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Could probably use this on a hammer warrior for guardian removal fun. --Life Infusion 21:09, 28 September 2006 (CDT) A/Me. Deadly Paradox, Psychic Instability, Lift Enchantment, Disrupting Dagger. KD, interrupt and enchant removal every 5 seconds. Crippling Dagger if they try to kite. Will have to see if I can work that.Labmonkey 07:10, 29 September 2006 (CDT)

Maybe use this skill with Iron Palm and Entangling Asp. It would work even if the target was using Aegis, and then would remove it, leaving them open to attacks. --Curse You 16:00, 5 October 2006 (CDT)

Does this trigger if a knockdown is used while the hexed person is already knocked down? Or does it require them to go from standing --> knocked down? —Aranth Mesmer 23:46, 6 October 2006 (CDT)


Post-Release[]

Ugh, they killed it. It was interesting when it had the potential to strip multiple enchants. But a highly conditional 10 energy single strip? ... No thank you >< Merengue 14:38, 27 October 2006 (CDT)

Yeah. This skill needs something more for it being that conditional and costly. --Entheos Geon Dervish-icon-small‎ 02:46, 28 October 2006 (CDT)
So they changed it? I never saw the skill pre-release, but on the page the skill has the little hex arrow on the skill picture. Did they change it from a hex to a skill?
Yes. Previously, it was a hex that caused the foe to lose an enchantment each time they were knocked down. Merengue 21:49, 20 November 2006 (CST)
And it's still 'deadly arts' skill, not 'non attribute'? BTW it's really crappy. I can't understand why somebody would like to use it. The only nice thing is that it's not spell, but there are still better skills...Archeont 12:23, 21 November 2006 (CST)
Perhaps they'll make it a multi-enchant strip once more, but in one fell swoop, rather than graduated. Something like "Lift Enchantment, 10en, 1/4th cast, 10 recharge, Skill. If target foe is knocked down, that foe loses 1...3 [4] enchantment(s)." The cast time really should be 1/4th already even if nothing else is changed. Merengue 18:21, 21 November 2006 (CST)
"The cast time really should be 1/4th already even if nothing else is changed." HA Weekend update notes: Lift Enchantment reduced to 5 energy, 1/4 second cast, same recharge. Seems a lot better now. --Son of Urza 09:45, 20 January 2007 (CST)
Seems like a much-needed buff to the cast time especially... here's hoping they keep the change after the weekend. Jioruji Derako 23:23, 21 January 2007 (CST)

increased range = imba?[]

This would be very useful if it had full spellcastng range. Or even half range. I was thinking, for example, pair it with Psychic Instability, or someone using Earthquake, or use it to followup Stoning, etc etc. But then I was thinking about balance, because it's cheap and fast, and it occurred that that may make it too strong.

Thoughts? Entropy Sig (T/C) 15:08, 27 November 2008 (UTC)

removing an enchant isnt that big of a deal, compare this to Rip Enchantment, the conditional is enough that this should be full cast range. 76.188.100.220 17:40, 27 November 2008 (UTC)
76.188 is right. Full range pillox D: Although, maybe add ½ cast then. --- Ohaider! -- (contribs) (talk) 19:11, 27 November 2008 (UTC)
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