Talk:Withdraw Hexes

--66.61.34.85 20:55, 16 December 2007 (UTC)buff

How would they buff this? it removes ALL hexes from a cluster of party members for 15 energy. FleshAndFaith 16:56, 16 March 2008 (UTC)
 * Yeah, because all good players cluster up in adjacent range. Lord of all tyria 16:56, 16 March 2008 (UTC)
 * I'm just saying, what do you want from Anet on this skill? It removes every single last hex on you... In areas full of sins, necros, mesmers, etc, wouldn't you want to just erase every hex they throw on you and your front line? In a PvE situation, you want your tank or tanks taking the first aggro. Let them absorb all the hexes, then blam, 15 energy and no hexes. FleshAndFaith 15:29, 19 March 2008 (UTC)
 * You know what else absorbs hexes and doesn't cost you an elite slot? A minion master. --164.47.99.222 16:55, 20 March 2008 (UTC)
 * What game are you playing? Who targets minions in PvP? FleshAndFaith 05:40, 11 April 2008 (UTC)
 * No, this skill still sucks. But if it is made better, it will be overpowered.  So meh...  LordSojar 16:23, 27 April 2008 (UTC)

Could use this in pvm on h/h casters who love standing an inch apart. The type of buff i would like to see is: remove 0-2hex from allies in earshot. For every ally who looses a hex this skill is disabled for 2seconds(maximum 20seconds) and loose 1e for every hex removed. 15e, 4sec cast, 0recharge--Justice 07:09, 30 May 2008 (UTC)
 * Player vs. Mother? I've seen a lot of people suggest "in earshot" and "all party members" ideas for this skill. But I'd rather see it remove only hex and not get any conditional recharge for each removed. That's really what kills this skill. RitualDoll 20:06, 30 July 2008 (UTC)
 * Player vs. Monsters, it's some new fad. But what really makes this skill unappealing is the high energy cost, and the default 5 second recharge. It really shouldn't have a default recharge and a conditional recharge, especially when the conditional can get pretty pricy if you hit multiple stacked hexes. Silavor [[Image:UserSilavorSigIcon.png]] 10:21, 21 August 2008 (UTC)
 * Player vs. Monsters? lol, I'm pretty certain it's Player vs. Metagame, but that might just be me...

I'd say this is one of the worst elite skills in the game. 76.118.212.138 16:10, 26 August 2008 (UTC)
 * Agreed. Withdraw Withdraw Hexes. Noctarch 22:59, 28 August 2008 (UTC)
 * Melee players can't do any better than clustering in adjacent range when focusing damage on 1 target, no matter how good or bad they are. Also combines pretty well with Deny Hexes even for 2ndaries Monks Eth 19:54, 16 September 2008 (UTC)
 * LOL. Try running Withdraw Hexes with a monk secondary. Read the description, its divine favor attribute, and DIVINE FAVOR is a PRIMARY ATTRIBUTE. You remove 3 hexes and this has more recharge than Meteor Shower. Plus, if they hit you with Suffering while you cast this, you will never recharge this skill (is there a max for recharge?), because it is basically 4x20 sec recharge+whatever other hexes you wanted to remove in the first place.Crimmastermind 07:38, 5 October 2008 (UTC)
 * Is that a picture of Dwayna behind Screech from "Saved by the Bell"?4.225.91.14 05:54, 2 November 2008 (UTC)

OMG THIS SKILL IS BORKEN AT LVL 21 ATTRIBUTE. IT RECHARGES BEFORE YOU CAST IT.
 * No, dear Anon, it simply reduces the recharge time by 1 second for each hex removed :) Paddymew 19:47, 30 April 2009 (UTC)

With the updates to Peace And Harmony, I would have hoped this skill would catch a change of some sort. This skill is so severely overshadowed by the new PnH... The only thing it offers that PnH doesn't is a very limited AoE effect.

Examples: Elite Enchantment Spell. Target other ally loses all hexes. For each hex removed, target other ally cannot be the target of hexes for 1...1...2 seconds.

Elite Spell. Target Other Ally and all adjacent allies lose all hexes. You gain 0...1...1 energy for each hex removed this way.

