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Originally Posted by Sagius Truthbarron
Hex management isn't hard for monks. You can either heal trough them or remove them. You can't just remove every hex you see, though. You might want to try calling your hex if you get something like Backfire or Spiteful Spirit on yourself.
Its already bad enough that now most mesmer secondairy players take Inspired Hex. Giving W/Rs and R/Ws would seriously out balance using hexes, in my opinion.
I mean, 8 people with an 7-12 second recharge hex remover? That would make any hex build other than Hex Overloads useless.
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But alot of people won't stick backfire or spiteful spirit on and leave it at that, you're going to get covered, which means if someone is not carrying convert hexes or that other one (removes all conditions and hexes, -10 energy for each removed) then you're going to need at least 2 hex removals on you, with either a 2 second cast time (strong chance of something like this getting interrupted) or a 10-20 second downtime while the rest of your team suffers for it. Alot of the time I'm forced to sit around doing nothing to very little waiting for my hexes to disappear. And I'm sure if there was something in the two lines I could make room to bring it, surely the disadvantage of that would make my slightly better hex removal fair?
I was thinking, I'm sure there would be ways to slot these in.
Suffering to the Dead
Necromancer (death magic)
Cast 2s, Recharge 10s, Energy 10
Teleport to nearest corpse and they absorb (1..2) hexes from you. The target body does not suffer any penalty from 'absorbing' these hexes.
Basically the hex is removed, but as it's the Necro line I thought something involving dead enemies would be good.
Shield of Water/Air/Earth/Fire
Elementalist (depends on spell for attribute)
Cast 3s, Recharge 15s, Energy 15
Stance(?- I think an Ele stance could be cool, if not then an enchantment would be fine)- For (8...21)s you have a 50% chance to 'block' all hex spells cast on you. For every hex blocked in this way you lose (3...10) energy or Shield of Water/Air/Earth/Fire ends. 50% chance of failure at Energy Storage 5 or less. The cast hex is recharged instantly for targetting foe.
The interesting thing about this one would be that at 0 energy storage you lose 3 energy when you negate a hex, but at higher levels of energy storage you lose more energy.
Just some suggestions, I haven't made up any skills before really, so they'd probably need balanced.