Dealing with hex-heavy areas as a melee using h/h.

Forgotton200

Forgotton200

Lion's Arch Merchant

Join Date: Nov 2008

Mo/

How do you deal with heavy-hex area as a melee (such as [faintheartedness], [reckless haste], [blurred vision], [shadow of fear], [meekness], etc.? I'm using the sabway heroes and henchman and just having one hex removal doesn't cut it.

I was thinking of replacing the restoration necro with this:

[Divert Hex Monk;OwYT0yHDTiTrlAZIMKH8uKgQmA] (minus the pve skill, took this from the Doa Hero way thread)

and bring two other monk henchmans instead but I think it's better to receive a suggestion instead. What do you guys do for these areas?

Axel Zinfandel

Axel Zinfandel

Desert Nomad

Join Date: Sep 2007

Northeastern Ohio

LaZy

P/W

[Peace and Harmony]?

riceangel

riceangel

Frost Gate Guardian

Join Date: Oct 2008

Floirda

[ASH]IGN: Tokyo Hina

W/E

Think N/Mo is a viable idea instead of a monk, move all of ur monk prots on the mm onto it and then boost ur mm's healing preayers

Personally the only hex removal i bring is convert hexes on my mm. Though it is frustrating to try and wack away with so many hexes, there is never enough to keep your party clean from hexes,so i forgo having heavy hex removal. Battles dont last long anyway

zelgadissan

zelgadissan

Forge Runner

Join Date: Feb 2008

The Warrior Priests [WP]

Me/Rt

PnH is good but if I'm taking a monk I want his elite to be either Word of Healing or Ray of Judgment; personally I like slapping [Empathic Removal] on non-monk characters for support along with the monks doing normal monk stuff like Cure Hex.

Forgotton200

Forgotton200

Lion's Arch Merchant

Join Date: Nov 2008

Mo/

PnH looks great for heavy hex/condition area but one thing I'm worried about is energy management. I'm planning on replacing the restoration necro for this monk but I hear monks aren't ideal as proters and energy management is hard for a monk hero.

Found this build earlier, how would a monk hero do with this?

[Mo/E;OwYT0wHDVShQLSg4BMMaiAZIgA]

zelgadissan

zelgadissan

Forge Runner

Join Date: Feb 2008

The Warrior Priests [WP]

Me/Rt

[[Dismiss Condition] > [[Mend Condition] - otherwise the PnH will probably just end up over and over on himself since Mend can't self-target. Also, from an OCD standpoint, Mend's description isn't right so it bothers me to read (doesn't mention that it can pull Cracked Armor - and yes I know Cracked Armor didn't exist at the time the skill was made >.<)

Aura of Stability is mostly a waste in PvE for the reason you mentioned, heroes don't really pre-prot well unless you micro it yourself. I'd put something simple like a RoF in there to catch damage. Also, from a personal standpoint, I prefer Prot Spirit to Spirit Bond since some enemies, particularly HM bosses, can hit consistently for 300+ damage, and Spirit Bond just doesn't really take the edge off.

Omgopolis

Academy Page

Join Date: May 2007

W/

Depends on the team build. If I'm using a melee heavy team with paragon heroes then a couple copies of empathic removal is nice. Otherwise if I'm rolling with necro heroes taking convert hex and disabling it works well enough to keep me clean, or at least remove nasty stuff like vocal minority when I need to do SY/TntF.

Forgotton200

Forgotton200

Lion's Arch Merchant

Join Date: Nov 2008

Mo/

Quote:
Originally Posted by zelgadissan View Post
[[Dismiss Condition] > [[Mend Condition] - otherwise the PnH will probably just end up over and over on himself since Mend can't self-target. Also, from an OCD standpoint, Mend's description isn't right so it bothers me to read (doesn't mention that it can pull Cracked Armor - and yes I know Cracked Armor didn't exist at the time the skill was made >.<)

Aura of Stability is mostly a waste in PvE for the reason you mentioned, heroes don't really pre-prot well unless you micro it yourself. I'd put something simple like a RoF in there to catch damage. Also, from a personal standpoint, I prefer Prot Spirit to Spirit Bond since some enemies, particularly HM bosses, can hit consistently for 300+ damage, and Spirit Bond just doesn't really take the edge off. The reason why Aura of Stability is in there was because I'm trying to farm norn rank at varajar fells. Constant knockdowns with trample(aoe knockdown) and [water trident]+snare. Getting to the frozen elemental is a pain when this is combined with snare as a melee. After I get to it, I get [blurred vision] which gets annoying.

