Withdraw Hexes

Lourens

Lourens

Forge Runner

Join Date: Mar 2006

[Withdraw Hexes]

Elite Spell. Remove all Hexes from target ally and all adjacent allies.This Spell takes and additional 20..8..4 seconds recharge for each Hex removed in this way(Maximum 60-30 seconds).

Remove Lingering and Suffering from a party of 8 with 0 divine favor = 320 seconds recharge ... think they should cap this max 60 seconds

360??

Krytan Explorer

Join Date: Jul 2006

F͊̕҉̡͍̘͍̜̬̲̪u͒͗̍̽ͭ&

F͊̕҉̡͍̘͍̜̬̲̪u͒͗̍̽ͭ&

W/Mo

Even if they capped that to 60 secs, no one would use it.

hoyce

hoyce

Ascalonian Squire

Join Date: Jun 2008

It is seriously out-competed by other hex removals. They'd have to break it to fix it...I think the only solution is the rework the skill...

Cebe

Cebe

The 5th Celestial Boss

Join Date: Jul 2006

Inverness, Scotland

The Cult of Scaro [WHO]

E/

I agree with hoyce. Perhaps if it incorporated some other downside to the player using it? Maybe:

Remove all hexes from target ally and adjacent allies. For each hex lost all party members gain 5...10...12 health. You lose an additional 1 energy for each hex removed in this way.

I'm not saying the above is ideal, probably far from it, but I would reckon it needs a complete rework of it's functionality to be worthwhile.

MagmaRed

MagmaRed

Furnace Stoker

Join Date: Mar 2007

Our Crabs Know True [LOVE]

R/

15 energy is already the highest for any Monk skill outside of a particular rez nobody uses. Casting time is fair - easy enough to interrupt, but not so long as to prevent healing/protecting to still occur. What is killing the usefulness of this skill is the recharge. Make is something like:

15 energy
1 cast time
5 recharge

Elite Spell. Remove all hexes from target and all adjacent party members (prevents issues with NPCs, pets, minions, etc.). For each hex removed all your skills are disabled for 3..2..1 seconds.

If removing Suffering from 8 people, you'd be without skills for 8 seconds if you had 13 Divine Favor or more, and 16 seconds with 7 or more DF. Party wide hex removal is very small, this could be useful as a secondary. If this happened, you wouldn't see a Monk using it though, but an elite slot for a secondary class isn't used often (MoI, Hidden Caltops) outside of Sin.

I'm not sure what would make the skill useful, but currently it is a complete waste.

ac1inferno

ac1inferno

Desert Nomad

Join Date: Aug 2007

Boston

We D Shot Your Stances [GODS]

A/W

[[Withdraw Hexes] is bad for the following reasons:
- Energy cost same as [[Convert Hexes]
- Recharge time is longer than [[Convert hexes] @ 2 removed hexes and 16 DF
- [[Convert Hexes] provides armor boost.

I suggest the following for [[Withdraw Hexes]. Some or all of the suggestions should be adopted.
- Reduce energy cost to 10
- Increase activation to 2 seconds
- Add in 'lose 4..[email protected] energy for each hex lost
- Increase range to party members
- Reduce hexes removed to 1..[email protected]
- Decrease disable duration to 10..[email protected]

faraaz

Banned

Join Date: Feb 2008

India

Hey Mallyx [icU]

A/

[Peace and Harmony] > [Withdraw Hexes]

Unless Anet does a "we cant balance anything so lets make everything overpowered" update again, not much hope for this skill in any way.

jaximus

jaximus

Krytan Explorer

Join Date: Aug 2008

wisc

with the functionality of PnH in the current form, withdraw should take a similar yet different functionality in order to be used in a similar fashion. this issue with some skills 'balance' comes with how the skill itself works in a different manner than skills that are known to work. like word and zb for example. they are bar pushers. PnH is a party member cleaner, similar to rc. and with the need for bar pushers in gvg/ha gameplay, withdraw would have to compete with rc/PnH for the slot one the prot.

so heres my thinking. since holy veil is an amazing skill, why not make a similar function with withdraw.

