Plague Signet
Kool Pajamas
[skill]Plague Signet[/skill]
I dont think this skill has ever seriously been used anywhere ever. So what kind of suggestions could possibly buff this skill to be useful?
A thought I had was to add to the skill:
If you have no conditions on you, target foe is poisoned for 1....15 seconds.
Just a thought thread.
I dont think this skill has ever seriously been used anywhere ever. So what kind of suggestions could possibly buff this skill to be useful?
A thought I had was to add to the skill:
If you have no conditions on you, target foe is poisoned for 1....15 seconds.
Just a thought thread.
placebo overdose
i always wanted it to cause poisen and disease
Kool Pajamas
I first I had said disease but that would most likely require you to also have a tainter, which is kind of a waste.
Another thought I had was to change the functionality of the skill. Perhaps deal damage per condition on target foe.
Another thought I had was to change the functionality of the skill. Perhaps deal damage per condition on target foe.
Angel Netherborn
How about making it able to transfer all negative conditions from target ally to target enemy? Not sure how to make this work though. Maybe transfer from a random ally?
mazey vorstagg
or, instead of removing conditions from you. It could be:
All conditions and their durations are copied from your party members to target foe.
All conditions and their durations are copied from your party members to target foe.
arcanemacabre
"Transfer all conditions and their remaining durations from yourself and one nearby Ally to target foe."
savage vapor 33
Plague Sending with Martyr ftw?
arcanemacabre
Quote:
Originally Posted by savage vapor 33
Plague Sending with Martyr ftw?
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holababe
The idea is u use a condition inflicting skill then that
bam23
Still sucks if you do that.
tenshi_strife
Quote:
Originally Posted by holababe
The idea is u use a condition inflicting skill then that
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yes this skill needs buffed lol
Div
Maybe to target foe and all foes near that target. And get rid of the 4 curses thing.
Ghost Recon
Change it to transfer all conditions and hexes and their remaining durations from yourself to target foe, change the recharge time to 15 seconds and make it that there is a 50% chance of failure with 8/9 or less in curses.
Becomes slightly more useful but not over powering.
Becomes slightly more useful but not over powering.
MithranArkanere
What about making it apply disease on you if you have no conditions on you?
HawkofStorms
The transfer of hexes thing suggested by Ghost is overpowered (no other skill in the game does that).
Causing poision and lowering the recharge could work (kinda make it similar to poison arrow).
Causing poision and lowering the recharge could work (kinda make it similar to poison arrow).
Puebert
1/2 to 1/4 second cast time, shorter recharge, and cause target foe to suffer from Poison if not suffering from a condition.
Ghost Recon
It isn't over powering if what i suggested was implemented was put in place because.
1. If you aren't against a mass hex/condition team it is unless.
2. It takes up an elite slot and there are better one's out there.
3. If you are a mass hex/condition team you can just try and avoid him as much as possible making it useless.
4. 9/10 in curses sucks unless you are running a curses build.
5. 15 second recharge so it isn't going to get spammed.
6. Still doesn't help the rest of the team.
Also giving it poison is useless, i may aswell take a apply poison/burning arrow ranger and saying well maybe i wanted hexes aswell isn't a valid argument as Reapers Mark would still be more useful.
1. If you aren't against a mass hex/condition team it is unless.
2. It takes up an elite slot and there are better one's out there.
3. If you are a mass hex/condition team you can just try and avoid him as much as possible making it useless.
4. 9/10 in curses sucks unless you are running a curses build.
5. 15 second recharge so it isn't going to get spammed.
6. Still doesn't help the rest of the team.
Also giving it poison is useless, i may aswell take a apply poison/burning arrow ranger and saying well maybe i wanted hexes aswell isn't a valid argument as Reapers Mark would still be more useful.
HawkofStorms
1. True. Not a great PvP skill, though would be great in PvE since you know what areas use what.
2. Debatable.
3. See 1. PvE enemies are too stupid to not cast on you. If PvP enemies avoided casting anything on you at all though, that would kinda still be a victory. Would also be used to prevent AoE hexes from being cast (or require more careful placement of them to avoid the PS necro).
4. Many people run a curses build. Just like all people who use SF use a fire build. Just because a skill requires attribute investment does not make it suck (see example).
