Talk:Seeping Wound

this skill modifies bleeding and poison conditions. I didn't see it in the conditions list at all or any other Assasin skills that cause bleeding. I tried to figure out how to add those skills to the list, but that page is beyond my ability. I just want to bring it to the attention of those who know how and can. thanks for the great site :)

I nominate this for most useless elite skill in the Factions set. A tiny little conditional degen, for a short amount of time. What am I missing here? --Bishop (rap|con) 11:37, 6 May 2006 (CDT)

Well I've been wondering that myself. The only conclusion I can come to is that there are several skills in the critical strike/dagger mastery attributes of the assassin that require a hex to be effective or, in some cases, even work. Since one might only want to use these 2 attributes (the only ones with passive bonuses to attack power...), this elite would give those skills requiring a hex in order to be effective, a hex, in order to be effective. Now some might argue that the no attribute hex, mark of instability works fine. I would disagree simply because of its recharge time and the fact that it disappears whenever you use a dual attack. You can keep Seeping Wound on an enemy perpetually without too much trouble. Obviously this skill would be most useful with an A/R, A/W, or A/Mo because the other classes have good hexes that don't use up your elite spot. [Wingflier]
 * Does this skill add and additonal 1..3 degen or just make the degen 1..3, because if it doesnt ADD and ADDITONAL it is counter-productive, as poison is 4 degen. Renegade of Funk 10:17, 12 May 2006 (CDT)


 * It is additional I believe-Only a Shadow

Not useless
Actually I've built an enitire build around this skill. A/R opening with apply posin and this, with twisting fangs as the dual attack. It stacks to 10 degen unless its healed. Black mantis thrust and jungle strike work well in this combo. Obviously thats 5 skills and a majority of the bar so staying alive becomes a problem, but its managable.


 * I second this. My A/R's build is based almost entirely on combining Marksmanship, Critical Strikes and Shadow Arts, and it relies heavily on Sharpen Daggers.  Those added 4 pips of degen are quite useful. HopefulNebula 19:58, 8 June 2006 (CDT)


 * Thirded. This hex is short on recharge, cheap on energy cost, stacks excellently with Jagged Strike and Twisting Fangs, helps to fulfil strikes with on-hexed conditions, and doesn't require a separate investment of attribute points in another line just for one skill - your Crit Strikes should be high enough anyway if you're a dagger sin. Definitely deserves to be an elite. Kessel 10:58, 13 June 2006 (CDT)


 * If you're going to use an A/R why not use Lacerate and get -8 or -9 degen with a single application of bleeding? --DaveK 00:05, 11 July 2006 (GMT)


 * Because spirits are global, which means that all the enemy team's sword warriors and dagger assassins get the full benefit, too. &mdash; 130.58 (talk) ( 19:24, 10 July 2006 (CDT) )

Wording Question
If the condition expires before Seeping Wound does, does the extra degen remain for the duration of the hex, or is it removed with the end of the condition? HopefulNebula 19:59, 8 June 2006 (CDT)
 * I would assume it's like Lacerate. That is, the extra degen ends if the condition ends. --Theeth (talk)   20:10, 8 June 2006 (CDT)
 * does this stack? if a target is both poisoned and bleeding, is that 2-6 degen? the wording would indicate otherwise. someone with an assassin and apply poison should go try this on the student of bleeding.--Honorable Sarah [[image:Honorable_Icon.gif]] 01:26, 17 June 2006 (CDT)