Quote:
Originally Posted by DieInBasra
I don't understand your problem with Nightmare, actually. 25e for 8 degen for around 20ish seconds with MoP is good, considering the only other way you can get that degen(nevermind how long it can last) is though an elite or burning. To get 8 most other ways by yourself require two hexes, usually around 10e each. It's a personal choice, removablility and energy cost vs slot space and application time.
Images of Remorse changes that, though. 15 cost nets you a decent duration of 10 degeneration, and possibly some direct damage as well.
I don't think many people would tell you that Conjure Nightmare's prohibitive cost makes it worth the convenience of a packing more degen in less slots. Spreading degeneration in a build that makes use of it isn't normally a huge issue.
Conjure Nightmare simply does not give you the added flexibility one might think it would, and the bulk of the problem is the cost, in a build where spreading many hexes on multiple targets to prevent easy removal is key.
As with most highly similar skills, balancing Nightmare and Phantasm to be both unique, and useful in their own situations, is something difficult. If either is too much better than the other, then nobody will bring the other. I'll hold on this one.
As for Signet of Disenchantment, it recharges fairly quickly as it is. It's probably intended as a no/low energy build supplement, whether it's a signet mesmer or a w/me adrenal build.
Some things to note;
Recharge with Mantra of Inscriptions puts it at about the level of 'remove hex'
Signet of Disenchantment is a 'signet', rather than a 'spell', and can remove Spellbreaker/Obsidian Flesh/Shadow Form
They could always tweak it, I suppose, but it's not quite as bad as it's billed for.
Auspicious Incantation is not good. It scales up to about 1.2 pips of energy in value at best. Considering Glyph of Lesser Energy is a meh non-attribute skill that yields ~.97 without penalty, I don't see why people would use Auspicious. The bonus doesn't match the harm disabling your own skills causes, in addition to such a ham-handed energy bonus; You absolutely HAVE to bring a +30/-2 regen set to fill the energy with. Tack on it's effectiveness scaling down with lower cost skills, and there's no reason to really use it.
I'd have to say that scaling the skill disabling down with more inspiration, while dropping the inherent recharge on Auspicious down slightly would be the only way people will run it. There're few spells worth disabling for 30+their own base recharge seconds just for a single burst of energy every minute, averaging out to be so little.
Lyssa's Balance is not balanced with existing enchantment removal. Even Inspired Enchantment is better, with just a few points in inspiration, while Drain Enchantment is much, much better. Attributeless or not, if you can afford the initial 10 energy investment, Drain is free.
Recurring Insecurity is a waste. Degeneration is not hard to come across from the illusion line, and having to babysit a degen target goes against the grain. 20 DPS is meh. You want to slap degen on multiple targets so that you're pumping out the health loss at a rate that the enemy can't keep up with.
Recurring Insecurity needs some other kind of meat too it to make it usable. Movement debuff and casting debuff have been done, though. Insecurity brought to mind interruption or some other penalty while performing actions; Perhaps making it more like Images of Remorse? Something like, 'If target foe is hexed while attacking or casting a spell, that foe takes 5+(3X) damage and Recurring Insecurity is renewed ..." I don't know, but the way it is now is meh.