Guide: condition and hex removal

sno

sno

Look into the Eye.

Join Date: Oct 2005

Detroit, Mi

Oh No Not These Guys [uhoh]

Mo/

One of the most important things about monking (especially in pvp) is knowning when and how to remove the various conditions and hexes from allies. I'll go over in sections what skills to use, how to identify things in the party window, and how to correctly and efficiently remove things from party members and yourself.

Skills

Conditions:

Mend condition - 5 energy, 3/4 second cast, 2 second recharge
pros-
Fast cast, low cot, fast recharge, heals ally.
Permanently removes the condition.
cons-
cannot be used on self.
slightly longer cast time than others (still not easily interuptable)
only removes one condition
Great for single monk teams, highly recommended.

Mend ailment - 5 energy, 3/4 second cast, 5 second recharge
pros-
Fast cast, low cost, heals ally.
Permanently removes condition.
Can be cast on self
cons-
Longer recharge than mend condition
only removes one condition
Recommended only as secondary condition removal. Long recharge makes it inefficient.

Draw conditions - 5 energy, 1/4 second cast, 2 second recharge
pros-
Fast cast, low cost, fast recharge
Removes ALL conditions from target ally.
cons-
Conditions are NOT removed. They are transfered to the caster
no heal (except possible divine favor bonus)
Recommended for non-monk caster, to remove blindness and crippled from melee party members.

Martyr (elite) - 5 energy, 1 second cast time, 10 second recharge
pros-
removes all conditions from all party members.
low cost
cons-
elite
1 second cast time (not a big deal)
10 second recharge
transfers conditions to caster
recommended only for 8v8, on an offensive caster.

Restore Condition (elite) - 5 energy, 3/4 second cast, 2 second recharge
pros-
removes all conditions from target
huge heal for conditions removed
conditions permanently removed.
cons-
elite
cannot be cast on self
recommended in 8v8 for active protection monk with adequate non-elite energy management.

Other condition removals can be found here

Hexes:
There are a ton of hex removals, so instead of me listing them, click here to see them all.


Ok, now that you know how you can remove conditions and hexes, let's discuss how to identify them based on what you see on your party window, and what to do based on what you know.

There's 4 different effects that a HP bar in the party window can have.

1: pink arrow (pointing down) with no discoloration
This means that the ally is suffering from a non-degen condition (ie. blind, weakness, dazed.) These are top-priority conditions, because they generally severely hinder that ally's damage output. If blind is on a warrior for instance, he misses 90% of his attacks, and does nearly no damage. Remove these as fast as possible.
2: pink arrow (pointing down) with discoloration (pink or green)
This means that the ally is suffering from a degen condition (ie. bleeding, disease, poison.) These conditions are less important, because they generally don't cause harm to the ally's performance. Remove them at your convenience, because the longer they're left on, the more healing you're going to have to do. Communication between teammates is important here, because sometimes a non-degen condition may be stacked with a degen one, making the party window appear like there's only one condition (for instance, if he's blind and poisoned, he appears only poisoned.)
3: purple arrow (pointing down) with no discoloration
This means the ally is suffering from a non-degen hex (such as backfire, spiteful spirit, diversion.) These hexes are generally very mean, and need to be removed as soon as possible, with top priority. They're more important even than non-degen conditions, however unfortunately, hex removal is much harder to come by.
4: purple arrow (pointing down) with purple discoloration
This is very similar to the degen conditions, because when suffering from them the ally will have negative hp regen (ie suffering, conjure phantasm.) But again team communication is important, because some hexes have degen along with other effects (ie migraine.) In general, treat these with less priority than non-degen hexes, but still remove them as quickly as possible.

How much hex and condition removal do you need? This really depends on your team, and no answer is completely correct. If you're fighting 4v4, it's likely that the monk will be the only player with hex removal, in which case I recommend 2 or 3 hex removals (holy veil, inspired hex) and one quick condition removal (usually mend condition.) In 8v8, you'll usually have several players bring hex and condition removal, and what you bring will all depend on what build you're running. for an 8 person group, I recommend at least 4 hex removals, more if possible. There should be at least 2 condition removals, usually restore condition or martyr, and one non-elite such as mend condition or draw.

Ok, now the hard stuff, how to remove hexes and conditions from yourself! For this section I'll give specific strategies for 4v4 play using a boon prot, but the general strategy works for all monk builds.

The most important thing to do with conditions and hexes on yourself is identify them. This is such a huge step, and once you're able to do it you'll be a much better monk. There are a few hexes and conditions you need to know immediately just by their icons.

