ArenaNet:Skill feedback/Monk/Reverse Hex

Life Infusion Issue -- 19:07, 2 March 2008 (UTC)
Discussion
 * Issue
 * 10 energy is too expensive
 * only strong versus Migraine (1/4 cast) and on Dervishes


 * Suggestion
 * reduce to 5 energy, up the recharge to 12
 * increase damage reduction to Reversal of Fortune scaling


 * for 10 energy we have 1/4 cast hex remover + rof, it's expensive but imho good - but dmg reduction like RoF can be nice :d 83.8.33.176 09:29, 10 March 2008 (UTC)

Energy management for monks!

 * Issue
 * Too expensive.


 * Suggestion
 * 10e 1/4s 10r "For 8 seconds, the next time that ally is the target of a hex, the hex is removed instantly and you gain energy equivalent to 70...94...102% of its cost."

Lancy1214 Proposal

 * Issue
 * -Too expensive

Suggestion
 * - - (Smiting Prayers) Enchantment Spell. "For 8 seconds, the next hex against target ally fails and is reflected back to the caster using your current smiting prayers attribute.--Lancy1214 16:40, 13 September 2008 (UTC)

Akirai's issue

 * Issue
 * Doesn't see use. The obvious reason being its cost.

Suggestion
 * Decrease energy to 5. Only affects other allies, or disables all non-protection prayer skills for 5 seconds.

Change effect: Remove one hex. For 2..6 seconds, target ally takes 4..12 less damage. If you removed a hex, target takes 5..50 less damage instead.

Durga Dido's Proposal

 * Issue
 * The energy cost makes it not desirable,the low cast time doesn't make it any more attractive either,simply because of the energy cost.


 * Sollution
 * - - (Protection Prayers) Enchantment Spell. "Remove one hex from target ally,for 8 seconds the next time target ally would take damage that ally is healed instead ,maximum 15..67..80

Now it's a hex removal with a built in RoF, it won't be just another RoF because the recharge time and the fact that the enchantment only gets applied if a hex was removed and the cast time, keeps it as a hex removal.If the idea with this skill was so you could use it quickly before the hex was covered,then that's why we have veil, just preveil.A skill like this won't work. Durga Dido 15:43, 16 November 2008 (UTC)
 * This. Reverse Hex's effect doesn't warrant it's 10 energy cost, considering other monk 10-energy spells. Turning it into a 12 recharge hex removal for prot would bring it into play. Albrect Karew 14:52, 26 May 2009 (UTC)

Ubiquitous' issue

 * Issue
 * If a monk healing skill is going to cost 10, it needs to have a fairly interesting effect to see use.

Suggestion
 * - - (Protection Prayers) Enchantment Spell. "Remove one hex from target ally.  If a hex was removed, hexes expire 90% faster on that ally for 1..5 seconds."

The numbers can be changed (this is probably a tad overpowered). I updated this to use the peace and harmony mechanic. --Ubiquitous 20:27, 17 December 2008 (UTC)

Everyone's said it for me..

 * Issue
 * Too much energy cost.

Suggestion
 * - - (Protection Prayers) Enchantment Spell. "Remove one hex from target ally.  If a hex was removed.. (same damage redux effect as is current)."

The reason for the 15 second recharge would be due to the quickest activation time. It'd be the best (and probably only) counter versus migraine mesmers, VoR, etc.. If the suggested cast time is too OP'd, you can always make it 1/2-3/4 [which converts to 1-1.5 seconds while under the effects of nasty caster slowdown hexes(Migraine/Frustration)], and make the recharge 15-18 seconds (basically 25-50% more than the other standard hex removals in other lines). --Ulterion 03:38, 11 December 2008 (UTC)

Buff but keep cost

 * Issue
 * This is rubbish for its cost, but we already have loads of cheap 5 hex counters. What we need are some hex stack counters, so that hexway can be countered without preventing all hex use.


 * Suggestion
 * Give it a more anti-hex effect.
 * . 10 3⁄4  12.
 * Enchantment Spell. Remove one Hex from target ally. If a hex was removed in this way, all other hexes cast on that ally take % of the normal time to activate for seconds.
 * This would work a lot like a mini Holy Veil, but have the effect after removal instead of before. This way if you could remove a hex from someone early on, the many covers hexway team will pile on top will be a lot slower to activate, opening them up to interrupts and relieving a lot of pressure from your team.