Hybrid Prot Variant

Lurid

Lurid

Jungle Guide

Join Date: Mar 2006

Mo/

Just sitting around in PvE / PvP and I noticed sometimes removing hexes from hex heavy areas / cover hexes in PvP can be a pain. So I went on a small quest to find the best (imho) hex removal, and came across Expel Hexes. Personally I love this skill for several reasons:
Unlinked Two Hexes Removed Low Cost
  • Moderately Short Cast Moderately Short Recharge
    Which allows you (especially in PvE) to run a standard Prot / Heal hybrid without having to fuss about with speccing into an alternative line, and thus possibly reducing the effectiveness of your primary purpose. Anyway, here's what i've got, and if you like feel free to try it out and suggest changes that will (hopefully) make the build as a whole better. I'm sure its been done, but I haven't seen it recently.

    Divine Favor - 12 + 1 + 1
    Protection Prayers - 9 + 1
    Healing Prayers - 9 + 1

    1. Gift of Health
    2. Reversal of Fortune
    3. Signet of Devotion
    4. Shield of Absorption
    5. Protective Spirit
    6. Expel Hexes
    7. Dismiss Condition
    8. Rebirth (PvE)

    IMHO it works quite well in PvE, however in PvP I can see its greatest flaw (imo) to be a lack of kiting skills, for to my knowledge Mesmers don't really have too many, aside from hexing the target you're running from with a slow spell.

    The build would obviously be different in PvP, for example:

    1. Gift of Health
    2. Reversal of Fortune
    3. Signet of Devotion
    4. Shield of Absorption
    5. Protective Spirit
    6. Expel Hexes
    7. Dismiss Condition
    8.

    Gear wise I prefer Shepherd's Armor (+HP) with my basic runes, primary on the head, and vigor. With any extra space used up by Vitae runes, as I personally don't have problems with energy, and thus prefer armor or health.

    I generally use a Fiery Flame Spitter of Enchanting, 10% HSR & +20% Enchant. With either a +10 vs Piercing & +30 HP & +16 AL (+8 AL) shield, or a 10% HSR & +30 HP & +12 Energy offhand.
  • ca_aok

    ca_aok

    Krytan Explorer

    Join Date: Sep 2006

    Xen of Onslaught

    E/Me

    Other than saving 5 energy what's the benefit of this over Divert? You aren't really specing another line since you're investing in prot prayers anyway... Assuming 2 hexes are removed that 5 energy will be used to heal for roughly the same amount as gift, and your target also loses 2 conditions to boot.

    Llint

    Lion's Arch Merchant

    Join Date: May 2006

    You can get a pretty strong build with deny hexes now, I don't really see the point in bringing divert hexes anymore. But thats just one mans opinion.

    ca_aok

    ca_aok

    Krytan Explorer

    Join Date: Sep 2006

    Xen of Onslaught

    E/Me

    That is a good point. I don't really like being forced to use Signet of Devotion before casting deny though, since that effectively gives it a 3 second cast time. The only other viable alternative is something like Divine Spirit, and even that isn't optimal since it's down 3/4 of the time. (This is assuming we want 2 hexes removed, not just one, since there are better options for single hex removal).

    Lurid

    Lurid

    Jungle Guide

    Join Date: Mar 2006

    Mo/

    Divert has the drawback of being 10e, for one. It does have the advantage of being able to remove both hexes and conditions.

    This is imho better, because i'm going to be backing a condition remover anyway, so I might aswell be able to get something for cheaper, in the even that I don't need any other removal. Wherein the Expel Hexes > Divert Hexes, personally I break it down like this:

    If you're always removing 2 hexes & 1 - 2 Conditions - Divert Wins
    Divert gives a boost from Divine - Divert Wins
    Diver has a shorter recharge (5s vs 8s) - Divert Wins

    Expel is cheaper when only removing hexes - Expel Wins
    Expel can be used in builds not speccing into Prot - Expel Wins

    I like Divert, but unless I know i'm going into an area that is very hex / condition heavy I prefer Expel. As its better (imho) than any other 5e 1 hex remover, and doesn't require any special things to be filled in for it to work (Deny) or to be removed in order to get the effect, I just hit it and forget it.

    However those are valid points, just trying to offer what may be a new perspective to some. So far i'm happy with the build, however like all other things it can be improved upon ^_^

    moko

    moko

    ??uo??o??

