User:Raine Valen/Mass Balance/Necromancer/Skills/Curses

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Curses Skills:[edit]

Insidious Parasite Insidious Parasite[edit]

Current:[edit]

15 Energy1 Activation time12 Recharge time "Hex Spell. For 5...13...15 seconds, whenever target foe hits with an attack, you steal up to 15...39...45 Health from that foe."

Proposed:[edit]

Raine's Proposal[edit]

Bloo's Proposal[edit]

10 Energy1 Activation time10 Recharge time "Hex Spell. For 5...13...15 seconds, whenever target foe hits with an attack, for the next 5 attacks you steal up to 15...39...45 Health from that foe."

    • Still damaging enough to attack with it on you, but not suicidal. BlooBird 14:22, 17 August 2009 (UTC)

Jake's's Proposal[edit]

10 Energy1 Activation time7 Recharge time "Hex Spell. For 1...7...8 seconds, whenever target foe hits with an attack, you steal up to 15...39...45 Health from that foe."

    • The main problem with IP is that it's a long duration, maintainable, unprottable, fire-and-forget hex. By reducing both duration and recharge, you put a much greater strain on energy and you prevent the player from simply dumping the hex and moving on to do something else. In addition it's made more vulnerable to interrupts as it will need to be cast almost twice as often.--TahiriVeila 18:35, 22 January 2010 (UTC)

Rend Enchantments Rend Enchantments[edit]

Current:[edit]

5 Energy2 Activation time20 Recharge time "Spell. Target foe loses 5...8...9 enchantments. For each Monk enchantment, you take 55...30...21 damage."

Proposed:[edit]

71.174.26.147's Proposal[edit]

5 Energy1 Activation time15 Recharge time "Hex Spell. Target foe loses 0...4...5 enchantments. For 3 seconds, if target foe's health drops below 50%, you sacrifice 25% max health."

    • Previously, this skill has been used to assist spikes. It effectively is "Lose All Enchantments" without attribute investment. The recent update increased cast time, so it's more effective for mesmers who don't need to attribute invest. This change causes the skill to require attribute investment for any effect and has a nasty health sacrifice effect if used to assist spikes. As a result, the cast time is back at 1 second and the recharge is 15 seconds.71.174.26.147 12:37, 12 March 2009 (UTC)

Suffering Suffering[edit]

Current:[edit]

Proposed:[edit]

Boro's Proposal[edit]

  • 10Energy 2Activation time 10Recharge time Hex Spell. For 6...17...20 seconds, target foe and all adjacent foes suffer -0...4...5 Health degeneration.
    • Previously this hex was a very powerful hex. It did nice degeneration for a really long time, and it's short casting time and recharge, combined with the necromancers' soul reaping allowed it to be quickly spread amongst the entire enemy team. I tweaked it's numbers to make it instead of a high-risk high-reward spell. It has longer recharge and activation to prevent hex-overloading and it's aoe range is reduced, while it's cheaper and provides higher degeneration. Boro 10px‎ 12:54, 9 March 2009 (UTC)