Talk:Peace and Harmony

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I really appreciate this skill. it's dead useful and often times comes through in a clinch. A 10 second recharge time allows for plenty of time to recast against enchantment stripping skills, and you can put it on every monk in your party, even Rits who spirit spam or use restoration spells. Very good elite, but very often overlooked. FleshAndFaith 16:08, 16 March 2008 (UTC)

how about a no. Take a look at Word of Healing will ya? Antiarchangel 01:56, 25 March 2008 (UTC)
this skill needs buff xD but its not THAT bad Close Impact 10:59, 30 March 2008 (UTC)
You can't compare this skill with WoH cause they are totally different. But I agree that this skill is good but it could use a buff, maybe removing the part where it ends if u attack/use spell on a foe. --MageMontu 16:39, 30 March 2008 (UTC)
make it scale to +2 ene regen at lvl 13 divine.--Ryudo 21:50, 1 April 2008 (UTC)
holy crap seen the edit to this 6 - 10 enrgy regen :O Anazik 05:44, 3 April 2008 (UTC)
That was an April Fool's joke. MiraLantis 05:45, 3 April 2008 (UTC)
Naww no way >< thought it was to gud to be true Anazik 09:22, 3 April 2008 (UTC)
whats with the stupid note about a ghostly hand, its just a graphics lighting issue 12:39, 4 April 2008 (UTC)

Anti, Word of Healing and Peace and Harmony are not even remotely similar. So how about a yes for this skill being a great energy management skill for teams with 2-3 monks or healing rits/ motivation paragons. Word of Healing is a great skill, yes, it is 5 energy for a massive heal that can be self targeted. PnH is a great skill, yes, it is 5 energy for a pip of energy that can easily be maintained on every monk or healer in the party. Think before you post. FleshAndFaith 05:37, 10 April 2008 (UTC)

This skill is actually pretty good. You can put this on an elementalist bar so they can put it on their monks while not really losing utility. Dark Morphon(contribs) 10:37, 1 May 2008 (UTC)

I disagree. I don't think this skill really fits in anywhere. It's supposed to be used as a way to manage energy on backline characters but there are just so many better options. Who would give up an elite spot for a mediocre form of energy management that only helps backline? Blood is Power or even Blood Ritual is much better for that purpose, it just can't be run on the characters that need it but that's probably what you want anyway. To make this skill viable, it needs to scale with divine favor. The duration should be lowered to make the skill more active and to offset its increased effectiveness. The other option is rework this so that it's effect is powerful enough to warrant its elite status. Elite energy management on a monk might open up new monk builds or allow certain monk builds of the past to be viable again (i.e. boon prot). Elu 21:21, 23 November 2008 (UTC)

Yes or No?[edit]

Will this spell work if you use something like Zealot's Fire to damage an enemy? Bisurge 02:44, 16 July 2008 (UTC)

Does it target an enemy? :p Euphoracle 02:18, 24 August 2008 (UTC
No, but does it deal damage to an enemy? Yes. Zealots will end PnH. FleshAndFaith 16:51, 13 September 2008 (UTC)
As a note, it also ends on on Reversal of Damage. ~ marcdarc 20:32, 16 November 2008 (UTC)
More useless monk elites 8D -- euphoracle | talk 22:28, 24 November 2008 (UTC)
Even though this section is kinda null now, Zealot's did NOT end PnH, as evidenced by Marna Doomspeaker's use of both without PnH ending. ~ 14:57, 7 May 2009 (UTC)



It looks so overpowered in every way possible.
This is awesome, I'm seeing Peace & Harmony monk builds coming shortly, this is an incredible buff. 02:05, 12 December 2008 (UTC)
Its pretty Good yeah, but whats the point of having it disable Smiting prayers skills then having it in dvivine favor? --TalkWild 02:06, 12 December 2008 (UTC)
Open obs. -User Auron csig.png Auron 02:10, 12 December 2008 (UTC)
Elite Spell. Removes RC and Divert Hexes from the game. This skill is lolwtfpwn now. User Raine R.gif Raine - talk 02:13, 12 December 2008 (UTC)
DFoesnt replace RC, no heals. And 10s recharge, 1 cast, meh. Not that hawt. ~~ User:Frvwfr2 frvwfr2 (talk · contributions) 02:14, 12 December 2008 (UTC)
I thought I was liking life sheath... then I see this....I honestly don't know what to say... I mean... hell I don't know what I mean... Kelvin Greyheart 02:14, 12 December 2008 (UTC)
Looks like it's 7s recharge ingame. Might have to try it on a hero sometime soon. 02:24, 12 December 2008 (UTC)
I dout it will replace RC any time Soon --TalkWild 02:26, 12 December 2008 (UTC)
Notes section needs to be deleted now, as all the notes refer to the old enchantment version. Anon-e-mouse 02:38, 12 December 2008 (UTC)
This skill beats Hexway, and isn't terrible in normal circumstances. "What was the update?" "Skill update." "What got changed?" "PnH is pretty hax now." I totally second that. User Raine R.gif Raine - talk 03:04, 12 December 2008 (UTC)
I think it disables Smiting Prayers skills so that you don't see smiting damage builds that can also remove conditions and hexes easily with this single skill. --kaheiyeh 03:49, 12 December 2008 (UTC)
who cares if it kills smite builds... you would heal with this anyways... this practicully removes all hexes and cons for like nothing... this thing rocks!!! Um... but probably a little over powered... i forsee a scale back in the future... SabreWolf 04:36, 12 December 2008 (UTC)
Seriously, as i read this i thought it was an april fool's joke. Then i remembered we have december. What the hell!? o_O Vortex 04:45, 12 December 2008 (UTC)
I can see it being Run by smiters in the curretn Smiteway, But i still cant see it replaceing anything in the standard 2 monk backline Maybe in rspike with a 3 monk backline. --TalkWild 04:46, 12 December 2008 (UTC)
This won't wipe out restore condition. This doesn't heal, and has 7 second recharge. Restore condition can be easily used on 2 allies in 4 seconds, this can't. Also the secondary effect is an enchantment and can be removed. Also if the other team uses anti-enchant skills you are toast.
I think most people will be using this skill for it's removal ability and not really the 90% decrease in duration. It's more like icing on the cake. --kaheiyeh 04:53, 12 December 2008 (UTC)
Good thing this is Divine Favor. 05:32, 12 December 2008 (UTC)