I plan on micro managing the monk so it should be somewhat helpful.

So the monk hero would look something like this:

[peace and harmony][protective spirit][guardian][aura of stability][gift of health][dismiss condition][Glyph of Lesser Energy][aegis]

Or

[peace and harmony][protective spirit][guardian][reversal of fortune][gift of health][dismiss condition][Glyph of Lesser Energy][aegis]

Is it better to equip this monk with radiant? Seems like energy management would be a problem.

Cherng Butter

Cherng Butter

Desert Nomad

Join Date: Jan 2006

Maryland

The Mirror Of Reason [SNOW]

E/Mo

Just use survivors, radiant doesn't really help with energy management. 40 ish energy should be fine, really. Aegis won't be spammed.

Dawn Angelheart

Dawn Angelheart

Lion's Arch Merchant

Join Date: Mar 2008

We Bought Plan C On [Ebay]

W/E

i would just run a heal bar +
[Peace and Harmony] [Cure Hex] [Protective Spirit]
works in most area's.

legacyofkain85

legacyofkain85

Krytan Explorer

Join Date: Sep 2006

Lady Ainowa

from my experience with this game(vanquished everything twice) one of the best ways to counter hex heavy areas in pve is to have 1 or 2 hex removal spells,and just ignore the rest of them and focus on killing the mobs.Also a monk primary with[divert hexes],will burn their mana bar fast,and its also inefficient because u waste your elite and a hero slot for a monk instead of bringing more dmg,so focus on killing the mobs instead of removing hexes.I would advice to only bring a dedicated hex remover when doing an elite area like fow or doa with heroes ,than yes either bring a [peace and harmony] monk hybrid or a[divert hexes] necro(imo better than monk).For most areas[cure hex],[remove hex] would suffice,or u could also try[spotless mind].

Also imo one of the most annoying hexes that u can find is[suffering],because it can cover all the team,lots of necro mobs have it and heroes/hench waste their energy removing a -3 degen hex from u.

Archress Shayleigh

Archress Shayleigh

Wilds Pathfinder

Join Date: Feb 2009

Guild Hall

R/

Lol. [peace and harmony] FTW. Drop the SS hero and get a monk with PnH.

Cebe

Cebe

The 5th Celestial Boss

Join Date: Jul 2006

Inverness, Scotland

The Cult of Scaro [WHO]

E/

Whilst I think Peace and Harmony is possibly the way forward, I just wanted to throw another suggestion out there, since everyone in here is throwing around Monk builds. Forgotton200 says he uses Necromancer teams a lot, so how about integrating more Hex Removal into the 3-necro setup?

[build prof=N/Me name="Necro/Mesmer" box Curses=12+1+1 Soul=10+1 Inspiration=8][Expel Hexes][Hex Eater Signet][Insidious Parasite][Mark of Pain][Enfeebling Blood][No Skill][Signet of Lost Souls][Resurrection Signet][/build]

[build prof=N/Mo name="Necro/Monk" box Curses=12+1+1 Soul=8+1 Protection=10][Divert Hexes][Convert Hexes][Insidious Parasite][Mark of Pain][Enfeebling Blood][No Skill][Signet of Lost Souls][Resurrection Chant][/build]

ajc2123

ajc2123

Desert Nomad

Join Date: Jan 2007

North of the wall

Me/

Quote:
Originally Posted by Cebe View Post
Whilst I think Peace and Harmony is possibly the way forward, I just wanted to throw another suggestion out there, since everyone in here is throwing around Monk builds. Forgotton200 says he uses Necromancer teams a lot, so how about integrating more Hex Removal into the 3-necro setup?

