Monk + inspired hex? I don't get it!
Niosisw
I don't see what the HUGE deal is with inspired hex.
Great, you get a minute amount of energy
Great, it has a low cast time
But a 20 sec recharge? Why is this so amazing?
Holy veil is good, can be precasted AND works with CoP for PvP
Remove hex is good too, long cast though.
I don't get why everyone loves inspired hex.
Great, you get a minute amount of energy
Great, it has a low cast time
But a 20 sec recharge? Why is this so amazing?
Holy veil is good, can be precasted AND works with CoP for PvP
Remove hex is good too, long cast though.
I don't get why everyone loves inspired hex.
Flopjack
Most monks look for immediate answers to gain mana. That spell takes away a hex, and gives them what they want. It is a good spell, but using Monk spells will remove hexes better, generally.
Dodo The Extinct
Is it possible to get rid of diversion w this? I wasn`t sure
SnipiousMax
Quote:
Originally Posted by Dodo The Extinct
Is it possible to get rid of diversion w this? I wasn`t sure
If you remove another hex (besides diversion) Inspired Hex is not diverted. If you try to remove diversion, it gets diverted.
Inspired hex is hex removal + energy management. So your sacrificing eight seconds for better e-management.
Inspired hex is hex removal + energy management. So your sacrificing eight seconds for better e-management.
Apple
Versus IWAY, if you're short of energy, you can spam inspired hex on yourself and gain loads of energy from channeling.
Zui
See here about that "minute" amount of energy: http://www.guildwarsguru.com/forum/s...d.php?t=133734
keathmae
Quote:
Originally Posted by Dodo The Extinct
Is it possible to get rid of diversion w this? I wasn`t sure
just as SnipestMax said
to get rid of diversion, it is best to do this...
If you use this spell to remove other allies hex when you are under the Diversion hex. Diversion will not affect this skill. Inspire Hex will automatically available to re-use after 20 sec of hex replacement.
But if you are under hexed by Diversion but you decided to use Inspire Hex to remove it . It wont work simply diversion will kick in and end b4 inspired hex can remove it, therefore inspired hex will get diverted.
I believe Archane Echo can get around with the Diversion effect as well.
just as SnipestMax said
to get rid of diversion, it is best to do this...
If you use this spell to remove other allies hex when you are under the Diversion hex. Diversion will not affect this skill. Inspire Hex will automatically available to re-use after 20 sec of hex replacement.
But if you are under hexed by Diversion but you decided to use Inspire Hex to remove it . It wont work simply diversion will kick in and end b4 inspired hex can remove it, therefore inspired hex will get diverted.
I believe Archane Echo can get around with the Diversion effect as well.
azunder
Basically, it's almost an extra energy pip. The removed hex thing and the handiness against diversion is just a bonus. And, it's great fun if the hex you capture is somehow useful in your situation.
It's one of the few non-elite spells that give you energy on demand.
It's one of the few non-elite spells that give you energy on demand.
milias
I don't usually use Inspired Hex, since most of my spells are 5-energy ones. I carry GoLR for the occasional Heal Party that I throw in. I personally don't think that investing 48 attribute points in Inspiration is enough to justify one spell.
azunder
Well, if you invest that much in inspiration, you'd get about 2 spells from that line. The other one's usually edrain, mor, drain enchant or chanelling.
The extra energy is really needed when you're using boon (where 5 energy per spell becomes 7 and you lose a pip). Otherwise, if you're energy's fine, you can always go for efficiency instead of extra energy.
The extra energy is really needed when you're using boon (where 5 energy per spell becomes 7 and you lose a pip). Otherwise, if you're energy's fine, you can always go for efficiency instead of extra energy.
milias
Quote:
Originally Posted by azunder
The extra energy is really needed when you're using boon (where 5 energy per spell becomes 7 and you lose a pip).
Yea, I don't usually play boon, since I PvE most of the time, and you tend to run out of energy real fast in PvE if you use boon, well, in my experience, anyway.
Maxiemonster
Inspired Hex: 1 sec casting time, 20 sec recharge, Energy management, doesn't trigger Diversion. - Great for Energy management, sucks for hex removal. I recommend this when your team isn't in need of hex removal (when there's a Blessed Light Monk in your team for example) and you need that extra bit of Energy management .
Holy Veil: 1 sec casting time, 12 sec recharge, preveil, works with CoP, triggers Divine Boon and Divine Favor bonuses. - Great for hex removal, but no Energy management. It also heals your target for the Divine Boon and Divien Favor bonus, which can be good, but can be bad. I recommend this when your team is in need of hex removal and you don't need that extra bit of Energy management.
