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Old Sep 07, 2010, 04:11 PM // 16:11   #1
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Default Countering Hexes

Yeah I'm probably going to be flamed for this idea but i figured i might as well just try.

Alright, so basically I just got this idea. I'm sure everyone here knows that hexes can be a b**** especially because of the fact you can't remove it easily and it's constantly spammed.

If you ever played a warrior, assassin, dervish, elementalist or whatever in PvP, hexes were never easy to remove. Most of those professions had the ability to at least counter conditions but never really hexes.

So basically I'm proposing that across all professions they should change some skills to where they're able to also counter hexes.

For example, they could adjust these skills so they are able to remove hexes

http://wiki.guildwars.com/wiki/Assassin%27s_Remedy
http://wiki.guildwars.com/wiki/Lyssa%27s_Assault
http://wiki.guildwars.com/wiki/%22To_the_Limit!%22
and more.
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Old Sep 07, 2010, 04:20 PM // 16:20   #2
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Tell your midline to be not terrible and have your monks be not dumb with veil. Hexes are easily beatable if you play intelligently.
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Old Sep 07, 2010, 04:29 PM // 16:29   #3
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Quote:
Originally Posted by IrishX View Post
Tell your midline to be not terrible and have your monks be not dumb with veil. Hexes are easily beatable if you play intelligently.
he's obviously speaking about RA when he says "PvP". What midline?
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Old Sep 07, 2010, 04:41 PM // 16:41   #4
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With Dervish Wind Prayers at 3+1, Pious Restoration removes 2 hexes and heals for 99 every 8 seconds. Though there are some situations in which this doesn't work (e.g. you've just been stripped of all enchantments), I've found that this skill more than suffices in most situations.
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Old Sep 07, 2010, 05:22 PM // 17:22   #5
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hexes are supposed to be harder to counter than conditions. This doesn't need changing.
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Old Sep 07, 2010, 06:49 PM // 18:49   #6
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LOL, if u are going to want Assasin's Remedy to be hex removal also. U will make an OP skill... Sins, who can;t be stopped by hexes or conditions and have unblockable attacks...

gz woulde be smart
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Old Sep 07, 2010, 06:55 PM // 18:55   #7
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The game's not balanced around 4v4. An overload of anything (physicals, hexes, conditions) tends to be gamebreaking there.

If you want hexes to not stick on you, play GvG with a backline that cleans properly.
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Old Sep 07, 2010, 08:02 PM // 20:02   #8
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i would like if evey class had at least one hex removal i find it so annoying in both pvp and pve when your hexed and no one can help you
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Old Sep 07, 2010, 10:15 PM // 22:15   #9
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Quote:
Originally Posted by I Hate Chips View Post
LOL, if u are going to want Assasin's Remedy to be hex removal also. U will make an OP skill... Sins, who can;t be stopped by hexes or conditions and have unblockable attacks...

gz woulde be smart
Read more carefully. I said to adjust not to add. And in case you still don't know what that means, I'm saying to add hex removal then balance the skill itself.

Last edited by Shayne Hawke; Sep 09, 2010 at 08:54 PM // 20:54.. Reason: Removed reference to deleted content.
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Old Sep 08, 2010, 12:04 AM // 00:04   #10
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hex breaker, rupts........ nuff said
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Old Sep 08, 2010, 12:44 AM // 00:44   #11
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Hexes are overpowered (the skill/reward ratio is way out of whack, and just because a good team can beat something doesn't mean it's not overpowered), but the solution is not to add hex removal to existing skills. The solution is to buff existing hex removal (or nerf hexes). This wouldn't help much in RA, but really, if your monk isn't smart enough to pack hex removal, then your team deserves to fail against hexways.
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Old Sep 08, 2010, 06:00 PM // 18:00   #12
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If you find hexes becoming too much of a bother go with a suitable secondary and bring some hex-removal yourself. Holy Veil, for instance, can be especially fun in combination with interrupts.
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Old Sep 08, 2010, 06:53 PM // 18:53   #13
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1. Interrupt Hexes
2. It rarely happens that u get spammed with 20 hexes
3. Never heard of Sportless mind? Peace and Harmony?
4. Interrupt Hexes
5. Stop whining u dont got a good monk, do something urself to prevent getting hexed, look to point 1 and 4
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Old Sep 08, 2010, 07:00 PM // 19:00   #14
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Quote:
Originally Posted by I Hate Chips View Post
3. Never heard of Sportless mind?
None of us have.

Quote:
Peace and Harmony?
The first targets other ally and the second depends on the primary attribute of the Monk. Even if he had heard of them, they're not particularly relevant to what he's talking about here. I'm not certain you could have named less pertinent skills.
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Old Sep 08, 2010, 07:55 PM // 19:55   #15
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Im all for anything that reduces the need of a monk anywhere, but the mechanics of hexes are 'balanced' around the fact that there are and always will be monks.

