Sep 20, 2006, 02:41 PM // 14:41
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#1
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über těk-nĭsh'ən
Join Date: Jan 2006
Location: Canada
Profession: R/
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Inspired Hex: good tactics or suicide?
whenever i monk with my guild, this sometimes happen:
teammate: Deep Freeze on 3!
me: removing *uses Inspired Hex*
me: using Deep Freeze on target 2 warrior!
or even this:
teammate: Conjured Nightmare on 4!
me: removing *uses Inspired Hex*
me: using Conjured Nightmare on target Guild Lord!
in both of those instances, my use of removed hexes resulted in kills, narrow getaways by my team, etc. but the thing is, i'm not really sure this kind of stuff will turn around and bite me later on.
so the question is: inspired hex, use it for just e-management, or use it to its full (and often dangerous) effect?
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Sep 20, 2006, 02:57 PM // 14:57
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#2
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Ascalonian Squire
Join Date: Sep 2006
Profession: Mo/
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in GvG with 2 monk backlines and limited energy management i dont use the skills unless i know for sure i'm not going to need my energy anytime soon, HA with infinate energy monks and half team backlines is where i have fun with the stolen spells
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Sep 20, 2006, 03:09 PM // 15:09
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#3
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Jungle Guide
Join Date: Sep 2005
Location: UK
Guild: Charr Women [hawt]
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Quote:
Originally Posted by moriz
so the question is: inspired hex, use it for just e-management, or use it to its full (and often dangerous) effect?
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I think that if as a monk you can afford to use a 25 energy long cast damage spell then your team is almost certainly winning comfortably anyway, and so you havent actually helped all that much. I find when PVE monking I can use the inspired hexes all the time offensively, but very rarely in GvG except during noob stomp sessions
For me it is e-management first, hex removal second, and potential damage a long way third. I think if you want to use inspired skills as a monk then you are better running inspired enchant and seeing if you can rip off a mantra of recall or two :-)
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Sep 20, 2006, 03:25 PM // 15:25
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#4
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Jungle Guide
Join Date: Sep 2005
Profession: Mo/Me
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It's worth using the skills to eat the diversion, but i'd balk at doing it for a 25e skill. 90% of the time you're not specced so it's hardly worth casting them and for the few good zero-spec hexes (Deep Freeze) they're so expensive that you're asking for trouble if you do it in an even fight. If you're hyper-confident of winning I guess you can, but then it doesn't really matter.
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Sep 20, 2006, 04:04 PM // 16:04
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#5
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Re:tired
Join Date: Nov 2005
Profession: W/
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Using an Inspired Spirit of Failure on an opposing Warrior is key, as you are already specced into that line and it generally actually nets you more energy than you spend casting it.
Using Inspired Shadow Shrouds on your own spikes is pretty nasty, if you can afford it. Short duration at 0 spec, but that shouldn't matter if you are running a spike based builds against two Boon Prot monks that should be caught entirely off guard by it.
Rigor Mortis is another one possibly worth casting on spike if you can afford it, but is borderline. As is Price of Failure, as you don't get anything from it bar passive damage mitigation, although the duration and miss percentage are the same at any attribute level if I recall correctly.
Deep Freeze I can see being a possibility in a very select few situations; such as steam-rolling an already collapsing enemy team. Aside from that I think 25 energy is way too pricey if you are playing against a team on a simmilar level of skill to your own.
Nothing else that comes to mind at the moment.
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Sep 20, 2006, 04:19 PM // 16:19
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#6
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Elite Guru
Join Date: Sep 2005
Location: Manchester, England
Guild: SMS/Victrix
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If you happen to inspire crap like Para Bond you can use that crap as Diversion bait too.
