Hexes: Pros, Cons, and the ones that don't work.

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Laenavesse
Laenavesse
Krytan Explorer
#1
I've been fiddling with the whole hex starter build and I had posted my build already in another thread a while ago.

But now I want to hear what everyone thinks about hexes in assassin builds.

I just wanna hear what you think are the "essential" or most viable ones and the ones that are downright pointless. Of course not listing every single one, but I guess the ones that have been brought up more often.

Also maybe the ones that are more versatile or situational and whatever o.o

This is also not exactly a "build" thread, but you could list some hex + attack combos.
S
Spirit_Axery
Academy Page
#2
One of each from me. Useful, not so useful, not at all working.

Fevered Dreams > Black Spider Strike > Blinding Powder > Twisting Fangs.

To name one of my current AB favourites and to start without even referring to the assassin line!

Parasitic Bond...

This one works, but I don't think it's a good starter. Just in my experience, the reasons for which I think anyone goes this way is because it's spammable and allows them to take plague touch as an A/N.

*drumroll's for the one that doesn't work*

Wastrel's Collapse.

~Mitsuki Hiyono~
S
Sqube
Lion's Arch Merchant
#3
I don't know about essential, but I know that [skill=text]Parasitic Bond[/skill] is one of the best spammable hexes out there.

A lot of people swear by [skill=text]Assassin's Promise[/skill] or [skill=text]Shadow Prison[/skill]; a build could also be made around [skill=text]Seeping Wound[/skill], but most people will tell you that's the stupidest thing you could ever do.

I tend to disagree; Seeping Wound followed by BSS --> TF --> BLS --> BoS will give you an opponent who is poisoned, bleeding, deep wounded, and has an extra -4 degen from Seeping Wound (assuming 13 CS), for a grand total of -11 degen. Seeping Wound also has the benefit of being in the Critical Strikes line, which you're probably already using if you're an dagger using 'sin.

Replace Seeping Wound with something like [skill=text]Mark of Rodgort[/skill] (don't forget your fiery dagger tang!), and you can get that rate of degen up to -14. Degen like that means that only burst healing will keep your target alive; a skill like [skill=text]Restful Breeze[/skill] won't be able to keep up.
Hyunsai
Hyunsai
Frost Gate Guardian
#4
Siphon speed can be good. 33% speed boost on you and 33% snare on enemy is very good to start a chain. 5 energy and 5s recharge, but half cast range.
Yanman.be
Yanman.be
Banned
#5
I like Web of Disruption, or Mind wrack (almost as good as para bond )
Tingi
Tingi
Wilds Pathfinder
#6
Seeping is pointless

because

Conjure Phantasm is Better and is NOT an elite.

Yes i know it's a mesmer skill.
clawofcrimson
clawofcrimson
Desert Nomad
#7
you can only have 10 degen...so seeping is just fine (perhapse not worthy of elite but ....)



http://gw.gamewikis.org/wiki/Health#...2Fdegeneration
Mistical miss
Mistical miss
Desert Nomad
#8
also the energy cost of conjure phantasm is higher...
clawofcrimson
clawofcrimson
Desert Nomad
#9
grasping earth has peaked my interests after seeing the a/e thread
S
Spirit_Axery
Academy Page
#10
I don't really understand anyone saying "as a spammable hex, Para bond is great for beginning hex chains". My reason for not accepting the merit is this:

There are a few hex starters like Seeping Wounds- just for example- which have a 10 second recharge and a significant (always arguably, heheh) effect of their own.. So why is anyone willing to sacrifice a hex which starts your combo `and` has a significant impact of its own, which recharges roughly in sync with your 12 second recharge hex off hands *breathes* For a hex which has no significant effect of its own, which you won't use much more often (perhaps on passers by) because your attack skills aren't recharging any faster and.. wow, even at 10 curses it's only worth 90 health once your target is dead or it expires..

If you're taking it together with something more useful from the curses line, why not just take `that` skill instead? I'm obviously missing something... someone tell me what that might be? Perhaps it's a hex starter for the indecisive, so they can change their minds right up until the last second!

