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Question About Conditions and Hexes
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If you're trying to go through a specific area or mission, you might want to read the wiki page on it.
www.gw.gamewikis.org and www.wiki.guildwars.com
www.gw.gamewikis.org and www.wiki.guildwars.com
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To answer your question directly: You will probably suffer more conditions than you would hexes. Not just in Prophesy but in the game in general.
A caveat to the answer: The hexes you will encounter will tend to have a more debilitating effect on your party than conditions. But that is highly arguable. I don't remember being overly concerned with hexes in Prophesies.
To answer what you are not asking: I think your team build should have several condition removal, but you can afford 1 hex removal most of the time. Change the proportion of that to suit individual zones.
A caveat to the answer: The hexes you will encounter will tend to have a more debilitating effect on your party than conditions. But that is highly arguable. I don't remember being overly concerned with hexes in Prophesies.
To answer what you are not asking: I think your team build should have several condition removal, but you can afford 1 hex removal most of the time. Change the proportion of that to suit individual zones.
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Originally Posted by mistokibbles
If you're trying to go through a specific area or mission, you might want to read the wiki page on it.
www.gw.gamewikis.org and www.wiki.guildwars.com |

It should be: http://guildwars.wikia.com/
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Originally Posted by snaek
well 9 out of 10 classes can inflict conditions (monk cant)
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Anyway in regards to the OP, it's probably about the same, but it's hard to tell because I find that it's easier to remove conditions than hexes. [[Extinguish] and [[Pure Was Li Ming] are both party-wide condition removals, with Li Ming basically removing every condition on your party, but afaik there aren't any useful party-wide hex removals.
EDIT: Forgot [[Hexbreaker Aria], which owns on a DSlasher, of course providing your non-spellcasting team members have a spell, but if not it'll give your Monks something to do.
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Number doesn't matter. You can cripple, bleed, poison and blind the caster, and they'll be happily nuking away. But daze them, and they're done. You can also put spirit shackles on them, empathy, spirit of failure, .... and they won't care. But single unremoved Backfire will kill them if not careful.
Same goes for melee. Condition and hex them all you want, and they might not care. But put a SS on a Frenzy warrior, and they can wipe your party.
It's not quantity, it's quality that matters.
In Jungle, there's plenty of hexes, as well as poison. Undead spam blind and weakness. In Shiverpeaks, there's plenty of everything, including Spiteful Spirit bosses. Desert has trappers and Virulence (I think), as well as Plague Tough on giants, so conditions galore.
But apart from a few zones, anti-melee conditions and degen are predominant in Prophecies. As far as casters go, Ring of Fire has some annoying hexes, and sometimes there's Backfire.
Same goes for melee. Condition and hex them all you want, and they might not care. But put a SS on a Frenzy warrior, and they can wipe your party.
It's not quantity, it's quality that matters.
In Jungle, there's plenty of hexes, as well as poison. Undead spam blind and weakness. In Shiverpeaks, there's plenty of everything, including Spiteful Spirit bosses. Desert has trappers and Virulence (I think), as well as Plague Tough on giants, so conditions galore.
But apart from a few zones, anti-melee conditions and degen are predominant in Prophecies. As far as casters go, Ring of Fire has some annoying hexes, and sometimes there's Backfire.
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Originally Posted by HawkofStorms
In American collegiate football, do teams run the ball more often or pass?
The correct answer can never be given, as it vastly depends on the teams playing. Your question is way to broad to have any sort of useful "correct" answer. |
If you are looking for a build to use on hero Monks for the whole game, forget it. Some areas need no condition removal at all - NONE. Some need TONS of condition removal. You must adapt as you move. Be prepared for both, unless you know the area you will be working doesn't need it.
If you want to know something specific, then refine your question. This question has no answer.
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Originally Posted by arsie
To answer what you are not asking: I think your team build should have several condition removal, but you can afford 1 hex removal most of the time. Change the proportion of that to suit individual zones.
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Originally Posted by Sir Tidus
Where? Which ones? I used wiki and couldn't find any undead that can inflict blind or weakness.
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http://guildwars.wikia.com/wiki/Smoke_Phantom
http://guildwars.wikia.com/wiki/Carven_Effigy
last one is from NF
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Originally Posted by Sir Tidus
My monk hero has mend ailment and cure hex. On my mesmer hero, I can either bring a smite condition or smite hex, which should I bring? And please don't attack me for using smiting prayers on a mesmer (I don't have a lot of skills unlocked yet so I have to use what I have). Thanks.
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[Shatter Hex][Inspired Hex] all from Prophecies, which is all you have except GW:EN iirc.
[Revealed Hex][Expel Hexes][Hex Eater Signet] from Factions.
[Hex Eater Vortex] from Nightfall.