I use Deep Freeze if it's on an enemy retreat. It is rather ammusing (and effective) having them deep freeze your party to slow you down only to have it cast on them moments later. But with it being 25 energy you better be sure they can't turn round and punish you for using 25 energy like that
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Sep 20, 2006, 04:40 PM // 16:40
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#7
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über těk-nĭsh'ən
Join Date: Jan 2006
Location: Canada
Profession: R/
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i've used Deep Freeze for both snaring a fleeing group of opponents, as well as snaring key offensive characters to allow my team to make a run for it. both instances worked. probably because my opponents were not expecting it.
so basically, it's like this: use them if they will help your team, don't use them when they don't help your team. and make sure you have enough spare energy to cast them.
thanks everyone.
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Sep 20, 2006, 04:58 PM // 16:58
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#8
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No power in the verse
Join Date: Sep 2005
Location: San Francisco, CA
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Quote:
Originally Posted by moriz
teammate: Conjured Nightmare on 4!
me: removing *uses Inspired Hex*
me: using Conjured Nightmare on target Guild Lord!
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It had to be a pretty bad team you were facing that actually brought conjure nightmare into a GvG (when conjure phantasm is superior in all ways that count). At 0 illusion, it does only 32 damage. IMO, your better off wanding the guild lord twice to do that damage than spending 25 energy and the same amount of time.
Quote:
Originally Posted by JR-
Nothing else that comes to mind at the moment.
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Assuming your energy is good:
Ineptitude - for the blindness, but even at 0 spec you can catch a frenzied warrior for 60 damage. 2 or 3 leftover points in illusion can push this damage higher.
Phantom pain - on a spike target of course.
Shame - on an off monk during a spike.
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Sep 20, 2006, 05:09 PM // 17:09
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#9
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über těk-nĭsh'ən
Join Date: Jan 2006
Location: Canada
Profession: R/
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it was a pretty bad team. a horrible start to the season had left my guild below the top 1000, so we ended up facing a few pretty strange builds. we're working our way back, though. hopefully we'll be back into the top 400ish soon.
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Sep 20, 2006, 05:10 PM // 17:10
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#10
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Desert Nomad
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It's ok to use, but use it smart. I know I've used crip anguish on a running foe after I ihexed it off of a mate.
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Sep 20, 2006, 06:36 PM // 18:36
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#11
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Krytan Explorer
Join Date: Nov 2005
Location: London
Guild: Currently looking
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i have, on occasion, inspired a diversion and sent it straight back at the mesmer, more out of spite and annoyance than actually doing anything useful. as i run distortion an ineptitude every now and then can really help.
haven't had the luck of inspiring a spirit of faliure to my memory, but i'll definitely be lookign to use it now it's come to my attention
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Sep 20, 2006, 07:02 PM // 19:02
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#12
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Wilds Pathfinder
Join Date: Jun 2005
Location: Chicago
Guild: Idiot Savants [iQ]
Profession: Mo/
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Using an inspired Deep Freeze, even if you have to swap to your high energy set, can help to shift the game incredibly, and if the time is right, I believe that monks should definetely be doing it. If two teams are fighting at the flagstand and one team loses a monk, then the other monk, then the first monk, and one of it's team happens to pull a Deep Freeze, then casting it on the remaining players can result in a full wipe of the enemy team while they are retreating. Now, this is always beneficial to help kill those that would have gotten away, but where it gets really good is when the timer is just after the two-minute mark or the Deep Freeze allows the team to save the players until after the two-minute mark. Killing several players, offensive or defensive, after the timer often results in the ability to rush the guild lord area, kill the opposing monks and bodyguard, and finish the game.
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Sep 20, 2006, 09:39 PM // 21:39
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#13
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I'm back?
Join Date: Sep 2005
Location: Here.
Guild: Delta Formation [DF]
Profession: W/E
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Diversion isn't a bad spell if you can afford it and your team is already using it. Players will take some time and attention to realize it's at 0 spec, which is time they're not casting. The cast time isn't great though.
One I see being used on me a lot as a warrior is Crippling Anguish. Personally, I've never seen the point of a monk spending 15 energy on an 8 second snare. There are almost always better things they could be doing, unless it's some kind of last-ditch effort to stop a runner or a team on the retreat.
