Talk:Hex Eater Signet
exclusive to healing balls. - Y0_ich_halt 21:41, 9 August 2007 (UTC)
- Touch caster skills suck. Raptaz 14:12, 6 December 2007 (UTC)
- Emgmt vs. AoE hexes with minions? Nyktos 22:32, 7 December 2007 (UTC)
Nice skill if you go Sabway 83.20.118.224 21:25, 16 August 2008 (UTC)
Seems nice on monks actually. Recharge is too high for it to replace other hex removal, but it takes pressure off other hex removal options (in PvE obviously - this wouldn't be all that great in PvP methinks) and more importantly adds energy managements which is the main reason this skill is good. I think it's a bit underused, lots of people seem to think heroes run to the frontline with it - I haven't seen that been done once in ~3 months of hero use, it's surprising well used.114.77.98.223 10:24, 4 March 2011 (UTC)
Is caster included?[edit]
Anyone know if the caster is affected in the " and up to 2...4...5 adjacent allies ..."? I'll test it on DoA. Sometimes your back line gets hit with some AoE hexes, like when and Anguish Titan gets its hands on panick...--98.232.36.96 12:12, 18 September 2011 (UTC)
not to sound retarded, but does anyone know if this skill is usable on others than just allies? it would be great if it could be used on foes >:D
- Well, it specifically says allies in the descriptions... F1restar 07:02, 19 December 2011 (UTC)
- Do not trust skill descriptions in games from ANet. Never. This skill is completely bugged. The description should be: “Touch target ally and nothing happens. If the first party member is adjacent to you and hexed, it loses a hex. If the second party member is adjacent to you and hexed, it loses a hex. This will continue until all party members have been checked or 2..4..5 hexes have been removed. You gain 1..3..4 energy per hex removed.”
- This means this skill has no fewer than 5 bugs:
- It will never ever affect any allies beside party members, not even allies listed in the party window.
- It does not choose the target randomly but works down the party window from top to bottom.
- The range is not adjacent, but adjacent to the caster.
- This is a touch skill and requires a target. However, noone knows why, since the effect has nothing to do with the target at all. If the target runs out of range during cast or is ordered too low in your party list, it won't be affected.
- The description gives an incorrect number of hexes this skill can remove (it's 2..4..5 not 3..5..6).
- --numma_cway 16:43, 30 April 2012 (UTC)
- I second this^ Tested with my heroes around the Torch of Hexes with Inspiration 12. Whoever I was targeting, only the first 4 party members got the hex removed, contrarily to target + 4 other allies as description implies. Also, it's indeed center around the caster, and target is actually unaffected. As is, this skill is indeed currently bugged. Too bad I've seen this only now, as I've VQ'ed the whole game with this as my only hex removal skill (it's still efficient imho). I'm gonna try to add a bug note. 87.66.75.92 14:59, 14 May 2012 (UTC)
Note[edit]
Heroes will favor allies who are nearby with Hex Eater Signet.
How is this relevant? Yoshida Keiji talk 18:13, 1 January 2012 (UTC)
- Heroes will cast this on nearby allies even if there are more dangerous hexes on others.
- I still dont like this note as heroes with hex removal skills activate them inmediatly after detecting a hex on party members as long as the skill itself is available after use of any other in their build. I dont think AI prioritizes hexes catergories as in which are more dangerous than other and wait for...just in case. Again as I have been talking with TEF, I believe the Hero AI behaviour of this skill was poorly analised.
- If I were to attempt imagine what the original user experienced was just watching a midliner say mesmer activating this skill while the player was expecting the hero to activate it on him/her. In my opinion the reaction was natural as intentionaly designed. This note should be removed or in any case if there were something to say it would be that due to its recharge, not recommended for monks...but then...not even that I find it worth saying...and worst...reading... Yoshida Keiji talk 10:53, 3 January 2012 (UTC)
- I suspect that the best note we can leave right now is what is there currently (i.e. that they don't prioritize based on relative danger). My experience in Frostmaw's is that heroes follow their default aoe-ranged-skill behavior: they favor targeting a clump of hexed allies over a single ally with life-threatening hexes. (As if removing 4 minor hexes was better than removing one dangerous one.)
- We don't know what the original poster observed (because they only posted their conclusions), so it's equally speculative to guess at that. Generally, for anomaly/bug notes such as this, I believe it's slightly better to allow the note to stand (rephrasing for clarity as necessary) and use the talk page to challenge it. But I'm also okay with removing un-sourced claims as long as the note is copied to the talk page to begin the discussion. In both cases, the results are usually beneficial to the wiki: we see more people post their own observations, allowing us to draw up reasonable conclusions about what actually happens.
- tl;dr: Any claim about hero behavior ought to be backed up with observations of multiple players...and that can be catalyzed either by an article note or on the talk page. – Tennessee Ernie Ford (TEF) 20:45, 3 January 2012 (UTC)