Hexes: Pros, Cons, and the ones that don't work.
Laenavesse
I've been fiddling with the whole hex starter build and I had posted my build already in another thread a while ago.
But now I want to hear what everyone thinks about hexes in assassin builds.
I just wanna hear what you think are the "essential" or most viable ones and the ones that are downright pointless. Of course not listing every single one, but I guess the ones that have been brought up more often.
Also maybe the ones that are more versatile or situational and whatever o.o
This is also not exactly a "build" thread, but you could list some hex + attack combos.
But now I want to hear what everyone thinks about hexes in assassin builds.
I just wanna hear what you think are the "essential" or most viable ones and the ones that are downright pointless. Of course not listing every single one, but I guess the ones that have been brought up more often.
Also maybe the ones that are more versatile or situational and whatever o.o
This is also not exactly a "build" thread, but you could list some hex + attack combos.
Spirit_Axery
One of each from me. Useful, not so useful, not at all working.
Fevered Dreams > Black Spider Strike > Blinding Powder > Twisting Fangs.
To name one of my current AB favourites and to start without even referring to the assassin line!
Parasitic Bond...
This one works, but I don't think it's a good starter. Just in my experience, the reasons for which I think anyone goes this way is because it's spammable and allows them to take plague touch as an A/N.
*drumroll's for the one that doesn't work*
Wastrel's Collapse.
~Mitsuki Hiyono~
Fevered Dreams > Black Spider Strike > Blinding Powder > Twisting Fangs.
To name one of my current AB favourites and to start without even referring to the assassin line!
Parasitic Bond...
This one works, but I don't think it's a good starter. Just in my experience, the reasons for which I think anyone goes this way is because it's spammable and allows them to take plague touch as an A/N.
*drumroll's for the one that doesn't work*
Wastrel's Collapse.
~Mitsuki Hiyono~
Sqube
I don't know about essential, but I know that [skill=text]Parasitic Bond[/skill] is one of the best spammable hexes out there.
A lot of people swear by [skill=text]Assassin's Promise[/skill] or [skill=text]Shadow Prison[/skill]; a build could also be made around [skill=text]Seeping Wound[/skill], but most people will tell you that's the stupidest thing you could ever do.
I tend to disagree; Seeping Wound followed by BSS --> TF --> BLS --> BoS will give you an opponent who is poisoned, bleeding, deep wounded, and has an extra -4 degen from Seeping Wound (assuming 13 CS), for a grand total of -11 degen. Seeping Wound also has the benefit of being in the Critical Strikes line, which you're probably already using if you're an dagger using 'sin.
Replace Seeping Wound with something like [skill=text]Mark of Rodgort[/skill] (don't forget your fiery dagger tang!), and you can get that rate of degen up to -14. Degen like that means that only burst healing will keep your target alive; a skill like [skill=text]Restful Breeze[/skill] won't be able to keep up.
A lot of people swear by [skill=text]Assassin's Promise[/skill] or [skill=text]Shadow Prison[/skill]; a build could also be made around [skill=text]Seeping Wound[/skill], but most people will tell you that's the stupidest thing you could ever do.
I tend to disagree; Seeping Wound followed by BSS --> TF --> BLS --> BoS will give you an opponent who is poisoned, bleeding, deep wounded, and has an extra -4 degen from Seeping Wound (assuming 13 CS), for a grand total of -11 degen. Seeping Wound also has the benefit of being in the Critical Strikes line, which you're probably already using if you're an dagger using 'sin.
Replace Seeping Wound with something like [skill=text]Mark of Rodgort[/skill] (don't forget your fiery dagger tang!), and you can get that rate of degen up to -14. Degen like that means that only burst healing will keep your target alive; a skill like [skill=text]Restful Breeze[/skill] won't be able to keep up.
Hyunsai
Siphon speed can be good. 33% speed boost on you and 33% snare on enemy is very good to start a chain. 5 energy and 5s recharge, but half cast range.
Yanman.be
I like Web of Disruption, or Mind wrack (almost as good as para bond )
Tingi
Seeping is pointless
because
Conjure Phantasm is Better and is NOT an elite.
Yes i know it's a mesmer skill.
because
Conjure Phantasm is Better and is NOT an elite.