[build prof=N/Me name="Necro/Mesmer" box Curses=12+1+1 Soul Reaping=10+1 Inspiration=8][Expel Hexes][Hex Eater Signet][Insidious Parasite][Mark of Pain][Enfeebling Blood][No Skill][Signet of Lost Souls][Resurrection Signet][/build]

[build prof=N/Mo name="Necro/Monk" box Curses=12+1+1 Soul Reaping=8+1 Protection=10][Divert Hexes][Convert Hexes][Insidious Parasite][Mark of Pain][Enfeebling Blood][No Skill][Signet of Lost Souls][Resurrection Signet][/build] ^ great idea ^

You get good hex removal without sacrificing ALL damage

Improvavel

Desert Nomad

Join Date: Apr 2007

Situations like these is why I love to have ability to get hand on the extra 3 heroes by a second account or why I would love to get all the 8 heroes.

Having the chance to get paras and bring [[expel hexes], [[empathic removal] and stuff like that is invaluable.

Trader of Secrets

Jungle Guide

Join Date: Jun 2006

Necros are very versatile. A variant I use for my 3-necro discord team is a n/mo prot. In hex heavy i carry usually 2 hex removal on this guy, (my bomber also carries one)

AtomicMew

AtomicMew

Jungle Guide

Join Date: Apr 2005

N/A

If you can get a partner and do 2-man discordway, this area is a breeze. You wouldn't actually need to do anything, except for the griffins with SB. Killing fast = less hexes > more hex removal.

Btw, if you're an assassin, it's actually faster to farm books. You can get 3.5k in ~10 minutes, which is better than Varajar in the best case scenario.

Paul Dawg

Krytan Explorer

Join Date: Apr 2008

House of Myrthe (HoMe)

W/

People are right that there's no better hex-removal skill than [peace and harmony]. The problem is that you're sacrificing your elite for something that really doesn't do much EXCEPT for removing hexes. So that means you must have a damned good reason to use it. Now there are a few such zones, but ... frankly, the hexes that the OP listed aren't really devastating enough for me to want to gimp a monk with [peace and harmony]. The hexes I really fear as a melee are [soothing images], [spiteful spirit], and sometimes [empathy]. Those are the ones that threaten your life and/or totally shut you down. To a lesser extent, I also fear [binding chains], [pacifism], and [amity].

Edited to add: For a much cheaper investment, throwing [spotless mind] onto your healer or hybrid bar can make a difference in moderately hex-heavy areas too. The annoying thing about that skill is that most ppl don't have more than 14 Healing Prayers on their heroes, and in order to eliminate a third hex, you need 15.

Carboplatin

Carboplatin

Jungle Guide

Join Date: Jul 2005

[PIG]

W/A

I run a para myself and have never found the need to waste an elite skill on Hex removal. I've vanquished every zone and every mission H/H.

For Hex heavy areas, I run 3 Offensive heros, usually 1 Mes, 1 Nec, 1 whatever i feel at the moment.

I would simply put 1 copy of removal hex on them and never had a problem. If 3 copies of remove hexes can't save you, chance are you are doing something else wrong. Try taking down the target faster so not all your bars are pink?

This is for PvE of course. Nothing in PvE really calls for PnH.

-I run an imba 95% of the time, so i know about the melee hate.

Gigashadow

Gigashadow

Jungle Guide

Join Date: Aug 2005

Bellevue, WA

W/

I have [Divert Hexes] on my curses/prot necro, and thought it was a worthwhile trade for what I previously had, [Spiteful Spirit]. It adds some decent red barring, which can be good depending on how much healing your setup has (I try to go with the minimum of healing possible, and prefer to split my healing/defense across multiple characters rather than having dedicated offense and defense characters). You're almost always getting rid of a condition or two as well when you take a hex off. Only a necro primary can afford to use this, however.

Hanging Man

Hanging Man

Krytan Explorer

Join Date: Aug 2006

Deep in the Shire

For hex heavy areas I usually have my monk heroes run this

[peace and harmony][cure hex][spotless soul][spotless mind][patient spirit][ethereal light][remove hex][resurrection chant]

Carinae

Carinae

Forge Runner

Join Date: Jun 2005

Inside

Fifteen Over Fifty [Rare]

This is a really good question, and I have spent some time developing a solution for it. However, the solution might not be to everyone's liking as it may require a change of play-style, particularly for Sabway/Discordway players.