For sure, you need to be able to recognize the following when you have them on you (ideally you'll know all of them, as stated by a few posters, but these are major ones that monks see a lot) :

dazed - contemplation off immediately, do not try casting long casts, they'll get interupted every time.
deep wound - lowers HP, remove as quick as possible to avoid death :P
Backfire - try to use CoP, but it's safe to use inspired/veil as long as you're at high hp and not under pressure (or if you have Prot spirit or shelter up)
shame - never cast any spells that target ally. to remove (if you have no enchants) cast Boon and then CoP (since boon isn't a 'targetted' spell)
diversion - avoid casting through at all costs. you can remove another hex with inspired hex if you have diversion on you. it will divert the hex you stole, and only for 20 seconds. You can't remove diversion in this way though, as it ends when the skill is cast, much like you can't remove wastrels worry with inspired hex.
malaise - negative energy regen, ends when your energy reaches zero. To remove, simply switch to your negative energy set, and switch back
wither - same as 'malaise'
mark of subversion - treat like shame, boon+cop.
migraine - do not cast long casts, including 1second hex removals. treat it like shame, boon+CoP will work.
arcane conundrum - same as migraine
mind wrack - remove at your convenience, usually spammed by edenial mesmers. if you're holding on your negative energy set (at 0 energy) it'll never trigger, even if he surge/burns you, so leave it on. if you think the mesmer is done for awhile, switch to your other set and remove it any way you can.
soul leech - treat like backfire, althought it's not as powerful

Keep in mind that all hexes have some purpose, so this is most definitely not a complete list of the ones you should know. These are the hexes you're likely to come accross on a regular basis on yourself when you're playing a monk. It does seem like a lot... that's because it is. Once you know them though it's not too hard, but knowing what to do with each of them is.




it's a start, more guide soon

Tsunami Rain

Tsunami Rain

mmmmmmmm pie.

Join Date: Aug 2005

Honolulu, Hawaii

Favorable Winds [Gust]

Mo/

nice. I was thinking of addressing the topic but you're way more qualified than I am (and it saves me the time from writing it)

BrotherGilburt

BrotherGilburt

Wilds Pathfinder

Join Date: Feb 2006

USA

Mo/

Nice, I personally like eather Mend Ailment or Restore condition for contion removeing. I use Mend ailment if I'm useing a protection build and still want to use a non- condition removal elite. I use Restore condition alot in PvP/GvG because theres alot of degen teams.

Brother Gilburt

Effigy

Effigy

Jungle Guide

Join Date: Aug 2005

Illinois, US

Heroes of Talia [HoT]

Mo/

Mend Ailment does has a longer recharge, but remember that the healing bonus can be nice for using on a Draw/Martyr teammate. Not to mention that it can be used on yourself if necessary.

pah01

Krytan Explorer

Join Date: Nov 2005

Liverpool

Mo/

Also there is a new skill called extinguish - which could be viable on an ether prodigy powered ele/mo.

Dont make a list of hexes that people need to be able to recognise. You will end up naming half the hexes in the game.

My Two Cents.

Sam

rii

Desert Nomad

Join Date: Mar 2005

UK

Yeah... mentioning everything people need to know would be everything in the game. Being able to spam tab through 8 people and know exactly what all of them are doing by the icons is one of the most invaluable skills anyone can have. Dont forgot Cop11
Nice guide.

Kebap

Kebap

Ascalonian Squire

Join Date: Apr 2006

IWAY

W/

Quote:
dazed
deep wound
Backfire
shame
diversion
malaise
wither
mark of subversion
migraine
arcane conundrum
mind wrack N 1, but I miss the nastiest one: Distortion

sir lockt

Lion's Arch Merchant

Join Date: Apr 2006

The Netherlands

Lightning Strikes Twice

Mo/

Quote:
Originally Posted by Kebap
N 1, but I miss the nastiest one: Distortion euh.. distortion is the self-protector of the mesmer, and its an enchant...

Anyway: IMO mend ailment is still the skill to go for: if the 3 seconds longer recharge is a problem (meaning you are contineously removing conditions) you should have brought matyr or all your other healers are locked.

Mend ailment is a massive spike heal with condition stackers around, and therefore my all time favorite... still.

Queto

Queto

Lion's Arch Merchant

Join Date: Jun 2005

Belgium

Dynasty Warriors [DW]

A/W

Distortion is a stance...

ender6

ender6

Wilds Pathfinder

Join Date: Feb 2006

Mo/

To be added to your list:

Soul Leech {E} (Personal favorite of mine)
Scourge Healing (if the monk is under pressure and needs to heal self, this can negate his healing efforts)
Defile Flesh (though I never use, this certainly can impair self healing for the monk)

Note: I always cover the hexes I throw on ppl. So for example I might hit a caster with Soul Leech, PB (quick cast)/followed by a third hex (maybe life siphon).

