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Old Sep 21, 2010, 11:26 AM // 11:26   #1
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Default Hexways

Just wanted to get an idea of how they work exactly.

Positioning. Probably different due to practically everyone being casters. How do you cope with mitigating damage from wars/sins?

Hexing. What is targeted with what hex? Is one player called and everyone 123 stack-hexes them?

How do you get kills? By hoping the team try to attack back and SV/SS kill them before they kill you? What happens if they don't attack or simply have heals/hex removal that will overcome anything you can throw?


Just a few queries, mostly aimed at the Jaggedway bar on PvX.

Also concerning sacrificing out before the match starts; do you get Death Penalty before the game?
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Old Sep 21, 2010, 12:56 PM // 12:56   #2
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I think u should call where u place hexes and if u cant cover them, ask for cover or ur team has more than one of that hex.

Jaggedway has lc+suffering which is some pressure. Also death nova is cool and soul bind does huge dommage to fuse if he isnt spirit bonded.
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Old Sep 21, 2010, 03:08 PM // 15:08   #3
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Originally Posted by Playing Is Srs Bsns View Post
I think u should call where u place hexes and if u cant cover them, ask for cover or ur team has more than one of that hex.

Jaggedway has lc+suffering which is some pressure. Also death nova is cool and soul bind does huge dommage to fuse if he isnt spirit bonded.
My question is more along the lines of what is the more optimum target for all the hexes. I know how to cover once the important ones are in place.

Can I get a reply on my last question? DP on death before round y/n?
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Old Sep 21, 2010, 05:01 PM // 17:01   #4
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If you anti melee hexes like spiteful spirit or empathy, you those on the enemys melee characters.

AoE hexes like lingering, visions and suffering, find people that are balled up and dump it on them so team takes pressure

Never stack all your hexes on one target because that is pointless and has no purpose

Anti caster hexes like backfire etc, usually put on a caster on the other team that tends to spam skills like a mind blast ele or heal/prot monk.

And yes you get death penalty if you sac before the round starts
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Old Sep 21, 2010, 05:02 PM // 17:02   #5
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Ok, yes you do get death penalty if u die before the match starts.

In answer to other questions. Positioning is same as always, as a squishy, take as little dmg as possible, do not ball, pre kite warriors, dont eat bulls strike, use shield sets to make ur prot happy etc... etc....

Next question I will answer as politely as I can is where to put the hexes. Ok... where do you think you put faintheartness (a monk?), where do u think you put backfire (a ranger?).... 99% of playing hexway is basic common sense even if u do it pretty badly it still works.

However, if you want some detail....

Faint goes on hamma wars, bbwars, and most importantly rangers, a ranger + faint will struggle to cleanly hit 1 sec casts, and as ur hexway thats important.

Insidious, empathy, SS: sins and axe wars cos of fast attack speed

Soul bind: everyone covered once with Parasitic, u should be able to keep on 4+ people with ease. this can be anyone and often midline is good cos they dont talk much and dont generally get cleaned by monks who are busy clearing hexes of wars

LC and VoR: Balled targets

VoR: Monks

Backfire: Monks and maybe mind blast eles if they look stupid. I generally save till i see a low monk, and stick it on them, often they panic cast and dont see it till its too late.

Life syphon: EVERYONE, literally tab cast tab cast. Spreads -6 degen with bleeding as well, and infinite energy from dark pact + masochism. THIS SKILL IS SO IMPORTANT AS A BLOOD NECRO, people often waste time on spamming SV on recharge and forget to use this as much as they should

SV: Ummm, sins if they look stupid, BB wars as they let of a chain. However, most potent is covered on a monk who has just ressed (or prism) (100% hp casting on low targets) as they will either take 100dmg/cast or cant cast and they are clearly dropping.

Diversion: divert dwaynas kiss and its gg

How does it kill: Srsly.... do i have to answer.....
For jagged way, the Jagged necro pumps massive dmg, u would know if u had played it, furthermore make sure ur rt eats their LIFE on RECAHRGE with gaze of fury, otherwise u wont kill vs any half decent team. You do this, decent balance will drop in 3 mins.

And why did u even consider the idea of stacking hexes 123 on 1 target that is called? does that sound a good idea? hexes are not a spike u know! The trick to most hexways is spam all hexes on recharge using high sets if needed and making sure u SPREAD THEM LOTS, esp LC and life syphon. So no, u dont stack your hexes, unless ur facing me, then please stack all your hexes on our mesmer and ball up on ur squishy backline.

++ run tormentors insignias on ur necros and MINOR RUNES

Hope this helps a bit,
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Old Sep 21, 2010, 05:20 PM // 17:20   #6
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I've not played it yet, no. I'm still trying to persuade enough guildies to go to HA =/

Stupid questions, yes. My initial thought was to concentrate hexes on one main foe, but spreading out other hexes once the main ones have been applied to the called target.

