Apr 13, 2006, 10:44 PM // 22:44
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#1
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Jungle Guide
Join Date: Sep 2005
Guild: Charr Carvings and [BeeR]
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Hex Reliever?
I've already said about a million times in my posts I don't have GW at home and I can't truly test builds out. But here's my idea of a build people can try and let me know...
It's meant for 4v4, the team should have 1 prot/boon monk, and this...
Monk/Mesmer
Attributes:
Divine Favor: 16
Inspiration: 12
Skills:
1.) Holy Veil
2.) Remove Hex
3.) Blessed Signet
4.) Energy Drain {E}
5.) Energy Tap
6.) Drain Enchantment
7.) Hex Breaker
8.) Rez Sig
A basic build for a monk combo. One monk focuses on general healing/conditions, this one puts Holy Veil on all party members, and uses Blessed Sig and all the Inspiration spells to get energy income. Plus it's like an energy drain build at the same time in a way. And the Divine Favor is there for when you Remove Hex on someone, at least it'll heal them something.
Last edited by Wretchman Drake; Apr 13, 2006 at 11:23 PM // 23:23..
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Apr 13, 2006, 10:47 PM // 22:47
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#2
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Desert Nomad
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You do realize that there are lots of highly effective teams you might face that don't use a single hex, right?
Well, no, you probably don't, or you wouldn't have come up with a build that can't do anything but piss-weak energy denial and an occasional enchantment removal when it comes up against such a team.
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Apr 13, 2006, 10:56 PM // 22:56
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#3
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Jungle Guide
Join Date: Sep 2005
Guild: Charr Carvings and [BeeR]
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Well easy there tiger, don't go getting upset now. It's a game. And it was just an idea. I said I would test it to see if it's worth but but w/e. IMO one hex can screw anyone over badly. SS, Migraine, just to name a few...
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Apr 13, 2006, 11:21 PM // 23:21
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#5
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Banned
Join Date: Sep 2005
Location: /B/Chan
Guild: Looking for one
Profession: W/
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No Hex Breaker?
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Apr 13, 2006, 11:23 PM // 23:23
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#6
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Jungle Guide
Join Date: Sep 2005
Guild: Charr Carvings and [BeeR]
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Now there is. I was thinking of putting it in before but I thought Channeling would be better but not really...
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Apr 13, 2006, 11:58 PM // 23:58
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#7
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Jungle Guide
Join Date: Jun 2005
Location: Topeka, Kansas
Guild: Tyrian Fo Lyfe [word]
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Quote:
Originally Posted by Wretchman Drake
hex removal/prevention engine build
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Why? Hexes are few and far between in the current meta, and there are far more efficient and safe ways to deal with them than a hex removal bot. You're fixing a hole in the wall of a mansion by tearing down the mansion and building a shanty.
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Apr 14, 2006, 01:21 AM // 01:21
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#8
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Jungle Guide
Join Date: Sep 2005
Guild: Charr Carvings and [BeeR]
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Quote:
Originally Posted by wheel
Why? Hexes are few and far between in the current meta, and there are far more efficient and safe ways to deal with them than a hex removal bot. You're fixing a hole in the wall of a mansion by tearing down the mansion and building a shanty.
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Well I'm just throwing ideas out there. I thought hexes were more common in TA, been a while since I played there.
P.S. I didn't write that quote you posted, lol. But I know what you mean I guess, you coulda said it yourself
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Apr 14, 2006, 02:07 AM // 02:07
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#9
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Jungle Guide
Join Date: Jun 2005
Location: Topeka, Kansas
Guild: Tyrian Fo Lyfe [word]
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Quote:
Originally Posted by Wretchman Drake
P.S. I didn't write that quote you posted, lol. But I know what you mean I guess, you coulda said it yourself
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It was just saving space. It pretty much summarizes the build.
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Apr 14, 2006, 02:37 AM // 02:37
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#10
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Look into the Eye.
Join Date: Oct 2005
Location: Detroit, Mi
Guild: Oh No Not These Guys [uhoh]
Profession: Mo/
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putting 2 monks in a TA group (both defensive, not smiting) is seriously crippling your damage. At most you'll have one of the opposing team members using all hexes (and likely not even that.) If you spend all your time shutting him down (which you still won't, if he knows how to cover his hexes) they still have 2 more viable sources of damage, as well as a monk capable of healing his entire team. Any decent team will roll over one with 2 monks, unless one of them is offensive.
