ArenaNet talk:Skill feedback/Necromancer/Barbs

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Life Infusion's Discussion

I disagree, 2 second cast time means you can interrupt it. --TimeToGetIntense 12:02, 3 March 2008 (UTC)

Yeah. This skill is fine. Dark Morphon(contribs) 12:52, 9 March 2008 (UTC)
Yep, leave Barbs alone. It's already 10e and 2sec cast, the damage level gels with those of order of undeath, order of pain, and order of the vampire, plus it's FAR easier to remove/avoid/mitigate. Brit 15:07, 10 March 2008 (UTC)

2sec cast time, 10energy. if your rangers and/or mesmers can't interrupt a 2sec cast they should really quit playing 189.70.223.231 20:45, 21 March 2008 (UTC)

Blame it on lag.

Two second casting time will ruin this skill and besides one of the few skills that actually makes necromancers desirable in groups.William Wallace 04:02, 27 May 2008 (UTC)

...It already has 2c time. Dark Morphon(contribs) 15:19, 29 July 2008 (UTC)
lol --AnorithUser Anorith Grenths Grasp.jpgTalk 15:25, 29 July 2008 (UTC)
Why not just make this add to the damage rather than being applied separately (much like Conjures now do)? This would mean it's still as good in terms of raw power, but less effective when stacked with other things as concerns Spirit Bond, Protective Spirit and even RoF and the like.
I've recently started playing with a Necro in PvE and love this skill when coupled with a minion master. The fact that I get to see all the 15s popping up makes it that much more worthwhile. I suspect that if the caster doesn't see the results of the hex, they would think that it's not doing anything and think it's underpowered and not worth taking. The 2 second cast time does make it rather vulnerable to interupts which is a nice balance to it. --Ugg McFly 18:37, 23 October 2008 (UTC)
This doesnt need fixing -- its balanced! If you -MUST- make it AoE, then up the cost to 15. --Falconeye 03:44, 13 January 2009 (UTC)
If barbs becomes AoE, it needs to have

25 Energy5 Activation time90 Recharge time.Pika Fan 03:50, 13 January 2009 (UTC)