"(5e 3/4 7) elite enchantment spell: target ally loses all hexes and for 2..5 seconds, hexes cast on target ally take twice as long to cast. your smiting prayers are disabled for 20 seconds. (50% chance of failure with divine favor 4 or less)"

this would give monks the clean sweep of hexes they so desperately want. 'target ally' keeps this skill able to self target. with no condition removal, this skill wouldnt be too similar to PnH. the added cast time for hexes on target would help rangers/mesmers deter hexway pressure and hurt the fast cast mesmer hexers(snares/curses). this skill would be balanced in 8v8 and in areas where monks would use the elite to keep themselves clean but lack the big bar pushers.

Sword Hammer Axe

Sword Hammer Axe

Wilds Pathfinder

Join Date: Jun 2008

Look up.

Kurzick Conflagration Unit [KCU].

W/

I'm thinking a rework would be nice too. Something like this:

15 e
1 cast
10 or 15 recharge

Remove all hexes from target ally. For each hex removed all allies are healed for 15...65...75 and gain 0...5...6 energy.

I would use it if it was like that. Even if it couldn't self target I would

Raul the Rampant

Raul the Rampant

Academy Page

Join Date: Aug 2008

Wisconsin

[LaiD]

R/

I guess my first reaction is that since we already have skills like [Martyr], [Cautery Signet], and [Foul Feast], couldn't something be designed along those lines of functionality to work on hexes? I'm not really sure about it yet, but I'll throw it out there and see if anyone else has any thoughts on it...

10 energy, 1 second cast, 20 second recharge
Transfer 0..2..3 hexes and their remaining durations from each party member to yourself, and the duration of these hexes is then reduced by 30...90..95%. For each hex transferred in this way you gain 0..2..3 energy.

This could provide an economical party-wide hex removal that could not be abused by other professions as it would remain in the DF line. Furthermore,the recharge prevents it from being overly spammable, and the obvious potential drawbacks would mean that the user would have to be aware of the types of hexes being employed by the other team in order to use it without causing undue harm to him/herself and their team. Obviously this would be more effective in counter-melee heavy situations, but caster hate could also be mitigated with this if the team prepares correctly.

MagmaRed

MagmaRed

Furnace Stoker

Join Date: Mar 2007

Our Crabs Know True [LOVE]

R/

The appeal of Withdraw wasn't so much the massive amounts of hexes it would remove from a target, it was the fact it would remove hexes from a large number of targets with one cast. As hex removal skills are lacking compared to the amount of hexes, and are severely outclasses in recharge times, this was nice for a way to remove multiple hexes from multiple targets. Key word there is multiple, and it was used 2 times.

Problem was that this would create a balance issue, so the recharge penalty was used to keep it balanced. However, it also created a reason for the skill to never get used.

Peace And Harmony is a great hex removal skill. However, it fails on party wide hex removal, as you have to wait 7 seconds to use it again. Things like Suffering and Lingering Curse give problems on multiple targets, but P&H only fixes that problem on one target.

Not sure how it could be done AND balanced, but I'd love to see a skill that provided party wide hex removal.

IronSheik

IronSheik

Forge Runner

Join Date: Mar 2008

Wolfenstein: Goldrush

Zombies Go Nom Nom [Nom]

N/

Quote:
Originally Posted by Raul the Rampant View Post
Blablabla

I like this idea, but I think the recharge would be better at 30 or 45

snaek

snaek

Forge Runner

Join Date: Mar 2006

N/

withdraw hexes
unlinked
15en
2c
20r

remove 1 hex from each party member within earshot

----
to compete directly with:

expel hexes
unlinked
5en
1c
8r

remove 2 hexes from target ally

----
withdraw has potential to remove more hexes
but only effective if whole team is facing hex-heavy pressure

