Jan 11, 2011, 08:24 PM // 20:24
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#441
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Forge Runner
Join Date: Dec 2005
Guild: Super Fans Of Gaile [ban]
Profession: W/
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Quote:
Originally Posted by lemming
Honestly though, I don't see how anyone could argue against Withdraw Hexes being the most useless. It has zero redeeming merits.
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This is what is baffling me.
Also coordinated amity did work..
back in prophecies...
in TA
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Jan 11, 2011, 10:00 PM // 22:00
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#442
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Desert Nomad
Join Date: Feb 2006
Location: North Carolina
Profession: N/Me
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Flesh Golem
Illusionary Weaponry
Withdraw Hexes
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Jan 11, 2011, 10:12 PM // 22:12
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#443
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Ascalonian Squire
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Honestly, Withdraw Hexes would be fine if it would not cost 15 Energy, that's a bit too much even for a Mass-Hex-Removal as it already has the increased Cooldown for each removed hex.
Compare it to the dirt cheap Peace & Harmony: 5 Energy for up to ~10 Cons + Hexes. Make WH cheaper and i guess it won't be nominated for worst Elite again.
My favorite for the worst is Signet of Ghostly Might, 10 seconds for a single Spirit/Minion is not that great unless you are able to spam it on the same target over and over again to prevent it from poofing after 10 seconds.
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Jan 11, 2011, 10:29 PM // 22:29
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#444
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Frost Gate Guardian
Join Date: Oct 2009
Location: aotearoa
Profession: Mo/
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Quote:
Originally Posted by NapTooN
My favorite for the worst is Signet of Ghostly Might, 10 seconds for a single Spirit/Minion is not that great unless you are able to spam it on the same target over and over again to prevent it from poofing after 10 seconds.
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lulwut?
Quote:
For 5...17...20 seconds, all spirits you control within earshot attack 33% faster and deal 5...9...10 additional damage.
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src:http://wiki.guildwars.com/wiki/Signet_of_Ghostly_Might
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Jan 11, 2011, 10:52 PM // 22:52
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#445
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Frost Gate Guardian
Join Date: Mar 2008
Location: Somewhere
Guild: A guild??? What is that?
Profession: A/
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Lawl.... All those elites are not as bad as....
Second Wind!!
DUN DUN DUN!
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Jan 11, 2011, 11:14 PM // 23:14
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#446
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Frost Gate Guardian
Join Date: Dec 2010
Location: Texas
Guild: Embrace Annihilation [三口三]
Profession: A/
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Quote:
Originally Posted by dread slayer
lawl.... All those elites are not as bad as....
Second wind!!
Dun dun dun!
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agreeeeeeeeeeeee
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Jan 11, 2011, 11:30 PM // 23:30
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#447
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Tea Powered
Join Date: May 2008
Location: UK
Profession: N/
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Quote:
Originally Posted by lemming
Honestly though, I don't see how anyone could argue against Withdraw Hexes being the most useless. It has zero redeeming merits.
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Well, Skelk Scourgers have been known to piss me off with it.
But that doesn't count.
It is a truly useless elites that is missed completely.
Quote:
Originally Posted by Just Sai
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*cough*
http://wiki.guildwars.com/wiki/Signe...ly_Might_(PvP)
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Jan 11, 2011, 11:34 PM // 23:34
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#448
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Frost Gate Guardian
Join Date: Oct 2005
Profession: W/
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Quote:
Originally Posted by Str0b0
Flesh Golem
Illusionary Weaponry
Withdraw Hexes
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Flesh Golem and Illusionary Weaponry are not great but are hardly useless especially in comparison to Withdraw Hexes and Second Wind.
Last edited by Lortext; Jan 11, 2011 at 11:48 PM // 23:48..
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Jan 12, 2011, 08:29 AM // 08:29
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#449
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Academy Page
Join Date: Nov 2010
Profession: R/D
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Quote:
Originally Posted by Lortext
Flesh Golem and Illusionary Weaponry are not great but are hardly useless especially in comparison to Withdraw Hexes and Second Wind.
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and quick shot
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Jan 12, 2011, 12:45 PM // 12:45
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#450
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Desert Nomad
Join Date: Nov 2005
Location: Italy
Guild: Italian Dreams
Profession: Me/Mo
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Imho worst elite skill (5 years of game and never used (pve and pvp)
Stone Sheath
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Jan 12, 2011, 03:04 PM // 15:04
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#451
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Furnace Stoker
Join Date: Nov 2009
Location: Belgium
Guild: Club of a Thousand Pandas [LOD大]
Profession: E/
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Quote:
Originally Posted by Squalus the Ipno
Imho worst elite skill (5 years of game and never used (pve and pvp)
Stone Sheath
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Dunno, if you wanna do random funny build in RA or something you could REALLY piss of a critssin with it.
