Guild Wars Forums - GW Guru
 
 

Go Back   Guild Wars Forums - GW Guru > The Hall of Knowledge > The Campfire > Mesmer

Notices

Reply
 
Thread Tools Display Modes
Old Jun 21, 2011, 12:05 AM // 00:05   #1
Academy Page
 
Join Date: Mar 2008
Guild: Blood Templars Order
Profession: Me/
Advertisement

Disable Ads
Default Hex Eater Signet

IMO very underrated skill. I mean, it's just great energy management in hex-heavy areas. Of course it works best when balled since you get the most of it. And while better players usually do lots of micro, I don't, so my heroes are simply surrounding me. Especially when you're using one of the aggro-and-forget builds, which I do.
What this skill does in these circumstances is remove one hex from each of 3-4 (depending on your location among heroes) heroes and you. In addition you get 3 energy (with insp anywhere from 8 to 12, which is default for most of mes builds) for each hex.
6-15 energy and free hex removal every 25 seconds sounds sexy to me. And even sexier when you run an AP build, which some of you could still do.

All in all, it's the type of skill I like - both passive and active energy management that doesn't require much thinking and becomes very useful in some areas. IMO better than inspired hex (doesn't apply to monster-only hexes).

And yes, my first char is a Mesmer and I still like to use some skill while playing, but not when grinding titles ;p

Why is so nice a skill being utilized in only one "Great" build on gwpvx and only as a variant? Does it really suck?
Kraviec is offline   Reply With Quote
Old Jun 21, 2011, 02:32 AM // 02:32   #2
Ascalonian Squire
 
Join Date: Apr 2010
Default

I vote yea for Hex Eater Signet as well. I usually run it on one of my four mesmers plus Shatter Hex, and I'm covered on hex removal for the most part.
darthsabbath is offline   Reply With Quote
Old Jun 21, 2011, 02:50 AM // 02:50   #3
Desert Nomad
 
Lanier's Avatar
 
Join Date: Jan 2010
Guild: [Pink]
Profession: P/
Default

Its an ok skill. My biggest problem with it is the long recharge, making it less viable as a hex removal skill when 8-12 second recharge for hex removal exists. Plus, I find that when multiple hexes are applied to my party, they are usually applied to the same party member rather than spread around the party. Also, it can be problematic if using melee heroes, as the touch range means that your mesmer has to waste time running to the target to use the signet. Still, its useful if you anticipate running into large amounts of AoE hexes like arcane conundrum or shared burden.
Lanier is offline   Reply With Quote
Old Jun 21, 2011, 03:15 AM // 03:15   #4
Frost Gate Guardian
 
Join Date: Jan 2011
Guild: The Capital [Para]
Profession: P/
Default

For it to almost be effective you have to put a good sum of attribute points in for it. Not worth it IMO
Our Virus is offline   Reply With Quote
Old Jun 21, 2011, 09:08 AM // 09:08   #5
Forge Runner
 
HigherMinion's Avatar
 
Join Date: May 2008
Location: East Anglia, UK
Guild: Order of [Thay]
Profession: N/
Default

I just didn't like the Touch Skill aspect of it.
HigherMinion is offline   Reply With Quote
Old Jun 21, 2011, 02:45 PM // 14:45   #6
Desert Nomad
 
Join Date: Nov 2010
Default

Yeah, its pretty awesome. Mesmer Hero builds always have plenty of space left over for utility skills, and HES only requires a mild attribute investment. Also amazing with Keystone builds for obvious reasons.

Single target hexes generally don't ruin groups, they only make enemies die slightly slower. AoE hexes are what bring down groups.
Kunder is offline   Reply With Quote
Old Jun 21, 2011, 02:48 PM // 14:48   #7
Forge Runner
 
Cuilan's Avatar
 
Join Date: Mar 2008
Profession: Me/
Default

Some of the mesmer builds on PvX are likely edited by people who aren't the most active mesmer players. You could of course add the skill yourself or suggest it on a build's talk page, but Lanier's right about the recharge.

Last edited by Cuilan; Jun 21, 2011 at 02:51 PM // 14:51..
Cuilan is offline   Reply With Quote
Old Jun 21, 2011, 03:26 PM // 15:26   #8
Jungle Guide
 
AndrewSX's Avatar
 
Join Date: May 2010
Location: Italy, Turin
Guild: Lake
Profession: E/
Default

The "Touch" aspect and meh recharge are what keep that skill very underrated.
Otherwise would be quite good....but in certain situation (massive aoe hex, your caster clumped toghether, etc) it can turns out great.
AndrewSX is offline   Reply With Quote
Old Jun 23, 2011, 07:13 PM // 19:13   #9
Academy Page
 
Join Date: Mar 2008
Guild: Blood Templars Order
Profession: Me/
Default

Touch aspect isn't that bad, since you can, umh, touch yourself... or maybe "self-target" it. Recharge is inconvenient, I admit. As for att investment, I always put 8-9 into inspiration when running balanced build - I'm using Mandragor atm.
Well, I''m not the only one liking it. Obviously it's nothing more than a utility skill, but nice to have imo.
Kraviec is offline   Reply With Quote
Old Jul 04, 2011, 01:24 AM // 01:24   #10
Desert Nomad
 
Join Date: Feb 2006
Location: North Carolina
Profession: N/Me
Default

I'd run it on a Keystone build for hex heavy areas if hex removal wasn't a priority on a monk. Keystone negates the recharge consideration entirely.
Str0b0 is offline   Reply With Quote
Reply

Share This Forum!  
 
 
           

Thread Tools
Display Modes

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump


All times are GMT. The time now is 09:07 PM // 21:07.


Powered by: vBulletin
Copyright ©2000 - 2016, Jelsoft Enterprises Ltd.
jQuery(document).ready(checkAds()); function checkAds(){if (document.getElementById('adsense')!=undefined){document.write("_gaq.push(['_trackEvent', 'Adblock', 'Unblocked', 'false',,true]);");}else{document.write("