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) )


 * Compare this to [vile miasma] which is non elite, but seems better in many ways, additional damage at the beggining makes up for the energy, the degen is on the same scale, yet it is non elite, and triggers on ALL conditions. True it may not be a useless skill, but there are MUCH better elites out there.


 * Vile Miasma is a necromancer skill, and would requirre a whole other line of attribute investing. Still... Asmodeus 11:27, 26 September 2006 (CDT)


 * There are Assassin skills that cause bleeding, and with the addition of Black Spider Strike, there's your Poison source as well. A fantastic chain I use (but I cannot take credit for) is Seeping Wound, Black Spider Strike, Twisting Fangs, Black Lotus Strike, Death Blossom. Massive Degen AND a good amount of damage (usually around 200, armour and defensive skills permitting). People always overlook skills like this, which ends up being their downfall. Cyanide Killer 06:51, 4 December 2006 (CST)

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)
 * Wording doesn't seem to support this. It says that IF target suffers from poison OR bleeding...

Can this hex be applied before poison or bleeding, and then add on the 1-3 once either one is applied?-Azroth 16:49, 8 September 2006 (CDT)
 * Yes, that's how it works, --Theeth (talk)   17:26, 8 September 2006 (CDT)