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Originally Posted by JR-
They are just about the sole two reasons why people don't run 6 warriors and 2 monks in GvG.
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Well it's a little more complex than that. For example, you know your opponent knows that Warriors are awesome too, so you look for ways to break the mirror. Crippling Shot and Traps are a pretty good way, and they're made even better since they can be used offensively to snare Warrior targets as well. So Rangers are good in a trap metagame. Orders and Dark Fury become attractive when you have a whole lot of Warriors as well. Mesmers keep a bit of utility because they can help break Monks and get rid of the rest of the anti-Warrior tools they might have.
So while Warriors and Monks are clearly the dominant metagame there are a lot of niches that pop up to hate out other Warriors and support your own. So the 'best' build is 2 Monks, 3-4 Warriors, and a few support characters designed to make your Warriors better than theirs. Might be a simple metagame but it sure does make for fun gameplay.
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Originally Posted by Vermilion Okeanos
How are they going to fix this anyway? Is it in their policy to delete item inside a player's inventory? Or are they going to pray that the older day players quit soon? If they do nerf it now, wouldn't it make a very unfair advantage for the later competetitors (as the earlier player was able to get a hold of this)?
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My feeling is that it's too late to pull the item out of people's inventories, there are too many copies that are runed up at this point. Instead, I expect them to take advantage of the ambiguous wording and reduce the effect of the helm, making it still reduce the length of hexes but not nearly as significantly. Once it's balanced in this way it can be added to the other armor crafters and given to PvP characters. As others have mentioned, the option to use an item like this is a good one, it's just that it needs to be nerfed hard to avoid warping the metagame.
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Originally Posted by Jetdoc
JR - I'm confused - how does the HoD make hexes useless?
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Let's go through this stepwise then.
1) Is the duration of a hex an important part of its power level?
Barring a few extreme cases (Rigor Mortis, Lingering Curse), I think this is an overwhelming yes. When people spam Life Siphons around, it's because they last for 25 seconds and will do an awful lot over that timeframe. Illusion Mesmers pump a lot of energy and attribute points into Mantra of Persistence to make their Migraines and Conjure Phantasms last a lot longer than normal. Clearly the duration of a hex is an important part of skill valuation and how powerful a skill is.
2) Does the percieved benefit / power level of a skill affect whether or not you'd use a skill?
Obviously. People use the skills they think will give them the best chance to win, the skills they feel are the most powerful for their character.
Along with point #1, it follows that whether or not you'd put a hex on your bar depends in part on how long that hex might last. A 25 second Life Siphon can be a great use of a skill slot and your energy - a 6 second one is useless, however, and a 12 second one really isn't worth the time and energy.
3) Does the Denravi Helm skew the balance of hexes?
From point #1 and #2, obviously. On simple hexes like Life Siphon, this is clear - a 16 spec Life Siphon cast on a normal target will deal 150 damage and return up to that much life to you over its duration, while against a Warrior with the hex helm the same Siphon will only deal 72 damage - a waste of your energy for the most part. Similarly, Blurred Vision is an attractive Warrior counter, giving them a 50% miss chance for 21 seconds...oh, make that 10 seconds, because of the hex helm. The former, 21 second version is an excellent anti-Warrior skill that punishes Warrior trains. The latter is forgettable and not really worth putting on your bar.
4) Does the Denravi Helm affect the kinds of characters you can play?
Follows from the above. Let's say you want a character in your build who's job it is to screw up Warriors. From all the options available, from Shadow of Fear to Soothing Images to Blurred Vision, you might think that an AoE hexer is a good answer to Warriors. Problem is, all of those skills are, at least in theory, balanced for targets on which they'd last the full duration. Against a Warrior with the hex helm, all of those skills become weak. Why would you play a character who you know will be weak against the very opponents you want him to counter? It's pointless. Anti-Warrior hexers are basically trash in the game right now, thanks to our friend the hex helm.
5) Doesn't the drawback of the Denravi Helm balance it?
Actually this question isn't even relevant, because you don't have to wear the hex helm to benefit from it. See point 4 above. Why would anyone be foolish enough to run an anti-Warrior hexer against you if they can just put on a hex helm and destroy their character? Simply put, they aren't. So your Warrior puts on his weapon attribute helm and plays in a competitive environment that is effectively hex-free because of a helm *that he keeps in his inventory*. On the off chance an opponent is foolish enough to try and shut him down with hexes, the Warrior happily eats the 3.5% damage reduction and trivial amount of extra damage he takes (hard to calculate because of Absorption, Knight's Boots, etc), and ruins the hexer's day.
So the result is simple - anti-Warrior hexes are utter crap because they only last half as long as they're supposed to *at effectively no cost*. They can't kludge around it either because degen hexes have an even bigger problem - they're balanced against non-Warriors, but crap against Warriors, so you can't just up the duration without breaking the game. The obvious conclusion? The helm needs to be clubbed with a nerf bat.
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Originally Posted by sleazeh
Surely Big McHugelarge (or was it Ima Paladin?) wearing pve armor, carrying a tanzits defender, and having a concealed helm, is not done for vanity reasons.*
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We changed characters and roles in and out of our build during the playoffs, but 3 Warriors were pretty consistent. All 3 of our Warriors were PvE characters, and all of them carried four helms - a +weapon attribute helm with a superior weapon rune, a +weapon attribute helm with a minor weapon rune, a hex helm with a super weapon rune, and a hex helm without a super weapon rune. They switched between them as the situation called for. We use PvP characters for everything else (though we're leveling up some Crippling Shot guys for an expanded bow selection), but PvE characters are pretty much a neccessity for competitive PvP because of the hex helm.
Peace,
-CxE