I've been looking over a lot of the team-style builds on PvXwiki, along with discussions here on Guru about 7-hero teams people are putting together. A lot of the teams I see people talking about using to "faceroll" areas post-7-hero-update involve things like 3 discord or sabway, panic, prot-boon, etc. Pretty standard builds overall.
But when I go look at those builds, I notice a distinct lack of specific hex/condition removal on the bars. Entire team builds without either.
I've tried a few of the builds, even had two interrupt mesmers (panic & ineptitude or tease or PI) and a tease-prot monk... hexes and conditions still get through periodically (hello Sacnoth Valley).
Personally, I don't like going out without something like Extinguish & Hex Eater somewhere on my heroes... I feel kind of nekkid. LOL
What about you? How important is it to you to have some sort of dedicated hex/condition removal on a bar somewhere? Do you ever find yourself sacrificing something to bring it along? Do you feel it's a "must have" for you, especially in HM? Or can you take it or leave it?
Aside from hex/condition removal (which is obviously mine LOL), is there a specific skill that is on your "must be somewhere on my team every time I go out into the world" list, and why is it on your list?
How important is hex/condition removal to you?
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For condition removal I just use Foul Feast and Mend Body and Soul on the resto necro, more isn't really necessary.
For hex removal I change my builds depending on the area. I usually just bring 1 hex removal, but for heavier areas I switch some skill around (e.g. Aegis for Convert Hexes on ER Prot, Shatter Hex on Panic). Shatter Hex will probably main-bar after the next update (from 15e to 10e).
For hex removal I change my builds depending on the area. I usually just bring 1 hex removal, but for heavier areas I switch some skill around (e.g. Aegis for Convert Hexes on ER Prot, Shatter Hex on Panic). Shatter Hex will probably main-bar after the next update (from 15e to 10e).
Fortunately for us, PvE hexes base off of health loss; which can easily be mitigated with the healers in your party, which should be many.
So no, I don't bring hex removal. I find AoE ele spells or massive physical spikes more threatening than a hex. Unless that hex was Spirit Shackles pre-nerf (they should have just called it "If you are melee, you lose the game").
So no, I don't bring hex removal. I find AoE ele spells or massive physical spikes more threatening than a hex. Unless that hex was Spirit Shackles pre-nerf (they should have just called it "If you are melee, you lose the game").
what i've seen in many random groups is that almost no monk bring a condition removal and only one hex removal. They just simply use pvx general UA or HB build with.
What i'm trying to explain is that in certain cases having hex removals is vital. Having conditions removal is vital also. The case of blindness of the imbagon in a very hard area is one of the most typical example to how the entire group wipe cos monk have no condition removal.
I always bring 2 hex removal and one condition removal at least, and this way should everyone do.
What i'm trying to explain is that in certain cases having hex removals is vital. Having conditions removal is vital also. The case of blindness of the imbagon in a very hard area is one of the most typical example to how the entire group wipe cos monk have no condition removal.
I always bring 2 hex removal and one condition removal at least, and this way should everyone do.
J
I use them, I have around 4 or 5 condition removal/heal spells. Also have about 3 hex removal spells. Why? Because I'm one of the very very few who play a melee, and one of the even more few who play a Warrior and 85% of the enemies I face have some sort of hex spell that's intent is to annoy the hell out of me and one hex removal just doesn't do the job.
I think that most of those people, who bother posting their team builds, probably enjoy making and discussing their builds, but not so much playing them. These team builds are a good starting point or even a source of inspiration, but they all need to be tweaked for specific circumstances.
I generally bring a little hex and condition removal (Remove Hex, Pure Was Li Ming at 3 Restoration, the 2 spotless spells), and I add more (Hex Eater Signet, Revealed Hex, Mend Body and Soul, Dismiss Condition) if I think it's necessary depending on the area. I rarely feel like I'm sacrificing something in order to bring these skills because I'm generally happy with my damage output and wouldn't care if it's just a little lower.
I generally bring a little hex and condition removal (Remove Hex, Pure Was Li Ming at 3 Restoration, the 2 spotless spells), and I add more (Hex Eater Signet, Revealed Hex, Mend Body and Soul, Dismiss Condition) if I think it's necessary depending on the area. I rarely feel like I'm sacrificing something in order to bring these skills because I'm generally happy with my damage output and wouldn't care if it's just a little lower.