What IS a good idea is carrying a hex removal on one of the 3 offensive players. Having a mesmer or necro carry inspired hex is invaluable against heavy hex builds, even with a good boon prot (carrying 2-3 forms of hex removal, which a TA boon prot should... even though most don't.)
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Apr 14, 2006, 02:57 AM // 02:57
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#11
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Ascalonian Squire
Join Date: Mar 2006
Profession: N/Me
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Energy Tap is an awful skill for use in pvp, the casting time is far too long for it to be effective, its too easily interrupted. I use Inspired Hex, its an extra 6-7 energy every 20 secounds and also its kind of fun to play around with the hexes you remove
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Apr 14, 2006, 03:33 AM // 03:33
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#12
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Look into the Eye.
Join Date: Oct 2005
Location: Detroit, Mi
Guild: Oh No Not These Guys [uhoh]
Profession: Mo/
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Quote:
Originally Posted by Syrith
and also its kind of fun to play around with the hexes you remove
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2 words, Amity and Pacifism. I LOVE when i rip those with inspired
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Apr 14, 2006, 06:34 PM // 18:34
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#13
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Krytan Explorer
Join Date: Jul 2005
Location: NYC
Guild: Squee Squeeeeeeeeeeeeee [yay]
Profession: Mo/
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Why don't you just do a simple boon prot build? It has ample self removal for hexes and conditions.
1. Rof
2. Mend Ailment/Condition
3. Guardian
4. Sig of Devotion/Prot Spirit
5. Mantra of Recall/E-drain
6. Inspired Hex
7. Contemplation of Purity
8. Divine Boon
It sometimes depends on your team and preference for what you bring in the 2nd, 4th and 5th slot but that's the general idea of boon prot build. It's sufficient in self hex removal - especially vs. migraine mesmers. You can CoP off Migraine as it first hits. Even if your boon gets removed, you can throw it up again in a jiffy and CoP again because boon recharges in 1s. If you go the route with Mantra of Recall, you get another enchantment that you can CoP off if need be, which means another hex and condition removed when you need it. Any hexes that need to be removed on your team mates can be handled by inspired hex - or god forbid one of your teammates can bring a hex removal, too!
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Apr 14, 2006, 07:16 PM // 19:16
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#14
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Look into the Eye.
Join Date: Oct 2005
Location: Detroit, Mi
Guild: Oh No Not These Guys [uhoh]
Profession: Mo/
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Quote:
Originally Posted by Esuna
Any hexes that need to be removed on your team mates can be handled by inspired hex - or god forbid one of your teammates can bring a hex removal, too!
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Sorry, but one hex removal per 20 seconds is not enough for a full teams hex removal in 4v4, even with a second player bringing inspired as well.
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Apr 15, 2006, 02:05 AM // 02:05
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#15
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Hall Hero
Join Date: Jul 2005
Location: California Canada/BC
Guild: STG Administrator
Profession: Mo/
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What if you are not a Mo/Mes smite hex will do as well?
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Apr 15, 2006, 02:08 AM // 02:08
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#16
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Desert Nomad
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Smite Hex is a good skill if you happen to have a high rank in Smiting Prayers already. Otherwise, just use Holy Veil.
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Apr 15, 2006, 06:33 AM // 06:33
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#17
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Jungle Guide
Join Date: Sep 2005
Profession: Mo/Me
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I'd argue that for 4v4 prot spirit is a luxury that you don't need. It doesn't add huge amounts over holy veil -a boon-prot is better off taking two hex removals.
Mine tend to look like this
Mo/Me
RoF
Guardian
Mend Condition
Energy Drain
Inspired Hex
Holy Veil
CoP
Divine Boon
Mo/N
RoF
Guardian
Mend Condition
OoB
Smite Hex
Holy Veil
CoP
Divine Boon
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Apr 15, 2006, 07:47 AM // 07:47
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#18
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Look into the Eye.
Join Date: Oct 2005
Location: Detroit, Mi
Guild: Oh No Not These Guys [uhoh]
Profession: Mo/
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Quote:
Originally Posted by dgb
Mo/Me
RoF
Guardian
Mend Condition
Energy Drain
Inspired Hex
Holy Veil
CoP
Divine Boon
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With the exception of Edrain (I run MoR) that's exactly what I run in 4v4. If I happen to be running with a good blinder with ward of melee that I know and trust, I may switch out guardian for prot spirit, for use against eles and other spike damage.
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