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Old Aug 22, 2005, 06:19 PM // 18:19   #1
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Default Warrior/Necro ! A Flaw Build ! Problems is that ...

The problems I found at W/Ne build. There 's none skills of this build that could remove hex from target ally. In fact, there r a lot of casters using hex spell which are definitely their main skills. For example, Illusion, or the bird one (MOnk skills) that prevent target from attacks.. many many hex spell that could screww you up immediately..

MY question is that
Is there any way out or solution for this?
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Old Aug 22, 2005, 09:08 PM // 21:08   #2
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Warriors shouldn't be healing other allies, hex or otherwise. There are Monks and maybe Mesmers for that. W/N is hardly flawed.
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Old Aug 22, 2005, 09:21 PM // 21:21   #3
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What happen if you got hexed ... tons of hexed. You can't expect ur teamate to remove it if he 's busy on healing, support attack .v..v, each build supposed to have one or two skills remove condition, hex I hope
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Old Aug 22, 2005, 10:01 PM // 22:01   #4
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As long as you have condition removal, you're set as a warrior. Even things like price of failure and spirit of failure are nothing compared to the 90% miss chance of blind.

It's the job of smiters and mesmer to remove hexes (they can do it in a manner that benefits themselves or deals damage), not healers or warriors or anyone else.
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Old Aug 22, 2005, 10:40 PM // 22:40   #5
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Quote:
Originally Posted by Zealot Dang
What happen if you got hexed ... tons of hexed. You can't expect ur teamate to remove it if he 's busy on healing, support attack .v..v, each build supposed to have one or two skills remove condition, hex I hope
see it all depends on what arena you plan to play in...

for pve, its really not a big deal since the AI isnt as malicious as some of the mesmers ive played against. so a heal monk will usually solve your problems.

for pvp, you can split it into 3 areas:

random arenas:
bring your own lunch, because you get paired with a random group (duh). there is no efficient hex removal which can work if you have about 2 lines of hexes on, but then again its pretty rare. bring smite hex if its really hurting you, and as someone whos name i cant quite recal atm said, smite hex and mend condition are pretty good if you plan on being more or less self sufficient.

team arenas:
*usually* you dont need any (or very few) self heals or self-help kind of things. as a monk i started bringing convert hexes only because frag builds are really popular now, but you can expect to face many really different builds, and it is basically impossible to plan for all of them. so the short answer would be, no, you really can go without a self-hex remover.

tombs/8-8 pvp:
in here its almost completely useless to bring your own heals. there are notable exceptions, but in a pretty standard build you have 3 monks. that is more than enough to take care of your hp, assuming eveyrthing goes nice and smoothly (which it wont). the exception i had in mind was the ranger/spirit spam build which relies on healing springs alot, so i guess in that case everyone is bringing their own heals. but i digress...

back to your original question about a w/n.
personally, although this is only me, plague touch is probably all you need to get rid of your conditions. i wouldnt worry about removing your own hexes, since w/n isnt the most defensive build around.

and really not every hex is that bad. you shouldnt freak out if you see purple on that list of conditions/enchants. i mean ive seen people cast backfire on me as a warrior. so just learn what hexes do what, and you'll feel alot safer knowing the mesmer that just hexed you is a noob
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Old Aug 23, 2005, 04:07 AM // 04:07   #6
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The ONLY self heal any warrior with a mind should bring is Victory is Mine! {E}. Since it heals crazy style energy, it's THE skill to pair with Plague Touch.

Ok, what's the energy you get back for? [more plague touch ^_^] If there's no more conditions on you, wth are u doing with no weapon attack skill that uses energy?

The Swift Chop, Seeking Blade, and Irresistable Blow are all excellent energy based skills to use on your foes. Decent recharge at 4s. 5e. a pop, and each carries a decent dmg boost. The Irresistable Blow is probably the best as it grounds your ass for no adrenaline wasted if they're silly enough to try to block you. ^_^
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