(reset) very good thing its in DF... and your right, it does not heal like RC... but this skill recharges like all the other hex removals out there... so its like Remove Hex... except it takes off all hexes AND conditions... worth the elite slot... maybe in that 3 monk back line in PvE areas with heavy degen. But 3 monks in PvE? The more I think, the more I am starting to not like this skill so much. Maybe if you had Devine Boon on, then maybe... but still 7 energy, 89 HP heal (at 12 DF) and all condition and hex removal... eeeeeehhhhhhhhh kinda on the fence... -- SabreWolf 06:53, 12 December 2008 (UTC)

Um, how is this not overpowered? even without the heal from RC, this is easily the best hex removal in the game now. just compare it to expel hexes. Disables smiting prayers? Who cares? Maybe it it disabled healing... 07:03, 12 December 2008 (UTC)

right.. but is it worth the elite spot due to the fact it doesn't heal? Thats the question I am asking myself... out loud... typing here... -- SabreWolf 07:32, 12 December 2008 (UTC)

I think the fact that you can remove up to 10 hexes and conditions kinda outweighs that fact. You could just bring along other healing skills. Dwayna's Kiss then this makes a good combo for a heal and removal. --kaheiyeh 08:19, 12 December 2008 (UTC)

Meh, I can see hexway blocking this with Signet of Humility. --TalkAntioch 16:43, 12 December 2008 (UTC)

It's not even target other ally. This update is... strange. Mr.Hobo 20:33, 12 December 2008 (UTC)

I'd rather see lower conditions/hexes removed for a lower recharge; you're never going to make full use of the number of hexes and/or conditions this removes. 22:24, 12 December 2008 (UTC)

Eeeh, this skill isn't all that great. It has heaps of cond/hex removal, but that sort of heavy removal is only needed in specific cases. The enchantment effect only lasts 5 seconds and takes effect immediately so for it to be at all useful someone would have to be spamming hexes/conditions. Also, if someone is running a very heavy cond/hex build, you'll probably find yourself having a hard time keeping your whole team clean due to the long recharge. It's definitely not a bad skill, and warrants some use, but it is in no way overpowered. Just has a niche. Briareus 23:12, 12 December 2008 (UTC)
It's definitely a niche skill. Against hex users this skill is godly. Against most other classes it's not much more than a ranged mending touch without the heal. It looks overpowered but it's very niche in it's hex removal usefulness, when you use it you begin to notice how harsh having an elite without a heal can be, especially when you're used to WoH, DH, ZB and RC. 08:01, 13 December 2008 (UTC)
So being able to counter 6 Hex Spammers with 1 Elite Skill alone is not overpowered enough for you? Long Recharge? You're kidding me. Use a 40/40 set or even Arcane Echo it on a pure support monk. To have this merely balanced it at least needs a 1sec cast time and 12-15 recharge. Since this skill basically cannot be interrupted, the only practical way to counter it is Signet of Humility. Let's assume you can finish 1 of 3 Humility casts, then the enemy team is 66% of the time basically immune to hexes and with that no hex team can build up enough pressure to overstrain the enemy backline. Not to mention that PaH is versatile since it can also function as a spammable Purge Conditions if needed. Deal with it, this skill is overpowered. It synergizes so well with other common monk elites that it encourages players to run 3monk backlines to be practically immune against any form of pressure teams. If Anet doesn't nerf this soon we will have the Hex Eater Vortex-thing all over again, just 3x worse: Nobody will run hexes anymore since they fear to fight this. Vortex 01:45, 14 December 2008 (UTC)
6 Hex Spammers should have little problem with this over all, but obviously more so than they'd have with other Elites. The 7 second recharge does hamper`the monk from being able to keep everybody clean and as it was mentioned earlier, the enchatment can be removed. Again, though, it is a niche skill and you proved my point by saying, "Say being able to counter 6 hex spammers..." When not against such heavy hexes, this skill really starts to flounder. Though, you're right, if someone were to echo it and run a 40/40 set, the problem begins to get a little silly. You would basically be forced to have enchatment removal to counter it, or else everybody the managed to get it off on (probably 2-3 people) are going to throw your hexes off much too quickly to be viable targets. So, I'm sort of divided. On one hand, if you're not against a heavy amount of hexes you're probably better off with a different elite..but against heavy hexes, it could probably use a bit of a nerf. I'd do a functionality change, and decrease the amount of time hexes expire more quickly, and change the cost to 10e. Briareus 06:20, 14 December 2008 (UTC)
Nerfing it because it's overpowered in all of ~1~ situations doesn't make any sense. If that happened, Divert Hexes would have been nerfed a long time ago. Saying that no one will ever run hexes because of this is so far gone, because if a monk runs this, he's lacking a lot of power to do better heals and prots.
Now a rebalance, that is something I could see. I still think Divert Hexes Should be a decently-good heal with healing reduction per hex removed. --TalkRiddle 06:34, 14 December 2008 (UTC)
Your RC is useless too if the enemy doesn't run conditions. Oh wait... Enlighten me how a skill is niche when it counters hexes AND conditions to the degree this does. However, hexes are not niche, since almost everybody runs them, even if it's just Shame and Diversion. Even if you don't want to use a 3monk backline, take this on a protter and get a Foul Feast necro for condition removal. And don't compare this with divert hexes plz, divert is 10e, removes only 3 hexes and doesn't have the uber leet 90% immunity feature of PaH. Divert was a rather bad Elite to begin with and with PaH around it's obsolete. Speaking of a possible rebalance:

