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.
Hexes: Pros, Cons, and the ones that don't work.
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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~
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
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.
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.
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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~
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~
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
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
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Quote:
Originally Posted by clawofcrimson
you can only have 10 degen...so seeping is just fine (perhapse not worthy of elite but ....)
http://gw.gamewikis.org/wiki/Health#...2Fdegeneration Only partly true, netto degen is maximized but -17 degen complemented with 7 regen results in a degen of 10. -10 degen complemented with 7 regen results in only 3 degen.
http://gw.gamewikis.org/wiki/Health#...2Fdegeneration Only partly true, netto degen is maximized but -17 degen complemented with 7 regen results in a degen of 10. -10 degen complemented with 7 regen results in only 3 degen.
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.
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.
S
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~
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
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).
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).
P
Quote:
Originally Posted by Yanman.be
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
so for the sake of my sanity and a better discussion, i ended up including all hexes when I made the OP