So if I get 3 hexes in place on a boon prot monk who wants to use contemplation of purity to remove them, he will have to have 3 enchants to match. So Divine boon/Holy Veil/Mantra of recall -- and then pull the trigger CoP, and you should be clear of the hexes. Which is another reason why I prefer Mantra of Recall to Drain Enchantments as a monk.

Dr Ripley

Dr Ripley

Frost Gate Guardian

Join Date: Jan 2006

Seattle

Force of Arms [FoA]

Anyone here experiment with the elite skill Blessed Light yet? I've been using it lately on my active prot, and it's not so bad:

Blessed Light: Heal target ally for 10...94 health and remove one condition and one hex.
10 energy, 1 second cast, 7 sec recharge

Energy cost and recharge look a bit frightening at first, but the package your receiving is decent. I still bring along mend ailment (for spamming), but I don't really need C.o.p. anymore...

Jestah

Frost Gate Guardian

Join Date: Jan 2006

Mo/Me

Quote:
Originally Posted by ender6
So if I get 3 hexes in place on a boon prot monk who wants to use contemplation of purity to remove them, he will have to have 3 enchants to match. So Divine boon/Holy Veil/Mantra of recall -- and then pull the trigger CoP, and you should be clear of the hexes. Which is another reason why I prefer Mantra of Recall to Drain Enchantments as a monk. Actually you only need boon and holy veil to CoP off 3 hexes.

If you've got any real nasty hexes, you'll never get off a cover more than once vs a decent CoP monk. The second you get off a cast and cover he'll know what to expect and CoP it before you even think of covering it the next time. If CoP is recharging you can just watch the incoming hex and cast inspired/veil half way through the cast time so that it removes the second the hex lands on you.

Thom

Wilds Pathfinder

Join Date: Jan 2005

Few things I'd say:
1)In a three monk system, martyr does just fine on a monk. Generally in a 3 monk system you want your monk taking care of most of your removals (hexes and conditions).


2)In a two monk system, your monks will generally will need help with some of the removals (normally hex removal). I am a fan of about 3-4 hex removals in the current metagame, so this requires at least one removel on a mez.

3)Contemplation of Purity is an amazing skill which most warriors and monks should familarize themselves with. Removing hexes and conditions, cheaply and in large numbers is huge.

4)You really can't discuss hex removal without some discussion of Holy Veil and "pre-Veiling". Since over a long battle teams get fairly predictable as to who they are trying to shut down with hexes, it is both good energy management and very effective to preveil a target. This isn't really an advanced tactic, but it is a basic tactic for advanced players and requires a bit more game awareness to do well. With Air of enchantment, veil is your best option for removal.

5)Removal isn't going to beat a good hexer. Hex spam will overwhelm your team. Convert hex is really your only good option against a good hex team, but this is akin to taking "Shields up" to fight ranger spike... not very efficient. Understanding what your limitations are with the hexes you are facing allows you to play around them. Duration and effect are vital information for a good player.

6)Conditions can be defeated by removal and for this reason conditions aren't a top strategy. As a monk I'm always happy to see a condition team.

forever

Frost Gate Guardian

Join Date: Jun 2005

Quote:
Originally Posted by Dr Ripley
Anyone here experiment with the elite skill Blessed Light yet? I've been using it lately on my active prot, and it's not so bad:

Blessed Light: Heal target ally for 10...94 health and remove one condition and one hex.
10 energy, 1 second cast, 7 sec recharge

Energy cost and recharge look a bit frightening at first, but the package your receiving is decent. I still bring along mend ailment (for spamming), but I don't really need C.o.p. anymore... Yes, Blessed Light is a decent elite spell. The information you listed is old. If you check in game, you will find it's 3/4 second cast, 5 second recharge.

Dr Ripley

Dr Ripley

Frost Gate Guardian

Join Date: Jan 2006

Seattle

Force of Arms [FoA]

Goodtimes. My info was from the wiki site, but I'm always a fan of faster recharge and cast times...

4runner

4runner

Banned

Join Date: Oct 2005

Cali!!!

cdxx/the420th.com

Mo/N

i always run:

mend aliment
mend condition
holyveil
cop

never leave my bar!

great guide for monks like me! Thanks dude much props!!

Roupe

Roupe

Krytan Explorer

Join Date: Jul 2005

I personally use mend ailment, almost never leaves my Monks skill bar.

only when doing some challanges where i know there will be lots of poison, etc will i switch my elite to Restore Condition (Elite). For example when doing Defend North Kryta Province.

I have experimented with Draw conditions or Maryr and Contemplation of Purity, using various sacrifible enchantments, with some good results

Holy veil and Contemplation of Purity is a nice cobo, to fast get rid of 1 hex on target ally (not to mention contemplations own removal effect on yourself, two hexes and one condition removed - if holy veil is on yourself) for a cost of 10 and two key strokes

sno

sno

Look into the Eye.

