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Old Jan 15, 2007, 05:02 PM // 17:02   #1
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Default Over-hex the new counter to pressure game?

Everyone and their dog are playing pressure teams in gvg these days with a two Dervish (or 3) frontline. With war-hate hexes also pretty useful vs Dervishes (blurred vison, Shadow of Fear etc) isn't it a logical progression to think that if you are going to hex, you might as well make a over-hex build? Isn't this a natural counter?

Your thoughts please.
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Old Jan 15, 2007, 05:47 PM // 17:47   #2
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I'm curious about some more enlightened thoughts on this as well. One thing going against hexs and degen in general is lod runners and lod monks at the stand to counter the hex pressure. Worse is of course Divert though I've seen a lot less of that recently and more lod+zb. Even without divert i'd keep a purge sig and other non-elite hex control to keep the melee clean. It could be one of those metashifting things where it might do well atm if less divert is being run, but this would in turn cause a shift back to divert. Another issue is splits. I've seen quite a few runing around in my experience hex builds don't do so well against them unless you get maps that aren't split friendly. Just my thoughts.

Last edited by Winstar; Jan 15, 2007 at 05:53 PM // 17:53..
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Old Jan 15, 2007, 06:14 PM // 18:14   #3
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We play a pressure build and we've come up against lots "over-hex" builds as you call them. Yes they are effective at shutting down pressure. What they're not effective at is stopping spikes properly. When we fight a hex build, we spike down the more key hexers (people with Spoil Victor, and other melee hate). Another strategy that we've used is to play defensively until VoD, and that tends to work well too. So in a sense, yes it stops a lot of pressure, but it doesn't guarantee a win vs pressure builds at all.
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Old Jan 15, 2007, 06:15 PM // 18:15   #4
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No, because most Hex builds are not good at VoD, only the Jagged Bones hex degen kind of is.
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Old Jan 15, 2007, 06:33 PM // 18:33   #5
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If u have seen the build of "die kaputte truppe" then u wouldnt say hexing is bad. They did less then a three weeks ago pretty well. They bumrushed everyone and within 5 minutes they were ganking the guild lord of all opponents. Only one team made the right decission to go for a gank too, and won just by a split sec.

Tho i guess u need some direct damage as soul barbs icy veins etc as well they ran 6 necroes 1 rt and 1 ranger. the skills i dont rember exaclty, but probs one of them was zephyr, primal rage, tranquility, and toxicity can do great deal of harm to a standard build. Plus they provide energy to the necroes. It was a slaugther as i remeber, i really liked it, unfortunately i did never saw them return after that evening.

AGainst splits they let one N/RT in the back, and a death necro would return in case of need.

Last edited by Patrick Smit; Jan 15, 2007 at 06:37 PM // 18:37..
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Old Jan 15, 2007, 07:09 PM // 19:09   #6
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Counter number one: divert hexes. This powerful monk anti-hex skill necessitates the use of either an extremely leet interrupter or Signet of Humility, which in turn has to be protected from interrupts by something like distortion.

Counter number two: splits. Splits are both common and strong right now, and they make hex teams cry. Can be countered by resilient build design, which slightly reduces efficiency 8v8.

Counter number three: early VoD. Nothing you can do about this, really. If you can't crush them fairly quickly, you lose.


Hexin' just ain't the same anymore.
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Old Jan 15, 2007, 09:07 PM // 21:07   #7
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A properly built hex build can deal with a divert guy if the players are any good. I think the problem with Hex builds is that you are using them as a hard counter to one type of build and using a build that is even less fexible. That's not even to bring up that hexing builds are lame and in my opinion not much fun to run.

Then, as the build gets onto the feild against the desired target, it really isn't as much a winning venture as you'd believe. Against the heavy pressure, you need to weather the initial onslaught as the hexes won't get their effect right away. Once the pressure sets in and you have control(which another team can reset the clock on if they play intelligently and have room to maneuver), you need to win in that midgame as others have pointed out ecause VoD isn't your friend unless you are CLEARLY dominating(like have a guy dead at 20 mins), or else the pressure team can most likely stomp you.

Last edited by Seamus Finn; Jan 15, 2007 at 09:11 PM // 21:11..
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Old Jan 18, 2007, 01:49 AM // 01:49   #8
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I have been trying to make hexheavy team for our guild and we have done some testing for it too. Divert isn't actually my biggest consern, it is pretty easily shutted down with sig of humility and some interrupts. Much more I am afraid of teams which have 2 LoD:s. We have gotten there actually pretty effective hex split which forces atleast 1 monk to defend their base. But then there is still that 1 more LoD which wont let people to die and there isn't much that can be done about it. Also with that split in our build I'm not sure if that flagstand team is powerfull enough to actually get kills. That will be seen hopefully soon when we get that build finished and to the real action.
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Old Jan 18, 2007, 02:37 AM // 02:37   #9
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Hi! Divert hexes! LoD! the fact that you can efficiently get past these counters means that unless you're running jagged bones, you're boned when VoD rolls around and eventually you're whole team runs out of energy because the two new monk elites being run quite a bit right now are going to be more efficient than your entire midline. [Fate], who is in our alliance, has a very nice hex build running right now, but divert+heal party was able to keep the team up while we killed their pressure.
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Old Jan 18, 2007, 07:40 AM // 07:40   #10
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Sig of humility! Distracting Shot!
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Old Jan 18, 2007, 08:10 AM // 08:10   #11
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Distracting shot sig of humility! who runs a ranger in a hex build?!
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Old Jan 18, 2007, 08:12 AM // 08:12   #12
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We are running a very high pressure including hexes if that counts. Finally pushed onto the big screen so it won't be hard to figure out what we run. Splits are going okay for us at the moment too, not having too much pressure even though we run hex pressure.
Overall, the pressure is enough, even with Divert and LoD. Granted it takes away alot of the offense, but we just have to overcome that.
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Old Jan 18, 2007, 04:37 PM // 16:37   #13
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Quote:
Originally Posted by Thom Bangalter
[Fate], who is in our alliance, has a very nice hex build running right now, but divert+heal party was able to keep the team up while we killed their pressure.

Shhhhhhhhhhh. And by the way, we've changed some things since we last met in GvG
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