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Originally Posted by A11Eur0
Yeah....because GW is all about 1v1 and solo farming. Sure.
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Hmm, yes, because that PvP aspect out there is pretty much an afterthought.
Quote:
Originally Posted by A11Eur0
Personally as a warrior, I love peace and harmony. ON MY PROT HERO. Because all the anti-warrior conditions and hexes in PvE...zomg unstoppable!
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Yes, it's fine for PvE because it can be kept up almost indefinitely with the the right atts and mods:
Quote:
Originally Posted by cthulhu reborn
Even if a monk casts it on your warrior it will last 6 seconds if that monk has divine favour of at least 14 and an ench mod on his staff/sword. and the recast is still 7.
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From the apparently irrelevant PvP perspective though it still has too many problems. It certainly isn't going to replace RC (which is a vastly superior skill for pure condition removal) on the prot monk who would be most likely to have the points to give to it... and taking it on a team that has an RC and then actually using it essentially cancels out the healing capacity of the RC monk. Even 3 monk backlines rarely if ever have one devoted to DF, and even then there are plenty of other options that synergize better with the standard bars. Removing a stack of hexes all at once is useful at least (though the conditions may be counterproductive at times), but Divert Hexes would work almost as well without hurting the RC. PvE hero monks need not worry about any of this.
The real value of the skill is in the reduced hex duration. That said, who runs 14 DF in GVG or HA? Few exceed 9 DF which with the enchant mod keeps the duration under 4 seconds assuming it's not removed prematurely. This is still an alright duration if allowed to run its course, but it's far from constant and it only works on one person... again, I still think Divert Hexes would be a stronger alternative.
And what decent team neglects to bring enchant removal? None. What decent team that relies on hexes at all is going to not make removing Peace and Harmony the top priority? None. This skill requires at least one cover enchant (which decompresses the bar again) or a completely inept opponent (although this might be a reasonable expectation these days) to achieve its full potential.
Still, the new version is better than it was before, and while it doesn't seem like something that's going to overtake the current standards there's some niche and gimmick possibilities for it.