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Old Apr 29, 2006, 02:36 AM // 02:36   #1
Frost Gate Guardian
 
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Default Heavy Hexing.

Why don't I see more hex mesmers in GvG?

Is E-denial just so efficient?

Stick a couple annoying monk hate hexes on a monk and stick a couple cover hexes on it.

How would a monk deal with multiple hexes while being targeted heavily from warriors?

I've noticed IQ has stuck in two hex mesmers which has given them great success.

People expect them to be e-denial I love the fact that they changed to that.

They also became effective at taking off so much pressure from their monks.

Opposing teams warriors are hexed bad and their monks are getting hit too hard to do anything about it.

Btw would Migraine be useful?

Most monk skills I see in GvG are fast ones like Rof and prot spirit.

Would Migraine really make a difference?
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Old Apr 29, 2006, 04:07 AM // 04:07   #2
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Before contemplation of purity got the nerf stick to 10 second cycle. It wasn't hard to remove all these hexes as most monks were Mo/Me boon prots with divine boon, mantra of recall, and other enchantments that could be casted. 3 hexes were easy to remove with the use of 1 skill.... it was a good idea to drain enchant the monk before hexing; but even then CoP was very good at handling it.

Migraine is ineffective against boon prots which have spell cast 1/4 seconds. That makes boon/proting that much more effective.

Last edited by cookiemonkie; Apr 29, 2006 at 04:10 AM // 04:10..
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Old Apr 29, 2006, 08:17 AM // 08:17   #3
Zui
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Migrane won't help you that much against a boonprot. It really won't significantly delay the heals, or make those spells easily inturuptable.
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Old Apr 29, 2006, 09:10 AM // 09:10   #4
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diversion, shame and MoS are somewhat the only hexes that are a pain for a boon monk... (rest can be removed)
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Old May 01, 2006, 09:07 AM // 09:07   #5
rii
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A boonprot suffers problems with migraine when casting energy management skills (unless for some reason they are OOB).... guardian, and generally condition removal. A migrained monk can try and survive on ROF and prot spirit alone... they will probably die though. The effect isnt as great but it certainly is an impact.
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Old May 01, 2006, 02:20 PM // 14:20   #6
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Umm... im kinda Noob with mesmers but.. Why not Backfire?.. It can do like 100+ dmg when the monk cast a spell.. Drain enchatment, and then Backfire.. Then the monk have to Put up enchant, remove it with CoP, and put up boon again?.. That would be like 300+ dmg to that monk.. ? again not sure, but it seems like a good idea.. :S

~Shadow
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Old May 01, 2006, 03:21 PM // 15:21   #7
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It's not because the monk has no enchantments that he or his allies can't remove the hex...

Another downfall of backfire is his recharge and spell cost...
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Old May 02, 2006, 08:01 AM // 08:01   #8
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There are two types of hexes. Short effect and long effect hexes. A short effect hex is something that tends to be strong and only needs to be on the enemy briefly to work. Something like diversion or shame. These hexes are strong even in the face of removal. A long effect hex needs to stick to do its job. Examples of this are life siphon and faintheartedness. Against removal these aren't too strong. Thus to use these many hexes must be used to overload the enemy's hex removal. These hex heavy builds also tend to rely on degen to a degree.

In the current metagame heal party counteracts degen very well weakening hex heavy builds. Builds commonly have 2+ copies of heal party now.
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Old May 02, 2006, 08:49 AM // 08:49   #9
dgb
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Quote:
Originally Posted by Shadow-Hunter
Umm... im kinda Noob with mesmers but.. Why not Backfire?.. It can do like 100+ dmg when the monk cast a spell.. Drain enchatment, and then Backfire.. Then the monk have to Put up enchant, remove it with CoP, and put up boon again?.. That would be like 300+ dmg to that monk.. ? again not sure, but it seems like a good idea.. :S

~Shadow
CoP is not a spell, it doesn't trigger backfire. Even if you drain boon (and that's not particularly effective, if I lose my boon it goes on faster than you can get a backfire in), I can allways eat the 100 damage to get boon back up and then contemplate it off. The contemplation doesn't trigger and backfire is removed - 100ish damage total.

Also if you manage to keep my boon down I'll yell for someone else to enchant me.
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Old May 03, 2006, 01:41 AM // 01:41   #10
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The fact is, E-denial is quite effective, extremely versatile, easy to learn how to use (although not easy to master), and only focus-swapping can stop it (well, that and spellbreaker/obsidian flesh). By versatile, I mean that e-denial works on anybody. Backfire requires an idiot to cast several spells through it. Mesmer interrupts require a spell that's at least 1-second in casting time, and many can't even interrupt a regular old skill, so you're pretty much stuck with interrupting Necros, Eles, and healer Monks. Shame is your designated Monk-hate with a disgusting recharge time, and you'd be an idiot to try it on anything other than a Monk. E-burning, as opposed to all these other tricks, works on any single character you can think of. Players need energy to do things, no matter what profession or how fast his skills are cast. And if you don't want to waste your e-draining, slap Mind Wrack on the victim before you surge, and stop when you see that damage spike. This works when shutting down a Monk, or trying to get that annoying hammer Warrior off someone's ass. Try shutting down a cripshot Ranger with Power Leak and Shame and you'll see what I mean about e-denial's versatility. There's no situation where e-denial is useless, plain and simple.

My disappointment with the new Factions skills was that Domination Magic got nothing interesting to even compare to e-denial. Here's what Domination Magic got:

-Arcane Larceny - aka, Arcane Thievery
-Complicate - a Distracting Shot for signets
-Overload - a spammable damage skill that thinks it's an interrupt (but it doesn't really interrupt)
-Psychic Distraction - an elite Distracting Shot that costs 10 energy, disables the interrupted skill for about half the length of Distracting Shot, and disables your own skills for 8, regardless of whether or not you caught a skill.
-Psychic Instability - Like Thunderclap, it's elite and can set up chain knockdowns, except you have to interrupt them to knock them down.
-Unnatural Signet - Kill them Spirits!

Last edited by Loch; May 03, 2006 at 01:51 AM // 01:51..
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