New Weapon Mods, Profane ___

Diomedes

Lion's Arch Merchant

Join Date: Jun 2005

Blue Island (think Chicago)

Me/N

As I've noticed that hexes as a strategy are in general getting buffed, I've been curious why this one hasn't been tossed into the mix. We have weapon upgrades that boost enchantment duration, why not hex duration?

-Diomedes

Kaldor Meshekal

Kaldor Meshekal

Frost Gate Guardian

Join Date: Apr 2005

England

Rt/N

You never know, we might be seeing such a mod available with the release of Sorrow's Furnace.

Of course, it could be considered 'unbalanced', couldn't it? The max (yes, max, not godly...>.<) being 20% like enchantments...Mesmers would have a ball with that mod. Especially my build

Mantra of Persistance + hex mod + One damn long duration for conjure phantasm, crippling anguish and phantom pain. Cast them, run off, come back a minute later, pick up the loot.

Diomedes

Lion's Arch Merchant

Join Date: Jun 2005

Blue Island (think Chicago)

Me/N

True, but you can pretty much do that with traps already anyhow.

Plus my mesmer just can't run fast enough to get away from most mobs (I think she's a pack a day smoker when I'm afk).

-Diomedes

Kaldor Meshekal

Kaldor Meshekal

Frost Gate Guardian

Join Date: Apr 2005

England

Rt/N

hehe

Maybe Illusion of Haste and Vile Touch (? the one that transfers neg conditions to enemies)?

Of course, be buggered if there's a monk or two but then NPC healers are about as likely to heal you after the loss of 1 life, as they are when you're about to die.

You can do that with traps? How? That combination of skills would give target foe health degen of -11 for about 25-30 seconds.

Diomedes

Lion's Arch Merchant

Join Date: Jun 2005

Blue Island (think Chicago)

Me/N

Quote:
You can do that with traps? How? That combination of skills would give target foe health degen of -11 for about 25-30 seconds.
Oh, I was more just talking about using energizing wind/quickening zephyr/serpent's quickness to drop down 20 some traps and then pull enemies over them. I.E. how 4-5 trappers can easily defeat the vast majority of the UW. Plus after they go over all those traps they're crippled so you can just run back a few feet and set up a few more traps.

-Diomedes

Kaldor Meshekal

Kaldor Meshekal

Frost Gate Guardian

Join Date: Apr 2005

England

Rt/N

ohh

I never really payed attention to the traps available for my ranger

Seen a trap team work in UW..Never seen Aatxes die so quick. Though, i've never seen a group of rangers die so quick when they missed one