Elite Enchantment. For 0 .. 10 .. 12 seconds target other ally loses 1 Hex and 1 Condition every second. This enchantment ends when this ally damages or casts a spell on a foe.

That would make it more like the original PaH was. Vortex 12:13, 14 December 2008 (UTC)
if the enemy doesn't run conditions
I laughed IRL when I read that. What game are you playing? ~Shard User Shard Sig Icon.png 12:33, 14 December 2008 (UTC)
Uhmm, i was being ironic actually. Everybody has conditions and almost everybody has hexes, figured? Wow -_- Vortex 12:43, 14 December 2008 (UTC)
Unlike RC, this doesn't provide uber heals when the conditions are removed. In fact it provides a too-late protection against conditions and hexes, unless, of course, you're facing a hexway. Meaning that this is only good against a hexway, thus being niche. In all other situations, RC + Spotless Mind wins. --TalkRiddle 22:19, 14 December 2008 (UTC)
Nvm, i changed my opinion about this skill. With Recurring Insecurity being like this Hexways are actually pretty hax now. Vortex 20:35, 15 December 2008 (UTC)
Or not, RI got nerfed Vortex 00:21, 16 December 2008 (UTC)
It's a wonderful buff and I can definitely see it's usefulness. I haven't tested this in any Elite Area's, and have yet to design a suitable build for this spell. [[User:AstraAstra]] [[User_talk:Astra©]] 11:09, 16 December 2008 (UTC)

There's alot of Overwhelming anti-overwhelm in this skill... Nikdanbro 06:04, 18 December 2008 (UTC)

And so ends the only good monk energy management skill. -sigh- This beastly anti-condition/anti-hex spell is rather nice, and I think it'd be a great skill to add to the game, but Monks have so very few energy management skills already and all have some annoying caveat to reduce their effectiveness, except for the old PaH. The only drawback it had was an inability to deal damage, which is meaningless to a healer anyway. It was an overlooked jewel, but I see no reason to throw it away. Zalaeth(UTC)


"For 1...4...5 seconds, conditions and hexes expire 90% faster on that ally." => Wastrel's Worry can be deadly when you're enchanted with this.

Please sign your comments, thank you. You're right, even knowing that the skill does nothing if people use a skill in 3 seconds, will be hard to counter that as it will do the damage after 0.3 seconds. You think fast lol. --Inflame 16:52, 12 December 2008 (UTC)
Indeed, WW can do about 420 armor-ignoring damage in 5 secs (guessing on recharge, after-cast delay, etc.), but conditional conditions are conditional... --DasGhoti 04:30, 13 December 2008 (UTC)
What if a team managed to stack 9 hexes and 9 conditions on someone, with the last 2 hexes being Fragility and Soul Barbs, in that order? If my math is right, that would deal around 8 * 20 + 8* 30 = 400 damage if removed with PnH. If Wastrel's Worry was another hex in that stack, it would deal ~480 damage, after which it can be spammed for tons of extra damage. Entirely hypothetical and almost impossible to pull off though. 15:36, 13 December 2008 (UTC)
Never mind, just realized that Soul Barbs damage doesn't trigger on removal. It would be fun if it did. 15:38, 13 December 2008 (UTC)
Counter. 06:13, 14 December 2008 (UTC)
Yeah, so pretty much if you have Soul Barbs covered with RI and you use this, you'll end up doing more harm than good. (King Neoterikos)
Not anymore. They nerfed Recurring Insecurity to not reapply itself if removed, just to prevent this skill from being a self-destruct button.
I was under the impression that wastrel's worry would only deal damage if it lasted its FULL 3 seconds. Like on bosses that have a natural 50% reduction in condition and hex duration. Has wastrel's been tested? However, casting Fragility and spamming really short conditions might be nice, except that even with mantra of persistence, it lasts 3 seconds. StatMan 15:45, 26 December 2008 (UTC)
I think wastrel's still damages, it only stops dealing damage if it's removed. -User Auron csig.png Auron 15:57, 26 December 2008 (UTC)


