Divert Hex

twicky_kid

twicky_kid

Furnace Stoker

Join Date: Jun 2005

Quite Vulgar [FUN]

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.

xiao1985

xiao1985

Wilds Pathfinder

Join Date: Nov 2005

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...

Dragannia

Dragannia

Krytan Explorer

Join Date: Feb 2006

Venatio Illuminata [VEIL]

Me/N

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...

twicky_kid

twicky_kid

Furnace Stoker

Join Date: Jun 2005

Quite Vulgar [FUN]

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.