Elite Enchantment Spell. While you maintain this enchantment, hexes targeting enchanted ally take twice as long to cast. When this enchantment is removed, target ally loses all hexes. Cannot self target.

Just some food for thought. Apparently this is in the wrong area for this kind of post, but I prefer people be able to read what is written on a wiki...FleshAndFaith 21:19, 30 June 2009 (UTC)

Dear Withdraw Hexes
I would like to introduce you to another skill. It's called Peace and Harmony. IT KICKS YOUR ASS. 98.207.210.93 07:08, 14 December 2008 (UTC)
 * LOL! I wish WH's would be changed to 10e, allies nearby or within the area (without ability to target self) and grant a very small healing bonus (kinda like divert hexes, but no condition removal and a little bit more area of effect). it'd be kind of like the 'RC' of hexes jic players decide to swing towards hexway. --Ulterion 19:21, 17 December 2008 (UTC)

whats more sad? no matter what they want to do with this spell it will always have to be something reguarding hexes. Seriously u cant get any better then P&H for hex stack removal. To make this comparable as a divine favor elite dealing with hexes it would need to do something along the lines of party wide. I GOT IT!!!! The Martyr of hexes lol--Justice 03:28, 12 January 2009 (UTC)


 * Don't worry, with a little more power creep this skill will soon get its buff. 76.183.97.7 00:20, 18 January 2009 (UTC)

r21 recharge
not sure if thats right but just thinking about it made me laugh. Even if this skill had the "bonus" recharge removed, still no one would use it. 15e is just too freaking expensive and its not active enough. Same thing people see with blessed light, to most efficiently use it u gotta save it for a hex and/or condition even though its a large heal and just pray the target has actaully taken some dmg to justify the large heal. This u gotta save for removing a hex stack or for clumps of people with at least 1 hex.--Justice 18:51, 19 January 2009 (UTC)

Idea for this skill...
Seeing as how anet like making elite versions of normal skills (frenzy -> primal rage, fall back -> incoming), why not make this an elite draw conditions? It could be just like draw cond except ya draw hexes. Would be amazing in my opinion, although easily abused on secondary's so it would need to scale. something like Spell. All 0...10 hexes are transfered from target ally to you, these hexes last 5...60% less then their normal duration.--67.240.81.210 02:24, 9 February 2009 (UTC)


 * Are you really suggesting that some monks in their right mind would really want to draw a freaking package of hexes on themselves? and sacrifice their elite slot to do so? peace and harmony anyone? 84.145.191.148 14:40, 10 April 2009 (UTC)

I have an idea
Removes all Hexes. Removal effect: Heals target for for each Hex removed. Cannot self target. Fails unless Divine Favor 6 or less. (Attribute:Divine Favor)

Comments? Make it a real counter to Hexway, maybe raise recharge a little. Basicly a Hex based RC, but doesn't allow abuse by secondary monks. Titani  Ertan   07:45, 16 May 2009 (UTC)
 * Good idea, but suggestions go on your wikipage, even though they don't read them or can use them (not trolling, it's true =\) -- adrin [[Image:User_adrin_ecto_sig.png]] 10:57, 18 May 2009 (UTC)
 * Too true. P.S.:If you may, leave a comment on my talk page about the definition of trolling. If you do, I will have a surprise for you~ ;) Titani   Ertan  User Titani Ertan Signature.JPG 10:59, 18 May 2009 (UTC)
 * A little late to comment but Divert Hexes is really similar to that. Pjwned 00:50, 2 June 2011 (UTC)

Increase to neary by and make recharge scake from 10->2
^ Frosty 10:53, 18 May 2009 (UTC)

convert hexes
says i OWN you ***ches!!! unless of course your only removing one hex!! AND it's not elite. plz nerf this skill and make it remove all hexes from all party members, for each hex removed one ally dies. much more fun. 70.135.137.154 02:38, 12 July 2009 (UTC)