great monk skill in any 4man team arenas. At r14 divine favor it lasts 5sec and using a 20%enchant mod thats 6sec. 1sec backfire or a few second daze is a good laugh. Does this stack with the condition reduction runes for a possible immunity by chance? Or possible immunity on extremely short conditions where 10% of the condition lasts less then .5sec?--Justice 05:43, 17 December 2008 (UTC)

No this skill would fail in RA. You need powerheals in RA such as WoH and ZB. I acknowledge the occasional mesmer or necro that stacks hex upon hex but if you're competent, you pre-veil and remove the most dangerous ones. 23:31, 24 December 2008 (UTC)
ZB isnt rly a powerheal as u can't keep up allies at 90%+ health, but itallows u to go full prot, which is godly;o78.20.153.111 12:57, 25 December 2008 (UTC)
well, P&H is good on a second monk for wiping hexes off the face of the map.-- 16:23, 30 December 2008 (UTC)
Kind of hard to compare these to WoH and ZB, although I'll agree with that those are often more useful. If you're fighting something in TA that consists of a MoI sin, an LC necro and an SB necro - WoH or ZB is gonna get it's ass kicked. PnH would excel there. So it's probably more of a choice based off of what yu've been fighting than general usage... 19:25, 31 December 2008 (UTC)
This skill is amazing in RA. Only bad people need power heals and one copy of Veil won't do dick against a good mesmer or necro. -- 22:07, 2 March 2009 (UTC)


i see monk runners popping up everywehere! THIS IS MADNESS!

BTW this sencirely fucked up my paragon runner build... i rly used the +1 pip of energy regen... still better coz now monks can be fast and unhAxable too :P89.143.129.140
pardon = humble servitor.... no login on this wiki tho....


will this enchant give immunity to conditions with very short durations? Are condition lengths broken down to the nearest second, rounded up or actually taken into effect by fractions of seconds? Even a 3 second burn is .3seconds, which with conventional math would be rounded down. --Justice 18:58, 12 January 2009 (UTC)

Conditions lasting 5 or less seconds are rounded down to zero, so they are actually never inflicted. 20:21, 24 January 2009 (UTC)

Over powered[edit]

This skill is kinda over powered but Hexway<PnH >_>--Drug talk 02:08, January 14 2009 (UTC) 03:44, 14 January 2009 (UTC)

It was probaly done on purpose, to shift the meta without changing too many skills. SniperFoxUser SniperFox IconSmall.gif 00:38, 24 January 2009 (UTC)
It's like a swift, sandal-clad kick to a necro's groin12.6.238.154 14:42, 10 February 2009 (UTC)
It is considering the energy and recharge time of hexes, on top of that 5 professions work with hexes. I think i'm fine with the skill but the second effect just screams overpowered. Justgetmein 13:41, 9 April 2009 (UTC)

Related skill?[edit]

Anyone think Purge Signet should be listed as a related skill? Done25 02:01, 23 February 2009 (UTC)

i don't see why not, but i just know someones gonna come in a and say "no man it doesnt ALTERNATE like peace and harmony man" even tho they BOTH remove hexes AND conditions so i vote for it to be related. 16:09, 23 February 2009 (UTC)

Shrinking Armor, etc.[edit]

Does anyone know if PnH removes both the curse and the condition? 19:45, 9 March 2009 (UTC)

It does not remove the condition, but that's no problem unless whoever laid the hex in the first place is able to spike you to death in ~2 seconds. ~ Chao 20:42, 10 March 2009 (UTC)
Wrong. PnH alternates removing one condition and one hex until the maximum amount of hexes and conditions removed are reached. Pika Fan 03:19, 15 March 2009 (UTC)
But the condition is applied 'after' the hex is removed. PnH would be bugged if it removed the condition simultaneously afterwards. *Terra Xin 14:44, 18 March 2009 (UTC)
The condition's duration would be decreased enough that you wouldn't have to worry about it anyway. It wouldn't REMOVE Cracked Armor, but the 90% decrease would remove it within moments. 15:01, 7 May 2009 (UTC)


with Blessed Aura and a 20% enchantment mod this can be kept up for 6,336 seconds giving nearimmunity towards hexes and conditions. that's LEET and a bit OP Rhonin Soren 20:42, 22 March 2009 (UTC)