2 second cast leaves much room to be interrupted
so while 20s may seem like a short recharge, u really do have to be careful with it

both r unlinked and so can be run (and most likely should) by secondaries

Painbringer

Painbringer

Furnace Stoker

Join Date: Jun 2006

Minnesota

Black Widows of Death

W/Mo

Target ally is healed for 16-51 health if that character is suffering from a hex that ally and all allies "with in an ear shot" have 1 hex removed (if more than one ally lose a hex in this way you are exhausted)

15en
1c
30r

Just an idea

Spike Stritter

Spike Stritter

Krytan Explorer

Join Date: Jan 2007

W/

i believe Anet should change Anet should maybe make [Withdraw Hexes] a buffer [Peace and Harmony] without the condition removal.
i mean we got RC why not have a similiar effect with WH

Bobulation

Bobulation

Lion's Arch Merchant

Join Date: May 2008

USA

W/Mo

Quote:
Originally Posted by Spike Stritter View Post
i believe Anet should change Anet should maybe make [Withdraw Hexes] a buffer [Peace and Harmony] without the condition removal.
i mean we got RC why not have a similiar effect with WH
A similar effect with hexes would probably be overpowered.

Spike Stritter

Spike Stritter

Krytan Explorer

Join Date: Jan 2007

W/

Quote:
Originally Posted by Bobulation View Post
A similar effect with hexes would probably be overpowered.
i disagree.
Through my experience you run into conditons way more than hexes and there are only a select few that can really cripple you.
if applying the RC concept to WH but obviosuly hexes instead of conditions i think it would be just as useful as RC: useful in areas with lots of hexes but pointless in areas with few to no hexes.
now for the middle areas(moderate hexes) it would be a debatable skill, meaning should the monk elite be WoH, WH, ZB, etc.

if someone proves what i said was wrong or inaccurate then maybe not change WH to like RC but at least change it since there are way better elites to be using(divert hexes anyone?)

Lourens

Lourens

Forge Runner

Join Date: Mar 2006

Remove 2-5 Hexes from target ally for 20 seconds the next 3-10 times target ally would be dealt damage that damage is reduced by 20-50.

make it an elite [[reverse hex]

Krill

Krill

Desert Nomad

Join Date: May 2005

America

As far as elite hex removals go it's hard to imagine how anything could compete with PnH.

I like where Lourens was going, maybe a Life Sheath like skill for hex removal. 5e, 1/4s cast, 5s recharge with RoF effect. However there is an argument to be made against more 1/4s monk elites, only viable counter is hum sig or luck.

Cebe

Cebe

The 5th Celestial Boss

Join Date: Jul 2006

Inverness, Scotland

The Cult of Scaro [WHO]

E/

Or perhaps try to rework the spell into a Divine Boon or a Purifying Veil type of skill:


Option 1:
15 energy, -1 energy upkeep

While you maintain this enchantment Monk spells targeting an ally remove one hex from that ally. When a hex is removed in this way you lose 6...2...2 energy or Withdraw Hexes ends.

Option 2:
15 energy, -1 energy upkeep, 10 second recharge

While you maintain this Enchantment, Hexes expire 5...41...50% faster on target ally. When this Enchantment ends, one Hex is removed from that ally.

Lourens

Lourens

Forge Runner

Join Date: Mar 2006

Quote:
Originally Posted by Celestial Beaver View Post
Or perhaps try to rework the spell into a Divine Boon or a Purifying Veil type of skill:


Option 1:
15 energy, -1 energy upkeep

While you maintain this enchantment Monk spells targeting an ally remove one hex from that ally. When a hex is removed in this way you lose 6...2...2 energy or Withdraw Hexes ends.

Option 2:
15 energy, -1 energy upkeep, 10 second recharge

While you maintain this Enchantment, Hexes expire 5...41...50% faster on target ally. When this Enchantment ends, one Hex is removed from that ally.
[Holy Veil]>Option 2

I'd say Option 3 = [Avatar of Dwayna]x[Signet of Synergy]=[Withdraw Hexes]

Cebe

Cebe

The 5th Celestial Boss

Join Date: Jul 2006

Inverness, Scotland

The Cult of Scaro [WHO]

E/

Quote:
Originally Posted by Lourens View Post
[Holy Veil]>Option 2
I guess my option 2 was a bit niche.

