> Forest of True Sight > Questions & Answers Reload this Page Remove Hex or Cure Hex?
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Old Mar 12, 2008, 03:18 AM // 03:18   #1
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Default Remove Hex or Cure Hex?

My monk has 12 healing prayers. The Question is: is remove hex better for him or is cure hex? I know that cure hex also heals a lot, but it has a recharge time of 12 seconds. Wouldn't that not be enough for the whole party that the monk has to cover? Remove hex has a recharge time of 8 seconds which is 4 seconds faster than that of cure hex. Now I know that remove hex doesn't heal, but that's what I have my healing spells for, I just want to be able to remove hexes as fast as possible right? So can someone please tell me which is better for my monk? Thank you!
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Old Mar 12, 2008, 03:22 AM // 03:22   #2
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I would go with remove hex for a hex removal utility.
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Old Mar 12, 2008, 03:23 AM // 03:23   #3
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Neither are all that bad, it's kind of a toss up really. I prefer cure hex just because of the heal. It's not like it's a nominal heal, either. It's a pretty strong heal. You can get usually away with 4 more seconds in PvE where the hexes don't always stack up in groups of 3 or 4.
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Old Mar 12, 2008, 03:24 AM // 03:24   #4
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It depends on where you are going. And it depends on if you plan on removing all hexes or not. Most hexes don't need to be removed, like when an enemy casts Backfire on a Warrior. Its lame. The real hexes that I feel are necessary to remove are things like anti-melee on a frontliner or anti-caster on a caster. If you sat there and spent your time removing every hex that hit your party, you would run out of energy before you even healed. You need to pick and choose your hexes carefully. A large part of that would be to know the area you are going in. I always am aware of what types of conditions or hexes are in the area I am venturing forth in via research in the GW wiki's. That way, I know if I should even bother having a hex removal (or condition removal) at all.

Personally, Cure Hex is the hex removal that I lean towards, especially when running a Healer's Boon build, because it doubles as a substancial heal...definitely awesome when facing a lot of damaging hexes. In the end, however, Convert Hexes owns all! :-)
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Old Mar 12, 2008, 03:25 AM // 03:25   #5
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Easy, Cure Hex is the better one just because of the HUGE heal it has. Remove is okay, but I'd go with Cure. Plus, if you use a 40/40 Healing set (which you should), then Cure will have a better recharge most of the time
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Old Mar 12, 2008, 03:29 AM // 03:29   #6
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Quote:
Originally Posted by fenix
Easy, Cure Hex is the better one just because of the HUGE heal it has. Remove is okay, but I'd go with Cure. Plus, if you use a 40/40 Healing set (which you should), then Cure will have a better recharge most of the time
What's a 40/40 healing set?

And please everyone, I'm a noob, I only have Prophecies and EotN, so no healer's boon for me.

So is a single hex removing spell with 12 seconds of recharge enough for a whole party?

Thanks to everyone for the quick reply.

Last edited by Sir Tidus; Mar 12, 2008 at 03:32 AM // 03:32..
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Old Mar 12, 2008, 03:36 AM // 03:36   #7
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A 40/40 set is a wand and focus set with a 20% halves casting time (20%;HCT) and halves skill recharge (20%;HSR). Using this set gives you the best chance of getting the HCT and/or HSR bonus (and I believe there is a chance of both of them going off, further increasing your gain).

Also, keep in mind that if you play in GWEN and bring Mhenlo, he'll have his own hex removal too so your hero monk won't be the only one with hex removal.

Either way though I would still say yes, a hex removal with a 12 second recharge is just fine in PvE.
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Old Mar 12, 2008, 03:36 AM // 03:36   #8
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Quote:
Originally Posted by Sir Tidus
What's a 40/40 healing set?

And please everyone, I'm a noob, I only have Prophecies and EotN, so no healer's boon for me.

So is a single hex removing spell with 12 seconds of recharge enough for a whole party?

