User talk:DoULoom/skill Aura of Diversion

OP in some areas where you can reflect powerful hexes, only viable for more than 1 person if you have a BiP, and way too expensive otherwise, considering the plethora of other hex removal skills from Monks and Mesmers. You forgot to say, does it end once the final hex is reflected, or stay on and drain your energy for nothing? RoseOfKali 06:31, October 7, 2009 (UTC)
 * The reason its so expensive is because it doesn't drain your Energy after the first use. It's a preventitive enchantment. The next "x" hexes against target are reverted back to the casters. It doesn't say anything about a maintained enchantment. It's like faithful intervention. It stays on until removed or the condition is met on the skill description, then it ends. Not a maintained spell. Which is why a monk could cast this on many party members (maybe with the help of auspicious incantation or GoLE) and the nexes "so many" hexes would be on the foes instead, making quick work of them. [[Image:DoULoomsignature.jpg|62 px]] Dictator of Undeath  11:46, October 7, 2009 (UTC)
 * My bad, don't know where I got the maintained idea. But still, recasting it on everyone needs a serious BiP/Ausp.Inc./GoLE or very long pauses between fights.  Also, most skills of this type have a limited duration, except two: Illusion of Weakness and Faithful Intervention, both of which are self-only.  Considering that this does not expire, it is extremely OP if you have time on your hands.  It should be like Watchful Intervention, which can be applied to allies, and it has a duration, maybe 2 minutes instead of 1, then it puts pressure on how fast you must be able to reapply it and how many party members will get this on before it starts expiring.  RoseOfKali [[Image:RoseOfKaliSIG.png]] 12:44, October 7, 2009 (UTC)