I developed this build for Morostav Trail VQs, which is heavy on conditions and moderate on hexes. It seems to work just fine in other areas and kills at least as fast as Discordway with the same durability.


Hero 1: E/Mo - Ether-Prot

13 ES
10 Prot
10 Heal

Protective Spirit
Spirit Bond
Dwayna's Kiss
Infuse Health
Convert Hexes
Aegis
Ether Renewal
Aura of Restoration


Hero 2: N/Mo - Smiting Orders

13 Blood
11 SR
10 Smiting

Order of Pain
Dark Fury
Empathic Removal
Smite Hex
Smite Condition
Strip Enchantment
Masochism
Strength of Honor (disabled)


Hero 3: N/* - Jagged Bomber

16 Death
13 SR
4 Blood

Death Nova
Jagged Bones
Vampiric Minions
Fiends
Blood of the Master
Foul Feast
Dark Bond
Infuse Conditon


Henchmen:

Devona
Sword hench (favor Talon if available)
Archer (favor Zho if available)
Prot hench (if unavailable, healer hench, or rit is passable)


Since you are the melee, it's strongly advisable to be running SY anyway. This build doesn't require it, but adding insult-to-injury is a good way to win, so run it.

This has been tested with a Sin and War as the lead melee. Works equally well, you don't need to adapt the build at all between them. I would think a Para could run it just fine. Ranger? Dunno, I won't say no, but I'd expect it to be harder. Maybe, I'm wrong though.

Melee henchmen are selected for their synergy with Orders, and incidental skills. Devona's Charge! works on minions too, so it's a team-wide IMS. (For once this crappy hench skill helps)

The E/Mo Ether-Prot was build specifically to synergize with a prot-henchman. H/H won't recast a existing enchantment, so you'll get Aegis-chaining (yay), and proper PS+SB stacking. There are three party-wide enchants (Orders and Aegis), along with several point enchants, which make Dwayna's Kiss very effective. Infuse is used often and effectively. He will only use Convert when needed (not as a heal) and he self-maintains ER and AoR without microing. This bar is hero-proof. He CAN'T miscast. He CAN'T run out of energy.

Other Benefits:
Triple hex removal and triple cond-removal. (or 4x for both, depending on how you count Empathic)
Enchant removal
Automatic e-management AND self-heals for all heroes.
Order of Pain and SoH for melee buffing
Adrenaline boosting
Devona and the Archer usually have a few interrupts/KDs available, as well as a few extra conditions.

Try it out, feel free to leave feedback.

AtomicMew

AtomicMew

Jungle Guide

Join Date: Apr 2005

N/A

P&H used to be a good. I've used it with my para before. After the nerf, I'm not sure.

You can play generic sabway, but instead of jagged bones, take divert hexes or empathic removal.

You can play discordway with a melee. Search for daesu's build.. it's somewhere around here The very best way to avoid hexes is to have a huge minion army. Discordway, 2x MMs N/Mo's, both with hex removal discordway is very strong.

@Carinae:
The problem with ER hero is that heroes suck at it. If you care enough and manual everything, it's a decent option.

For hex heavy areas, orders aren't reliable enough IMO. You don't actually need it, at any rate, and I think another MM would help more.

Carinae

Carinae

Forge Runner

Join Date: Jun 2005

Inside

Fifteen Over Fifty [Rare]

I experimented with P&H, but you can't make it work on a hero bar. Monk heroes are just worthless as healers due to terrible e-management. Divert fails for the same reason.

This ER-Prot is actually quite good, especially when paired with a prot henchman or another ER-Prot. As I stated, the bar is hero-proof. He can't miscast or run out of energy. These heroes have been getting a LOT of play time in our alliance over the past few months. They are 100% fire-and-forget, you don't have to micro them at all.

I don't see why Orders would be less reliable in a hex-heavy area, especially with this degree of hex-removal.

Paul Dawg

Krytan Explorer

Join Date: Apr 2008

House of Myrthe (HoMe)

W/

In super hex-heavy areas, you could load the old [peace and harmony] onto a hero's bar and use it manually. It was helpful in places like the last level of Slaver's, where anti-melee hexes can be deadly. (I agree that heroes are kinda lame with it when they're left to their own devices.) However, the nerf has turned an interesting elite with an extremely narrow niche into a weaker elite with an extremely narrow niche, so there's even more reason than before to try to figure out a different strategy.