Yes i know it's a mesmer skill.
clawofcrimson
you can only have 10 degen...so seeping is just fine (perhapse not worthy of elite but ....)
http://gw.gamewikis.org/wiki/Health#...2Fdegeneration
http://gw.gamewikis.org/wiki/Health#...2Fdegeneration
Mistical miss
also the energy cost of conjure phantasm is higher...
clawofcrimson
grasping earth has peaked my interests after seeing the a/e thread
Spirit_Axery
I don't really understand anyone saying "as a spammable hex, Para bond is great for beginning hex chains". My reason for not accepting the merit is this:
There are a few hex starters like Seeping Wounds- just for example- which have a 10 second recharge and a significant (always arguably, heheh) effect of their own.. So why is anyone willing to sacrifice a hex which starts your combo `and` has a significant impact of its own, which recharges roughly in sync with your 12 second recharge hex off hands *breathes* For a hex which has no significant effect of its own, which you won't use much more often (perhaps on passers by) because your attack skills aren't recharging any faster and.. wow, even at 10 curses it's only worth 90 health once your target is dead or it expires..
If you're taking it together with something more useful from the curses line, why not just take `that` skill instead? I'm obviously missing something... someone tell me what that might be? Perhaps it's a hex starter for the indecisive, so they can change their minds right up until the last second!
~Mitsuki Hiyono~
There are a few hex starters like Seeping Wounds- just for example- which have a 10 second recharge and a significant (always arguably, heheh) effect of their own.. So why is anyone willing to sacrifice a hex which starts your combo `and` has a significant impact of its own, which recharges roughly in sync with your 12 second recharge hex off hands *breathes* For a hex which has no significant effect of its own, which you won't use much more often (perhaps on passers by) because your attack skills aren't recharging any faster and.. wow, even at 10 curses it's only worth 90 health once your target is dead or it expires..
If you're taking it together with something more useful from the curses line, why not just take `that` skill instead? I'm obviously missing something... someone tell me what that might be? Perhaps it's a hex starter for the indecisive, so they can change their minds right up until the last second!
~Mitsuki Hiyono~
Laenavesse
i think i look at the hex as a sort of complementary skill to the skills that would actually do the damage, so i guess in my case i'm more or less looking for a starting hex and maybe a secondary extra one to either help start the chain or also help add damage if necessary o.o
i guess for me i'm looking at a black spider strike + twisting fangs + whatever else, so that's poison, bleeding, and deep wound all within two hits >.o that might be why i don't really look at the other degen hexes and instead look at things that would just help me with attacking in general, like Expose Defenses and Siphon Speed, and since i like spamming attacks with Moebius, not looking at other hex elites such as Seeping Wound.
but that's just me o.o
i guess for me i'm looking at a black spider strike + twisting fangs + whatever else, so that's poison, bleeding, and deep wound all within two hits >.o that might be why i don't really look at the other degen hexes and instead look at things that would just help me with attacking in general, like Expose Defenses and Siphon Speed, and since i like spamming attacks with Moebius, not looking at other hex elites such as Seeping Wound.
but that's just me o.o
Patrick Smit
Quote:
Originally Posted by clawofcrimson
you can only have 10 degen...so seeping is just fine (perhapse not worthy of elite but ....)
http://gw.gamewikis.org/wiki/Health#...2Fdegeneration Only partly true, netto degen is maximized but -17 degen complemented with 7 regen results in a degen of 10. -10 degen complemented with 7 regen results in only 3 degen.
http://gw.gamewikis.org/wiki/Health#...2Fdegeneration Only partly true, netto degen is maximized but -17 degen complemented with 7 regen results in a degen of 10. -10 degen complemented with 7 regen results in only 3 degen.
Yanman.be
You could use [skill]Barbs[/skill], [skill]Web of Disruption[/skill] or even [skill]Ether Phantom[/skill].