Thanks to everyone for the quick reply.
Most monks use 40% faster cast and 40% recharge wands+foci to make their healing spells cast faster so they are harder to interrupt and have 1/2 the recharge time :P

Cure is great if you are looking for one with a heal.
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Old Mar 12, 2008, 03:36 AM // 03:36   #9
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Quote:
Originally Posted by Sir Tidus
What's a 40/40 healing set?

And please everyone, I'm a noob, I only have Prophecies and EotN, so no healer's boon for me.

So is a single hex removing spell with 12 seconds of recharge enough for a whole party?

Thanks to everyone for the quick reply.
Generally every 12 seconds is enough, the other monk should have some sort of hex removal also if possible. Most hexes aren't enough to worry about.
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Old Mar 12, 2008, 03:39 AM // 03:39   #10
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Thank you very much everyone. So it's going to be cure hex then. No objections? Going once, going twice, sold!
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Old Mar 12, 2008, 03:52 AM // 03:52   #11
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I've noticed you have been asking a lot of monk questions, and mainly for your hero. And while you do seem to get better exposure in Q&A, I just have to point out that a more appropriate place to ask those kind of questions would be here or
here. You should also think about consolidating them into one thread.

And yes, of the 2, go with Cure Hex. The heal is rather large and the 4 sec difference is negligible in PvE. You might also want to consider Spotless Mind for later when you find yourself in a very hex heavy area.
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Old Mar 12, 2008, 04:31 AM // 04:31   #12
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spotless mind works well in pve , but horribly in pvp due to the 3 seconds before it removes the hex.

on topic, cure hexes heal is extremely helpful, and worth the recharge time.
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Old Mar 12, 2008, 04:45 AM // 04:45   #13
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Quote:
Originally Posted by RPGmaniac
Neither are all that bad, it's kind of a toss up really. I prefer cure hex just because of the heal. It's not like it's a nominal heal, either. It's a pretty strong heal. You can get usually away with 4 more seconds in PvE where the hexes don't always stack up in groups of 3 or 4.
I couldn't have said it better myself. Your statement wins this thread.
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Old Mar 12, 2008, 05:10 AM // 05:10   #14
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I prefer Remove. I have enough healing on my bar. i dont need a third skill to do it. the faster recharge is more useful.
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Old Mar 12, 2008, 06:18 AM // 06:18   #15
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If you specialize in healing, cure hex.
If you specialize in prot / need for a utility, remove hex.
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Old Mar 12, 2008, 07:52 AM // 07:52   #16
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I personally use remove, just because I mainly play a protection monk. However, with a pure healer, the cure hex would be better. Those 4 seconds mean very little when you get a massive boost of healing to counter the damage of the hex.
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Old Mar 12, 2008, 09:30 AM // 09:30   #17
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Cure hex everytime. Big heal <3
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Old Mar 12, 2008, 09:47 AM // 09:47   #18
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For a human monk, it's a toss-up because it's easier to control who gets a hex removed, thus making hex removal viable. Heroes pretty much remove hexes from random allies, without much thought to what hexes are being used and who on your team is most affected by them. Thus, for hero monks, Cure Hex all the way, since even with random hex removal, you still get that nice heal and it makes it all worth it. In hex-heavy areas, Deny Hexes can be nice (with the right bar), Spotless Mind is alright, but the best would be Divert Hexes.
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Old Mar 12, 2008, 10:06 AM // 10:06   #19
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For PvE Id say Cure is the only real way

When facing mobs your either going to get:

A. 1 Odd foe casting a hex that you can remove easily
B. So many foes spamming that not even a 1 second recharge could save you

And in either case the healing is a good boon
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Old Mar 12, 2008, 10:07 AM // 10:07   #20
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Cure hex by far. You generally don't have enough hex removal even with remove hex, so the main point of that skill slot is to have a cheap heal with the utility of removing a hex.
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