An Elite Holy Veil may work though. Not sure what you could do. Perhaps have the number of hexes removed scale with Divine Favor.

IronSheik

IronSheik

Forge Runner

Join Date: Mar 2008

Wolfenstein: Goldrush

Zombies Go Nom Nom [Nom]

N/

Well, withdraw means to me to take something out and then you have it, so I like it as a foul feast type of thing, with a max of 3 hexes removed every 2 seconds at 16 DF. It would just about match PnH since it can be spammed, but doesn't prevent them being reapplied right away

Bobulation

Bobulation

Lion's Arch Merchant

Join Date: May 2008

USA

W/Mo

Quote:
Originally Posted by Spike Stritter View Post
i disagree.
Through my experience you run into conditons way more than hexes and there are only a select few that can really cripple you.
if applying the RC concept to WH but obviosuly hexes instead of conditions i think it would be just as useful as RC: useful in areas with lots of hexes but pointless in areas with few to no hexes.
now for the middle areas(moderate hexes) it would be a debatable skill, meaning should the monk elite be WoH, WH, ZB, etc.

if someone proves what i said was wrong or inaccurate then maybe not change WH to like RC but at least change it since there are way better elites to be using(divert hexes anyone?)
Exactly, you say there are many more conditions, which is why RC isn't OP. If Withdraw hexes had a similar effect, it would be overpowered because hexes are harder to put on... and i was thinking of PvP, not PvE

Age

Age

Hall Hero

Join Date: Jul 2005

California Canada/BC

STG Administrator

Mo/

You wouldn't see and decent Monk using this as it to costly and there are better elites to choose from.Don't forget about Hex Eater Vortex.

faraaz

Banned

Join Date: Feb 2008

India

Hey Mallyx [icU]

A/

Quote:
Originally Posted by Celestial Beaver View Post
Or perhaps try to rework the spell into a Divine Boon or a Purifying Veil type of skill:


Option 1:
15 energy, -1 energy upkeep

While you maintain this enchantment Monk spells targeting an ally remove one hex from that ally. When a hex is removed in this way you lose 6...2...2 energy or Withdraw Hexes ends.
I like this idea. I like it a lot.

zwei2stein

zwei2stein

Grotto Attendant

Join Date: Jun 2006

Europe

The German Order [GER]

N/

5e, 1c, 5r

While you maintain this enchantment, target ally loses a Hex every 5 seconds. when hex is removed this way, that ally is healed for 10 ... 30 ... 35.

Lourens

Lourens

Forge Runner

Join Date: Mar 2006

Quote:
Originally Posted by zwei2stein View Post
5e, 1c, 5r

While you maintain this enchantment, target ally loses a Hex every 5 seconds. when hex is removed this way, that ally is healed for 10 ... 30 ... 35.
Make it 3 seconds because : [Spotless Mind]

Bullets Mcdeath

Ascalonian Squire

Join Date: Jan 2009

I think a draw conditions/foul feast for hexes would be fun.

Ariena Najea

Ariena Najea

Silence and Motion

Join Date: Jul 2006

Buffalo NY

New Horizon [NH]

[Withdraw Hexes]

Not that Monks particular need more Elite Hex Removal, but this skill needs some love. Rather than giving it a simplistic removal effect, what about giving it a unique function?

Elite Spell
10 Energy, 1/4 Casting Time, 3 Second Recharge
All hexes are transferred from target other ally to yourself. For each hex acquired, you gain 0...36 (3 per rank) Health and [email protected]^...[email protected]^...[email protected]^ Energy.

Powerful against hex stacking, but serving a different purpose than [[Peace and Harmony]. Although these two in conjunction would be pretty imba, devoting two Monk's Elites is rather excessive, particularly since this would require at least 12 in Divine Favor to reach the energy breakpoint. There would be some nice synergy with [[Spotless Mind], however, since the removal of hexes is only every 5 seconds it is not overpowered since at maximum only three hexes are removed anyways.