You're wasting your elite and draining your energy through maintained enchantment for not-quite immunity which can still be shattered... Vili User talk:Vili 20:43, 22 March 2009 (UTC)
it's six second (enchantment lengthening stacks at 50%) and yes but shatter agianst it is stupid because it recharges so fast and immunity against conditons and hexes is worth elite status Rhonin Soren 20:46, 22 March 2009 (UTC)
Those avatars aren't used much anymore. They are also unstrippable and give other powerful benefits, so it's not a fair comparison - especially as Dervish work just fine even without an elite skill. Monks on the other hand...If you take PnH, you're taking a big gamble because unless the enemy is running very heavy amount of conditions/hexes you have just made yourself useless - unlike RC or Divert Hexes or Life Sheath, PnH gives no healing or other useful effect. Removing for the sake of removing is usually a losing battle. Also, many such teams take AoE hexes/conditions anyway (such as Lingering Curse), instead of just stacking them on a single target. So while you can keep one person clean, the rest still suffer. Also, you'd be speccing higher into Divine Favor than normal, which limits you on secondary skills for energy management/defense. Vili User talk:Vili 20:54, 22 March 2009 (UTC)
i'm not saying its the Ultimate skill. i was just saying that it's really strong on a monk who already uses enchantment lenghting items and it gives also healing (divine favor). strippin is true but it is reaplied every 7 secs and it stil very useful against the currend hexway meta but Woh is a better elite (in ra and ta at least) against jug killers in jq this is just ROFl really and you only need divine favor of 10 so Rhonin Soren 16:36, 30 March 2009 (UTC)



This skill has a similar icon to Union and the button on the Friends List? The button on the friends list shows a outline of a person, not joined hands.

it means this and also, please sign your messages in future, even an IP can do it. Four tildes (~) does the trick. --AlexEternal 14:50, 15 April 2009 (UTC)

No longer viable as an only condition/hex removal skill in PvP[edit]

So, with it's new recharge, this skill isn't really enough to remove all conditions and hexes on every ally in any given PvP situation. That was it's purpose, right? An elite which removes conditions and hexes AND also allows you to generally keep your entire team free of them. With the delay of 12 now, I can see you maybe keeping two people entierly free of conditions and hexes. That being said, unless everyone pings every hex and condition (and if you were a monk, you would know that this isn't the case) and we can use that info to make a wise decision of whose hexes and conditions are more dire and have to be removed, this skill has become irrational at best in PvP. In other words, it may be an alright hex removal skill, but you now (especially against a ranger) basically have to bring a second condition removal skill at least, defeating the purpose of this skill entierly. It's kind of like how any given healing monk needed to bring a healing skill other than Word of Healing, which is reasonable in any instance.. But having to bring multiple condition/hex removal skills and use up your elite slot to be an anti condition/hex monk... Ummmm. Yeah... Does this picture sound wrong to anyone else? All I can think of using this skill for now is running, which I did previously use it for... And even then, 12 sec recharge is pretty heavy for that. And no, taking 40/40 isn't a solution to the long recharge time of this for the simple fact that any anti conditon/ hex skill should easily keep a team free of what it was built to remove... And this doesn't anymore. ~ Ryuu DesuUser Ryuu Desu Sig.png[ Talk|Contributions ] 14:42, 15 May 2009 (UTC)

"the simple fact that any anti conditon/ hex skill should easily keep a team free of what it was built to remove... And this doesn't anymore."" ......... I can't think of ANY hex removal skill that can keep a team clear from hexway. The MAJORITY of condition management skills ALSO are incapable of managing team-wide conditions especially with glass/apply etc.
"this skill isn't really enough to remove all conditions and hexes on every ally in any given PvP situation. That was it's purpose, right?"....... Well it's original purpose was to be a joke giving 1 pip of energy regen...then three and a half years later it's functionality was changed, however it still wasn't sufficient for what you claim even in 4v4 formats... (Il Spiderpig Il 12:04, 29 May 2009 (UTC))
/agree... the issue I see with this, is that this skill was mostly used to eliminate heavy stacks which usually contained LC, but this gets its recharge increased and LC remains AoE and a 40% cap still attainable? Doesn't really make sense. But I see that RC and Life Sheath are making a come back in Obs, which I guess means that Hexes overall get a "buff", and the Mesmer must take Expel Hexes or Inspired Hex? I could see a Mesmer being secondary Necro with Inspired Hex and pull/copy LC and then have it twice on the bar to spread it faster. - SabreWolf 16:29, 15 May 2009 (UTC)
Though I would say it needed the nerf, I'd have preferred if they nerfed only the effect and not the recharge. Guess it's still usable against condition/hex spikes and massive removal but it no longer shines. Which may be good, gives the other removal elites some value again. --Tenshi Samshel 19:16, 15 May 2009 (UTC)
In other words, it's now completely useless in PvE (which it wasn't used that much in to begin with). Yes, it needed a nerf but obviously since I play monk more than mesmer this is going to sound a little biased. It's usable against condition spikes and hex spikes, but it isn't that effective unless you're against a really specific team. Which, in almost any given PvP, you can't plan a build that isn't versatile. This skill is no longer versatile, and therefor no longer has any real use. ~ Ryuu DesuUser Ryuu Desu Sig.png[ Talk|Contributions ] 20:21, 15 May 2009 (UTC)
40/40 Divine Set sounds good right about now...Sentry007 User Sentry007 sig.png 18:34, 17 May 2009 (UTC)

When one skill can completely keep an entire team hex and condition free, yea thats silly. It would be like a skill that could keep an entire enemy team hexed and conditioned constantly. When one skill, not a build, but one single skill can counter an entire enemy teams combined bars thats silly.

