Talk:Seeping Wound

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[edit] Discussion

Why is this even an elite? Toxicity, considering it doesn't take up the elite slot, is a much better alternative. The Holy Llama 07:21, 11 April 2007 (EDT)

Toxicity can easily be just as bad for your team, though - this only goes where you put it.Fourth Horseman 08:44, 11 April 2007 (EDT)
That's true, but still, this is nowhere near worth of an elite. It's perfect counter is mending, which if we were being fair, would make mending elite.

... Can't even comprehend how underpowered this is.. Who rlly cares if you get an extra 4 degen?? a burning arrow ranger can do max degen, without being a waste of space. Experienced 06:36, 31 August 2007 (UTC)

...I think i can compare this to one of the easiest degeneration spells, Shrinking Armor. These two have the same energy cost, the same cast time and shrinking armour recharges 2 seconds faster.

  • Shrinking armor causes 3 degen for 10 seconds (level 12) "causes cracked armor after 10 seconds or when removed, is not an elite."
  • Seeping wound causes 3 degen for 17 seconds (level 12) "Only work if target is bleeding or poisoned, this is an elite and is in the assassin primary attribute."

Ok... after this comparision i dont know why arena net haven't buffed it. If the foe still is hexed after 10 seconds the assassin have done something wrong, assassins doesn't kill someone slow with degeneration, and after all, does it matter if the target gets an 4 health degeneration? It's 8 health per second cheers! Also you must have a skill to cause poison or bleeding with for it to work, why not just cast Life Siphon and you get som healing too.

  • Even poison does the same damage, this can be countered with mending, Conjure Phantasm is better, I have never seen this skill been used by anyone ever. And I understand why. --Cursed angel 11:51, 13 September 2007 (UTC)
This is also the only hex in critical strikes, and one of two hexes outside of deadly arts that won't end prematurely. Weather that's worth elite status is debatable, but it does have value in that capacity. - Image:User HeWhoIsPale sig.PNG HeWhoIsPale 12:17, 13 September 2007 (UTC)

It could definently use a buff in the amount of degeneration, I was thinking of around -8 or something(ala Conjure Nightmare). Also this would pair nicely with Poison Tip Signet then. Could keep assassins from the overused Shadow Prison spiker/DA spiker. Sheba 18:47, 18 October 2007 (UTC)

Just make a foe who is under this hex and suffering from bleeding or poison also lose 2...5..6 health each second. this would give it a little extra dmg and make it worth its elite by allowing assassins to break the 10 degen cap. Kraken 17:13, 21 October 2007 (UTC)

Wow who designed this skill to be an elite?Highway Man 05:53, 2 February 2008 (UTC)

/agree with kraken,i would however make it PHYSICAL damage as it would have a great synergy with skills like barbs etc :).81.244.114.207 16:51, 14 February 2008 (UTC)

I believe the most effective way to buff this skill would be to have it inflict a certain small amount of physical damage, FOLLOWED by the degen. This would make it more worthy of an elite slot. Faul 16:33, 13 March 2008 (UTC)

Maybe changing it to something like:

  • For 5...17...20 seconds, if target foe is suffering from Bleeding or Poison, that foe suffers -1...3...4 Health degeneration. When this Hex ends target foe suffers from a Deep Wound for 3...7...9 seconds...:)--Spider osiris 22:16, 18 March 2008 (UTC)

I'm about 90% sure that this does, in fact, cause more degen if they are both bleeding and poisoned. But not going to test it, because I don't really care and it's still bad, even if it works as I think. 71.31.149.63 20:57, 4 April 2008 (UTC)

It does. Bleeding is -3 and Poison is -4, so thats -7 degen. if you add average degen from seeping wound, you get an additional -6 degen, coming up to -13 degen, which would then cap out at the -10. I hope I said that right. --Image:User Wandering Traveler Oie User Wandering Traveler Sig2.png Wandering Traveler 21:00, 4 April 2008 (UTC)
Sounds about right. — Eloc 09:31, 5 April 2008 (UTC)

[edit] Major Buff

The only use in this skill that I can see currently is to apply a hex for Black Spider Strike. And it's not even the best choice for that. Therefore, I think it should be changed to do something more like this:

5e, 3/4a, 10r

Elite Skill. Must follow a dual attack. 5...17...20 seconds. Causes -1...3...4 Health degeneration. Deals 10...34...40 damage if target is Poisoned. Deals 10...34...40 damage if target is Bleeding.

Comments/Suggestions? Also, how do I make the little energy, activation and recharge symbols? RitualDoll 00:33, 20 April 2008 (UTC)

With a recharge of 10, you could use it twice with the same Dual Attack 68.62.233.226 05:21, 7 May 2008 (UTC)

How about making it 10 pips of degen for 4...12...20 seconds? it'd be like single-target pressure for condition teams. maybe an 8 second recharge so you couldn't just spam it all over. remember that degen caps at 10 pips, but this would be able to counter any regen like breeze or mystic. 68.50.167.100 21:05, 8 June 2008 (UTC)

An interesting idea...but no, it needs a buff of some kind, but yea, make it max out at like 8 or something as well as like 5...10...15 seconds and like a 15 second recharge. perhaps make it even unconditional. I mean it would kinda make sense either way, conditional or not. Another thing could be:
  • Elite Spell. Target foe suffers from bleeding and suffers from -1...3...4 Health Degeneration.
  • Elite Skill. If target foe is under the effect of a condition that foe suffers from bleeding and deep wound.
  • Elite Offhand Attack. (either must follow lead or just a starter attack*) Target foe suffers from bleeding. deals {gr|10|25|}} damage.

--71.67.243.230 18:27, 21 July 2008 (UTC)

Another idea:
  • Elite Skill: Target Touched foe suffers from deepwound and bleeding. (could count as a lead or offhand attack.)

-Would be like a player version of twisting jaws without the insta-death part, and would be pretty useful.

  • Elite Spell: Target foe suffers from bleeding for 12...22...25 seconds and is hexed with seeping wound for 10...18...20 seconds. While under the effect of seeping wound, bleeding is re-applied if foe is not currently under the effects of bleeding. When Seeping wound ends, target foe suffers from deepwound and crippled for 4...17...20 seconds.

-That would create an original skill that is worthy of elite status and is not like any other skill in the game. Also it would not be that over powered, and would just be a way of maintaining bleeding on a foe, and would not be a skill that would be too hazardous to other players until it ended; meaning that because the deepwound and crippled is not on command, it would not be able to be used for spiking unless the assassin is really good at timing or had another character devoted to assisting in the spike.

-Also, bleeding is the most common condition and the easiest condition to spread. I point at barbed spear for this example.

It would create (hopefully) a whole new aspect to the game, where if the condition is removed it is just re-applied so the hex must be removed to get rid of the condition, while still being a basic condition.--71.67.243.230 19:18, 21 July 2008 (UTC)


heres an idea.. since it's with critical strike, how about, Seeping Wound Elite hex spell, For 5..17...20 sec target foe take 20..30..50 damage and suffers for bleeding deepwound for 5 sec every time you make a critical hit on them, 5 cost, 1 cast, and 10 recharge, i think this would go right well with sin, number could vary for balance reason--Metal Sazz 01:26, 12 August 2008 (UTC)

I think it should make the enemy take 5...13...15 more damage in addition to its current effects. then it might be worth taking.

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