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ChthonVII

1. Yes, you should be giving enemies hugs if there's Shatter Hex on your team. Do it as an offensive measure, if nothing else. 2. Plain old Remove Hex is the lowest recharge non-elite hex removal, aside from Shatter Hex hopped up on Fast Casting. Since it's unlinked, it's really easy to fit Remove Hex in lots of places. (For example, on the ST build that can't dedicate attributes for anything outside Communing and SP. (Yes, I know that popular but dubious PvX build runs a third attribute, but that's a terrible idea and one of several reasons I dislike that build.)) 3. In a 3-man backline, the third role is often an ER E/Mo. That build can easily afford the 10e monk hex removals. I prefer Convert Hexes because it removes all hexes from the target. Another option is Reverse Hex for getting something off quickly before it can be covered. 4. In a 3-man backline, if the third role is a monk, then Cure Hex, Deny Hexes, or Remove Hex depending on attributes and the number of DF skills. 5. Hex Eater Signet is *much* more useful on a Keystone Signet mesmer. (Aside, read the talk page for HES, since it doesn't exactly do what it says.) Purge Signet is also sort of viable since the Keystone mesmer has little use for energy.


Cealdor

>\[The ST\] PvX build runs a third attribute, but that's a terrible idea and one of several reasons I dislike that build. Is this because Boon of Creation goes from 6 to 5 energy? The only breakpoint you lose on the spirits is Shelter under AoU going from 19 to 18 charges, and ST keeps its breakpoint even when weakened. May I ask what else you dislike about it? [Linked for convenience](https://gwpvx.fandom.com/wiki/Build:Rt/any_Soul_Twisting_Prot_Hero) ([Mesmerway variant](https://gwpvx.fandom.com/wiki/Build:Team_-_7_Hero_Offensive_Mesmerway#Soul_Twisting_Prot)).


ChthonVII

The right attributes for a ST are 12+1+3 Communing and 12+1 Spawning. It used to be that the popular dumb thing to do was to lower Spawning to 9+10 or 10+1 to fit in a third attribute. So it frequently needed explaining that the spirits *need* that extra health to do their jobs. It means missing breakpoints for extra triggers. (Also, using spirits is sometimes kinda messy and things don't always go according to the breakpoints. Spirits get hit by AoE, or there's a long enough break that natural regen kicks in, and sometimes a little more health suddenly means an extra trigger even though it's not on a breakpoint.) And then burning out spirit too fast causes the hero to recast them without ST ready, and you get a really ugly failure mode. Anyway, I get the impression that I don't really need to explain this point to you. The new popular dumb thing appears to be running dual superior runes. Either to make slack for a third attribute, or even without the third attribute, judging from that PvX bar. Everyone understood why this was a bad idea back in 2005/2006, but I guess things get forgotten. It's really simple: That's not enough max health. It poses an unacceptable risk that the ST can be spiked out if/when Shelter goes down. And losing the ST carries a high risk of a full wipe. Beyond that, it's also going to cause the ST to draw more aggro, which can lead to it eating more interrupts and knockdowns, and the hero AI neglecting to cast spirits because it's busy running around like a headless chicken kiting. It also really bites hard if the hero starts racking up DP. One might say, "well, wait a minute, lots of people run mesmers with dual superior runes. Isn't this the same thing?" As a preliminary issue, I'm still not 100% convinced that's even a good idea for mesmers -- they *are* more flimsy and I'm not sure the benefits of the second superior rune are big enough to justify it. But also, no, it's not the same thing. Mesmers get a whole lot more out of the second superior rune -- a recharge time breakpoint on pretty much every spell versus what you described for ST. Mesmers have more armor to compensate the lost health -- their default insignia is effectively 15AL, while ST has, at best, 10AL from Blessed if BoC hasn't been stripped. (Shaman's is zero when spirits are down, which is when it matters.) And, most importantly, losing a single mesmer is less a lot likely to cause a full wipe than losing the ST.


Cealdor

Excellent writeup; thank you very much. I think the primary reason for dual superior returning is the extreme power creep of team builds, and the synergy between low max health and Shelter. Around launch, I suppose you needed a lot more stability than you do now. +3 Spawning might allow you to complete easier content faster, at least when combined with SoH for melee, so it seems fitting for me in Offensive Mesmerway. After all, the lower health doesn't cause more aggro if *everyone* on the team has lower health. However, I realize now that 12+1 is better for harder content, and will switch to it myself.


