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Old Mar 25, 2009, 07:59 PM // 19:59   #1
...is in denial
 
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Default disabling pnh to open up for hexway

There are some dirty dirty hexes out there, but of course pnh stops all that. However, there must be a decent build that can shutdown pnh the whole mach. literally not one pnh can go off, otherwise hexway will suck n blow. i came up with something on my own, but can anyone offer improvements or ideas to SHUTDOWN THE PNH?

main skills
[mantra of resolve][signet of humility][keystone signet]

because i don't know what else to put on the bar, but sig of hum and keystone kinda limit the effectiveness of using anything other than sigs
[signet of weariness][signet of distraction][signet of disruption][unnatural signet][death pact signet]
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Old Mar 25, 2009, 08:27 PM // 20:27   #2
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Mantra of resolve is useless. Swap it to Mantra Of Inscriptions.

Resolve is useless because [[psychic distraction] disabless the skill also, which means it will be interrupted no matter what.
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Old Mar 25, 2009, 09:07 PM // 21:07   #3
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The above makes sig hum about useless, which means PnH wins. Otherwise sighum on a VoR would be pretty strong.
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Old Mar 25, 2009, 09:12 PM // 21:12   #4
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its already turning into the meta

[mantra of inscriptions][signet of humility][visions of regret][empathy][backfire][power drain][power spike][resurrection signet]
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Old Mar 25, 2009, 09:13 PM // 21:13   #5
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idk, seems like u've sacraficed an entire character to shut down a single skill.
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Old Mar 25, 2009, 09:21 PM // 21:21   #6
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P&H carries aura. Just run a magehunter that knock locks the P&H. It is not going to shut it down forever, but nothing else is either, might as well get some mileage out of it. Then just run heavy hex pressure as normal, just make sure you aren't stacking too much on one person or relying too much on single target hexes. You can use humsig to knock out P&H for periods, but don't try to go thinking that you are going to chain it or keep it down forever, you'll just spend too much of your resources chasing a fading dream.

I imagine and have been wanting to try [lingering curse] + [panic]. Room for plenty in the midline. Two war and ranger looks good, [tainted] looks ok, [spiteful spirit] is a retro classic, [visions of regret] is already slipping into the meta, a lot to play with really.

Though P&H is still going to keep any single target hex that does not have a fast recharge unviable [migraine] [spoil victor] [crippling anguish] [wither]

Last edited by Reverend Dr; Mar 25, 2009 at 10:03 PM // 22:03..
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Old Mar 25, 2009, 10:29 PM // 22:29   #7
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It is irrelevant how good or bad the bar is when the whole concept of the bar is made of fail.

Devoting an entire player to shutting down one elite in an already crammed 64 skills is simply rediculous and is extremely counter productive. There is a fine line between taking enough shut down so that you can maximise your hex pressure and taking so much hex shutdown your actual hex pressure/damage becomes minimal. This goes well over that line.

There are two solutions:
A) Just take a stack of hexes, teams do this already by taking Suffering/Lingering curse on a FC Mes, which are both AoE and fairly spammable, and also a VoR/Backfire etc Mes primary, thereby overpowering PnH
B) Do not run hexes.
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Old Mar 25, 2009, 11:13 PM // 23:13   #8
...is in denial
 
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i never noticed [Psychic Distraction] also disables the skill. but that does pretty much throw that idea out the window.

i'm trying to come up with a 8man build that uses mass hexes, though i don't know if it would work. no conditions, and few direct damage skills means the enemy prot is uselss except for holy veil (if they brought it). but pnh and deny hexes for that matter absolutely has to be shutdown cause removing 7 succulent hexes is cruel.
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Old Mar 25, 2009, 11:38 PM // 23:38   #9
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[diversion] is better or if you really want to devote a whole character to complete shutdown... [blackout] + [echo]
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Old Mar 25, 2009, 11:48 PM // 23:48   #10
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Quote:
Originally Posted by Eragon Zarroc View Post
idk, seems like u've sacraficed an entire character to shut down a single skill.