Thoughts? Ideas?

lewis91

lewis91

Wilds Pathfinder

Join Date: Jul 2008

Wales

Order of the Azurelight[OA]

E/

Its an improvement on an useless elite, but i think id still go with PaH.

Joseph Leito

Frost Gate Guardian

Join Date: Jul 2007

Claw of the Dragon

R/Mo

Might be decent E-Management for the monk in a hex-heavy area. Good idea, but I doubt it gets implemented.

Snow Bunny

Snow Bunny

Alcoholic From Yale

Join Date: Jul 2007

Strong Foreign Policy [sFp]

erm, PnH is still better.

FoxBat

Furnace Stoker

Join Date: Apr 2006

Amazon Basin [AB]

Mo/Me

I'd prefer something along the lines of:

"Remove all hexes that are on at least 2 party members."

Not sure how you would make this useable vs non-hex teams, but this kind of mechanic would be a good alternative to PnH/Divert stack removal - and a much better counter to Lingering Curse and the like.

laurana half elf

laurana half elf

Banned

Join Date: Jan 2006

Houston Tx

iQuit [thegame]

Mo/W

it would actually be better than PnH.

Think about it. Almost always, the only hexes i see run in high end gvg and tombs is [Lingering Curse] and [Suffering]. The former being covered by the latter. Now, very rarely do necros and mesmers actually "Stack Hexes", other than of course the shitty shame/diversion mesmers that cast them on top of each other.

Now other than removing shame/diversion which can easily be prevailed or pdrained or even "hexbreaker"ed if your really pro, pnh really does not serve much of a purpose in tombs or ha because when it comes down to it hexes don't usually get stacked and you really just want to remove the [lingering curse].

Although in relic runs the after effect of [Peace and harmony] really does help, dual veiling can almost serve the same purpose.

What i'm saying is that this suggested change to withdraw hexes might actually be worth it.


gogo flame me plx

Zodiac Meteor

Zodiac Meteor

Imma Firin Mah Rojway!

Join Date: Aug 2008

At the Mac Store laughing at people that walk out with anything.

E/Mo

They can improve it, 15 energy is a waste.

Ariena Najea

Ariena Najea

Silence and Motion

Join Date: Jul 2006

Buffalo NY

New Horizon [NH]

My ideology is that the new version of the skill should be geared towards removing hexes on multiple opponents, however I decided that a party removal (similar to [[Extinguish] for hexes) would be near impossible to balance. It would be far too powerful versus most hexes, and still unable to deal with AoE-hexes such as [[Lingering Curse] and [[Suffering].

I designed my suggestion around drawing hexes since this allows for powerful single target manipulation, as well as multiple targets since repeatedly drawing the same hex would not cause them to stack.

Is [[Peace and Harmony] better? Against heavy hex stacks sure, but its 7 second recharge leaves AoE hexes on your party members.

Bobulation

Bobulation

Lion's Arch Merchant

Join Date: May 2008

USA

W/Mo

You shouldn't be trying to balance skills to PnH's level, because PnH is way over powered.

uzumaki

uzumaki

Desert Nomad

Join Date: Aug 2005

GW

Me/

Quote:
Originally Posted by Bobulation View Post
You shouldn't be trying to balance skills to PnH's level, because PnH is way over powered.

Win.

Even with a strong hex like faintheartedness which has a rediculously low recharge compared to it's duration, you cannot keep up with the sheer power of PaH. Having to constantly rip PaH to keep frontliners fainted for a mere 7 seconds or less (HSR) before re-ripping and reapplying (not to mention enchant removal downtime) is harsh to say the least. Considering most enchant removals are easy to interrupt and PaH is virtually uninterruptable, PaH is the strongest skill gw has ever seen imo.

Awaiting a nerf.

The Air Revenger

Lion's Arch Merchant

Join Date: Feb 2008

Looking For TA Guild!

W/

so instead of removing all hexes and conditions with PnH you instead want me to draw all the hexes to myself? Sounds like a bad skill even if it does have E-Mangement