Draco Angelus
Quote:
Originally Posted by Spirit_Axery
I don't really understand anyone saying "as a spammable hex, Para bond is great for beginning hex chains". My reason for not accepting the merit is this:
There are a few hex starters like Seeping Wounds- just for example- which have a 10 second recharge and a significant (always arguably, heheh) effect of their own.. So why is anyone willing to sacrifice a hex which starts your combo `and` has a significant impact of its own, which recharges roughly in sync with your 12 second recharge hex off hands *breathes* For a hex which has no significant effect of its own, which you won't use much more often (perhaps on passers by) because your attack skills aren't recharging any faster and.. wow, even at 10 curses it's only worth 90 health once your target is dead or it expires..
If you're taking it together with something more useful from the curses line, why not just take `that` skill instead? I'm obviously missing something... someone tell me what that might be? Perhaps it's a hex starter for the indecisive, so they can change their minds right up until the last second!
~Mitsuki Hiyono~
The thing with [skill]parasitic bond[/skill] and it's great recharge is so you can use your combo fully without much problems.
if you want to attack, say, a monk, chances are he has hex removal, or maybe even [skill]hex breaker[/skill], using a high recharge hex, or even a reatively short rechareable 1, it can really screw with your combo, Parasitic bond really helps this way.
There are a few hex starters like Seeping Wounds- just for example- which have a 10 second recharge and a significant (always arguably, heheh) effect of their own.. So why is anyone willing to sacrifice a hex which starts your combo `and` has a significant impact of its own, which recharges roughly in sync with your 12 second recharge hex off hands *breathes* For a hex which has no significant effect of its own, which you won't use much more often (perhaps on passers by) because your attack skills aren't recharging any faster and.. wow, even at 10 curses it's only worth 90 health once your target is dead or it expires..
If you're taking it together with something more useful from the curses line, why not just take `that` skill instead? I'm obviously missing something... someone tell me what that might be? Perhaps it's a hex starter for the indecisive, so they can change their minds right up until the last second!
~Mitsuki Hiyono~
The thing with [skill]parasitic bond[/skill] and it's great recharge is so you can use your combo fully without much problems.
if you want to attack, say, a monk, chances are he has hex removal, or maybe even [skill]hex breaker[/skill], using a high recharge hex, or even a reatively short rechareable 1, it can really screw with your combo, Parasitic bond really helps this way.
Mistical miss
Hmmz... I've been monking in RA and AB the other day. Due to the insane amount of shadowprison sins, I took hex breaker AND holy veil. (The great thing about holy veil is that they miss their first attack, because they dont see u casting hex removal)
Spirit_Axery
Quote:
Originally Posted by Draco Angelus
The thing with [skill]parasitic bond[/skill] and it's great recharge is so you can use your combo fully without much problems.
if you want to attack, say, a monk, chances are he has hex removal, or maybe even [skill]hex breaker[/skill], using a high recharge hex, or even a reatively short rechareable 1, it can really screw with your combo, Parasitic bond really helps this way. I now see the merit of Parasitic Bond. I won't use it, since I'd rather use a hex which really enhances my combo or interferes with the enemy and suffer the occasional setback; but that aside, yes, I do understand peoples' use of it now.
Thanks for that. :E
~Mitsuki Hiyono~
if you want to attack, say, a monk, chances are he has hex removal, or maybe even [skill]hex breaker[/skill], using a high recharge hex, or even a reatively short rechareable 1, it can really screw with your combo, Parasitic bond really helps this way. I now see the merit of Parasitic Bond. I won't use it, since I'd rather use a hex which really enhances my combo or interferes with the enemy and suffer the occasional setback; but that aside, yes, I do understand peoples' use of it now.
Thanks for that. :E
~Mitsuki Hiyono~
Pick Me
Quote:
Originally Posted by Laenavesse
I've been fiddling with the whole hex starter build and I had posted my build already in another thread a while ago.
But now I want to hear what everyone thinks about hexes in assassin builds.
I just wanna hear what you think are the "essential" or most viable ones and the ones that are downright pointless. Of course not listing every single one, but I guess the ones that have been brought up more often.
Also maybe the ones that are more versatile or situational and whatever o.o
This is also not exactly a "build" thread, but you could list some hex + attack combos. Lol, here I thought this was about Assassin hexes, not just general ones.
Phantom Pain + Drain Delusions/Shatter Delusions
Soul Barbs + Wastrel's Worry
Does anyone know what the maximum you can reduce healing by? If there is no max, then your team can reduce healing by over 50% (if you have the right skills/professions).
