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Old Mar 19, 2011, 07:27 PM // 19:27   #21
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One or two copies of Mend Body & Soul
Smite Hex on Oggy.

Usually hex/cond removal can be ignored in favor of direct healing (especially with the new Asuran Scan), but some areas might warrant some empathic removal/divert hexes.
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Old Mar 19, 2011, 07:40 PM // 19:40   #22
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Quote:
Originally Posted by Cuilan View Post
How important cleaning is to me depends on what profession I'm using and what areas I'll be playing in. It's perfectly fine to not include any cleaning if you're in an area where they can be ignored, but obviously not when there's blind spam or Blurred Vision all over the place while on a physical. Convert Hexes, Hex Eater Signet, Foul Feast etc. This topic feels pointless.
Pretty much this. The answer is it depends on which conditions/hexes the monsters have, and how much impact they have on my team. Are we talking about dazed or backfire on the casters or blind or blurred vision on the physicals or -10 degen on the entire party, or are we talking about bleeding, parasitic bond, lamentation, and mirrored stance? I'll also add this: Even when things like blind, crippled, and ethereal burden aren't happening at levels that really require removal, removing them can make the game go so much faster that it's worth doing.

[edit: I guess I'll add one more thing:
There really is no excuse not to run great condition removal, simply because it's so easy to do. Foul Feast has a fast recharge removes every condition from the target and moves it to a character who probably doesn't care much about conditions. Pair it with Infuse Condition on a minion guy and it's basically flat out removal. Pair it with Plague Sending on a curse guy and it's an offensive weapon. MBS still removes conditions at 0 spec. Even if your party has no resto, stick it on a SoS at 0 spec and it's still going to remove ~4 conditions for 5e on a fast recharge. So, in sum, you can be spending 1-3 non-elite skillslots out of your party's 64 slots and pretty much take care of condition removal. There's really no reason not to.

Hexes, on the other hand, are a bit of a problem since getting good levels of removal requires a bunch of slots or an elite slot.]

Last edited by Chthon; Mar 19, 2011 at 07:47 PM // 19:47..
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Old Mar 19, 2011, 09:28 PM // 21:28   #23
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In PvE? I don't think about it. I let the heroes red bar push through hexes and for conditions well there removal is a nice bonus of my rit healing. I'd love some hex removal to remove that empathy some areas carry but it's not particularly important and enemies cast it on enemies more than they do on me.

So hex removal isn't important, and condition removal is, but I don't notice that I'm packing it, it's just on a skill I take to red bar push.
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Old Mar 19, 2011, 09:46 PM // 21:46   #24
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Mmmm...does this all mean the power and durations of hexes and conditions should be increased on hard mode? Just generating HP in industrial quantities should not be the perfect solution for every problem me thinks.

I had my fill of the "UA and HB or gtfo" mentality
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Old Mar 19, 2011, 10:04 PM // 22:04   #25
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Doesn't mend body and soul on the standard discords have mass condition removal?

I also bring smite hex and condition on my strength of honor buffer.

Degen doesn't do anything unless it is party wide, even then... so poison, disease and bleeding are out. Burning is iffy.
Cripple is annoying but stuff doesn't run for ever like it can in PvP so not that annoying. I mean, enemies don't keep running. Eventually they stop and I blow them up. Or they don't run at all.
Deep wound is temporary gray bar. meh
Blind, daze and euh, that's it. Those are the most annoying and most dangerous. But that just means that I'll remember beforehand that the area has blind or daze and I'll bring something. Don't remember daze ever being a problem though.

Nah,just blind, that gets smited... smitten, what? and actually deals more damage that way to the enemy. I also run a 20% blind reduction shield on my warrior


Hexes, meh. I know what SS looks like, I know what empathy looks like, I hardly ever see diversion, anything else I need to look out for?
I know what it looks like and I stop autoattacking.
Snare hexes are annoying and don't get smitified unless you're at the target already, or at least it feels that way. But that small delay doesn't do much. See my cripple comment.
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Old Mar 19, 2011, 10:49 PM // 22:49   #26
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PvE: Mend Body and Soul (x2), I simply ignore hexes on most areas, sometimes I bring a spotless mind or even an expel hexes para if the area is HEAVY on hexes.