And Hex Removal just sucks, don't use it.
Holy Veil: 1 sec casting time, 12 sec recharge, preveil, works with CoP, triggers Divine Boon and Divine Favor bonuses. - Great for hex removal, but no Energy management. It also heals your target for the Divine Boon and Divien Favor bonus, which can be good, but can be bad. I recommend this when your team is in need of hex removal and you don't need that extra bit of Energy management.
And Hex Removal just sucks, don't use it.
sno
Quote:

Yanman.be
Remove Hex + Mantra of Recovery = as good as Expel Hexes ( sorta )
Pure Healer
Well, Im a experienced healer, Mo/Me and I use Inspired Hex regularly.
Well, if I'm in a are where my allies are going to get hexed. I hardly run out of energy, but at times Inspired Hex does me some good. It's quick, efficent, and gives me just enough energy to do what I must. Besides...I dont care about the Hex Removal portion of the skill, my goal is not to remove Hexes as a healing Monk.
I usually just keeping on healing the Hexed allies (and no, I dont waste alot of energy, I manage it well) and soon the Hex is gone and we continue. Ahh, the skill Hex Removal is crappy, and I advice totally against it, Mend Ailment is better...but of course I never use that one either.
Well, if I'm in a are where my allies are going to get hexed. I hardly run out of energy, but at times Inspired Hex does me some good. It's quick, efficent, and gives me just enough energy to do what I must. Besides...I dont care about the Hex Removal portion of the skill, my goal is not to remove Hexes as a healing Monk.
I usually just keeping on healing the Hexed allies (and no, I dont waste alot of energy, I manage it well) and soon the Hex is gone and we continue. Ahh, the skill Hex Removal is crappy, and I advice totally against it, Mend Ailment is better...but of course I never use that one either.

Brutal
Talking from a GvG standpoint, I'd rather run with a Boon Protector and a Blessed Light monk. If I'm the Booner I'd prefer to take MoR or EDrain + Drain Enchantment for my energy management and let the Blessed monk worry about the hexes. We also run at least one other character with some sort of hex removal also with both monks able to remove conditions as well (Mend Condition on Booner and Blessed Light on Blessed monk).
Inspired Hex is good but I'd rather run with the above and use CoP to remove Diversion from myself (if in the situation where I need to) as that doesn't trigger it either.
Inspired Hex is good but I'd rather run with the above and use CoP to remove Diversion from myself (if in the situation where I need to) as that doesn't trigger it either.
BigBlue42
I have to disagree completely, Inspired hex is NOT a good monk skill, sure, you can get a hex removed quickly, but then you can't remove another for 20 seconds. I don't get how you people can say that its worth the energy. 20 seconds is a LONG time in a heated battle. Remove Hex is a much better choice, costs only 5 energy, 2 second caste time, and 5 seconds to recharge. That's 1/4th the recharge of Inspired, so, really, what possible reason is there to not use it?
BTW, Pure, how is Mend Ailment better? It dosen't treat hexes...
BTW, Pure, how is Mend Ailment better? It dosen't treat hexes...
Zui
^Thread Necro
Oh, and Remove Hex sucks on Monks...
Oh, and Remove Hex sucks on Monks...
azunder
Quote:
Originally Posted by BigBlue42
Originally Posted by azunder
Basically, it's almost an extra energy pip. The removed hex thing and the handiness against diversion is just a bonus. And, it's great fun if the hex you capture is somehow useful in your situation.
It's one of the few non-elite spells that give you energy on demand. Thanks for reading ender6
Quote:
Originally Posted by BigBlue42
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Quote: Originally Posted by BigBlue42 sure, you can get a hex removed quickly, but then you can't remove another for 20 seconds. I don't get how you people can say that its worth the energy. 20 seconds is a LONG time in a heated battle. If that is your concern (and you must be talking PvP) then Holy Veil is a far better option
Quote: Originally Posted by BigBlue42 Remove Hex is a much better choice, costs only 5 energy... Amazing that you mention that, considering Inspired Hex gains you energy.
Quote: Originally Posted by BigBlue42
2 second caste time,
And there's the biggest problem. 2 secs is an eternity.
Quote:
Originally Posted by BigBlue42
and 5 seconds to recharge.
and if it gets interrupted you are looking at 20 secs of recharge time. Quote:
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