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Originally Posted by dcraftjr
its just a slight delay, what i do is use oob then healing touch right after. Not a biggg problem but it will show soon
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Originally Posted by MelechRic
As someone who PvPs a necro I can honestly say I'm happy that veil is changed. It's fairly powerful if you consider that when it ends it removes the most recent hex as well as slowing hex application down. If your target has veil covering them thne you not only have to put up a hex, but cover it with a cheap one as well.
I think the original idea for Veil was to slow the amount of hexes put onto a target. It wasn't intended as an enchant that you'd put on, take off and put on again for hex removal. This recast adjustment just affirms this. It also gives mesmers something to use inspired hex for again. |
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Originally Posted by Johnny Paycheck
for the amount of hexes available in this game don't you think the lack of a quality hex removal is starting to get a bit absurd?
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Originally Posted by Keyote
Considering the forced self heal after OoB, P&H will give the same energy over 15 secs and you dont risk killing yourself in the process.
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Originally Posted by Ensign
I do feel that the game is missing a good, general purpose hex removal, along with a good, general purpose enchantment removal. Sometimes you just want something simple to deal with an overload problem.
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| The modification to Mend Ailment is a bit harder to understand. Maybe it's due to the fact that many conditions like Weakenss via Enfeeble are 5 second recharge skills. Putting Mend Ailment at that recharge at least evens the playing field a little. There are plenty of skills out there where the energy needed to cast them isn't an issue, but the recharge is the issue. I think Mend Ailment just joined their ranks. |
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Originally Posted by Carinae Dragonblood
What's wrong with Rend as a general purpose enchant remover? I can see how Profane is too situational though.
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IMHO a better way to change this skill is to make it cost 20% health to anyone with divinity 4 or above, but stays 10% to everybody else. Just a thought.|
Originally Posted by Hell Marauder
I think there's something very wrong with this change, now that monks are the only class who can still use OOB to good effect. This is supposed to be a necro elite skill and now it doesn't look that elite to necro players anymore. There's just something wrong when other primary class (especially one that's your class' nemesis) can do better with your elite skill than your own.
IMHO a better way to change this skill is to make it cost 20% health to anyone with divinity 4 or above, but stays 10% to everybody else. Just a thought. |