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Mickael
25-09-2006, 04:05
In gvg, how many hex removals approx do I need for adrenspike?

nightrunner
25-09-2006, 05:34
Depends on what you can afford to bring. Blessed Light's usually have 2 removals (iHex and BL) and Boon/Prots usually only have 1 (iHex). An FC Remove Hex on a mez is good, as is a Convert on an off-monk. Personally, I don't really like Expel since I can't stand having a dead elite if they don't have enough hexes.

Ace Bear
25-09-2006, 05:59
Well if it is standard adrenaline spike with something along the lines of 2 Wars 1 Sin 2 Mes 1 Emo and 2 Monks we love to carry 2 hex removals a piece on the Monks. Those being Revealed and Inspired. Gives you plenty of energy for the Monks and can keep most teams out of the loop on the hex game(only hex heavy teams will out do it, but they end up feeding your monks loads of energy heh).

If it were 3 Wars 1 Mes 2 Rngs 2 Monks as I have seen lately for the adrenaline spike. (Looks like pressure but all the damage comes from the Wars spiking so it is adrenaline spike in my eyes) I would suggest Expel Hexes, B-light(maybe 2) for this group. Why the difference in my eyes? Physical damage is the only damage you have in this group, why wouldn't you want ways to block the counters to it?(ie: hexes)

For those 2 Wars 2 Emos 2 Mes(or necros) 2 Monk adrenaline spike teams the monks could be Blights or just have Inspired on them and maybe a remove hex on one of the Mesmers(necros). You still need hex removal because now there are plenty of hexes to shutdown casters as well as melee fighters but your main damage is still Wars so the hex removal should be used there first.

Best thing to do is experiment. You might find with the last group you need more hex removal so you add in an Expel Hexer. Or you don't need that much so you take out a Blighter for a whatever. Just go out and experiment, that is how I came up with what I said here.

Parker Bsb
25-09-2006, 13:38
In my team builds: 24 HPM (that's hexes per minute). Which on a dual boon monk team is a Ihex on the monks, 1 expel, and 1 more ihex somewhere else (typically mesmer, necro or runner).

Really it's your decision if you want to be weak vs hex teams, just realize if you skimp on hex removal to not blame the players skill if/when you loose to a hex heavy team.

ZiegDivine
25-09-2006, 15:44
IMO having revealed and ihex on monks is a bad idea, since if you hit a non-hex team, you have very little energy management (especially if you're used to burning through e, relying on the dual ihex). Take ihex on a monk, no matter if he's a BLight or boon, and bring a remove hex on a mesmer as back-up.

David Holtzman
25-09-2006, 20:42
Hex removal number is dependent on how many other hex counters you have. For example, if you have 3 rangers with choke gas or interrupts then you don't really need as much hex removal since hexes won't be coming on. If you're running a caster spike for another example, who cares about warrior hate hexes on you? Just heal party and keep killing. Even in a 2 warrior based build you can still stop hexers with mesmer anti-casters. If you have dual surge dual powerleak/sig disruption/powerdrain then you're not going to need much removal if you apply those mesmers to their hexers.

ump
26-09-2006, 00:30
At the very least, I would put at least 2-3 on the monks and 1 fast recharging (Smite Hex, Expel Hexes, Remove Hex, etc.) in the midline.

deya
26-09-2006, 07:40
Blessed Light + Smite Hex
Blessed Light + Mend Condition

2 Rangers with both distracting and savage shot, also debi shot can be used to drain hexers.

Conclusion: well enough against hex heavy teams, atleast so far.

Dogbert
26-09-2006, 23:02
Blessed Light + Smite Hex
Blessed Light + Mend Condition

2 Rangers with both distracting and savage shot, also debi shot can be used to drain hexers.

Conclusion: well enough against hex heavy teams, atleast so far.

Smite hex is quite useless unless you have it on a smiter.
Holy veil > Smite hex.

HappyPants
27-09-2006, 02:08
Analyze meta, look who is playing and then decide on what to run. 3 seems like a pretty general number. There is no one-beat-all-build, so if you truly want to do good your build should undergo minor tweaks based on what you see people playing when you are playing.

sahlakh
27-09-2006, 18:08
Smite hex is quite useless unless you have it on a smiter.
Holy veil > Smite hex.

In NR heavy metagame that is incorrect.

severed
27-09-2006, 19:44
NR teams use a lot of hexes? :wink:

sahlakh
27-09-2006, 19:59
NR teams use a lot of hexes? :wink:

Nope, but you use NR yourself!

severed
27-09-2006, 20:31
Yea i know. Just wanted to test your wits. :grin:

Patccmoi
27-09-2006, 20:53
I think David brought the most important point in this thread.

Don't just look at the number of hex removal, but at everything you can do to counter them. Interrupts can be used as 'hex removal', EDenial can, Hex Breaker can, the amount of attackers vs casters influences a lot too (since most hexes are anti-attackers, or at least you're much more likely to face these), etc.

You can't just say 'you need 3 hex removals'. It depends a lot on the rest of your build and mostly how you play it. Even with low hex defense for example, maybe you can handle a hex-heavy team with splits, ganking, hit and runs, etc. so they have a hard time applying all the hexes they need everywhere. Playing and testing out your builds and different strategy for your build against hex teams is the best way to know if you can handle hexes or not