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Old Mar 04, 2007, 07:15 PM // 19:15   #1
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Join Date: May 2005
Location: in the midline
Profession: E/Mo
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Default Withdraw Hexes is still in horrible shape

Nobody will use this skill in its current state.

15 energy, 1 cast, 5 recharge
"Remove all Hexes from target ally and all adjacent allies. This Spell takes an additional 20...8 seconds to recharge for each Hex removed in this way."

Proposal:
*10 energy (in line with Blessed Light, Divert Hexes)
*5...2 recharge PER HEX

That means if you have 8 people with say, Deep Freeze, it will give an extra 16 recharge for a grand total of 21 recharge, which puts it on par with an elite Convert Hexes. At 16 Divine, it should scale to 1 recharge per hex, to make it actually worth investing points into. In no case should it go to 0 recharge, however.

Keep in mind this is not as powerful as a targeted hex removal since it is adjacent range, which basically means people have to be balled up.

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At the moment, it has absolutely no use as long as Hex Eater Signet is around:
0 energy, 2 cast, 45 recharge
"Target touched ally and up to 2...4 adjacent allies each lose one Hex. You gain 1...6 Energy for each Hex removed this way."

It has vulnerabilities to signet-disablers but it is awesome energy management and area of effect hex control. Withdraw Hexes is a spell, which has more counters and also can be disabled with Signet of Humility as it is.

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Also compare to Hexbreaker Aria
8 adrenaline, 2 cast
"For 10 seconds, the next time each ally within earshot casts a spell that ally loses 1 Hex."

Last edited by LifeInfusion; Mar 04, 2007 at 07:19 PM // 19:19..
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