Talk:Reverse Hex

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If this was changed to 5e and 12-second recharge, it would see alot of usage I bet. --Ulterion 02:58, 11 December 2008 (UTC)

This is pro. 194.81.255.254 01:07, 20 May 2009 (UTC)

I second that notion. User Raine R.gif Raine - talk 17:31, 22 August 2009 (UTC)
I think this skill is fine as is. The standard hex removal is

5 Energy1 Activation time8 Recharge time. This not only casts in 0.25¼s, but it also adds a damage prevention. --JonTheMon 18:27, 22 August 2009 (UTC)

If it is fine as is, then people would actually use it. You would have to do more than have a short cast and damage reduction on the next packet received to justify the 10e. Perhaps something like this would be better: Remove one Hex from target ally. The next hex against target ally fails. (5...9...10 seconds) JaeMi 05:00, 25 December 2009 (UTC)

Note[edit]

"If being alert, the very short cast time gives Reverse Hex a chance to wipe off dangerous hexes before the cover hex can go on." I know the note's been here for a long time but isn't this abit redundant? If you're really alert you should be watching the field and start casting the cure hex/remove hex or w/e so it lands right after the hex anyway; Even Master of Healing can do that Ox rider 10:34, 4 November 2010 (UTC)

It is the only 1/4 cast hex removal skill, so you can actually cast it during the 3/4 second aftercast between hex and cover hex. I don't believe there is another hex removal skill that can do that. Reword it if you wish. Misery 10:41, 4 November 2010 (UTC)
Peace and Harmony. Note is terribly written. Not even sure how to fix it. User Felix Omni Signature.pngelix Omni 11:05, 4 November 2010 (UTC)
Dang new fangled skills I always forget about, but that one nukes all covers anyway. Misery 11:14, 4 November 2010 (UTC)
How's that? This is the only skill that has ever been used in that manner, but it was only really used in Hero Battles because of the ninja reflexes of heroes and the number of sin spikes opening with hexes/Rigor. Misery 11:16, 4 November 2010 (UTC)
Yeah that looks fine, thnx Ox rider 11:22, 4 November 2010 (UTC)

Secondary Effect[edit]

Does the "no effect" clause apply just to the initial casting (i.e. it must remove a hex or fails entirely), or also to the subsequent damage reduction (i.e. target must be under a(nother) hex at the time they take damage)? Kruhljak (talk) 10:39, 30 December 2011 (UTC)

Hardly ever used[edit]

How about 5 Energy¼ Activation time15 Recharge time instead? Remove one hex from target ally. If a hex was removed in this way, for 8 seconds, the next 1...2...2 times target ally would take damage or life steal, that ally gains that amount of Health instead, maximum 8...25...30. Or something. 2 mini reversal of fortunes are a better deal. I think this can make reverse hex competitive. Maximum net healing possible would be 120 at 15 prot, which is the same as cure hex. Extra 3 seconds recharge and the possibility of not maxing the healing output pays for having this skill being 1/4th second cast. I Was Milo 15:07, 31 March 2012 (UTC)

10 energy balances the quick cast - quickest removal in game cept pnh? (perhaps you could increase the cast time and drop to 5e - but would have to be larger cast time than remove hex :/ ) 19px Chieftain Alex 15:43, 31 March 2012 (UTC)
It's never used as it is now. Too expensive for a monk, not useful enough for /mo secondary.I Was Milo 15:54, 31 March 2012 (UTC)
Wierdly I use it on my ER hero with heal breeze :p --19px Chieftain Alex 16:11, 31 March 2012 (UTC)
Ether Renewal.jpg
Aura of Restoration.jpg
Protective Spirit.jpg
Spirit Bond.jpg
Healing Breeze.jpg
Infuse Health.jpg
Reverse Hex.jpg
Shield of Absorption.jpg
That's one of the few use cases. It's not a generally useful skill unless you have a strong focus on energy management above and beyond what is normal. I Was Milo 16:45, 31 March 2012 (UTC)