2 non-elite skills to shut down one overpowered elite

3 skills to add mass pressure

1 emanagement

and 1 interrupt with damage

idk, seems liek u mizsed da point hear
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Old Mar 26, 2009, 03:10 PM // 15:10   #11
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mass pressure is where?????



shutting down pnh = mass pressure, if u still can pressure with 1 hexer down....but yea, pointless thread is pointless because...

make build
test build
find faults
change faults
test build


rinse and repeat till u win, or if u dont win, stop playing said build.
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Old Mar 26, 2009, 07:41 PM // 19:41   #12
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you Should not Be building to Stop one skill, it essentially Changed your mach into 7v8 if one skill can stop your build you need to reevaluate the rest of the build,
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Old Mar 27, 2009, 09:11 AM // 09:11   #13
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Quote:
Originally Posted by dusanyu View Post
you Should not Be building to Stop one skill, it essentially Changed your mach into 7v8 if one skill can stop your build you need to reevaluate the rest of the build,
You forget though, most pnh monks take deny as well which almost completely nullifies hex pressure builds not to mention condi pressure. Also, last time I checked the ONLY skill that can reliably shut down a skill such as pnh is Sig Hum and only for half of the time at that which still allows him to keep 2 character clean with pnh alone. Yeah, there is diversion, but, not only do you have to cast it through a flurry of gwen's but there is a pretty good chance that you will miss unless the enemy pnh is terrible.
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Old Mar 27, 2009, 02:43 PM // 14:43   #14
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Simple coordination is all that's needed.

Hum sig, then land diversion as hum sig ends, have hammer knock them as diversion ends, repeat that for a couple of cycles and the hex damage will really have set in. Outplaying the opponent is all that's needed.
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Old Mar 27, 2009, 05:14 PM // 17:14   #15
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Quote:
Originally Posted by Jbrown View Post
You forget though, most pnh monks take deny as well which almost completely nullifies hex pressure builds not to mention condi pressure. Also, last time I checked the ONLY skill that can reliably shut down a skill such as pnh is Sig Hum and only for half of the time at that which still allows him to keep 2 character clean with pnh alone. Yeah, there is diversion, but, not only do you have to cast it through a flurry of gwen's but there is a pretty good chance that you will miss unless the enemy pnh is terrible.
Pretty sure my guild runs hex pressure and we're rank 80. So, yes you can still pressure with hexes.

That is not where the fail in this thread lies though. As many people have said before, including myself, speccing an entire person to deal with 1 skill is simply rediculous and is counter productive.
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Old Mar 27, 2009, 06:55 PM // 18:55   #16
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Quote:
Originally Posted by Jbrown View Post
Also, last time I checked the ONLY skill that can reliably shut down a skill such as pnh is Sig Hum and only for half of the time at that which still allows him to keep 2 character clean with pnh alone.
[atrophy] is another skill that can shut down divine favor monks for a short period of time, but is an otherwise useless skill.

The problem with running hex pressure now is two fold. First, you need coordination to shut down PnH and interrupt deny hexes. Second, for all these hexes to pressure you need pressure. VoR, backfire, wastrel's, soul bind and LC only pressure when you need to heal, it's hard to pack all those hexes in and still have damage / condition pressure. The old VoR hex build did this with a mind blaster and wounding strike dervish and Ouka's old build did it with toxic chill necros that also had a small deathly swarm spike. That kind of pressure just bounces off teaseway and iway so your pressure hexes will do very little.

So basically the only way to pull it off is with experienced guilds that wants to run something outside the meta, it's not something pugs can do.
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Old Mar 28, 2009, 03:19 AM // 03:19   #17
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Off the top of my head, maybe a build with a VoR with diversion, backfire, and wastrel's, to hurt the other team's PnH; a Lingering Curse; an SB necro, to help deal with party heals, a fire ele, a dervish, and the standard 3 mo backline that everyone brings now.

I don't know if that would work, but it seems like it might be the easiest way to do it.
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Old Mar 28, 2009, 12:27 PM // 12:27   #18
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keep pnh as it is aslong as the hexes are as spammable as they are.

hexway is bad.
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Old Mar 30, 2009, 07:29 AM // 07:29   #19
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hexwayers suck balls, learn to play decent
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