PvP: can't live whithout dismiss + veil
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Old Mar 19, 2011, 11:13 PM // 23:13   #27
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Quote:
Originally Posted by EPO Bot View Post
Mmmm...does this all mean the power and durations of hexes and conditions should be increased on hard mode? Just generating HP in industrial quantities should not be the perfect solution for every problem me thinks.
No hexes are hell spawn enough as it is.
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Old Mar 19, 2011, 11:32 PM // 23:32   #28
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Quote:
Originally Posted by EPO Bot View Post
Mmmm...does this all mean the power and durations of hexes and conditions should be increased on hard mode?
Well, all the monsters have higher attributes so they pretty much are.
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Old Mar 19, 2011, 11:38 PM // 23:38   #29
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If I'm playing a physical character, hex/condition removal is very important to me.

If I'm playing a caster, I almost couldn't care less.

The only dangerous conditions/hexes you might come across are few and far between for the most part. Some areas you absolutely need heavy removal to survive. Most of the time, you do just fine without much removal. 7 heroes is nice because I usually have room for empathic removal in somewhere. That skill alone is more than enough most of the time. I just stick it on a paragon hero along with other support stuff like gfte and fallback.
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Old Mar 20, 2011, 12:03 AM // 00:03   #30
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Conditions: I have 2 chars with extinguish since you don't need to put any points in the attribute for it be effective (especially good if your party is diseased) - other than that mend body and soul will take care of most of the conditions.

Hexes: I have 2 mesmers with Hex Eater Signet that takes care of most of the hexes.

Last edited by majoho; Mar 20, 2011 at 12:06 AM // 00:06..
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Old Mar 20, 2011, 12:08 AM // 00:08   #31
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I usually take 2 of each: 1 single target quick recharge removal and either one condition/hex stack removal or a party hex/condition removal.
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Old Mar 20, 2011, 12:20 AM // 00:20   #32
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Depends a bit on my team setup, but I usualy bring 2/3 copies of Mend Body and Soul with Divert Hexes and/or Cure Hex on my minion bomber or dedicated prot.
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Old Mar 20, 2011, 01:08 AM // 01:08   #33
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Originally Posted by RedDog91 View Post
*uses Melandru's Resilience*
BRING ON THE CONDITIONS!

Rangers without Antidote signet (or mending touch but nobody uses it in PvE)... can't remove blind easily.

Hexes are usually lame because they come in bulk if multiple mobs use them. Unless you're pulling them off in bulk (deny hexes) it will just be a spot heal (cure hex). For Deep Freeze/ Ice spikes you want Hex eater signet. Hexbreaker aria doesn't work when the paragon using it doesn't get hexremoved.

90% of PUG monks run UA/HB and they don't run dismiss or any form of condition removal. Draw conditions is nice, but it's not even 1/2 as effective as foul feast.

The only conditions with heroes you care about are daze and weakness/blind on your ranger/paragons ...seeing how melee is also affected by cripple and melee heroes are bad. Poison/disease/bleed/burning and to a lesser extent, deep wound/cracked armor = lol redbar anyway (as long as you have prots).

Annoying hexes: Migraine, Stolen Speed, Diversion , Confusing Images,Blurred Vision/Calculated Risk/Reckless Haste, Arcane Conundrum, Soothing Images, Spirit Shackles/Clumsiness/Ineptitude/Wandering Eye (Paragons/Rangers), Arcane Languor,Atrophy, Ether Lord, Insidious Parasite, Panic, Mistrust, Power Flux/Power Leech, Shared Burden,
* Stuff like Faintheartedness, Shadow of Fear, Meekness are less annoying than miss %

Annoying but not strong on their own: Deep Freeze/Ice Spikes, Mind Freeze, Shard Storm, Freezing Gust, Backfire (prots), Barbs, Binding Chains, Crippling Anguish, Ignorance on non-Keystone signet builds, Scourge Healing/Soul Bind (when you're a UA and heal 5 people with this using Divine healing... your HP dips heavily), Shroud of Silence on casters (lasts a very short time)

Most hexes do damage or degen.

Last edited by LifeInfusion; Mar 20, 2011 at 01:29 AM // 01:29..
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Old Mar 20, 2011, 01:56 AM // 01:56   #34
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In PVE, I rarely, if ever, bring hex/condition removals. In majority of the game, there just aren't enough dangerous hexes/conditions to hurt my team overall.

