this skill is rediculous. its more like 1/4 second cast, and they spam it almost instantly.--Coloneh RIPColoneh 03:59, 6 December 2007 (UTC)

Did you try to 55 them? --Blue.rellik 04:03, 6 December 2007 (UTC)
Did you try to solo them with a N/Me with Fevered Dreams and Wither? --Mr Ex Vandal 04:07, 6 December 2007 (UTC)
2 elites at the same time is win. Entropy Sig (T/C) 13:29, 6 December 2007 (UTC)
I tried running past them with VoS--Coloneh RIPColoneh 23:23, 11 December 2007 (UTC)
Except it's not a spell :P --Gimmethegepgun 23:24, 11 December 2007 (UTC)
Which is probably the point =P --Shadowcrest 23:30, 11 December 2007 (UTC)
Yu:P --Gimmethegepgun 23:31, 11 December 2007 (UTC)
Red thumbs down This Monster Skill has been voted as Needs Effective Reduction to Firepower (NERF).

Several users of GuildWiki have formed a consensus that this Monster Skill is overpowered and badly needs an update from Anet.

This Monster Skill was voted overpowered for the following reasons:

  • usually hits something like Fire Attunement or some other important enchant
  • widespread daze when used in groups
  • too fast of a recharge

Yellow Thumbs Sideways The following Improvements have been suggested for this Monster Skill. The poster believes that any of the suggestions should be adopted by ANet.

  • remove dazed
  • increase cast time to 3 seconds
  • make easily interruptable

It's just me or this skill also interrupts target foe? - - Shikaru Nara (talk|contribs) 18:13, 22 January 2008 (UTC)

It's not the skill but rather the condition. "Dazed will interrupt a spell being cast when it is applied, even without any damage being caused or any attack being made. The interrupt occurs even if the target was already dazed and the condition is re-applied." 20:15, 2 April 2008 (UTC)
You know, not everything in the game needs to be solo farm able or run able. This is an effective way to encourage a proper team by stopping generally overused farming/running techniques like 55/600/perma in certain places. It's a nasty skill, but not grossly overpowered for a balanced team in either difficulty. --Mooseyfate 23:48, 5 February 2009 (UTC)
Yeah, but in hard mode, when all your casters (including monks) are dazed and the air eles are owning your team with Mind Shock (since you know, they come in groups of 10), then it seems overpowered. --Macros 23:58, 5 February 2009 (UTC)
If this skill had a recharge of 9001 seconds, it would still be a counter to run-/farm- ing, but not be overpowered. See what I did there? --Shadowcrest 00:02, 6 February 2009 (UTC)

fukken pain in ass. nerf it to only affects >50% hp or <50%hp make it more conditional i mean

My concern with this skill is that there's no real "strategy" to counter it. Traditionally enchantment stripping is handled by countering with cover enchantments, but there are so many of these things in a group and their recharge on this skill so short they can effectively strip an entire team of enchantments faster than they can be replaced or covered. -- 12:15, October 7, 2009 (UTC)

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