What's silly is the idea that 7 recharge pnh could keep an entire team hex/condition free.. it could keep the monk hex condition free provided the monk only cast it on themselves.(Il Spiderpig Il 12:04, 29 May 2009 (UTC))

You people... What did you do before PnH removed pressure? It's still good, just balanced out finally. This + Deny Hexes takes care of hex pressure still. Not all of it no, good thing too. It was stupid to have 1 person be able to remove nearly all condition/hex pressure. It was 1 monk removing pressure from 2-3 sources, hurray for this change and I love monks.~>Sins WDBUser The Sins We Die By Sig.png 16:17, 21 May 2009 (UTC)
Omgwtf lingering curse didn't exist before pnh was buffed.-- 11:12, 22 May 2009 (UTC)
Fevered Dreams exists...stop crying? 18:24, 22 May 2009 (UTC)
The issue isn't really the effect this skill has upon hexes, I don't have much of a problem with that really. However, the terrible condition removal is pretty annoying. Rather than an increased recharge, I think a different effect would've been much better. Maybe something like this?
Peace and Harmony
Elite Enchantment Spell. Target ally loses 0...7...9 conditions and 0...3...4 hexes. Conditions expire 90% faster on that ally 1...4...5 Disables your Smiting Prayers (30 seconds).
Conditions removed the same way they did before, the effect upon hexes reduced. Serious attribute point allocation needed to break 3 hexes removed per cast. You hexers can deal with that amount of cover hex removal, right? Better yet, you don't have to wait for the enchantment to wear off, it no longer reduces hex duration. Recharge decreased, enchantment duration now scales with divine favor, further increasing how vital attribute allocation is needed to fully utilize this skill. Smiting prayers disabling futher increased to 30 seconds. Hexways still quite viable against this skill, yet bringing a second condition removal skill generally won't be. Possible things to consider: Recharge (Reduce, maybe? I tried to not make it OP), hexes removed (Reduce, maybe? Doing so would also mean reducing the recharge slightly), scaling of the enchantment duration.
Also, I think this should be split into PvP and PvE versions, as having 8 party members in PvE in opposed to the general 4man size party of PvP requires further changes.
Peace and Harmony (PvE)
Elite Enchantment Spell. Target ally, and all and all adjacent allies lose 0...7...9 conditions and hexes. Conditions and hexes expire 90% faster on the ally this spell was initially casted upon ally 1...4...5 Disables your Smiting Prayers (10 seconds).
Faster condition and hex removal, which is somewhat easier to spread across a whole team, however the AoE range is small to keep from being OP. Recharge decreased to reflect more frequent useage in PvE, enchantment duration now scales with divine favor, and still only effects target ally, not the adjacent allies who are also involved in this skill now. Smiting prayers disable duration reduced to 15 seconds, I believe this disabling was just a way to make the skill name to actually make sense, I see no reason to have it so high. Besides, no one uses this with smites anyway. Discuss? ~ Ryuu DesuUser Ryuu Desu Sig.png[ Talk|Contributions ] 16:15, 25 May 2009 (UTC)
ArenaNet:Skill_feedback/Monk/Peace_and_Harmony, please. Vili 点 User talk:Vili 19:11, 25 May 2009 (UTC)
I have commented 2 infoboxes above because of serious issue on List of hex removal skills page. It seems that all infoboxes are counted automatically wherever they are used and skills are reproduced in all tables where they are mentioned. Maybe using the another infobox can resolve this issue. Please feel free to fix and remove my comments. --Slavic 08:15, 27 May 2009 (UTC)
Hmm, funny that this addition didn't cause any errors, although the one here did. Well, thanks for fixing it; sorry about that. ~ Ryuu DesuUser Ryuu Desu Sig.png[ Talk|Contributions ] 15:24, 27 May 2009 (UTC)

In the Dev update Izzy said they lowered the healing reduction on LC "to prevent it from becoming a problem in an environment where party heals are already less effective." Well... hate to break it to you Izzy but cast and forget aoe hexes like VoR and LC are already overpowered. Hex teams have been over powered for the history of Guild Wars and they are BAD for the GAME because they don't really require SKILL or THOUGHT to effectively do what they intend to, span long duration cast and forget hexes.(Il Spiderpig Il 12:04, 29 May 2009 (UTC))

