How do you keep track of what targets you have spells on and how long they have left until they expire?
I want to make my energy management more efficient.
Keeping Track of Hexes...
GuidoNecromancer
MagmaRed
Depends on the hex, how many targets are affected, and how many other people are using hexes. Recharge times for many hexes are close to their durations. This means that if you put a particular hex on a target that lasts 10 seconds, and it recharges in 10 seconds, you just put it back on when it recharges. Some hexes give obvious indicators they are there. Like a degen will change the targets health bar color, so if it is the only degen hex on them, you can reapply it when the color changes back. Some give damage based on the targets action (Empathy, VoR, SS, etc.), so when they are no longer displaying damage, they need to have the hex reapplied.
There isn't a fast/easy answer to this. Hex removal and the variety of hex effects, etc. all make for a different answer. Basically it depends on your build and your team build, factoring in your opponents build.
There isn't a fast/easy answer to this. Hex removal and the variety of hex effects, etc. all make for a different answer. Basically it depends on your build and your team build, factoring in your opponents build.
GuidoNecromancer
Well I run as a Curses build... SS, Barbs, MoP, etc - pretty standard.
Just wondered if there was a way of seeing what conditions/hexes your target was suffering from to prevent any overlap... or when there's multiple enemies of the same name, casting things on them again when not necessary.
Currently, as you say, I wait until the numbers stop ticking etc before re-applying but if you could see what you've applied to targets it would be much more efficient.
Just wondered if there was a way of seeing what conditions/hexes your target was suffering from to prevent any overlap... or when there's multiple enemies of the same name, casting things on them again when not necessary.
Currently, as you say, I wait until the numbers stop ticking etc before re-applying but if you could see what you've applied to targets it would be much more efficient.
Arduin
Conditions are visable on enemies. Check the visual at the bottom of each condition page.
Sadly, hexes are only as visible as MagmaRed already described.
Sadly, hexes are only as visible as MagmaRed already described.
Yawgmoth
tab, hex, tab, hex hex, tab, hex, hex, hex... doesn't need to be any easier, seriously. At least it requires some attention now to cover enemy team optimally, and terrible teams can still fail at hexing.
TheodenKing
Practice makes perfect. I suggest you visit the Master of Damage on the Isle of the Nameless outside Temple of Balthazar. There you can test your skills without resistance, and will get a good idea of damage, range, duration of your favorite skills.
Keep in mind that in a real battle, your opponents may use hex/condition removal, or skills to affect their duration. And you also may use skills/consumables to affect your recharge times, etc. But at least this will give you the feel for basic timing, so you know if you are overcasting.
Keep in mind that in a real battle, your opponents may use hex/condition removal, or skills to affect their duration. And you also may use skills/consumables to affect your recharge times, etc. But at least this will give you the feel for basic timing, so you know if you are overcasting.
the_jos
Know recharge times, keep track of targets you hexed, count.
Watch hex removes, know how many hexes are removed by each spell.
Most important, know why you hex targets, don't spam unless that's the most usefull method.
Barbs when a target is under attack by physical damage and you want that target down fast.
MoP when a target is under attack by physical damage and standing in a close group.
SS on targets in a group, but make sure those foes last as long as possible, so use off-target.
Hexes have a small indication on the target, some circle around them.
It's not as visible as conditions though.
Don't recall if you can tell more than the target being hexed and/or the profession that cast the hex. Just test at Nameless Island I'd say.
Watch hex removes, know how many hexes are removed by each spell.
Most important, know why you hex targets, don't spam unless that's the most usefull method.
Barbs when a target is under attack by physical damage and you want that target down fast.
MoP when a target is under attack by physical damage and standing in a close group.
SS on targets in a group, but make sure those foes last as long as possible, so use off-target.
Hexes have a small indication on the target, some circle around them.
It's not as visible as conditions though.
Don't recall if you can tell more than the target being hexed and/or the profession that cast the hex. Just test at Nameless Island I'd say.
MagmaRed
Its the same thing exactly as a Monk using enchantments. Play a Monk and use Protective Spirit, Guardian, Aegis, Shield of Absorption, etc. When you cast one on an ally, you only see a green arrow on thier health bar. If it was an Elementalist already using an Attunement, you already had an arrow there. Placing multiple enchantments on the same target won't let you know which ones are there. If one gets shattered, stripped, etc., you may not know which it was depending on what other enchantments are being placed on the target. Only the last one(s) you placed would be removed, but if someone else used one, yours may be covered.
Hexes will show a purple arrow on an enemies health bar. However, you can't tell which ones are still active if you place more than 1 on the same target. If others on your team also use hexes, it makes it hard even if you only used 1 yourself. If the enemy uses hex removal, you have to know how many hexes were on the target, in what order, and what skill was used to remove them. Remove Hex would only remove the last one, but Expel/Divert/P&H would all remove multiples.
Practice and observation is the best thing. Learn how long a hex lasts, make sure it doesn't get removed, and 'time' your casting. Once you get a mental clock working that can give you at least a rough estimate of the duration, you soon learn when to recast a hex. If you need to keep a specific hex on a specific target, yet are switching targets often to load hexes, call the main target. This allows you to use 'T' to find that target quickly. Problem with calling a target is others may also need/want to call a target.
Hexes will show a purple arrow on an enemies health bar. However, you can't tell which ones are still active if you place more than 1 on the same target. If others on your team also use hexes, it makes it hard even if you only used 1 yourself. If the enemy uses hex removal, you have to know how many hexes were on the target, in what order, and what skill was used to remove them. Remove Hex would only remove the last one, but Expel/Divert/P&H would all remove multiples.
Practice and observation is the best thing. Learn how long a hex lasts, make sure it doesn't get removed, and 'time' your casting. Once you get a mental clock working that can give you at least a rough estimate of the duration, you soon learn when to recast a hex. If you need to keep a specific hex on a specific target, yet are switching targets often to load hexes, call the main target. This allows you to use 'T' to find that target quickly. Problem with calling a target is others may also need/want to call a target.
GuidoNecromancer
Cool, it's all pretty much along the lines of what I do already, but was mostly wondering if I was missing someting blatantly obvious on the UI
Cheers guys/gals.
Cheers guys/gals.
refer
This is one thing I hope gets improved... it makes sense to not show them to others but when you're the one casting...