And, ok, the amity was theorycraft, but it still could be, not in GvG most likely since you'll get you butt wiped but still.
Withdraw hexes is indeed total crap, since convert hexes does the exact same, costs the exact same, and the cooldown will be the same for 1 hex removed, and LESS for all subsequent ones...
Second wind, I think they were really really stoned that day and went "lols, let's do something retarded today"
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Jan 12, 2011, 05:42 PM // 17:42
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#452
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Academy Page
Join Date: Nov 2010
Profession: R/D
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Quote:
Originally Posted by Bright Star Shine
Second wind, I think they were really really stoned that day and went "lols, let's do something retarded today"
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I think they had quite some of those days tbh
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Jan 12, 2011, 05:46 PM // 17:46
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#453
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Lion's Arch Merchant
Join Date: Apr 2009
Profession: R/
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I cant say for some of the other skills listed...but capping quickshot was definately a WTF???? moment for me
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Jan 12, 2011, 07:42 PM // 19:42
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#454
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Wilds Pathfinder
Join Date: Nov 2009
Location: The Netherlands
Guild: Not going to keep up with that anymore
Profession: R/
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Equinox essentially does nothing.
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Jan 12, 2011, 08:30 PM // 20:30
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#455
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Ascalonian Squire
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Quote:
Originally Posted by Morphy
Equinox essentially does nothing.
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Yes, Equinox alone is pretty useless, but in Combination with Arcane Languor it might be funny. Problem is: not many players cast spells when under Arcane Languor.
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Jan 12, 2011, 09:55 PM // 21:55
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#456
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The Hotshot
Join Date: May 2006
Location: Honolulu
Guild: International District [id多]
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Quote:
Originally Posted by NapTooN
Honestly, Withdraw Hexes would be fine if it would not cost 15 Energy, that's a bit too much even for a Mass-Hex-Removal as it already has the increased Cooldown for each removed hex.
Compare it to the dirt cheap Peace & Harmony: 5 Energy for up to ~10 Cons + Hexes. Make WH cheaper and i guess it won't be nominated for worst Elite again.
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Mana cost is only a component of how bad Withdraw Hexes is. After all, monks were perfectly willing to bottom out in their low set to use Purge Signet as recently as three months ago.
1. Recharge.
Being able to clean a hex stack off only goes so far. Hex builds rely on their melee hate to stay alive while their degen and feedback damage set in; it's up to the monks to maximize the time their physicals stay clean in order to disrupt the other team and score kills. Withdraw Hexes fails miserably at that - the recharge is almost always going to be far longer than desired, especially if there's only one hex on top that needs to be pulled. For the purposes, PnH, Divert Hexes, or even just better usage of spot cleans will be superior.
2. Lack of a healing component.
This was agreed on as common knowledge in the Seeping Wound triple hexer metagame last year. Despite speccing hex builds by running PnH, teams would counterintuitively roll over and die anyway. The reason for this was fairly simple - PnH didn't heal your team at all. Against a build with poison and bleeding spread, losing the healing component of Restore Conditions was usually fatal.
Hypothetically speaking, running a pure hex removal elite might work against a hex build with no condition spreading, but with Barbed Signet + Angorodon's Gaze in their current states, the chances of that happening are nil - and even if you'd consider it, PnH is flat out better.
3. The AoE element is worthless.
But you knew that already.
Equinox is just about the most useless elite in the game, but it's not the worst. The difference between Equinox and Withdraw Hexes is that Equinox is useless because it fills a ridiculously narrow niche function that requires jumping through a dozen hoops to even come close to working. However, despite that, at least it fulfills its function of hosing Exhaustion and combining with Arcane Languor. Withdraw Hexes just doesn't do its job at all.
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Jan 12, 2011, 09:56 PM // 21:56
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#457
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Jungle Guide
Join Date: May 2007
Location: WA
Guild: DH
Profession: Rt/
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Quote:
Originally Posted by Squalus the Ipno
Imho worst elite skill (5 years of game and never used (pve and pvp)
Stone Sheath
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When it comes to qualifying a skill as "worst", are we speaking for players or monsters? If the latter, then Stone Sheath is a good skill because it can screw over physical-heavy teams. Of course a player would never use it, since there are better alternatives (Aegis, Weakness, etc.).
