Remove Hex or Cure Hex?

Sir Tidus

Wilds Pathfinder

Join Date: Jan 2008

My monk has 12 healing prayers. The Question is: is remove hex better for him or is cure hex? I know that cure hex also heals a lot, but it has a recharge time of 12 seconds. Wouldn't that not be enough for the whole party that the monk has to cover? Remove hex has a recharge time of 8 seconds which is 4 seconds faster than that of cure hex. Now I know that remove hex doesn't heal, but that's what I have my healing spells for, I just want to be able to remove hexes as fast as possible right? So can someone please tell me which is better for my monk? Thank you!

Richardt

Richardt

Jungle Guide

Join Date: Sep 2007

http://friendsofloa.com/forum

Leader-Legion of Avalon [LoA] Alliance-Recruiting PM for info!

I would go with remove hex for a hex removal utility.

RPGmaniac

RPGmaniac

Desert Nomad

Join Date: Aug 2005

Neither are all that bad, it's kind of a toss up really. I prefer cure hex just because of the heal. It's not like it's a nominal heal, either. It's a pretty strong heal. You can get usually away with 4 more seconds in PvE where the hexes don't always stack up in groups of 3 or 4.

Lord Xivor

Frost Gate Guardian

Join Date: Jan 2007

Fort Bragg, NC

Our God Is A Consuming [FIRE]

Rt/A

It depends on where you are going. And it depends on if you plan on removing all hexes or not. Most hexes don't need to be removed, like when an enemy casts Backfire on a Warrior. Its lame. The real hexes that I feel are necessary to remove are things like anti-melee on a frontliner or anti-caster on a caster. If you sat there and spent your time removing every hex that hit your party, you would run out of energy before you even healed. You need to pick and choose your hexes carefully. A large part of that would be to know the area you are going in. I always am aware of what types of conditions or hexes are in the area I am venturing forth in via research in the GW wiki's. That way, I know if I should even bother having a hex removal (or condition removal) at all.

Personally, Cure Hex is the hex removal that I lean towards, especially when running a Healer's Boon build, because it doubles as a substancial heal...definitely awesome when facing a lot of damaging hexes. In the end, however, Convert Hexes owns all! :-)

fenix

fenix

Major-General Awesome

Join Date: Aug 2005

Aussie Trolling Crew HQ - Event Organiser and IRC Tiger

Ex Talionis [Law], Trinity of the Ascended [ToA] ????????????????&#

W/

Easy, Cure Hex is the better one just because of the HUGE heal it has. Remove is okay, but I'd go with Cure. Plus, if you use a 40/40 Healing set (which you should), then Cure will have a better recharge most of the time

Sir Tidus

Wilds Pathfinder

Join Date: Jan 2008

Quote:
Originally Posted by fenix
Easy, Cure Hex is the better one just because of the HUGE heal it has. Remove is okay, but I'd go with Cure. Plus, if you use a 40/40 Healing set (which you should), then Cure will have a better recharge most of the time
What's a 40/40 healing set?

And please everyone, I'm a noob, I only have Prophecies and EotN, so no healer's boon for me.

So is a single hex removing spell with 12 seconds of recharge enough for a whole party?

Thanks to everyone for the quick reply.

RPGmaniac

RPGmaniac

Desert Nomad

Join Date: Aug 2005

A 40/40 set is a wand and focus set with a 20% halves casting time (20%;HCT) and halves skill recharge (20%;HSR). Using this set gives you the best chance of getting the HCT and/or HSR bonus (and I believe there is a chance of both of them going off, further increasing your gain).

Also, keep in mind that if you play in GWEN and bring Mhenlo, he'll have his own hex removal too so your hero monk won't be the only one with hex removal.

Either way though I would still say yes, a hex removal with a 12 second recharge is just fine in PvE.

ShadowsRequiem

ShadowsRequiem

Furnace Stoker

Join Date: Oct 2005

Inde is Smoking [Hawt] *ToA*

W/E

Quote:
Originally Posted by Sir Tidus
What's a 40/40 healing set?

And please everyone, I'm a noob, I only have Prophecies and EotN, so no healer's boon for me.

So is a single hex removing spell with 12 seconds of recharge enough for a whole party?

