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Originally Posted by jayce
an interesting point kale in reguards to stealing energy over health, but you said it yourself, its weak because its in the blood magic attribute. i do not believe blood is that weak personally. option 4 leads to MoR abuse? well i would agree to a certain extent. in fact, all the options because of the reduction in recharge could potenially lead to MoR abuse. for that reason alone is why i suggested an increase in cost of using that spell in 3 out of the 5 options. you mentioned that an increase in cost would kill the skill. again, i do not think so. but it may very well keep it out of the hands of players using necromancers as a secondary. its not like they would any way, because i can't recall the last time i actually saw another profession running blood skills as a secondary. with a 6 second duration, i would be content with a 15 (15 energy cost) to 20 second recharge. and thats only because it is a life-stealing skill. that, with the ability to affect all spells, would make this skill much more apealling. i run a blood necromancer. i have been for quite some time. of all the blood magic skills, this is the only one that just doesn't fit the frame considering that one can gain health and a lot more of it just as fast as one actually loses health. a 30 second recharge offers no real pressure from this hex. one would have to cast this spell when a target is dying to show any real effect.
Jayce Of Underworld
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The reason why Option 4 would lead to MoR abuse (IF the change made it worth bringing) is because you could throw it up on recharge, forcing the opposing Monk or so to take a hit to their health quite often. It's not that strong on the health steal aspect, but when you consider that it also STOPS THE SPELL from being cast, this would create Mesmers that shutdown practically permanently without Diversion. Increasing the cost without improving the skill would mean even Necromancers would shun it, because the initial cost is too high for the effect. Every other profession wouldn't run it because they can't raise Blood high enough to be worth the higher energy, and Shame is better in almost every way. As for the comment on running blood as a secondary, I think you misunderstand. The point was that the build NEVER focuses on blood magic, but as an aside, to improve your chances of victory (like the above Strip Enchantment, Awaken the Blood for Curses builds, etc). As for pressure? Obviously the recharge is there so that you think about when you use it. If they are low on energy (through your earlier Shame, or just plain forced to heal too often), then this will take away health, forcing more energy to be expended to patch it up. Basically, it's there so that it is an opportunistic skill that also prevents spells from being cast, not an on demand health steal. But Shame is better for that. Reduce the recharge, and it becomes dangerous, since it can stop more spells than before. Especially when combined with Mantra of Recovery.
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Originally Posted by Skyy High
It's still one of the only ways to reliably stop a 1/4 cast healing spell, very useful in PvE to get a pesky monk or rit healer down.
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Taking away their energy is better than taking away a chip of their health which they're going to use their next heal to patch up. Unless of course, you bring both on a Mesmer. Or, better yet, you drop a Defile Flesh on them. Who cares if they get the heal off, if it's not going to heal enough to save its life?