Talk:Power Return

The notes at this point are useless. We are all speculating. Wait till you see the skill description in game as well as the cost and recharge, then speculate. --Karlos 07:28, 14 March 2006 (CST)


 * Useless? I think that's a bit of a stretch.  If Factions comes out and all we need to do is enter the green numbers, the notes are still relevant and we just need to change tense.  If the skill is completely different, scratch the whole thing and start anew.  Of course it's not set in stone yet, but that's the reason for the disclaimer at the top :/ --Qian Khan 09:13, 14 March 2006 (CST)


 * So, ANet made a skill that I can use to give my enemy energy JUST so that I can keep Malaise on him (which I put originally to drain his energy) and -2 degen on my own health. Yaaaay! I mean some of these speculations are wild. --Karlos 09:40, 14 March 2006 (CST)


 * Do you plan to be an asshole when you get out of bed, or is it just at a whim? Do you think that this is an information source or not?  Do you really want to start debating what is common sense enough to be added to this Wiki?  --Qian Khan 09:44, 14 March 2006 (CST)


 * Yes, I think adding usage notes when the most basic information about the skill is not known is useless, yes. I criticize the usefulness of highly speculative opinions based on greatly missing information. Your stand is the one that does not seem like common sense to me. Are personal insults all you have to say in response? In fact, if you don't make a case for why this ridiculous statement "giving my enemy energy to keep Malaise on, so I can drain him from energy, just so that I can then give him energy and keep Malaise on" is in there, I will remove it. Better type fast.--Karlos 09:57, 14 March 2006 (CST)


 * Umm how about because you have a tight skill build and malaise is doubling as a cover hex? Or because you have a weapon +15% versus hexed foes. There are skills and tactics that only work on hexed foes, you know.  Your original point was that we were speculating.  Now your point is that Malaise is a lame hex to prolong.  Come on. --136.186.1.118 10:36, 14 March 2006 (CST)


 * Now you're defending the highly speculative with the highly improbable. Why not use a hex that doesn't cause me health degen and does not require me to case another skill to keep it up in addition to casting it? So, I am going to dedicate 3 skills on my skill bar just to keep a hex on a foe so that I do more damage vs hexed? All that when I can just replace that with one very long lasting hex like Spinal Shivers or one that's very cheap and fast recharging like Parasitic Bond? --Karlos 11:06, 14 March 2006 (CST)


 * Umm... this is a Mesmer skill not a Necro skill. You ever heard of a Mesmer that wasn't Me/N or N/Me?  And my point of having a tight skill build remains valid.  Not that it matters: this information is potentially useful but if you want to delete it so your pride feels bolstered we all know that as a mod you're well within your rights.  A phrase that might come in handy in the future: "I see your point and now it's clear that I spoke rashly."  It's not that hard.  --Qian Khan 12:15, 14 March 2006 (CST)


 * Hey, I'm not the one who brought up necro, the example did. And yes, I feel very happy now. And no, it's not my right to remove valid data from this wiki, not as a user, nor as an admin. --Karlos 12:23, 14 March 2006 (CST)


 * Too much speculation is, well, overly speculative. The previous version of the page was basically "Here is every way you could possible try to profit from something that gives your enemies energy," which is an example of the "shotgun method": tangential or trivial information does not make something more encyclopedic. --130.58 12:34, 14 March 2006 (CST)