Thanks to everyone for the quick reply.
Most monks use 40% faster cast and 40% recharge wands+foci to make their healing spells cast faster so they are harder to interrupt and have 1/2 the recharge time :P

Cure is great if you are looking for one with a heal.

xiaotsu

Desert Nomad

Join Date: Feb 2006

Doomlore Shrine

Just Us Gamers [JUGs]

R/

Quote:
Originally Posted by Sir Tidus
What's a 40/40 healing set?

And please everyone, I'm a noob, I only have Prophecies and EotN, so no healer's boon for me.

So is a single hex removing spell with 12 seconds of recharge enough for a whole party?

Thanks to everyone for the quick reply.
Generally every 12 seconds is enough, the other monk should have some sort of hex removal also if possible. Most hexes aren't enough to worry about.

Sir Tidus

Wilds Pathfinder

Join Date: Jan 2008

Thank you very much everyone. So it's going to be cure hex then. No objections? Going once, going twice, sold!

DarkFlame

Desert Nomad

Join Date: Feb 2005

Ascalon

E/

I've noticed you have been asking a lot of monk questions, and mainly for your hero. And while you do seem to get better exposure in Q&A, I just have to point out that a more appropriate place to ask those kind of questions would be here or
here. You should also think about consolidating them into one thread.

And yes, of the 2, go with Cure Hex. The heal is rather large and the 4 sec difference is negligible in PvE. You might also want to consider Spotless Mind for later when you find yourself in a very hex heavy area.

the kurzick eater

the kurzick eater

Krytan Explorer

Join Date: Sep 2007

1323 lancelot dr. greenwood PA

wat

Mo/

spotless mind works well in pve , but horribly in pvp due to the 3 seconds before it removes the hex.

on topic, cure hexes heal is extremely helpful, and worth the recharge time.

Grasping Darkness

Grasping Darkness

Banned

Join Date: Nov 2005

Quote:
Originally Posted by RPGmaniac
Neither are all that bad, it's kind of a toss up really. I prefer cure hex just because of the heal. It's not like it's a nominal heal, either. It's a pretty strong heal. You can get usually away with 4 more seconds in PvE where the hexes don't always stack up in groups of 3 or 4.
I couldn't have said it better myself. Your statement wins this thread.

Coloneh

Coloneh

Furnace Stoker

Join Date: Nov 2006

D/W

I prefer Remove. I have enough healing on my bar. i dont need a third skill to do it. the faster recharge is more useful.

Gift3d

Gift3d

Forge Runner

Join Date: Feb 2007

Las Vegas

Enraged Whiny Carebears [oR]

W/E

If you specialize in healing, cure hex.
If you specialize in prot / need for a utility, remove hex.

Darkobra

Darkobra

Forge Runner

Join Date: Aug 2006

Scotland

Type like an idiot, I'll treat you like an idiot

E/Me

I personally use remove, just because I mainly play a protection monk. However, with a pure healer, the cure hex would be better. Those 4 seconds mean very little when you get a massive boost of healing to counter the damage of the hex.

Macks Mistress

Macks Mistress

Academy Page

Join Date: Feb 2008

UK

Avatar Of Heroes [Hero]

Cure hex everytime. Big heal <3

arcanemacabre

arcanemacabre

Grotto Attendant

Join Date: Feb 2006

North Kryta Province

Angel Sharks [As]

For a human monk, it's a toss-up because it's easier to control who gets a hex removed, thus making hex removal viable. Heroes pretty much remove hexes from random allies, without much thought to what hexes are being used and who on your team is most affected by them. Thus, for hero monks, Cure Hex all the way, since even with random hex removal, you still get that nice heal and it makes it all worth it. In hex-heavy areas, Deny Hexes can be nice (with the right bar), Spotless Mind is alright, but the best would be Divert Hexes.

Mr. G

Mr. G

Desert Nomad

Join Date: Jul 2006

S. Wales

Mo/Me

For PvE Id say Cure is the only real way

When facing mobs your either going to get:

A. 1 Odd foe casting a hex that you can remove easily
B. So many foes spamming that not even a 1 second recharge could save you

And in either case the healing is a good boon

Div

Div

I like yumy food!

Join Date: Jan 2006

Where I can eat yumy food

Dead Alley [dR]

Mo/R

Cure hex by far. You generally don't have enough hex removal even with remove hex, so the main point of that skill slot is to have a cheap heal with the utility of removing a hex.