Join Date: Oct 2005

Detroit, Mi

Oh No Not These Guys [uhoh]

Mo/

I cleaned up the latter section a bit, Still not exactly what I had in mind when I started writing, but it gets the point accross for the most part.

carbajac

carbajac

Krytan Explorer

Join Date: Mar 2006

The Medicine Cabinet [PILL]

E/

Yeah, this is a nice thread. I'm the same as Roupe here: Mend Ailment hardly ever leaves my skill bar.

How about those new hexes from the Assassin class? While not the best use of their elite skill, Shadow Shroud and Shroud of Silence messed me up nice and good in RA.

The Ritualist hexes don't seem to bother me right now, but hey, you never know.

Kebap

Kebap

Ascalonian Squire

Join Date: Apr 2006

IWAY

W/

Quote:
Quote:
Originally Posted by Kebap
N 1, but I miss the nastiest one: Distortion



euh.. distortion is the self-protector of the mesmer, and its an enchant... rigt, sorry for my fault.

Fenix Swiftblade

Fenix Swiftblade

Lion's Arch Merchant

Join Date: Mar 2005

Illusion of Competence

R/W

Quote:
Originally Posted by sno
-
Draw conditions - 5 energy, 1/4 second cast, 2 second recharge
pros-
Fast cast, low cost, fast recharge
Removes ALL conditions from target ally.
cons-
Conditions are NOT removed. They are transfered to the caster
no heal (except possible divine favor bonus)
Recommended for non-monk caster, to remove blindness and crippled from melee party members.
Chances are if you're running Draw Conditions the guy using it doesn't have very high prot, but there is a healing component to it. 6..22 health per condtion. I guess it is on the caster and not the target though, and if the target is the one with the conditions, he's the one who probably needs the healing.

sno

sno

Look into the Eye.

Join Date: Oct 2005

Detroit, Mi

Oh No Not These Guys [uhoh]

Mo/

Quote:
Originally Posted by Fenix
Chances are if you're running Draw Conditions the guy using it doesn't have very high prot, but there is a healing component to it. 6..22 health per condtion. I guess it is on the caster and not the target though, and if the target is the one with the conditions, he's the one who probably needs the healing. Yes, the healing element is generally a moot point, but in a fairly new build using draw conditions and melandrus resilliance for energy management, the heal does help. I don't like the draw/MR build though, because it's too situational.

Shika Xblade

Ascalonian Squire

Join Date: Mar 2006

Exessive Messaging eM

R/Me

first:
Draw Conditions is a great asset to a variety of builds because it takes conditions that screw up certain classes (such as cripple on monks, blind on warriors, bleeding on whoever etc), and puts it on yourself, meaning other monks (should be one more in most builds) have an easier time removing condies because they know the condies should be on you. It's also a good idea to consider putting this skill on a Me/Mo because that leaves the 2 (or 3) monks to take care of your conditions between healing through the damage on themselves and the rest of the team.

Second:
EXPEL HEXES is a new GW:F skill which my guild finds INSANELY effective. WIth this skill, u can get the effects of a Boon/Veil CoP on anyone in your party (save for the condie remove and slight heal) for a cheap energy price of 5, plus the recharge is not fully unheard of at 8 seconds. Also, if im not mistaken (not in GW right now), the cast time is less then a second (correct if im wrong and it is 1 sec), which makes it hard to interrupt.

sno

sno

Look into the Eye.

Join Date: Oct 2005

Detroit, Mi

Oh No Not These Guys [uhoh]

Mo/

Quote:
Originally Posted by Shika Xblade
Second:
EXPEL HEXES is a new GW:F skill which my guild finds INSANELY effective. WIth this skill, u can get the effects of a Boon/Veil CoP on anyone in your party (save for the condie remove and slight heal) for a cheap energy price of 5, plus the recharge is not fully unheard of at 8 seconds. Also, if im not mistaken (not in GW right now), the cast time is less then a second (correct if im wrong and it is 1 sec), which makes it hard to interrupt. Expel hexes is something I find very interesting, and will likely play around with a lot. It will be tricky to fit it onto a monk skillbar however, since you wouldn't be able to carry elite energy management, and most monks bring hex removal (inspired hex) as their non-elite energy management. inspired wouldn't necessarily be needed on an expel hexes monk, so something else would have to be done for energy.

Hadoken13

Hadoken13

Ascalonian Squire

Join Date: Apr 2006

The Smuggler's Alliance

Mo/

i suppose you could use energy tap...or maybe energy drain. though neither would be as efective.

we could always go back to offering of blood :/ (though i doubt it will be worth it)

Hockster

Hockster

Banned

Join Date: Jul 2005

I'm liking extinguish in PvE. It's expensive and has a lengthy cooldown, but used right it can be a party saver. I bring it along when grouped with hench, which is almost everytime. Human players tend to suck.