Weaken Armor + Barbs + Final Thrust (on an opponent with less than 50% max health).
But now I want to hear what everyone thinks about hexes in assassin builds.
I just wanna hear what you think are the "essential" or most viable ones and the ones that are downright pointless. Of course not listing every single one, but I guess the ones that have been brought up more often.
Also maybe the ones that are more versatile or situational and whatever o.o
This is also not exactly a "build" thread, but you could list some hex + attack combos. Lol, here I thought this was about Assassin hexes, not just general ones.
Phantom Pain + Drain Delusions/Shatter Delusions
Soul Barbs + Wastrel's Worry
Does anyone know what the maximum you can reduce healing by? If there is no max, then your team can reduce healing by over 50% (if you have the right skills/professions).
Weaken Armor + Barbs + Final Thrust (on an opponent with less than 50% max health).
Yanman.be
Pick Me: Search ftw
Pick Me
Quote:
Originally Posted by Yanman.be
Laenavesse
Quote:
Originally Posted by Pick Me
Lol, here I thought this was about Assassin hexes, not just general ones.
well i originally intended to make it just assassin hexes...but then i thought it would be better to go ahead and include all the others ones because i had a feeling people would say something about the sin hexes but then go "but this hex from the _____ profession is better! *continue to talk about it*"
so for the sake of my sanity and a better discussion, i ended up including all hexes when I made the OP
so for the sake of my sanity and a better discussion, i ended up including all hexes when I made the OP
remmeh
Siphon Speed and Expose Defenses... nuff said.
BaconSoda
You can go ahead and flame me for this, but Wastrel's Colapse is a wonderful skill when implemented right. I've been running it on a mesmer, with Wastrel's Worry, Diversion, and Blackout (with matching Shadow Step) and it really adds the final "umph!" to a pressure build. Smack on Diversion, then the 2 Wastrel skills and it puts on some mighty pressure on smart players. Puts good monks in the situatiuons you want them to be in, "If they do they're screwed, if they don't they're screwed." If the cast through it, they lose a skill for 1 minute (in fast paced combat, this really hurts), if they don't cast through, they're damaged and on the ground, making them prime targets for a spike or warrior, or assassin. In fights with up to 3 monks, it can shut-down 1 monk with Blackout, and cripple another with Diversion +Watrels Worry/Colapse, leaving someone open for a death, be it another monk or a warrior. Diversion also cannot be removed from a target, since it is covered for a full duration by the wastrel skills. In Random PvP with only one monk, it can add insult to injury by knocking a target down at the last second after a blackout. Don't say a skill sucks because you can't find a use for it, you just haven't put it in the right position yet.
Master Ketsu
Quote:
Originally Posted by Draco Angelus
The thing with [skill]parasitic bond[/skill] and it's great recharge is so you can use your combo fully without much problems.
if you want to attack, say, a monk, chances are he has hex removal, or maybe even [skill]hex breaker[/skill], using a high recharge hex, or even a reatively short rechareable 1, it can really screw with your combo, Parasitic bond really helps this way. To add to this, its so spammable that in pvp you can stick it on every person on the enemy team. This does two things:
Serves as a cover hex for any necros or mesmers on your team, making it difficult for any monk to tell whether or not someone needs a hex removal.
Makes it harder for the opposing team to tell who your targeting. hexes like [skill]siphon speed[/skill] , [skill]Augury of death[/skill] or [skill]expose defenses[/skill] are nice but its a dead giveaway to who is going to get hit with your combo in the next few seconds.
if you want to attack, say, a monk, chances are he has hex removal, or maybe even [skill]hex breaker[/skill], using a high recharge hex, or even a reatively short rechareable 1, it can really screw with your combo, Parasitic bond really helps this way. To add to this, its so spammable that in pvp you can stick it on every person on the enemy team. This does two things:
Serves as a cover hex for any necros or mesmers on your team, making it difficult for any monk to tell whether or not someone needs a hex removal.
Makes it harder for the opposing team to tell who your targeting. hexes like [skill]siphon speed[/skill] , [skill]Augury of death[/skill] or [skill]expose defenses[/skill] are nice but its a dead giveaway to who is going to get hit with your combo in the next few seconds.
