Talk:Inspired Hex

Don't know if the Inspired Hex and Enchantment are good. If you stole a Hex or Enchantment that comes from another game and you dont have it, it can't be used plus the attribute for that skill, if you don't have it, it's way too weak to use.--ShadowFog 12:24, 17 December 2007 (UTC)


 * It's awesome vs. monster skill hexes though. You remove the hex, get energy, and it recharges instantly. - [[Image:User HeWhoIsPale sig.PNG]] HeWhoIsPale 16:25, 17 January 2008 (UTC)
 * Good vs mesmers too since it recharges instantly if intruppted. -R---96.225.144.48 07:06, 1 May 2008 (UTC)

I've actually been using this as a throw-away skill for one of my heroes, since I don't care for the rest of the Monk Skills, and I haven't found an Elite for her, yet. It's great for getting her to remove slow, and even with no points in Inspiration, the energy gain still only makes it cost 1. - Vik 02:42, 20 July 2008 (UTC)

A mesmer using Signet of Illusions and the Inspired/Revealed spells, coupled with Arcane Larceny/Thievery is great for an effective spell thief. In PvE, Smooth Criminal would work, too.96.253.36.19 02:23, 13 February 2009 (UTC)

The problem with using this skill on a hero for a hex removal is that they will then use the hex with typically r0 in that atribute. HOWEVER if the hero is set on passive it should be able to remove the hex from the ally and not cast the hex. Really could use a system cousin to arcane mimicry where the hero wont cast the hex if they dont have any attribute ranks for the hex. But im sure there are much more pressing issues in GW then worrying about a heros AI with a non-common hero skill--Justice 18:02, 14 May 2009 (UTC)