inspired from the other Mesmer thread...
...Restore the duration of Ineptitude back to 10 sec. Note: with this the clumsiness duration should also be increased (if the area of effect part of clumsiness gets removed -no big deal)
well, what do you think?
Bring Back Ineptitude
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This is actually a reasonable idea. Ineptitude was a very fun skill to use and does have an interesting balance (either don't attack and get shut down until hex remove comes in, or take the damage and then get the condition removed (which is easier to do then hex removal)).
It would be nice to see it be a little more viable again.
It would be nice to see it be a little more viable again.
B
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/signed. The Mes get no love anyway so why not. This change was what made me stop playing my Mes because that was my preferred elite and I believe at the time many other Mes skills were changed so I was frustrated. It has been a long time since I have played her. Now with this thread I may need to look at dusting her off and trying something else.
B
Curses is retarted? You have no idea how to play this game.
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As much of a Mesmer head I am...I don't think it needs to be changed. Just cast it on someone who is attacking. The idea of the skill is not to cast it 10 seconds before someone even reaches you...... 4 seconds is fine, like I said...cast it on someone who is currently attacking.
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i always thought the idea of these skills is attacker shutdown... 10 sec is not that long... the damage (and blind with inept) is the penalty of not waiting 10 sec -it is(or would be) the same time as diversion or backfire...
backfire lasts 10 sec and the damage does not stop after only one spell is cast - also backfire does more damage per activation -also backfire is not elite...
T
i'd rather see reduced recharge and/or reduced cost and/or aoe effect and/or damage buff rather than longer hex duration, but /signed that it needs a tweak. after all, it's an elite - arcane echo shouldn't be used to make an elite skill useful, but to exploit it beyond it's own elite level (even more damage, even longer enchantment, etc).
C
Oh, I thought this was a thread about the NCSoft Master Account website....
Anywho:
For PvP, it's already quite strong. Allowing it to totally shutdown a physical 50% of the time even if they're smart enough to not swing into it would be too much.
Also, setting the hex duration equal to the blind duration dumbs down play because that reduces it from a skill that forces your opponent to pay attention or pay the penalty to a skill that applies a more-or-less flat effect regardless of how they react.
For PvE, this isn't a skill that gets used much by players, and it's particularly obnoxious in the hands of monsters. Therefore I'm definitely against buffing it in any way.
Anywho:
For PvP, it's already quite strong. Allowing it to totally shutdown a physical 50% of the time even if they're smart enough to not swing into it would be too much.
Also, setting the hex duration equal to the blind duration dumbs down play because that reduces it from a skill that forces your opponent to pay attention or pay the penalty to a skill that applies a more-or-less flat effect regardless of how they react.
For PvE, this isn't a skill that gets used much by players, and it's particularly obnoxious in the hands of monsters. Therefore I'm definitely against buffing it in any way.
To be honest, increasing the duration wouldn't do much. I mean, sure, you can dumbfire it more and it takes less actual timing, but it's still just a one time trigger. It's be much more powerful if the recharge were decreased to 15s. Really, I wouldn't see why it'd be a problem outside of RA. Not like it's incredibly easy to cover with it's condition, so Monks and Rts should really have no problem removing it quickly enough where teams are coordinated. Even with a 15s recharge, Blinding Flash or Steam would be a much more reliable blind with more versatility.
So, all for a recharge decrease, duration increase isn't really worth the time coding.
So, all for a recharge decrease, duration increase isn't really worth the time coding.
I
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To be honest, increasing the duration wouldn't do much. I mean, sure, you can dumbfire it more and it takes less actual timing, but it's still just a one time trigger. It's be much more powerful if the recharge were decreased to 15s. Really, I wouldn't see why it'd be a problem outside of RA. Not like it's incredibly easy to cover with it's condition, so Monks and Rts should really have no problem removing it quickly enough where teams are coordinated. Even with a 15s recharge, Blinding Flash or Steam would be a much more reliable blind with more versatility.
So, all for a recharge decrease, duration increase isn't really worth the time coding. |
Its fine as is, which is not very gud. In reality if a mesmer uses this on a warrior, ur gonna hit for like 200 damage and blind them (hit them wen they frenzy up for a spike). Thats plenty good for an elite. If you make it longer theres no point, the blind is either not gonna last long, or ur in RA at which point the blind duration doesnt matter, and buffing the recharge is just gonna bring back sineptitude.
The last thing needed now is ANOTHER powerful hex coming into play.
The last thing needed now is ANOTHER powerful hex coming into play.
In PvP, the fire-and-forget hexes in the curses line that last(ed) 30-50 seconds (see: Faintheartedness and a mass of other hexes before they got nerfed) were heavily abused and absurdly easy to use because they require no reaction time or strategy, just fire it on recharge at a suitable target.