With 7-heroes, I usually have one or more conditions remover and one or more hex remover. Why? Because I can afford to with so many available skill slots in the team.
It also depends on what profession you are playing. There are more shutdown hexes and conditions against melee classes than caster classes in general.
In the past, with only 3 heroes, many builds dont bring hex removers. Partly because Mhenlo usually carries one hex remover, and they bring heals to out heal the other hexes to save skill slots. There is no need to do that now with 7 heroes. It is cheaper to just remove the hexes than to have to out-heal them.
It also depends on what profession you are playing. There are more shutdown hexes and conditions against melee classes than caster classes in general.
In the past, with only 3 heroes, many builds dont bring hex removers. Partly because Mhenlo usually carries one hex remover, and they bring heals to out heal the other hexes to save skill slots. There is no need to do that now with 7 heroes. It is cheaper to just remove the hexes than to have to out-heal them.
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I use them, I have around 4 or 5 condition removal/heal spells. Also have about 3 hex removal spells. Why? Because I'm one of the very very few who play a melee, and one of the even more few who play a Warrior and 85% of the enemies I face have some sort of hex spell that's intent is to annoy the hell out of me and one hex removal just doesn't do the job.
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How important cleaning is to me depends on what profession I'm using and what areas I'll be playing in. It's perfectly fine to not include any cleaning if you're in an area where they can be ignored, but obviously not when there's blind spam or Blurred Vision all over the place while on a physical. Convert Hexes, Hex Eater Signet, Foul Feast etc. This topic feels pointless.
Let's talk conditions first. For a lot of team setups, conditions barely slow them down. Physical damage dealers need to worry principally about blind, and occasionally cripple. Blind is nasty shutdown, but cripple mostly just slows the beat down. Its a well know fact that physical dmg dealers have more counters than spell-casters, which are mostly hurt by daze. Lots of team setups can deal with all other conditions via superior healing (in some case one ER infuser can handle this solo). If you look at some of the most commonly used builds (Sabway, Spiritway, Discordway) the often use rit healing skills, which involve conditional condition removal. So while specific condition removal skills aren't always used, the ability to remove conditions is often present.
As for hexes, it gets a bit different depending on what class you're playing. Melee often needs to worry about hex snares from Water Elementalists and mesmers. Adrenaline based bars are strongly affected by adrenaline denial mesmer hexes. Finally there are hexes which increase the chance of missing, or reduce damage done by attacks. All of these can (potentially) put a damper on physical damage (and some work for physical damage in general). So either such a player must bring some decent hex removal, or bring ways of getting around said hexes. One common approach is to bring spirit turrets, which can not be hexed. Another is to bring mesmers to interrupt the hexes (while also mitigating damage). Other hexes can usually be countered again by superior healing. For the caster classes most hexes don't pose a serious threat anyway, except in less commonly occurring situations (an example being an AoE snare combined with something like meteor shower).
When I play a melee class, I often bring either a Mo/Me or a Me/Mo with divert hexes, which is certainly one of the best hex removal skills in the game, just to help keep the snares off. That being ssid, if I plan my team well, I can rely on the heroes for the damage and not even have to worry about those snares. When I play a caster class (which is most often mesmer or rit) I tend to bring at most 2 hex removal skills (usually just one) because I don't feel that they impact me much.
As for hexes, it gets a bit different depending on what class you're playing. Melee often needs to worry about hex snares from Water Elementalists and mesmers. Adrenaline based bars are strongly affected by adrenaline denial mesmer hexes. Finally there are hexes which increase the chance of missing, or reduce damage done by attacks. All of these can (potentially) put a damper on physical damage (and some work for physical damage in general). So either such a player must bring some decent hex removal, or bring ways of getting around said hexes. One common approach is to bring spirit turrets, which can not be hexed. Another is to bring mesmers to interrupt the hexes (while also mitigating damage). Other hexes can usually be countered again by superior healing. For the caster classes most hexes don't pose a serious threat anyway, except in less commonly occurring situations (an example being an AoE snare combined with something like meteor shower).
When I play a melee class, I often bring either a Mo/Me or a Me/Mo with divert hexes, which is certainly one of the best hex removal skills in the game, just to help keep the snares off. That being ssid, if I plan my team well, I can rely on the heroes for the damage and not even have to worry about those snares. When I play a caster class (which is most often mesmer or rit) I tend to bring at most 2 hex removal skills (usually just one) because I don't feel that they impact me much.