    Join Date: May 2006

    when already running an elite condition removal, picking Expel over Divert is simply idiotic. sorry.

    you most likely forgot the fact that Divert is not only a hex removal, but also one BADASS HEAL. with only 12 (well, should run 13 at least) in Prot, you're getting up to 3 hexes, up to 3 conditions (usually don't matter), a 180 heal not including df. it might cost more, but with expel you will still have at least one hex left AND you will need to use 5e to actually possibly heal up with gift, and divert still wins.

    so yeah, run higher prot and you might realise Divert removes 3 hexes instead of 2.

    the only reason to take expel would be when you use a full healing build only, but if you do that, you are a moron also, so there's no possibly way a monk should ever use expel hexes, except if they lack NF.

    dryserg

    Ascalonian Squire

    Join Date: Jan 2007

    The Small gods [Iced]

    Rt/Me

    not clear what type of pvp are you talking about.
    HA?, TA, RA? AB? HB or GvG - cause they are very different
    8 v 8 teams use mesmer for that, or even somtimes a paragon.

    Divert is much better then expel on monk, but Divert as only hex removal is also bad, still if you know how to use purge sig, holy veil, convert hexes,
    and your teammates know to call for divert, then you ll be fine.

    my tip is: condition removal and hexes removal have to be called for, its the only way for you to keep the team alive, common mistake for monks to shoot RC/divert as son as they see purple/green bar, thats the core difference pvp - pve , cause most of the time you dont expect pvE pugs/heroes/henchies to call for removal, thus lots of energy needed.

    Cebe

    Cebe

    The 5th Celestial Boss

    Join Date: Jul 2006

    Inverness, Scotland

    The Cult of Scaro [WHO]

    E/

    Although I do think Expel Hexes is a beautiful skill I'm going to have to agree with everyone else and say Divert Hexes is the way forwards. From the first time I ever tried this skill I loved it. I used it in Alliance Battles which worked a treat against sins who love to go "Hex > Hex > Condition > Condition > Condition..." Divert Hexes just pretty much seemed like a "system restore" button.

    Lurid

    Lurid

    Jungle Guide

    Join Date: Mar 2006

    Mo/

    Yes, but when you're not also getting conditions and hexes Expel > Divert, remember you only get that larger healing bonus when you're removing both conditions AND hexes, otherwise you only get the bonus from Divine Favor, and personally paying 5e more for just that bonus isn't worth it.

    In most standard Blessed Light bars (from everything i've ever seen concerning them) is something (generally) like this:

    Divine Favor - 12 + 1 + 1 - 3
    Protection Prayers - 9 + 1
    Healing Prayers - 9 + 1

    In that case (what I generally run ^) you get 2 hexes removed tops, therefore you're not getting an extra hex removed. I agree, in areas where there are both heavy conditions, and hexes Divert is better, and in PvP / AB I would probably rather have Divert. However you cannot say that Divert > Expel in all conditions if you have looked at both.

    Lurid

    Lurid

    Jungle Guide

    Join Date: Mar 2006

    Mo/

    However I do prefer Divert to Blessed light, in almost all situations. =p

    moko

    moko

    ??uo??o??

    Join Date: May 2006

    Quote:
    Originally Posted by Lurid
    Yes, but when you're not also getting conditions and hexes Expel > Divert, remember you only get that larger healing bonus when you're removing both conditions AND hexes, otherwise you only get the bonus from Divine Favor, and personally paying 5e more for just that bonus isn't worth it.

    In most standard Blessed Light bars (from everything i've ever seen concerning them) is something (generally) like this:

    Divine Favor - 12 + 1 + 1 - 3
    Protection Prayers - 9 + 1
    Healing Prayers - 9 + 1

    In that case (what I generally run ^) you get 2 hexes removed tops, therefore you're not getting an extra hex removed. I agree, in areas where there are both heavy conditions, and hexes Divert is better, and in PvP / AB I would probably rather have Divert. However you cannot say that Divert > Expel in all conditions if you have looked at both. ouch. please stop talking crap. making my eyes bleed.

    how about you try using divert? it gives the health bonus on the hexes, not the conditions.

    why the hell do you mention BLight? BLight's attribute points != DH's points. you NEED to put 12 (13 for weakness) into prot and have less divine. you know why Blight had a lot divine? because it's LINKED TO DF!

    so, obviously, i'd suggest you to stick with unlinked elites, or maybe unlinked skills only, that way you will always get the best out of them, because you are too lazy to get the best out of the other attributes. geez. >_>

    and yes, i can say divert > expel in ALL situations, k? (on a monk primary, that is, which isn't a smiter that doesn't have spare points for 12 prot for whatever reason)