5. See my suggestion of a shorter recharge.
6. Hex removal would assist the monks, saving energy for heals.
It isn't so much that your suggestion is "overpowered" its that the mechanics would be completely new to the game. Transfering hexes has never been done before (not even to teammates like a martyr version), and in my opinion should never be done (it will cause the meta to become a wierd game of hot potato where you just richocet hexes back and forth).
Hexes have far more powerful aspects to them then just condtions (with the exception of blind which can be pretty devistating) and are harder to remove. Certain fundamentals (like the inability to transfer hexes) in my opinions should not be touched for just one skill. Condtion application and transfer has a presedence in the necro and monk line. This does not.
2. Debatable.
3. See 1. PvE enemies are too stupid to not cast on you. If PvP enemies avoided casting anything on you at all though, that would kinda still be a victory. Would also be used to prevent AoE hexes from being cast (or require more careful placement of them to avoid the PS necro).
4. Many people run a curses build. Just like all people who use SF use a fire build. Just because a skill requires attribute investment does not make it suck (see example).
5. See my suggestion of a shorter recharge.
6. Hex removal would assist the monks, saving energy for heals.
It isn't so much that your suggestion is "overpowered" its that the mechanics would be completely new to the game. Transfering hexes has never been done before (not even to teammates like a martyr version), and in my opinion should never be done (it will cause the meta to become a wierd game of hot potato where you just richocet hexes back and forth).
Hexes have far more powerful aspects to them then just condtions (with the exception of blind which can be pretty devistating) and are harder to remove. Certain fundamentals (like the inability to transfer hexes) in my opinions should not be touched for just one skill. Condtion application and transfer has a presedence in the necro and monk line. This does not.
arcanemacabre
Actually, yeah, shorter recharge alone would make this skill a little more worthy of Elite status. Give it a little something extra, like the suggested "apply poison for x...x if you have no conditions" makes it a pretty darn good skill and contender for the best of necro elites. Has my seal of approval (not that it means much).
EDIT: To add to this, this is the first Elite I ever captured... period. I loved it then, until I realized there were many other elites that were better. I'd like to be able to love it again. I kinda *sniff* miss it...
EDIT: To add to this, this is the first Elite I ever captured... period. I loved it then, until I realized there were many other elites that were better. I'd like to be able to love it again. I kinda *sniff* miss it...
Ghost Recon
Quote:
Originally Posted by HawkofStorms
1. True. Not a great PvP skill, though would be great in PvE since you know what areas use what.
2. Debatable. 3. See 1. PvE enemies are too stupid to not cast on you. If PvP enemies avoided casting anything on you at all though, that would kinda still be a victory. Would also be used to prevent AoE hexes from being cast (or require more careful placement of them to avoid the PS necro). 4. Many people run a curses build. Just like all people who use SF use a fire build. Just because a skill requires attribute investment does not make it suck (see example). 5. See my suggestion of a shorter recharge. 6. Hex removal would assist the monks, saving energy for heals. It isn't so much that your suggestion is "overpowered" its that the mechanics would be completely new to the game. Transfering hexes has never been done before (not even to teammates like a martyr version), and in my opinion should never be done (it will cause the meta to become a wierd game of hot potato where you just richocet hexes back and forth). Hexes have far more powerful aspects to them then just condtions (with the exception of blind which can be pretty devistating) and are harder to remove. Certain fundamentals (like the inability to transfer hexes) in my opinions should not be touched for just one skill. Condtion application and transfer has a presedence in the necro and monk line. This does not. |
ichigo_panty
Plague Signet:
After transferring all negative conditions, you will not receive any conditions for the next 5 seconds.
OR
After transferring all negative conditions, the next condition applied will be transfer to all nearby foe.
Ah, well, if they include hexes in the skill, this skill will be too good not to use in pvp.
After transferring all negative conditions, you will not receive any conditions for the next 5 seconds.
OR
After transferring all negative conditions, the next condition applied will be transfer to all nearby foe.
Ah, well, if they include hexes in the skill, this skill will be too good not to use in pvp.
glountz
I suggest this:
Remove all conditions from 1...6...8 party members near you and transfer them with their remaining duration to target foe.
Scaled with Curses.
This way, this is a more potentially powerful Martyr, but linked to an attribute to be more effective than it, with a lot more recharge and with a restrictive positionning condition.
Remove all conditions from 1...6...8 party members near you and transfer them with their remaining duration to target foe.
Scaled with Curses.
This way, this is a more potentially powerful Martyr, but linked to an attribute to be more effective than it, with a lot more recharge and with a restrictive positionning condition.