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	<title>ArenaNet:Skill feedback/Necromancer/Foul Feast - Revision history</title>
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	<updated>2026-10-18T19:08:21Z</updated>
	<subtitle>Revision history for this page on the wiki</subtitle>
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		<id>https://gw1wiki.ezgame.cc/index.php?title=ArenaNet:Skill_feedback/Necromancer/Foul_Feast&amp;diff=16041&amp;oldid=prev</id>
		<title>gww&gt;Wikichu: Closing skill feedback area. [bot]</title>
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		<updated>2009-09-02T16:58:23Z</updated>

		<summary type="html">&lt;p&gt;Closing skill feedback area. [bot]&lt;/p&gt;
&lt;p&gt;&lt;b&gt;New page&lt;/b&gt;&lt;/p&gt;&lt;div&gt;{{ArenaNet namespace notice|skill feedback}}&lt;br /&gt;
{{skill icon|Foul Feast}}&lt;br /&gt;
&lt;br /&gt;
== Squall the Fierce Issue -- 07:19, 8 May 2008 (UTC) ==&lt;br /&gt;
[[User talk:Isaiah Cartwright/Necromancer/Foul Feast#This skill got buffed too much during the last permanent update. It needs to go back in line with other condition management skills.|Discussion]]&lt;br /&gt;
; Issue&lt;br /&gt;
: Non-elite that fuctions as e-management, condition management and self-heal at the same time. This skill alone completely counters any form of condition pressure. It outshines draw conditions in every possible way. Other non-elite condition management skills eventually wear out their user, this skill can be used all game long and you actually gain energy for it. I am talking about a 4v4 format in particular, but it's getting popular in GvG as well. &lt;br /&gt;
; Suggestion&lt;br /&gt;
:&lt;br /&gt;
1 - Remove/lower the energy gain so it cannot be spammed indefinitely. (Basically making it the necro version of draw)&lt;br /&gt;
&lt;br /&gt;
2 - Cap the conditions drawn to a max of 1.&lt;br /&gt;
&lt;br /&gt;
== [[user:Dark Morphon|Dark Morphon]]'s Issue ==&lt;br /&gt;
[[ArenaNet talk:Skill feedback/Necromancer/Foul Feast#Dark Morphon's Issue|Discussion]]&lt;br /&gt;
; Issue&lt;br /&gt;
: Makes Necromancer Curses/SR whores strong&lt;br /&gt;
; Suggestion&lt;br /&gt;
: Force a change of attribute spreading by moving the skill to Blood Magic and changing functionality to: &amp;quot;All conditions on target ally are transferred to you. You gain (current) health and 1 energy for every 6 points spent in Soul Reaping for every condition transferred.&amp;quot; It would require full spreading in both Blood and SR to get the same effect as you can get now. If this and the moving of Condition-to-foes transfer to Blood Magic would happen people might actually use the line.&lt;br /&gt;
&lt;br /&gt;
==Shard's Issue - 23:40, 4 November 2008 (UTC)==&lt;br /&gt;
;Issue&lt;br /&gt;
:Gives necromancers - a purely offensive profession - one of the best and most necessary defensive utility skills in the game, and then gives them limitless energy.  Nice joke.&lt;br /&gt;
;Solution&lt;br /&gt;
:Change functionality to anything else.&lt;br /&gt;
&lt;br /&gt;
== Better than Draw Conditions in every way ==&lt;br /&gt;
&lt;br /&gt;
;Issue&lt;br /&gt;
:Simply better than Draw Conditions with no real disadvantage. Monks are supposed to be the main healing/support profession.&lt;br /&gt;
&lt;br /&gt;
;Suggestion&lt;br /&gt;
:Increase recharge to 8 seconds. That way, people can actually use conditions without having them thrown back every 2 seconds.&lt;/div&gt;</summary>
		<author><name>gww&gt;Wikichu</name></author>
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