~Mitsuki Hiyono~
Laenavesse
Laenavesse
Krytan Explorer
#11
i think i look at the hex as a sort of complementary skill to the skills that would actually do the damage, so i guess in my case i'm more or less looking for a starting hex and maybe a secondary extra one to either help start the chain or also help add damage if necessary o.o

i guess for me i'm looking at a black spider strike + twisting fangs + whatever else, so that's poison, bleeding, and deep wound all within two hits >.o that might be why i don't really look at the other degen hexes and instead look at things that would just help me with attacking in general, like Expose Defenses and Siphon Speed, and since i like spamming attacks with Moebius, not looking at other hex elites such as Seeping Wound.

but that's just me o.o
Yanman.be
Yanman.be
Banned
#13
You could use [skill]Barbs[/skill], [skill]Web of Disruption[/skill] or even [skill]Ether Phantom[/skill].
Draco Angelus
Draco Angelus
Academy Page
#14
Quote: Originally Posted by Spirit_Axery
I don't really understand anyone saying "as a spammable hex, Para bond is great for beginning hex chains". My reason for not accepting the merit is this:

There are a few hex starters like Seeping Wounds- just for example- which have a 10 second recharge and a significant (always arguably, heheh) effect of their own.. So why is anyone willing to sacrifice a hex which starts your combo `and` has a significant impact of its own, which recharges roughly in sync with your 12 second recharge hex off hands *breathes* For a hex which has no significant effect of its own, which you won't use much more often (perhaps on passers by) because your attack skills aren't recharging any faster and.. wow, even at 10 curses it's only worth 90 health once your target is dead or it expires..

If you're taking it together with something more useful from the curses line, why not just take `that` skill instead? I'm obviously missing something... someone tell me what that might be? Perhaps it's a hex starter for the indecisive, so they can change their minds right up until the last second!

~Mitsuki Hiyono~
The thing with [skill]parasitic bond[/skill] and it's great recharge is so you can use your combo fully without much problems.


if you want to attack, say, a monk, chances are he has hex removal, or maybe even [skill]hex breaker[/skill], using a high recharge hex, or even a reatively short rechareable 1, it can really screw with your combo, Parasitic bond really helps this way.
Mistical miss
Mistical miss
Desert Nomad
#15
Hmmz... I've been monking in RA and AB the other day. Due to the insane amount of shadowprison sins, I took hex breaker AND holy veil. (The great thing about holy veil is that they miss their first attack, because they dont see u casting hex removal)
S
Spirit_Axery
Academy Page
#16
Quote: Originally Posted by Draco Angelus
The thing with [skill]parasitic bond[/skill] and it's great recharge is so you can use your combo fully without much problems.


if you want to attack, say, a monk, chances are he has hex removal, or maybe even [skill]hex breaker[/skill], using a high recharge hex, or even a reatively short rechareable 1, it can really screw with your combo, Parasitic bond really helps this way. I now see the merit of Parasitic Bond. I won't use it, since I'd rather use a hex which really enhances my combo or interferes with the enemy and suffer the occasional setback; but that aside, yes, I do understand peoples' use of it now.

Thanks for that. :E

~Mitsuki Hiyono~
P
Pick Me
Forge Runner
#17
Quote: Originally Posted by Laenavesse
I've been fiddling with the whole hex starter build and I had posted my build already in another thread a while ago.

But now I want to hear what everyone thinks about hexes in assassin builds.

I just wanna hear what you think are the "essential" or most viable ones and the ones that are downright pointless. Of course not listing every single one, but I guess the ones that have been brought up more often.

Also maybe the ones that are more versatile or situational and whatever o.o

This is also not exactly a "build" thread, but you could list some hex + attack combos. Lol, here I thought this was about Assassin hexes, not just general ones.

Phantom Pain + Drain Delusions/Shatter Delusions

Soul Barbs + Wastrel's Worry

Does anyone know what the maximum you can reduce healing by? If there is no max, then your team can reduce healing by over 50% (if you have the right skills/professions).

Weaken Armor + Barbs + Final Thrust (on an opponent with less than 50% max health).
Yanman.be
Yanman.be
Banned
#18
Pick Me: Search ftw
Laenavesse
Laenavesse
Krytan Explorer
#20
Quote: Originally Posted by Pick Me
Lol, here I thought this was about Assassin hexes, not just general ones. well i originally intended to make it just assassin hexes...but then i thought it would be better to go ahead and include all the others ones because i had a feeling people would say something about the sin hexes but then go "but this hex from the _____ profession is better! *continue to talk about it*"

so for the sake of my sanity and a better discussion, i ended up including all hexes when I made the OP