Hexes dont stack with themselves, are removable by monk and rit skills, even some mesmer skills if they get way too much into the meta. Apart from that, the classes that are hindered by some hexes arent that helpless by themselves. The main hexer class, the mesmer has almost the weakest armor, second only to monks who have a sh*tload of protective enchantments and heals to help themselves.

If an assa or a warrior is hexed with empathy, spirit shackels, clumsiness, insidious parasite, and Ineptitude, he should stop attacking (1 target having all this hexes at once is rare, cuz these skills are on different attributes). So at that rare time, yes, the warrior is useless.

However, even in RA if You are an assa and against an Ineptitude/clumsiness mesmer You have (idealy) 2 other folks to attack the mesmer when you do, he cant keep all of you hexed, you gotta be pretty unlucky for that. But if you alone can remove the hexes from yourselves, that poor mesmer is not only useless, but dead too. If any kind of antimelee hexer can be countered by basic melee skills alone, he is no longer effective.

If this doesnt convince you, there is still a secondary monk class available.
So please, leave the monks to their jobs, let them earn the respect they expect from every1.
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Old Sep 08, 2010, 11:02 PM // 23:02   #16
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Quote:
Originally Posted by Lakdav View Post

Hexes dont stack with themselves, are removable by monk and rit skills, even some mesmer skills if they get way too much into the meta.
I'm pretty sure only monks, mesmers, and 1 para skill (hex breaker aria) have the ability to remove hexes from allies. Dervs have two self hex removal skills as well. If I am missing a rit option plz inform me.
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Old Sep 08, 2010, 11:45 PM // 23:45   #17
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Originally Posted by Essence Snow View Post
I'm pretty sure only monks, mesmers, and 1 para skill (hex breaker aria) have the ability to remove hexes from allies. Dervs have two self hex removal skills as well. If I am missing a rit option plz inform me.
rits can't remove hexes. Thats why I sometimes go /mo for empathtic removal, remove hex, or holy veil.
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Old Sep 09, 2010, 06:11 AM // 06:11   #18
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Quote:
Originally Posted by Lakdav View Post
If an assa or a warrior is hexed with empathy, spirit shackels, clumsiness, insidious parasite, and Ineptitude, he should stop attacking (1 target having all this hexes at once is rare, cuz these skills are on different attributes). So at that rare time, yes, the warrior is useless.
Yeah dude... I'm not sure if you've ever played melee but many times when you enter RA you are faced with 2 mesmers or 1 mesmer and 1 necro.

And on rare occasions you are faced with one mesmer or no mes at all. This doesn't happen too often.

WHICH is why I'm asking for them to implement a hex removal without having to completely switch your whole build, becoming a wammo, and bring hex removal.

Everyone here is saying to become a secondary this or that. That's not exactly the point of this thread. Many of you should know by now that there are certain situations where you can't actually become /mo and bring remove hex.

For example. You're playing an assassin. You become /war to get an ias. To make your build more effective. But because of this choice you can't bring hex removal.

So basically what I'm requesting is to implement some form of hex removal for classes such as wars, sins, rangers, etc. Nothing OP, just something that at least removes one hex.
I want to be able to stay effective and useful in RA and be able to fight back against those who spam hexes on you and attempt shut you down and spike you.

Cause lets face it. Everywhere you go you see a mesmer or at least a curses necro.
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Old Sep 09, 2010, 07:41 AM // 07:41   #19
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Quote:
Originally Posted by Vlad S View Post
For example. You're playing an assassin. You become /war to get an ias. To make your build more effective. But because of this choice you can't bring hex removal.
Sorry dude, you can't have your cake and eat it too.
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Old Sep 09, 2010, 07:57 AM // 07:57   #20
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yes, 1 necro and 1 mesmer can screw up 1 melee anytime in RA. If they concentrate on that 1 melee. That means in a 4v4 situation, that 2 players are dealing with 1 player, who can avoid getting killed by the hexes by not attacking.

Take casters as an opposite argument about the Dazed condition. Most condition removal skills are spells, thus hindered by Dazed. A caster-attributed condition remover signet/skill (not spell) is just as rare as an attacker-attributed hex remover. I consider this as a balancing factor, and i wouldnt like to see one changed while the other is not.

Other: Antimelee hexway wouldnt be that popular if the game had less attacker classes and more proper direct DPS casters. Hexes are the only way to stop a warrior/assa/dervish/paragon/ranger with a mesmer/necro. Players want to be effective, if their class is not a DPS, he wants to counter the DPS. Im not unfamiliar with the situation when as a Clumsiness mesmer you have a curse necro in the party, and you run into another party with only casters, ironicly most of the anti melee. RA is about getting a lucky party configuration while all others have unlucky party configurations (Syncers ignored).
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