10e 1 cast 5 recharge
Remove 1..3 hexes (4 prot for 2, 12 for 3) from target ally. For each hex removed this way that ally loses 1 condition and gains 19...63 hp (0 prot-12 prot).
Pros:
Breaks cover hex combos.
Removes conditions at the same time.
Very strong heal.
Energy effecient. Just for 1 of these effects would cost you 5e.
Cons:
Mostly likely will never be used by a primary monk.
Energy cost will prevent spamming.
This skill for is amazing. Its very cheap for the effect. Its like having CoP on tap without the remove all enchants.
Divert Hex
twicky_kid
xiao1985
seems like a BL counterpart....
though the condition is you NEED to have a hex to trigger all other effect... seems debatable whether it's usefull...
hopefully it's not elite...
though the condition is you NEED to have a hex to trigger all other effect... seems debatable whether it's usefull...
hopefully it's not elite...
Dragannia
A competitor to Expel, I would say. At 4 prot, this skill removes 2 hexes, same as Expel, and at 14 prot it removes 3. Both skills will mostly be used on primary Mesmers.
Expel:
Lower cost
No attribute link- no need for 4 ranks in an otherwise useless attribute for Mesmers
Divert:
Also removes condtions
Small heal on a Mesmer (if 2 Hexes were removed, it heals for about 60)
Lower recharge
Choices...choices...
Expel:
Lower cost
No attribute link- no need for 4 ranks in an otherwise useless attribute for Mesmers
Divert:
Also removes condtions
Small heal on a Mesmer (if 2 Hexes were removed, it heals for about 60)
Lower recharge
Choices...choices...
twicky_kid
Yes, lots of choices.
I would use Divert Hex.
In just plain energy efficeincy its better. Both expel and divert has to have hex. But expel does not remove conditions or heal.
I would use Divert Hex.
In just plain energy efficeincy its better. Both expel and divert has to have hex. But expel does not remove conditions or heal.