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Old Sep 22, 2005, 12:17 PM // 12:17   #1
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Default Who's Job is it to Un-hex?

We all know that protection monks are best for removal of conditions, and I had always assumed it was the heal monks getting rid of hexes. I just read in another post that prot monks are supposed to take care of both?

Having played both types of monk, I feel as though protection monks don't really have as much versatility when it comes to skills compared to a heal monk. What's your opinion on this?
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Old Sep 22, 2005, 02:18 PM // 14:18   #2
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Prot monks AND heal monks should carry a hex killer of some sort. Though prot monks should be able to stop conditions and hexes rapid fire, healers should stop hexes and heal rapid fire...

Why? Prot monks true duty is to reduce dmg dealt so healing is easier. So any skill that prevents dmg is BETTER than healing to a protection monk. [divine favor and mend ailment's auto heals as well as Restore Condition make them just as good as a healer in some cases]

Hexes on both monks allow them to help each other should they get nailed with backfire, diversion, etc.
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Old Sep 22, 2005, 03:17 PM // 15:17   #3
rii
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Ive been thinking about anti-warrior/ranger recently, and it turns out that with only four skills you can easily reduce a warrior to a pile of mush. (shadow of fear, faintheartedness, soothing images, spirit shackles). Obviously this is overkill, but with inspiration sideline and the fact a couple are aoe (and they all have long durations and short recharge) means that i could beat the hell out of all an oppositions warriors and rangers within the opening 10s of the battle.

Question is, how can three monks (max) deal with say, three hexes per warrior/ranger, with only remove hex and smite hex (not that anyone takes both on all three monks anyway? Whatsmore, only one of the hexes listed above are really needed for efficient shutdown (cept images on a ranger), so what are you meant to do?

Theres no equivalent of martyr for hexes. This level of hexes would require a convert if it was a monk, but you cant convert three/four people, especially since they will be quickly recast, and especially since your probably going to need that convert and that energy to deal with the enemies offense.

Anyone had to work against these sorts of problems? I mean, i dont see the use of just leaving it, and i know a lot of guilds use warriors as their main source of damage.
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Old Sep 22, 2005, 04:03 PM // 16:03   #4
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purge signet on a zero-energy warrior build
inspired hex on anyone running inspiration
remove hex on a mesmer primary with fast casting

non-monks can remove hexes too!
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Old Sep 22, 2005, 04:04 PM // 16:04   #5
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I think a group requires a good deal more than 1 hex remover. We normally run it on all 3 of our monks. Sometimes the smiter carries it too.

Sometimes, frequently, somebody in our group is running inspired hex. They should remove occasional hexes. Everybody has to chip in when the hexxing gets heavy. In the case of heavy hexxing you will probably have to choose which ones to remove.

Cheers,
wei
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Old Sep 22, 2005, 04:15 PM // 16:15   #6
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I'm sure Monks are fine hex removers, fine and dandy. However, I hear there's this profession that can handle hexes and casters and warriors *even* better than a Monk can! I know it's hard to believe, but there's this hidden profession called a "Mesmer" who can turn those hexes into 127 points of AoE damage just about any time you want them to, or just stop the hex in its tracks before it even starts, and I hear they can even stop your team from taking large amounts of damage!

Mesmers: not just for secondary professions anymore; invite one into your group soon!
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Old Sep 22, 2005, 04:27 PM // 16:27   #7
rii
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yeah, shatter hex. one hex for 15e every 15s. real useful against what i suggested.
inspired hex. a little boost on energy and one hex every 20s. again, not that useful.
hex breaker - maybe, but for example on a warrior who wants frenzy, then no not really.
purge- doesnt this have a 30s cooldown? And what if my warriors use energy :/


and due to the matter of cover hexes, and the first in last out system, you cant really 'pick' what hex gets removed.
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Old Sep 22, 2005, 05:03 PM // 17:03   #8
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hex breaker and inspired hex run on 2-3 of the monks and a convert hexes on say a fast casting me/mo or another non primary healing character works well. the biggest thing is to remove the actual hexes quickly so you dont have to worry about removing the cover hex then the actual hex. you can also bring inspired hex on other non monks too, the more copies of it the better.
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Old Sep 22, 2005, 05:46 PM // 17:46   #9
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Quote:
Originally Posted by Kabale
We all know that protection monks are best for removal of conditions, and I had always assumed it was the heal monks getting rid of hexes. I just read in another post that prot monks are supposed to take care of both?

Having played both types of monk, I feel as though protection monks don't really have as much versatility when it comes to skills compared to a heal monk. What's your opinion on this?
you dont know jaclk about protection monks!
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Old Sep 22, 2005, 06:02 PM // 18:02   #10
rii
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Thats not constructive in any way.
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Old Sep 23, 2005, 06:50 AM // 06:50   #11
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Quote:
Originally Posted by rii
Ive been thinking about anti-warrior/ranger recently, and it turns out that with only four skills you can easily reduce a warrior to a pile of mush. (shadow of fear, faintheartedness, soothing images, spirit shackles). Obviously this is overkill, but with inspiration sideline and the fact a couple are aoe (and they all have long durations and short recharge) means that i could beat the hell out of all an oppositions warriors and rangers within the opening 10s of the battle.

Question is, how can three monks (max) deal with say, three hexes per warrior/ranger, with only remove hex and smite hex (not that anyone takes both on all three monks anyway? Whatsmore, only one of the hexes listed above are really needed for efficient shutdown (cept images on a ranger), so what are you meant to do?

