Talk:Barbs

Does this skill cause them to take damage twice or just add the damage?(ie. will it trigger something like Healing Hands twice?--Devils Apprentice 18:55, 29 January 2007 (CST)
 * Take the damage twice, I believe. One packet for the original damage, one packet for the Barbs damage. &mdash; Rapta  [[image:Rapta_Icon1.gif|19px]] (talk|contribs) 18:56, 29 January 2007 (CST)
 * Yep, if you watch the "damage window" you'll see Barbs show up, also it'll show as separate packets. Like "-49" and then "-9 (Barbs)". Not sure about triggering HH or similar twice, though, as that's a pretty uncommon scenario... Entropy 18:59, 29 January 2007 (CST)

Buff?
Doesn;t this skill need to be buffed to hell. At the same level any conjure spell is doing atleast 10 more damage and to any enemy not just hexed one. This needs help!Dark0805 11:52, 18 May 2007 (CDT)
 * conjure spells dont trigger when an other ally hits the target, making this spell better in that point. also triggers on minion attacks--Want2be 11:59, 18 May 2007 (CDT)
 * And you don't need a Elemental upgrade on your weapon. I still agree, this needs a buff. Sir Bertrand 10:13, 21 May 2007 (CDT)

Conjure only affects you... this affects the entire team's weapons... &mdash; Skuld 10:33, 21 May 2007 (CDT)
 * I wonder why people think this skill needs a buff. My Curses Necro does not enter a mission without it in hard mode, and it is incredibly effective. Pair this skill with Barrage/Pet Rangers and a MM Hero and you can see your enemies melt like wax in the sun. This skill WAS once really underpowered, but as you wrote this on 18 May 2007 I cannot really understand you. It has many positive aspects: Long-lasting hex. Great to trigger things that depend on hexes. Fast recharge. Plus an incredible damage boost if you have some people dealing physical damage in your team. This +16 damage is armor ignoring, conjures cannot compare to this. Give Barbs a chance! (Long, not logged in)