Mar 21, 2006, 03:55 AM // 03:55
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#21
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Avatar of Gwen
Join Date: Apr 2005
Location: Wandering my own road.
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In a hex heavy build, people spread a handful of expensive hexes that're outclassed by hex-removal... But also cheap hexes that match hex removal for cost, and are spread more easily.
Against a dedicated hex team, most of your hex removals are going to hit spells like Parasitic Bond and Malaise, though also a handful of 10 cost spells like Life Siphon, Faintheartedness, and Conjure Phantasm. Through sheer numbers, though, they'll overwhelm your hex removal.
The problem is that if mass hex removal were too simple, then hexes would become completely useless, rather than simply needing cover hexes.
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Mar 21, 2006, 04:00 AM // 04:00
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#22
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Krytan Explorer
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I'd like to see remove hex get a shorter cast time but that's about it as far as improving hex removal.
I don't really understand the argument anyway. What we have right now is great spot hex removal. You want to be able to get rid of the debilitating hexes. Parasitic Bond? Oh well. Migraine on the monk? Let's get rid of it even if it eats up 4/6 of our hex removals across the whole team because it's buried.
Ken Dei, from your posts, I get the impression your upset at the hex removal in the Random Arena environment and not in the GvG environment. Would this be correct?
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Mar 21, 2006, 04:04 AM // 04:04
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#23
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Banned
Join Date: Aug 2005
Location: N.Y.C.
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Ok, so Remove Hex to a 3s recharge, then what? Hexes except Parasitic Bond and Wastrel's Worry pretty much become fodder.
You better buff those skills out the ass, then, otherwise you'll see even fewer non-E-Denial mesmers in GvG.
Either that or shorten the recharge of most hexes as well, since they end up being more energy intensive.
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Mar 21, 2006, 01:19 PM // 13:19
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#24
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Jungle Guide
Join Date: Sep 2005
Location: ...deep within the sylvan splendor...
Guild: Order of the Migrating Coconuts [ALBA]
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/not signed
I really don't see that hex removal is a huge problem as-is. Of course, my mesmer uses hexes quite extensively, but her party seems to enjoy her Inspired Hex and the resulting 20 seconds of bonus use of whatever she's just cleansed from their system .
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Mar 21, 2006, 08:14 PM // 20:14
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#25
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of Brackenwood
Join Date: Oct 2005
Location: Ontario, Canada
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Fighting hexes should be something like fighting damage or spellcasting. An interruptor can expect to interrupt some key spells, but not all of them. An E-denial mesmer can totally drain someone, but he can expect them to get a few good spells off and if he doesn't keep it up, he will cast more. People keep getting damaged, which is countered by healing, not be negating the damage. It's not as efficient as negating it, but that makes the damagers useful and not totally nerfed.
One can fight hexes with hex removal, but not to the point where the hexes don't get through. If a group goes totally hexes, one of your team mates can go totally hex removal and bring several. Any part-mesmer on your team can bring hex breaker as well. There are things you can do to fight them, but not to the point where a person's hexing seem futile.
As it should be.
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