Yeah, thing is as a monk you'll never really know what you'll encounter in PvP in advance, so you can't bring any skills that are too specific counters, which instantly removes the use of pretty much all hex removal elites except this one, as it is quite versatile. Problem is, although the reduction was reduced, the healing reduction cap is still very easily reachable, and this is AoE. LC gets a minor nerf, and PnH gets absolutely destroyed for use against hexways. As I said, this skill was nerfed incorrectly. Yes, it may have been previously OP, but the way it was nerfed favors hexers so much it isn't even funny. It needs a fix, or hexes need to be further nerfed. I was up against a 2 mesmer 1 necro and 1 monk team in RA the other day and I had PnH on, we had a 2 war 1 monk and 1 ele team. We were destroyed in no time, because of the recharge of PnH. It just doesn't work now, find a better way to nerf it just like my above suggestions, monking is getting hard enough as it is these days, especially when you never know what you'll be up against. ~ Ryuu DesuUser Ryuu Desu Sig.png[ Talk|Contributions ] 15:13, 29 May 2009 (UTC)
Anet collects usage data from different areas of play, including Random Arenas. For example, they've noticed the decreases in numbers of monks in the format, as well as the increases in dedicated hex casters (especially VoR Mesmers and LC Necroes). They then carefully analyze this data and make changes accordingly. Have faith in Anet, I'm sure they'll do the right thing. User Raine R.gif Raine - talk 03:07, 2 June 2009 (UTC)
I really hope so, I tried to RA again the other night and did some of my best monking in awhile, got to 8 wins using WoH, and them bam, hexway. We lost terribly. VoR mesmers aren't that hard to deal with using my bar and dark escape, but it can really get annoying. Honestly, as a monk, the only thing I fear is hexways. When I go into RA, I hope I can get 10 wins before I encounter a cheap hexway, and when I encounter any hexways, I'm really hoping they're composed of people who aren't very skilled at such a build. (Although, they require little skill IMO, you know what I mean, I have about a 50/50 shot of being able to monk through the metaness) Anyway, based upon what you've said (fascinating,really, I never knew data was collected like that in RA), I do suspect a change quite soon, Anet isn't heartless toward monks. (I hope) ~ Ryuu DesuUser Ryuu Desu Sig.png[ Talk|Contributions ] 15:51, 2 June 2009 (UTC)
Izzy doesn't write the dev updates, bro. Vili 点 User talk:Vili 19:00, 29 May 2009 (UTC)
Why not make a skill change to something like Restore Condition only Restore Hexes. or make it so Withdraw Hexes doesn't always have a 49 second recharge in pvp. --adrin User Adrin ecto sig.png 03:33, 2 June 2009 (UTC)
Because, this would be using an elite on your bar that to be effective requires the opposing team to run a very specific build, or otherwise your elite (and arguably, by extent) you become useless, or at least a lot worse as a monk. At least with PnH, there is that versitility which removes both conditions and hexes, your suggestion would only remove hexes. What happens when you're not up against hexways? For that matter, have you ever monked, and if so for how long? If you've done it quite some time you'd realize that you need an elite that works in various different PvP situations, not one that can save you against one specific team but falls short otherwise. This is also why nearly every healing monk in PvP brings word of healing as opposed to conditional elites such as healing light or healing burst. Which, if you've read anything I've wrote above, and taken some time and consideration in your suggestion, you'd realize that, again, (is there an echo in here?) you can't dedicate your eltie to save your team against a single specific build. (Of course there are exceptions, such as RC monks in GvG, but these are combined with draw infusers an such, and I'm speaking in general here.) Yeah, some elite hex removal only skills could use some changes, but this isn't what I'm discussing, and this isn't the issue of the role of a monk in the ever changing teams on PvP at all. ~ Ryuu DesuUser Ryuu Desu Sig.png[ Talk|Contributions ] 15:51, 2 June 2009 (UTC)
gogo 5 energy Blessed Light72.43.62.68 17:37, 8 June 2009 (UTC)

its not that bad people[edit]

Ironically i preferred the REALLY old version that gave you energy regen at least for my heros. but anyways, this needed a nerf imo. quit whinin.

I doubt people will take you seriously after that. User Raine R.gif Raine - talk 21:09, 5 June 2009 (UTC)
LOL!! I want my +1 enery regen back!!! Besides, what else am I going to do with that elite slot...-- 17:09, 8 June 2009 (UTC)
Oreo.. mebbe use ur elite slot to take Shroud of Silence, Shadow Prison, or mebbe Smiter's Boon (oh w8.. not an Elite!) /endsarcasm -- 04:35, 9 June 2009 (UTC)
Empathic Removal could still be pretty good. -- Halogod35 User Halogod35 Sig.jpg 08:44, 21 June 2009 (UTC)
if were talking hex stacks you can always just bring glyph of lesser and convert. condies really shouldn't be that much of a problem-there is dismiss and spotless after all.

This skill[edit]

was just fine after the initial buff. Considering how massively OP hexes were (and still are) there needed to be a way to counter them. Everyone whined that the skill was too overused, too powerful. Want to know what made it so overused and powerful? Your own tunnel vision. If you would have stepped back and taken a breather, you would have realized that you handed PnH monks the keys to their own power. Why did they run PnH ALL THE TIME? Because you ran a million hexes ALL THE TIME. This skill was only powerful because hexway is the cornerstone of pvp, and it will continue to be until most hexes face a serious nerf in recharge time, or most hex removals face a serious buff in recharge time. -- Tha Reckoning User Tha Reckoning Sig.png 13:30, 29 July 2009 (UTC)