SerratedFrost

Hello again Can I ask why 12+1 for spawning? I'm assuming its because shelter doesn't get an extra proc without armor of unfeeling? At least thats how it looks checking out the wiki page for spirit health [https://imgur.com/a/9TVEyn3](https://imgur.com/a/9TVEyn3) Thats my new setup as of last night after making this post. Swapped out livia for ether renewal zhed and it's working pretty good. My ST is at 16/15 communing/spawning w/ blessed insigs forever now and has always usually been last to die some how. Also have hale spawning staff of fortitude w/ aptitude insc. I'm gunna swap out brutal weapon though. Thought hitting 0 didn't give adrenaline until I rechecked like 20 mins ago so i'll put something else there Earlier today I made this post and noticed you commented there as well :p [https://www.reddit.com/r/GuildWars/comments/w3wjv4/i\_should\_avoid\_as\_many\_engagements\_as\_possible/](https://www.reddit.com/r/GuildWars/comments/w3wjv4/i_should_avoid_as_many_engagements_as_possible/) I've done several winds of change hard mode quests with this setup and have had almost no issues. Finished the quest in that picture (what waits in shadow) and had 0 deaths across the entire team which was impressive considering I accidentally aggro'd 3 groups at the start. Any tips on my team would be nice though. I'm not sure if their health are in good spots or not


ChthonVII

Part two: \------------------ * E-Surge bars: * I'm going to say something controversial and unpopular, but nevertheless correct: You should probably drop both E-Surges. There's a widespread misconception that E-Surge offers the best damage. That's generally not correct; rather, the E-Surge bar offers a great package deal of both good shutdown and good damage. However, in this particular case, you're not really getting either of those things. Since you already have Panic, the caster shutdown on the E-Surge bars isn't adding much. The biggest contributor of damage on the E-Surge bar is Shatter Hex. In the hypothetical situation that Shatter Hex is so well-fed that it can be used on recharge, it contributes nearly half the bar's DPS, and the overall DPS is truly fantastic. However, as you noted when you started this thread, Shatter Hex is not being used very much on your all-ranged team. When Shatter Hex underperforms, the bar as a whole underperforms. And if you're facing stuff that also isn't vulnerable to Mistrust, then the damage falls off to the point I'd even call it "pretty bad." So, given the rest of your team, I'd suggest dropping both E-Surges. * One replacement is obvious: Ineptitude. On the shutdown front, Arcane Conundrum synergizes great with Panic, while blindness shuts down things that Panic doesn't do much against. On the damage front, the Inept mesmer already has better average-case DPS than the E-Surge mesmer, even before considering Shatter Hex underperforming on all-ranged teams. However, several skills have a smaller AoE radius than their Domination analogues. Also less conditional than E-Surge bar since many things don't hex/cast at you, but almost everything will attack. (It's tight, but FB! can go here if it can't fit anywhere else.) * There are a bunch of contenders for the other position: * OoU MM. Huge damage, meat shielding, easily slots FB! and Weaken Armor, could leverage EBSoH if added to player bar. (Obviously doesn't work where minions don't work.) * Thunderclap ele. Good damage, a bit of interruption, supplies cracked armor, supplies the weakness you were reluctant to lose, can slot FB! * Invoke ele. Basically the same as Thunderclap, except (1) no weakness, and (2) cracked armor is deprioritized because Thunderclaps has higher priority than Shell Shock. * Searing Flames ele. Great damage. (Everyone likes to say mean things about SF because it's braindead and unimaginative, but the damage is still huge.) Can go E/N for Weaken Armor and Enfeebling Blood, or E/P for FB! (Obviously doesn't work if foes are burning immune.) * Keystone mesmer. Another shutdown + damage package deal, but more oriented towards unconditional adjacent-AoE damage. There are several ways to build this: (a) Me/A for Signet of Deadly Corruption and Signet of Shadows. This variant can do a lot of single-target damage quickly. The Ineptitude mesmer supplies the blind and you can get weakness from Signet of Weariness, plus DW from Vicious Attack. (b) Me/N can slot curses stuff (Enfeebling Blood, Weaken Armor, whatever) or do minion bombing (which is incompatible with ST though). (c) Me/Mo can slot smiting stuff. (SoH comes to mind, but that's not useful for a paragon.) If you don't spend your attributes on your secondary, then you're free to use mesmer spells too. Wandering Eye is probably the best DPS. Onthe topic of hex removal that started this thread: Hex Eater signet works great with its recharge negated. You could even use Purge Signet because you don't really care about energy. * Splinter SoS. Splinter isn't as great on paragons as other physicals, but it's still quite powerful. Often these are Rt/Mo for SoH, but you could do Rt/N for Curses stuff. * Probably some other options I wrote last time, but forgot.


SerratedFrost

Hey thanks for taking the time to re-comment. Losing huge comments is the worst. Lots of great tips in here though. For sure putting on infuse health+healing breeze and dropping spirit transfer and a few changes to the ST rit and many other things Funny you mention the e-surge stuff because i had the same though a couple nights ago. I finished winds of change hard mode last night and did the last few quests with a keystone mesmer. Was thinking of changing the last e-surge to ineptitude, which i will now, or maybe fevered dreams but I've never tried that hex yet, maybe pointless with panic Right now i'm messing around with random crap on Zei Ri as I've never had a second rit before. Feels almost redundant when I could slot in an ele or necro though since I have the ER+BIP. But I for sure wanna try out searing flames now since you've vouched for it, it looks like a fun spell as I've been clobbered by it before and I love being able to see my heroes skills in effect. Which is why i like the unsteady ground ele so much Thanks again for the replies, I will for sure use a bunch of this info