But, yeah, the worst elite has to be Amity, Second Wind, or Quick Shot.
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Jan 12, 2011, 10:21 PM // 22:21
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#458
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Tea Powered
Join Date: May 2008
Location: UK
Profession: N/
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Quote:
Originally Posted by -Makai-
When it comes to qualifying a skill as "worst", are we speaking for players or monsters?
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There is also PvP.
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Jan 12, 2011, 10:32 PM // 22:32
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#459
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Wilds Pathfinder
Join Date: Jun 2008
Profession: W/
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Quote:
Originally Posted by lemming
Mana cost is only a component of how bad Withdraw Hexes is. After all, monks were perfectly willing to bottom out in their low set to use Purge Signet as recently as three months ago.
1. Recharge.
Being able to clean a hex stack off only goes so far. Hex builds rely on their melee hate to stay alive while their degen and feedback damage set in; it's up to the monks to maximize the time their physicals stay clean in order to disrupt the other team and score kills. Withdraw Hexes fails miserably at that - the recharge is almost always going to be far longer than desired, especially if there's only one hex on top that needs to be pulled. For the purposes, PnH, Divert Hexes, or even just better usage of spot cleans will be superior.
2. Lack of a healing component.
This was agreed on as common knowledge in the Seeping Wound triple hexer metagame last year. Despite speccing hex builds by running PnH, teams would counterintuitively roll over and die anyway. The reason for this was fairly simple - PnH didn't heal your team at all. Against a build with poison and bleeding spread, losing the healing component of Restore Conditions was usually fatal.
Hypothetically speaking, running a pure hex removal elite might work against a hex build with no condition spreading, but with Barbed Signet + Angorodon's Gaze in their current states, the chances of that happening are nil - and even if you'd consider it, PnH is flat out better.
3. The AoE element is worthless.
But you knew that already.
Equinox is just about the most useless elite in the game, but it's not the worst. The difference between Equinox and Withdraw Hexes is that Equinox is useless because it fills a ridiculously narrow niche function that requires jumping through a dozen hoops to even come close to working. However, despite that, at least it fulfills its function of hosing Exhaustion and combining with Arcane Languor. Withdraw Hexes just doesn't do its job at all.
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This post explains perfectly why Withdraw Hexes is indeed the worst Elite Skill in the game.
Everyone keeps putting bad skills like Amity and Second wind down, which are absolutely horrible I agree. But both skills can fill a niche role. Amity could be good in a 4v4 organized arena by utilizing hex degen to slowly kill targets and keep physicals useless. Second Wind can be used as an energy engine (although you wouldn't want to use it because there are better options. It also takes brains to use it correctly and most people would rather slam face on keyboard.
Withdraw hexes' only niche purpose would be to clear hex stacks. However if you do that, you prevent yourself from using the skill again for a very long time and by then the hex stack is already put back on and the damage is done to your team anyway. There is absolutely no role for the skill while every other skill (albeit limited and probably not the best option) at least fills a small niche role.
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Jan 13, 2011, 02:56 AM // 02:56
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#460
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Furnace Stoker
Join Date: Nov 2009
Location: Belgium
Guild: Club of a Thousand Pandas [LOD大]
Profession: E/
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Quote:
Originally Posted by Still Number One
This post explains perfectly why Withdraw Hexes is indeed the worst Elite Skill in the game.
Everyone keeps putting bad skills like Amity and Second wind down, which are absolutely horrible I agree. But both skills can fill a niche role. Amity could be good in a 4v4 organized arena by utilizing hex degen to slowly kill targets and keep physicals useless. Second Wind can be used as an energy engine (although you wouldn't want to use it because there are better options. It also takes brains to use it correctly and most people would rather slam face on keyboard.
Withdraw hexes' only niche purpose would be to clear hex stacks. However if you do that, you prevent yourself from using the skill again for a very long time and by then the hex stack is already put back on and the damage is done to your team anyway. There is absolutely no role for the skill while every other skill (albeit limited and probably not the best option) at least fills a small niche role.
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Not to mention that convert hexes does THE EXACT SAME THING, just better.
I would like to see a letter from Anet where they state what skills they made under a certain narcotic and what narcotic it was, because it would make sense for a lot of shit that's rolling around.
My bets:
Coke when they made SF (LET'S BEAT THIS GAME, YEAH)
Weed when they made Quick Shot/Second Wind (Hey, let's make a skill that does absolutely nothing contributing to this game)
LSD when they made Amity ("It all makes sense now! I now understand... I.E. they were making retarded theories that day)
Other suggestions?
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