Thanks for the in-depth response.
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Old Sep 21, 2010, 11:00 PM // 23:00   #7
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Quote:
Originally Posted by HigherMinion View Post
How do you get kills? By hoping the team try to attack back and SV/SS kill them before they kill you? What happens if they don't attack or simply have heals/hex removal that will overcome anything you can throw?
In a full hexway with wounding strike and 2 or 3 necros it's a combination of pressure and spiking. For example:

-wounding strike derv / sin / ranger
-mind blast ele
-VoR mesmer
-lingering curse necro
-spoil victor, spiteful spirit, depravity or soul bind necro
-tainted necro
-2x monks

LC, suffering and disease cause party pressure with LC reducing the effectiveness of party healing. Stripping the HB monk on the same cycle they are casting HB and channeling reduces their ability to heal. The wounding striker and mind blast ele work together to pressure single targets with small spikes. The VoR mesmer puts pressure on the backline. You have 2-4 anti-physical hexes to slow down their offense (occasionally players will kill themselves with empathy, insidious or SS though).

It's really not that complicated but like any build the more efficiently people play their bars the better it gets. Playing the older version with two mind blast eles we used to 2 min wipe (or be wiped) most any team. A lot of people consider hexway lame, but that's what offense oriented builds are supposed to do.
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Old Sep 22, 2010, 06:05 PM // 18:05   #8
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Back in the day, people asked for advice on how to play Guild Wars. Now they ask how to play hexway.

Son, it's really not that hard. Read the hex, read what it does, and think of the optimum situation to use the skill.

Empathy goes on people that attack, backfire on people that cast. Obviously a sin or an axe warrior is going to get faster hits than a hammer warrior or a dervish, and thus they are a higher priority for empathy.

Lingering Curse, Suffering hit AoE targets. The best possible way to use these skills is.... paaa paa paaaaaaaam *Hit multiple people*

Guild Wars is an easy game, and hexway is one of the easiest builds to play, and teach yourself how to play.
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Old Oct 01, 2010, 11:37 PM // 23:37   #9
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Quote:
Originally Posted by HigherMinion View Post
Just wanted to get an idea of how they work exactly.

Positioning. Probably different due to practically everyone being casters. How do you cope with mitigating damage from wars/sins?

Hexing. What is targeted with what hex? Is one player called and everyone 123 stack-hexes them?

How do you get kills? By hoping the team try to attack back and SV/SS kill them before they kill you? What happens if they don't attack or simply have heals/hex removal that will overcome anything you can throw?


Just a few queries, mostly aimed at the Jaggedway bar on PvX.

Also concerning sacrificing out before the match starts; do you get Death Penalty before the game?
no... hexway isnt ment to be played with vent

degen from LC, sin/derv damage/deepwound etc

no one can remove that many hexes... even pnh although pnh is buildwars to the max

yes you get dp

but deaths from DPS dont cause DP
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Old Feb 06, 2011, 12:07 PM // 12:07   #10
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simply rend fuse and shutdown party healz and they will die
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Old Feb 06, 2011, 12:32 PM // 12:32   #11
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Seeing as you bumped this... Hasn't it sort of been nerfed with the nerf of Gaze? Can't eat enemy spirits, which hurts the team.
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Old Feb 06, 2011, 12:55 PM // 12:55   #12
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Quote:
Originally Posted by Killed u man View Post
Back in the day, people asked for advice on how to play Guild Wars. Now they ask how to play hexway.
sad, isnt it. if only he'd at least ask how to play AGAINST hexways.
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Old Feb 06, 2011, 01:09 PM // 13:09   #13
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sad, isnt it. if only he'd at least ask how to play AGAINST hexways.
If people didn't ask/know how to play hexways, you wouldn't require the knowledge to play against them to test your skill. Spiritway is worse anyway.
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Old Feb 07, 2011, 04:23 AM // 04:23   #14
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Quote:
Originally Posted by HigherMinion View Post
Spiritway is worse anyway.
Spirit-what??

Hexways can be very devastating nowadays. Even with Healing Burst, you can't pump red bars enough if the ghost dshots, or you get it sig hummed/diverted. Plus those hexes, as already mentioned will HURT. Apart from infuse, healers nowadays only bring Burst, Patient, SoR and Cure. You can't spam Cure if you need to remove important hexes that are uncovered, and SoR is limited to your frontline, ultimately. So your healer is reduced to pushing bars with only HB and patient. The spikes from hexway isn't worth infusing either, unless it's very well co-ordinated. Prot should be following their only melee.

WoTU, recently, and Chamalee, even more recently, have shown how fragile a backline can be when pressure with a few hexes. Ok, Chamalee's 2 Migraines is a big joke, but for WoTUway (marcoway for you diehard italians) we sig hum LS, put arcane conundrum on the healer, and W/P dazes one of the backline; to put it bluntly. the condition and hex pressure works because the ranger's sole task is to disable party heals (life, PwK) and anything else he wants to rupt (vs a Bsurge, that is sighummed. vs PnH/BBway, that is sig hummed).
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