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Sep 20, 2006, 09:50 PM // 21:50
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#14
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Wilds Pathfinder
Join Date: May 2005
Guild: The Black Dye Cartel
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Quote:
Originally Posted by moriz
i've used Deep Freeze for both snaring... as well as snaring key offensive characters to allow my team to make a run for it. both instances worked. probably because my opponents were not expecting it.
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Please explain why your team was on the run when a monk still had 25 extra energy? Sounds like bad play to me.
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Sep 20, 2006, 10:23 PM // 22:23
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#15
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I'm back?
Join Date: Sep 2005
Location: Here.
Guild: Delta Formation [DF]
Profession: W/E
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Quote:
Originally Posted by Dzan
Please explain why your team was on the run when a monk still had 25 extra energy? Sounds like bad play to me.
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The most likely reason would be the other monk base-ressing when the team was doing well otherwise. It's definitely not a common occurance though.
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Sep 20, 2006, 10:34 PM // 22:34
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#16
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Forge Runner
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Inspiring a diversion and diversioning the mesmer's next diverison is the funnest thing ever though.
But yea, mostly agreeing with what people have already said. Use it if you can afford to and if it will really give a tangible benefit.
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Sep 20, 2006, 10:42 PM // 22:42
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#17
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Frost Gate Guardian
Join Date: Dec 2005
Guild: Guildwars Nomads [Daii]
Profession: Mo/Me
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If your playing a boon prot (not as common since the nerf), then it's fun to cast a deep freeze right before your Mantra of Recall brings you back to full energy.
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Sep 20, 2006, 11:13 PM // 23:13
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#18
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über těk-nĭsh'ən
Join Date: Jan 2006
Location: Canada
Profession: R/
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Quote:
Originally Posted by Dzan
Please explain why your team was on the run when a monk still had 25 extra energy? Sounds like bad play to me.
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i had 25 energy with my first emergency energy set. we were in a split situation, and my team was outnumbered 6 to 4 at the flagstand. even though i had energy, it was slowly running out andi was playing a BL monk (so the energy is not regenerating in a hurry). we were slowly being pushed back until i was standing on the ice surface. even though i know i can still hold out for a few more moments, i realized that if we continue fighting like that will sooner or later result in a wipe. i called for a retreat across the little patch of ice until we were standing on land, and they would be standing on ice if they pursued us. i then proceeded to use the Deep Freeze snare as my team made a run (or walk, actually) across the ice.
i believe that was the correct play. correct me if i'm wrong.
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Sep 21, 2006, 01:01 AM // 01:01
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#19
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Wilds Pathfinder
Join Date: May 2005
Guild: The Black Dye Cartel
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You're the only one who HAS to live in that situation, and it sounds like you were the first one out, which is perfect. All you had to do was keep the straggler clean of snares which a Blight monk is great at doing and keep falling back.
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Sep 21, 2006, 08:14 AM // 08:14
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#20
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Krytan Explorer
Join Date: Feb 2006
Guild: Venatio Illuminata [VEIL]
Profession: Me/N
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Quote:
Originally Posted by moriz
i had 25 energy with my first emergency energy set. we were in a split situation, and my team was outnumbered 6 to 4 at the flagstand. even though i had energy, it was slowly running out andi was playing a BL monk (so the energy is not regenerating in a hurry). we were slowly being pushed back until i was standing on the ice surface. even though i know i can still hold out for a few more moments, i realized that if we continue fighting like that will sooner or later result in a wipe. i called for a retreat across the little patch of ice until we were standing on land, and they would be standing on ice if they pursued us. i then proceeded to use the Deep Freeze snare as my team made a run (or walk, actually) across the ice.
i believe that was the correct play. correct me if i'm wrong.
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Something like that is tactically sound, but from the opening post you make it sound as if you use it every game. Something like this probably won't happen too often. Doing what you did is fine, but doing it every chance you get at the flagstand is obviously not.
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