your opponents, and to your allies if you're not careful and they are of the same "species". So while going from 8 health lost per second to 10 health lost per second might not seem drastic, that ((10dps*15sec)-(8dps*15sec) through (10dps*25sec)-(8dps*25sec)) = (30-50) Health could potentially be spread among a whole party, meaning a potential 400 more health that would have to be healed versus the current setup. Wolf Darkblade 23:28, 24 October 2007 (UTC)


 * Disease is already negated in pvp, in pve you only use it against non-human monsters so it should be cosidered having a higher degeneration, but also they're working on gw2 and as this is balanced i dont think they will change it. --Cursed Angel 10:17, 8 November 2007 (UTC)
 * Imo cracked armor should spread like disease. ^^


 * also, the color for disease on HP bars should probably be darker green. --Life Infusion &laquo;T&raquo; 04:28, 29 January 2008 (UTC)
 * or change the color to poison to yellow - jayce 64.253.5.164 06:55, 2 February 2008 (UTC)