Laenavesse
by then, however, you should have reached them and started your combo..and so far, whenever I used Expose or Siphon, it's never removed until i'm way into my chain and they're almost dead or majorly conditioned, lol
Samurai-JM
Ive stopped using them altogether at this point. When you go into a battle and see an assassin hex on you its just like "oooh here it comes..." they ping the skill and a monk tosses prot spirit on them and u lose.
I've done the unthinkable today... an assasssin build with NO hexes, NO conditions, and AURA OF DISPLACEMENT!
And it worked pretty darn good No1 expected it, with no hex I was never even seen, and thus never defended against. Free glad point with RA team ftw
I've done the unthinkable today... an assasssin build with NO hexes, NO conditions, and AURA OF DISPLACEMENT!
And it worked pretty darn good No1 expected it, with no hex I was never even seen, and thus never defended against. Free glad point with RA team ftw
Destrus The Demonic
If you give away who your going to hit with a hex it's extremely easy to heal. I find shadow prison assassins to be extremely easy to heal against because they use their hex and you can just put spirit bond up and get ready to heal. With hexes on their whole team they cant pre-prot and they will probably have a second or two less to react. This will create alot more kills expecially if the rest of your team is pressuring them too. You will need some sort of snare which will probably be a hex but its worth it to bring parasitic bond as just a distraction. An alternative would be to have a hexer on your team. These things aren't necessary but they help alot.
beltran13579
Quote:
Originally Posted by Samurai-JM
Ive stopped using them altogether at this point. When you go into a battle and see an assassin hex on you its just like "oooh here it comes..." they ping the skill and a monk tosses prot spirit on them and u lose.
I've done the unthinkable today... an assasssin build with NO hexes, NO conditions, and AURA OF DISPLACEMENT!
And it worked pretty darn good No1 expected it, with no hex I was never even seen, and thus never defended against. Free glad point with RA team ftw
whats wrong with conditions? if the last attack in ur combo lets say is TWISTING FANGS then what are they gona to to remove it if its the last skill in your combo
I've done the unthinkable today... an assasssin build with NO hexes, NO conditions, and AURA OF DISPLACEMENT!
And it worked pretty darn good No1 expected it, with no hex I was never even seen, and thus never defended against. Free glad point with RA team ftw
whats wrong with conditions? if the last attack in ur combo lets say is TWISTING FANGS then what are they gona to to remove it if its the last skill in your combo
Samurai-JM
Nothings wrong with them, they are fantastic! Ive just been trying new(but actually very old) concepts. And nobody in RA saw it coming O_O
Sqube
Tan Blademaster: I know that Conjure Phantasm is non-elite and gives you more degen. But like I said, it has the advantage of being in Critical Strikes, which is probably something that you've got a fair amount of points in anyway; Conjure Phantasm is locking your secondary and forcing you to use 4 attribute lines. Reading comprehension FTW! ;-)
clawofcrimson: And I know that degen is capped at -10; however, when people use regenerative heals (like Restful Breeze) as opposed to burst healing, that additional degen is accounted for. Reading comprehension FTW! ;-)
Spirit Axery: I think the reason a lot of people (myself included) like Parasitic Bond so much is because it's cheap and non-elite. It might not have as significant an effect as a lot of the other hexes available, but it also has the advantage that you can cast it on everyone, thereby guaranteeing that the healer can't pre-protect whoever you're going to hit with your chain. There's a lot to be said for the element of surprise.
BaconSoda: That's all well and good... but this isn't the Mesmer section. This is the Assassin section. For us, Wastrel's Collapse is such an incredibly situational skill that most of us are hard-pressed to find a reason to use it. For our class, it's the kind of skill where you have to create an entire build around it. And for the effort and (dubious) results, you're better off running just about any other build out there.
clawofcrimson: And I know that degen is capped at -10; however, when people use regenerative heals (like Restful Breeze) as opposed to burst healing, that additional degen is accounted for. Reading comprehension FTW! ;-)
Spirit Axery: I think the reason a lot of people (myself included) like Parasitic Bond so much is because it's cheap and non-elite. It might not have as significant an effect as a lot of the other hexes available, but it also has the advantage that you can cast it on everyone, thereby guaranteeing that the healer can't pre-protect whoever you're going to hit with your chain. There's a lot to be said for the element of surprise.