AtomicMew

AtomicMew

Jungle Guide

Join Date: Apr 2005

N/A

Quote:
Originally Posted by Carinae Dragonblood View Post
I experimented with P&H, but you can't make it work on a hero bar. Monk heroes are just worthless as healers due to terrible e-management. Divert fails for the same reason.
Here's the bar I used (or something close):
[Peace and Harmony][Guardian][mend condition][Heaven's Delight][Heaven's Delight duplicate][drain enchantment][power drain][waste not want not]

The e-management is inspiration. It works.

Quote:
This ER-Prot is actually quite good, especially when paired with a prot henchman or another ER-Prot. As I stated, the bar is hero-proof. He can't miscast or run out of energy. These heroes have been getting a LOT of play time in our alliance over the past few months. They are 100% fire-and-forget, you don't have to micro them at all. The bar is far from hero proof. Heroes do not keep up ER as much as possible (they only use it when they're low on energy). They also do not spam under ER like they should, so when they are under ER, they won't always go back up to full energy.

It's fine if you want to manual it, but it's disingenuous to say it's hero proof when its clear you haven't tested it extensively. For me, it's too much work.

Quote:
I don't see why Orders would be less reliable in a hex-heavy area, especially with this degree of hex-removal. Orders is less reliable in hex heavy because, 1) 10 minions exploding will output more damage, especially with barbs/MoP if it's available, 2) minions will absorb hexes meaning your heroes spend less time removing hexes and more time making damage and 3) less hexes on you, heroes, etc means you getting shut down less.

Yes, I know it's blasphemy not running orders with physway, but putting up SY! doesn't help as much because the danger here lies in hex pressure rather than raw damage.

Again, I think daesu's discordway build, which is sort of a physway/discordway hybrid will provide the best results if you want to run melee.

Chthon

Grotto Attendant

Join Date: Apr 2007

Quote:
Originally Posted by Carinae Dragonblood
<H+H build>
That's a fine build. I miss the curses though. If there was a fourth hero slot, it should be curses. If there was a second player, it should be AP+MoP. However, I think you're probably correct that orders + SoH boosts damage more than barbs would (and the heroes don't cast MoP frequently or intelligently enough to rely on).

Quote:
Originally Posted by traversc View Post
The bar is far from hero proof. Heroes do not keep up ER as much as possible (they only use it when they're low on energy).

They also do not spam under ER like they should, so when they are under ER, they won't always go back up to full energy.

It's fine if you want to manual it, but it's disingenuous to say it's hero proof when its clear you haven't tested it extensively. That's funny, my heroes have no problem with it. The only time I need to micro it is when I want it precast before battle to preprot or avoid an interrupt in the first few seconds of the fight.

It's certainly true that the AI isn't aggressive enough in spamming infuse, but (a) it's still a much, much stronger healer than anything else the hero/hench offer, and (b) that's what DKiss is in there for.

Quote:
For me, it's too much work. I'm not surprised. Given your views on discordway, I'd wager that double-clicking to load the game borders on too much work for you....

AtomicMew

AtomicMew

Jungle Guide

Join Date: Apr 2005

N/A

@Cthon: take your flame mongering elsewhere.

Heroes do not use ER infuse very well at all. There's a reason there's no ER infuse hero on PvX, (while there is a general PvE version), and that's simply because it doesn't work very well.

FINE. Whatever, IDC. if it works well for you, good for you. It's not something particularly important or something I want to argue about.

Despite all this, you completely failed to address the real issue, which is, an additional MM will do more for you than orders in hex heavy area due to the reasons I gave. Even though you're still hurt over the other thread and are going to argue against anything I say, I think you know this to be true.

Please just be honest.

maxxfury

Wilds Pathfinder

Join Date: Apr 2006

[DVDF] Gp

Me/A

Unless you wanna toss in GoS for faster reload on ether, as they are a little lame with it use. IF your not wanting to run infuse on them, heal other is fairly passable...fairly.