New idea
25e/3c/5r Your party loses all hexes. Each party member gains 5...20..25 health for each hex removed.--Tyri Sunbeam 23:40, 23 July 2009 (UTC)

nah, could be abused actually. auspicious incantation, soul reaping, and e-storage all would use it. I'd def put it on my MM necro pretty quick. Roflmaomgz 01:42, 6 November 2009 (UTC)


 * What if you put a 'fails with <5 DF' clause in there? I think that'd be a fair deterrent, considering no one wants to give 25e and get nothing.--Ph03n1x 02:59, 11 December 2010 (UTC)

Silly question needs answer
Dont currently have the elite, but I was wondering that despite that it states Hexes with no specificality, would the disabling effect still trigger on monster hexes? I probably have answered my question (yes) but I'm hoping someone could validate it. Thanks a bunch 66.214.36.94 21:56, 13 August 2009 (UTC)Jet
 * Logic says "yes". But it is A.net, so it's a definite "maybe". I didn't use it (ever) and I don't recommend using it, but Hexes will be Hexes. So I'm back to my former statement. It feels like a paradox.  Titani [[image:User Titani Ertan Sig2.jpg|19x19px]]  Ertan  { {Snappy the Turtle}} 21:59, 13 August 2009 (UTC)

Shatter Storm?
Shouldn't this be related to shatter storm? Removes all of something and takes additional seconds to recharge for each removed...67.70.36.133 16:29, 18 August 2009 (UTC)

Shatter storm doesnt remove hexes and its not even an aoe. If you were looking at one or the other, would the other pop into your head as a possible switch? Justice 08:25, 28 January 2010 (UTC)
 * TBH If I had this skill on my bar and I saw frenzy mending I would consider switching 114.77.98.223 09:50, 20 January 2011 (UTC)
 * Removing Shatter Storm as a related skill. They do completely different things and the only thing relating them is recharge, even though this skill is additional recharge whilst the other is disabled (there is even seperate wiki pages for that; recharge time and disable. --Wingsy 13:39, 21 June 2011 (UTC)

in the area
just make it affect allies in the area. the recharge negates the need for any nerf, and it could counter an unfortunate lingering curse/suffering in a snap. adjacent range for allies is laughably useless  П  ALANA  19:17, 7 July 2010 (UTC)
 * It should just be party range, lol. You only get to use this like, once per fight. -~=Ϛρѧякγ User Sparky, the Tainted guided sig.png (τѧιк)  19:51, 7 July 2010 (UTC)
 * No kidding. "Remove all hexes from your party and allies everywhere. Until you kill a boss, this skill is disabled. GL w/ that."--Ph03n1x 03:01, 11 December 2010 (UTC)

Suggestion
I have not seen any hex removal skills that cause some type of punishment to the directly caster of the hex. I think it would be okay to reduce the number of maximum hexes removed by this skill. As an alternative, it would be cool if the hexes that were removed became disabled on the original caster's skill bar for a period of time, like a reverse blackout. Another way of processing multiple hex removals is making the total number based on type, i.e. if multiple allies are suffering from the same hex within earshot they all lose it, up to x number of total hex types. There are also no skills that transfer hexes which could be another way of making this skill unique, perhaps providing the caster with an energy boon or some other type for each hex transferred. I would really like to see a hex removal that affects the entire party as well for monk. Given that it's elite it's not too far of a stretch. -Harbinger Inc --The preceding unsigned comment was added by 24.22.129.14 (talk &bull; contribs) at 02:32, 1 July 2011 (UTC).


 * Feedback:Main is the official place for suggestions that you want ANet to consider.
 * Hexes are not Conditions — You can transfer conditions, remove them from the party, etc.
 * You can punish a character for casting a hex. And you can punish foes when you remove a hex (from allies or opponents). But: there's currently no mechanic that allows you to punish the original caster when you remove a hex, condition, or even an enchantment.
 * — Tennessee Ernie Ford ( TEF ) 02:48, 1 July 2011 (UTC)
 * I've often thought there should be a Mirror of Hex Removal to go with Mirror of Disenchantment. [[Image:User_Felix_Omni_Signature.png]]elix Omni 03:52, 1 July 2011 (UTC)