ArenaNet talk:Skill feedback/Necromancer/Dark Bond

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Move to Death Magic

Infuse Condition for example has a quite similar functionality and is in the Death Magic line as well. I couldn't think of anything that militates against this proposal. —ZerphatalkThe Improver 12:01, 31 July 2008 (UTC)

I agreed, then I remembered- This is in effort to control An MM's soul reaping abilities, along with thin out his att. points some to balance them out. Its the same thing with War's and heal sig, and rangers with troll ungent. If you want something to heal or support you of your own, you need to invest some att. points into another attribute. Phill Gaston 12:11, 31 July 2008 (UTC)
As i said, the duration could be changed, then it's the same in the end. Even if you only spend 6 attribute points into blood magic, and use a minor rune, then you have with 4 blood magic already a duration of 38 seconds. If ~40 seconds would relate to the duration in 15 curses after the move, i don't see any problems. If Anet would really want to decrease SR to make this skill effective by using a higher blood magic attribute, then this skills duration wouldn't be 30 seconds without any points in blood. —ZerphatalkThe Improver 12:24, 31 July 2008 (UTC)
There really doesn't seem to be any reason for this to be in Blood Magic, other than feebly trying to encourage hybrid builds. If it had a Blood Magic theme, sure, but though I'm in favour of both hybrids and Blood Magic having a bit more utility, I kinda feel I have to agree. --The preceding unsigned comment was added by User:82.27.252.185 (talk).