BaconSoda: That's all well and good... but this isn't the Mesmer section. This is the Assassin section. For us, Wastrel's Collapse is such an incredibly situational skill that most of us are hard-pressed to find a reason to use it. For our class, it's the kind of skill where you have to create an entire build around it. And for the effort and (dubious) results, you're better off running just about any other build out there.
Shadowfox1125
I mainly use..
[card]Shadow Prison[/card]
[card]Expose Defenses[/card]
[card]Siphon Speed[/card]
[card]Mark of Instability[/card]
and I've seen people use
[card]Seeping Wound[/card]
[card]Shadow Prison[/card]
[card]Expose Defenses[/card]
[card]Siphon Speed[/card]
[card]Mark of Instability[/card]
and I've seen people use
[card]Seeping Wound[/card]
Samurai-JM
^ Definitely the most used assassin hexes in GW.
When you see them you can tell almost exactly what the rest of the build will be
Shadow Prison = BoA+BSS+TF+TLS+BS
The others are... usually pretty much the same
When you see them you can tell almost exactly what the rest of the build will be
Shadow Prison = BoA+BSS+TF+TLS+BS
The others are... usually pretty much the same
Samurai-JM
^ Definitely the most used assassin hexes in GW.
When you see them you can tell almost exactly what the rest of the build will be
Shadow Prison = BoA+BSS+TF+TLS+BS
The others are... usually pretty much the same
When you see them you can tell almost exactly what the rest of the build will be
Shadow Prison = BoA+BSS+TF+TLS+BS
The others are... usually pretty much the same
Shadowfox1125
Another one I occasionally see is
[card]Shroud of Silence[/card]
which isn't bad.
[card]Shroud of Silence[/card]
which isn't bad.
Sqube
If the other team only has one monk, you throw that on the monk and then spike... well, anybody you want to, really.
ensoriki
A sin with enough Deadly arts and deadly paradox shroud of silence is wonderful
even if your blinded your team can kill the monk easy.
Anyways even though it doesnt work anymore when impale was a hex it was awesome.
Wastrels collapse is good, I used wastrels collapse then iron palm to knock down a foe, activated falling spider wastrels activated almost instantly after they got up, then I HoTo them when they got back up, followed by impale and signet of toxic shock.
Wastrels collapse is great if you knock down your foe first, because as soon as they get up, there down again
even if your blinded your team can kill the monk easy.
Anyways even though it doesnt work anymore when impale was a hex it was awesome.
Wastrels collapse is good, I used wastrels collapse then iron palm to knock down a foe, activated falling spider wastrels activated almost instantly after they got up, then I HoTo them when they got back up, followed by impale and signet of toxic shock.
Wastrels collapse is great if you knock down your foe first, because as soon as they get up, there down again
Kiba of hidden leaf
Quote:
Originally Posted by BaconSoda
You can go ahead and flame me for this, but Wastrel's Colapse is a wonderful skill when implemented right. I've been running it on a mesmer, with Wastrel's Worry, Diversion, and Blackout (with matching Shadow Step) and it really adds the final "umph!" to a pressure build. Smack on Diversion, then the 2 Wastrel skills and it puts on some mighty pressure on smart players. Puts good monks in the situatiuons you want them to be in, "If they do they're screwed, if they don't they're screwed." If the cast through it, they lose a skill for 1 minute (in fast paced combat, this really hurts), if they don't cast through, they're damaged and on the ground, making them prime targets for a spike or warrior, or assassin. In fights with up to 3 monks, it can shut-down 1 monk with Blackout, and cripple another with Diversion +Watrels Worry/Colapse, leaving someone open for a death, be it another monk or a warrior. Diversion also cannot be removed from a target, since it is covered for a full duration by the wastrel skills. In Random PvP with only one monk, it can add insult to injury by knocking a target down at the last second after a blackout. Don't say a skill sucks because you can't find a use for it, you just haven't put it in the right position yet.
I'm glad you were brave enough to say that. It sounds great.