Feedback:User/Dark Morphon/Barbs

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Barbs Barbs: 10 Energy1 Activation time5 Recharge time "Enchantment Spell. For 5...13...15 seconds, target other ally inflicts Bleeding (5...17...20 seconds) with its physical attacks." Moved to Blood Magic.

Reasoning:

  • Moving Barbs, a Hex Spell that was generally only used by Mesmers because of the unfavorable casting time in physical heavy teams, towards a supportive Enchantment, thus taking out a Hex (weakening Hexways).
  • Giving Blood Magic, the most gimmicky attribute of the Necromancer, a skill worth using, particularly in their new potential role (inflicting Bleeding).
  • Could be used, for example, for applying additional pressure through using it on a fellow Ranger, thus increasing that Ranger's degeneration abilities.

Enjoy discussing.