Chthon

Grotto Attendant

Join Date: Apr 2007

Cure hex.
The other monk should have hex removal as well.
Both of you should know your mobs and take priority hexes off priority targets.

Stormlord Alex

Stormlord Alex

Grotto Attendant

Join Date: Dec 2005

Beyond the Forest of Doom, past the Cavern of Agony... on Kitten & Puppy Island

Soul of Melandru [sOm]

W/E

Cure Hex.

The lower recharge of Remove is pointless, mobs will layer on so many hexes not even [skill=text]Divert Hexes[/skill] will cope with all of them.

cure Hex you use to remove a priority hex (say, Backfire or Spiteful Spirit) or as a powerful heal.

Noel Hope

Noel Hope

Frost Gate Guardian

Join Date: Aug 2007

America

[SBP]

Mo/

If I had to pick just one, cure hex wins hands down.

However, due to the recharge time of cure hex and the ammount of hexes thrown around in PvE, I usually place both cure hex and remove hex on my bar when I heal.

Legends

Legends

Academy Page

Join Date: Dec 2007

[Merc]

P/Rt

I use this combo a lot now on my monk.

[skill]glyph of renewal[/skill]

I love the combo because I'll usually removing hexes every 4 or 5 seconds, and it has an added healing bonus.

JR

JR

Re:tired

Join Date: Nov 2005

W/

Quote:
Originally Posted by Legends
I use this combo a lot now on my monk.

[skill]glyph of renewal[/skill]

I love the combo because I'll usually removing hexes every 4 or 5 seconds, and it has an added healing bonus.
Why not just take Divert Hexes or another removal? That's one of the most pointless combinations I have ever seen.

Legends

Legends

Academy Page

Join Date: Dec 2007

[Merc]

P/Rt

Quote:
Originally Posted by JR
Why not just take Divert Hexes or another removal? That's one of the most pointless combinations I have ever seen.
Congratulations! I'm pretty sure you've aleady fogotten the Divine Spirit Renewal combo already!

Give JR an award.

Pyro maniac

Pyro maniac

Desert Nomad

Join Date: Apr 2006

Quote:
Originally Posted by Legends
Congratulations! I'm pretty sure you've aleady fogotten the Divine Spirit Renewal combo already!

Give JR an award.
HUH!?


OT: Cure hex.

JR

JR

Re:tired

Join Date: Nov 2005

W/

Quote:
Originally Posted by Legends
Congratulations! I'm pretty sure you've aleady fogotten the Divine Spirit Renewal combo already!

Give JR an award.
I really must invest in taking some of those mind reading classes so I can derive information from posts that isn't actually there.

...and spending an extra 5 energy just so you can cast Cure Hex more often kinda defeats the point of it being an efficient heal and hex removal. GoR is not a good Monk elite, Divine Spirit or otherwise.

Stormlord Alex

Stormlord Alex

Grotto Attendant

Join Date: Dec 2005

Beyond the Forest of Doom, past the Cavern of Agony... on Kitten & Puppy Island

Soul of Melandru [sOm]

W/E

Quote:
Originally Posted by Legends
Congratulations! I'm pretty sure you've aleady fogotten the Divine Spirit Renewal combo already!

Give JR an award.
No, because JR doesn't play bad builds

edit: @ JR... Sync!

Serenitysong

Serenitysong

Ascalonian Squire

Join Date: Mar 2008

Clandestiny of Solitude [LaZy]

E/

Cure Hex when you are running a heal build and Remove Hex if you are straight protection. Another option is taking Mesmer secondary and using Inspired/Revealed Hex for a small energy gain. Keep in mind the type of hex remover isn’t as important as knowing when to use it. As Chton and Stormlord Alex already stated, save it for the high priority hexes and don’t worry so much with the less dangerous ones.

Steboy93

Steboy93

Furnace Stoker

Join Date: Feb 2007

Trinity of the Ascended [ToA] | Ex-Officer [TAM]

W/

Definatly Cure Hex

- Tain -

- Tain -

Desert Nomad

Join Date: Apr 2006

[SMS]

R/

Cure Hex - the heal makes it a more versatile skill, helpful for reducing pressure.

Run a 40/40 set, but even without it the recharge isn't usually an issue, seeing as no one expects you to keep your party clean with any 1 skill. Spot hex removal is to remove critical hexes, this has the bonus of being a potent heal.