Theres no equivalent of martyr for hexes. This level of hexes would require a convert if it was a monk, but you cant convert three/four people, especially since they will be quickly recast, and especially since your probably going to need that convert and that energy to deal with the enemies offense.

Anyone had to work against these sorts of problems? I mean, i dont see the use of just leaving it, and i know a lot of guilds use warriors as their main source of damage.
Even with good inspiration its kinda a pain keeping multiple hexes up due to the energy need. Then the warrriors also have to stay together when you goto reapply to give the same grouping you had initially. Its not impossible, but its definatly annoying. Convert is really the only way to go, but i dont think that there would be more than 2 copies of it floating around in a 8v8 game. Of course there is always the option to use it unskilled in protection magic as well allowing even monk secondaries to strip down mass hexes.

So, in the end you figure up to 2 maybe 3 targets get all hexes removed every ~22s adding some armor, allowing some time for freedom untill all of your 5-10s recharge time hexes are ready again. Of course, if the monks dont remove at least 2 hexes with convert, they are likely begining to lose an energy war with the hex user though.
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Old Sep 23, 2005, 08:58 PM // 20:58   #12
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yea, fast casting mesmers with remove hex are a definate bonus.... I mean, what else would this mesmer build do with an insp energy denial/managment engine in this build:

mes/monk
16 fast casting, 15 inspiration, 3 healing
meelee weapon with +30 life (no better option for main weapon)
Inspiration focus

Mantra of recovery
energy tap
ether feast
ether lord
arcane echo
remove hex
restore life
< open slot, i like drain enchantment, although convert hexes would work too, as well as spirit shackles for hate against rangers>

This build WILL win energy battles with hex spam... remove hex every 4 seconds (2 seconds if you echo the remove hex.... unlikely but w/e), not to mention dual ether lord with reapplication when the timer runs out (mantra of recovery means ether lord lasts 10 sec and recharges in 10 seconds.... painful).
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Old Sep 23, 2005, 09:05 PM // 21:05   #13
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all the monks should have some form of remove hex and your mes as well
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Old Sep 23, 2005, 10:08 PM // 22:08   #14
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Quote:
Originally Posted by glockjs
all the monks should have some form of remove hex and your mes as well
I kind of agree here... but do the monks just take Remove Hex, or is it a mix of Remove and Inspired spread between them?

IMO Smite Hex should be left at home unless you are a smiter.
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Old Sep 23, 2005, 10:27 PM // 22:27   #15
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Inspired/Remove, Inspired/Remove, Convert
none, Mend Condition, Mend Condition

Works pretty well for condition/hex removal. You may need Martyr for certain builds, but having a Mend on two monks and hex removal on all three works well.
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Old Sep 23, 2005, 10:55 PM // 22:55   #16
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Quote:
Originally Posted by Yamat
I kind of agree here... but do the monks just take Remove Hex, or is it a mix of Remove and Inspired spread between them?

IMO Smite Hex should be left at home unless you are a smiter.
Smite hex is more reliable at getting rid of the primary hex than remove hex due to its shorter cast time. Often with remove you'll end up just getting the cover hex, which does you no good. If you're on the ball with smite hex, you can pull off things like fragility, lingering curse, rigor mortis just to name a few of the more dangerous ones.

The damage dealt by smite hex is incidental; its function as a short-cast hex removal is the important part.
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Old Sep 24, 2005, 12:31 AM // 00:31   #17
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Quote:
Originally Posted by ElderAtronach
Smite hex is more reliable at getting rid of the primary hex than remove hex due to its shorter cast time. Often with remove you'll end up just getting the cover hex, which does you no good. If you're on the ball with smite hex, you can pull off things like fragility, lingering curse, rigor mortis just to name a few of the more dangerous ones.

The damage dealt by smite hex is incidental; its function as a short-cast hex removal is the important part.
But the recharge is terrible... I'd say for real important hex removal, a mesmer should be using Shatter Hex.
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Old Sep 24, 2005, 12:37 AM // 00:37   #18
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Quote:
Originally Posted by Yamat
I kind of agree here... but do the monks just take Remove Hex, or is it a mix of Remove and Inspired spread between them?

IMO Smite Hex should be left at home unless you are a smiter.

remove hex is good on a fast casting mes. i like inspired or smite hex on the monks. your monk busy for 1 extra second can make a world of difference in a close game. that just my opinion though :/
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Old Sep 24, 2005, 02:41 AM // 02:41   #19
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Quote:
Originally Posted by Yamat
But the recharge is terrible... I'd say for real important hex removal, a mesmer should be using Shatter Hex.
I'd much rather have the mes on my team focusing his attentions on screwing up the opposing team, not watching the party bar that closely. Besides, inspired hex > shatter hex for energy conservation and management.

The recharge on smite hex is workable when you have multiple methods of hex removal spread across 2-3 people, as only very heavy hex builds will overwhelm you. The biggest threat is Panic, due to its increased AoE now.
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Old Sep 24, 2005, 06:08 AM // 06:08   #20
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Quote:
Originally Posted by octaviancmb
I'm sure Monks are fine hex removers, fine and dandy. However, I hear there's this profession that can handle hexes and casters and warriors *even* better than a Monk can! I know it's hard to believe, but there's this hidden profession called a "Mesmer" who can turn those hexes into 127 points of AoE damage just about any time you want them to, or just stop the hex in its tracks before it even starts, and I hear they can even stop your team from taking large amounts of damage!

Mesmers: not just for secondary professions anymore; invite one into your group soon!

mesmers do get a lot of respect from the best teams...
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