Last edited by bj91x; Mar 20, 2011 at 01:58 AM // 01:58..
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Old Mar 20, 2011, 03:54 AM // 03:54   #35
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If i'm solo with just h/h(or now just heros) i don't bother with hex or condition removal as it's a waste of a skill slot (except a few rare places). My team usually never gets attacked because foes are dead before they can cast anything worthwhile on us(thats what the minion walls are for). In the rare instances where minions are thin on the ground then i might chuck remove hex or foulfeast on my monk and necro.

When running around with PUG's or people who aren't familiar with the way my team plays then i will add something to cover the eventuality.
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Old Mar 20, 2011, 04:40 AM // 04:40   #36
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I find hex and condition removal very, very important. Especially in the elite areas such as Foundry (using as a prime example). I run a typical imbagon (SY, TntF, ToF), and Foundry holds many counters to this (Ulcerous Lungs, with its ridiculous length) and despite having 3-4 hex removals placed throughout the team build, I still find myself hexed with it after 20 seconds (or more, if they re-cast). It is also quite troublesome to target self and micro the hex removal. Therefore, Divert Hexes, to the rescue!

Note: Calling "I am hexed with.." could trigger some hero ai to remove it -_-
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Old Mar 20, 2011, 05:56 AM // 05:56   #37
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my roj team has smites for hexs and conditions.
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Old Mar 20, 2011, 07:38 AM // 07:38   #38
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Its important enough to make sure I bring a few. Nothing sucks more than taking out one of my melees and getting hex and condition stacked to the point your useless(you may live but youll be useless). I usually carry 2-3 of each type of removal at any given time, depending on the situation. You may be thinking 4-6 skill slots for hex/condition removal is excessive. But out of 64 skill slots, its a small amount and they often have added benefits associated.

The condition removal is easy to fit into most builds, cheap, and often beneficial in other ways. Mend Body and Soul and Foul Feast are perfect examples. MBaS is also a powerful heal. Foul Feast also gives a little health and energy back if your a necro. And they can both clean a stack of conditions and have a low recharge.

Hex removal is a little trickier to fit into a team build. However, Smite Hex is easy to fit onto your RoJ/Smiter and/or SoH. Shatter Hex will fit onto my Domination Heroes when the energy cost is dropped to 10. When using an ER Prot, I like to take Convert Hexes. It can strip a stack of hexes, and they have no issues with the 15 energy. At the very least, Shatter and/or Smite Hex are worth taking because they have AoE armor ignoring damage.

EDIT:
As of lately, I never go anywhere w/o at least one copy of MBaS, Foul Feast, Smite Hex, and Convert Hexes.

I just read through this thread after posting and realized I basically retyped alot of what other people have said. Thats what I get for not reading first.

Last edited by NerfHerder; Mar 20, 2011 at 07:52 AM // 07:52..
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Old Mar 20, 2011, 07:56 AM // 07:56   #39
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In most areas of PvE it's just not important. I run all casters (and never play melee anymore), so tanking is done by spirits, minions and/or protted up casters. I adjust builds for different areas: if hexes/condis are problems, I drop in a hex removal on the messes, and maybe an empathic removal on the communing rt (who can also go shelter/union for some areas). I myself bring hex/condi removal as it warrants: otherwise, mend body and soul is more than enough.

Most areas in PvE just don't have that many areas that REALLY screw up casters (mobs of CoF-spamming wind rinders who rend enchants... ugh!). So, it's easier to ignore hexes and condis and just powerheal over them (MBaS is pretty imba too, with an SoS around). Hexes? Most are anti-melee, so can be ignored. Migraine and arcane conundrum are rare enough anyway.
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Old Mar 20, 2011, 08:46 AM // 08:46   #40
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I am a bit pvp orientated. Most builds are hybrid monk builds (prot + heal) that has around the same roll fullfilling as in RA (prot, heal, remove hex + conditions, e-management).
This build can compete with any teambuild whatever the area throws at you. 1-2 hex removals is fine. If you vanquish an area like Morostov tail (near vasburg armory) like today its handy to bring in extra hex removal (blurred, etc).
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