Actually, no. This skill is broken and requires zero skill. It countering stuff for which that's also true doesn't make the skill itself any better balance wise. Morphy 13:57, 31 March 2010 (UTC)
To be honest, this skill generally isn't enough on it's own for spreading condition removal as required, so the fact that it does that is pretty redundant. As for hex removal, consider this: 15Energy, 1Activation time, 12Recharge time Spell. Removes all hexes; +10 armor for each Necromancer hex removed (8...18...20 seconds). Cannot self-target.
A non-elite with the exact same recharge as Peace and Harmony, with only a higher cost and higher activation time. This can be placed quite easily on a support class such as a Ritualist, and used only as direly required, like when your monk has Visions of Regret, Backfire, Barbs, Lingering Curse, Rigor Mortis, and god knows what else on them.
Basically, when used wisely, it's a non-elite that's a lot more effective than Peace and Harmony. Yeah, I agree, PnH was over-powered, especially in 4v4 arenas. But, I also think the nerf was a little excessive. User Ryuu R.jpg Ryuu - Meow~ 15:31, 31 March 2010 (UTC)
That was a lot of noobery ago, but I'd like something more along the lines of this:10 Energy 1Activation time 2Recharge time Remove one hex from target ally. -- Tha Reckoning 16:57, 31 March 2010 (UTC)
Wouldn't see play. User Raine R.gif is for Raine, etc. 17:10, 31 March 2010 (UTC)
Sure as hell wouldn't see play. User Raine R.gif is for Raine, etc. 17:11, 31 March 2010 (UTC)
You mean something like

10 Energy1 Activation time2 Recharge time Elite Spell. Remove a hex from target ally. Also remove a condition from that ally. Also heal for like 140.

Kind of... seems... familiar... User Raine R.gif is for Raine, etc. 17:32, 31 March 2010 (UTC)
What I mean to say is, energy regen limits you to one 5e spell every 4 seconds. Even with Channeling, you'd be in a nice bind trying to get that spell off frequently (on average, once every 8 seconds). At that point, Expel Hexes is better. Imagine, to remove hex+cover with this, we're looking at a 20-energy venture.
If it's going to be 10e, it needs *something else* or it's just not going to be worthwhile. I wouldn't even go about making it an elite hex removal, because that's so buildwars (and Divert beats it hands-down if it's just removing hexes). I'd make it something like:

10 Energy¼ Activation time8-12 Recharge time Elite Enchantment Spell. (1...3...4 seconds) Attacks against target ally miss and spells against that ally fail. Cannot self-target. Ends if that ally attacks or uses a skill that targets a foe. (Attribute: Divine Favor)

Invincibility is bad, etc. User Raine R.gif is for Raine, etc. 17:42, 31 March 2010 (UTC)
What have you all been smoking? For serious. Misery 17:49, 31 March 2010 (UTC)
I liek teh Eejis. :( User Raine R.gif is for Raine, etc. 17:53, 31 March 2010 (UTC)
Go buff Amity. Misery 18:07, 31 March 2010 (UTC)
Go buff yourself! User Raine R.gif is for Raine, etc. 18:13, 31 March 2010 (UTC)
5e then, make it an exact mirror of parasitic bond's function (I mean what it's REALLY used for, it doesn't need to heal for like 100, just make it 5e and remove hexes as fast as parasitic bond can cover them.) Like this 5Energy 1Activation time 2Recharge time remove a hex from target ally. -- Tha Reckoning 18:28, 31 March 2010 (UTC)
For clarity, I'm talking about creating a new skill that does that, not making PnH do that. -- Tha Reckoning 18:29, 31 March 2010 (UTC)

no good[edit]

Divert Hexes heals and isn't in a useless attribute. Backwards Llort 20:20, 29 November 2009 (UTC)

-_- Tong2 20:21, 29 November 2009 (UTC)
Yeah, all that bonus healing really gets in the way of team survivability. I know I personally love my monks with 0 DF. Maybe the monks should stack hexes on Mesmers and Necros instead. That'd show 'em! (/endsarcasm) Sec Qr Euin 04:52, 16 January 2010 (UTC)
ya rite Kurz Hates Challenge 05:14, 16 January 2010 (UTC)
T'nod deef eht Llorts! —ZerphatalkThe Improver 00:25, 7 April 2010 (UTC)
Don't feed the stroll? User Felix Omni Signature.pngelix Omni 20:08, 3 July 2010 (UTC)

AI needs adjusted![edit]

When the attribute of Divine Favor is reduced to Zero this skill removes 0 Hexes and conditions. NPCs with this skill will still try and remove the hexes and conditions such as Atrophy and Wail of Doom which renders the skill completely useless and wasted. 19:51, 3 July 2010 (UTC)

This is so situational that it really doesn't matter that much, but if anything were to change it should just remove 1 hex & condition even with 0 divine favor since it's elite. 21:03, 5 March 2011 (UTC)

Wastrel's Worry[edit]

If someone under the effects of Peace and Harmony was hexed with Wastrel's Worry, would it expire after 1 second as well as causing the damage to trigger? If so, then Peace and Harmony could backfire badly with Spammed, Area of effect Armor-ignoring damage. Random Weird Guy 22:55, 15 July 2011 (UTC)

Possible, or it might have the same anomaly as Air of Disenchantment. Test it and find out. Mora 23:22, 15 July 2011 (UTC)
it IS vulnerable to Wastrel's Worry but at most only 2-3 WWs will benefit within one PnH's 3-4 seconds duration depending on whether the monk was on a +20% enchant set or not. ZencowUser Ox rider Sig.png 21:51, 26 March 2012 (UTC)