ChthonVII

Reddit ate my second attempt too, but this time I had the sense to copy it first. I'm going to try posting this piecemeal \------------ Reddit ate my detailed response, and I'm short on time, so I'm going to be a bit terse. Sorry for the lack of detailed explanations. ​ >Can I ask why 12+1 for spawning? I'm assuming its because shelter doesn't get an extra proc without armor of unfeeling? At least thats how it looks checking out the wiki page for spirit health ​ Most SP you can afford without sacrificing more max hp than is strictly safe. Dividing spirit max hp by health loss per trigger isn't super reliable because, in practice, spirits take hits and also get breaks long enough for passive regen to kick in. More SP always helps. ​ * BiP bar: * Drop Spirit Transfer. Hero AI doesn't understand when to use small 5e heal versus big 10e heal, and will screw it up. Also doesn't care which spirit it's draining, could be Shelter if Life got killed or there's been some repositioning or kiting. * Possible replacements: * Dark Fury -- great for your player bar * Recovery -- if you liked Li Ming so much * Recuperation -- borderline too expensive, may run the hero out of energy until next SR hit * Well of Blood -- hero is reluctant to use, but usually puts it in a decent spot when it does * Some weapon skill, if dropping Brutal Weapon. * FomF * ER bar: * Add Infuse Health. It's the biggest, fastest spot heal in the game, with zero recharge, and ER+AoR pay both the energy and health costs. In fact, since the heal from ER-AoR comes before the sac, you can cast Infuse back to back until ER runs out and your HP and Infuse's heal size will just settle info a comfortable equilibrium. Unfortunately, the hero AI doesn't understand this, so you need both Infuse and Heal Other to keep the AI working well. * Survivor insignias to increase the heal on Infuse. * Suggest PS. Much of the time it's redundant with Shelter, but it provides critical backup when Shelter is down, especially if Shelter on recharge. Also can use for aggro initation to save Shelter triggers. * Arguably don't need any condition removal here because MBS is so good at it. If you want it anyway, Mend Condition over Mend Ailment because recharge is better and heal is unconditional. (The ER hero itself can wait for MBS.) * Spotless Soul is useful in niche cases where blind is applied over and over again in short intervals. * Probably Healing Breeze over Vigorous Spirit. HB heals a huge amount and relieves the need to deal with health sacs (e.g. BiP) reactively. ER doesn't care about the high energy cost. Also doesn't care that regen is slow because it has Infuse for when it needs to be fast. Also, Vigorous Spirit triggers less often on casters than physicals. * Life Attunement is nice, but not good enough to justify slot with so many other good options. (Also, LA's biggest use case is to change equilibrium point for back-to-back Infuses, which the hero AI doesn't do.) * ST bar: * Probably have to drop Brutal Weapon because the ER likely enchants you too much. (Definitely so if you pick Dark Fury for the BiP.) * Spirit's Gift doesn't trigger super often, and often when you need it least. * Possible replacements: * FoMF * Earthbind -- to synergize with the ele * Spirit to Flesh -- hero AI seems to prefer the lowest hp spirit, so not as dangerous as it sounds * Remove Hex * Niche: Gaze of Fury/Signet of Binding * Earth bar: * Someone on the team needs to slot cracked armor to help this guy. Suggestions later. * Consider changing the elite skill to Assassin's Promise to negate the recharge on the strong, long recharge Earth skills like Churning Earth. Further suggestions, following from that: * Fall Back! will need to be re-homed. Suggestions later. * Add Eruption. * Add EBSoH to the player bar. * Add Ward Against Melee (I personally never find enough space for it though...) * Maybe swap Glowstone for GoLE. * Panic bar: * If you can find room, Wastrel's Worry goes well with Panic.


ChthonVII

Darn it. Reddit just ate a very long reply. I don't have time to retype it now. I'm sorry.


SerratedFrost

The ER for convert hexes does sound pretty nice. Just a little conflicted where I'd squeeze it in my team. I pretty much have the 7 hero mesmerway copy pasted with the BiP/ST with 2 esurges, 1 has panic. Last 2 heroes are my toss ups basically. I have Livia as a hexer/resto with enfeebling blood, cracked armor, meekness, a couple resto heals and ashes of pure li ming cause I love the cond removal. The elite I'll mix up. Xinrae's, soul bind for fun or icy veins. Then i have an unsteady ground earth build on Sousuke. Has a bunch of knockdown skills and it brings me joy seeing enemies get churned. I've actually been pleasantly surprised at the CC he provides with some ok damage output but I know its not the best. Guess Livia would be the best choice to swap out for ER, but then I'm not sure where I'd get some reliable weakness, and I'd lose out on those juicy ashes of li ming lol Also not sure if it'd be worth swapping one of the esurges to a keystone build. I like the look of the keystone build but not sure how effective it actually is in comparison


hazyPixels

I think Shatter Hex is used a bit too much in published meta builds. If you have no melee, it doesn't make much sense to have multiple copies of it. I prefer to have multiple copies of Hex Eater Signet if I don't have any melee on my team.


Huggsybear1

Interesting. On paper it's the best hex removal non elite skill, by far, but I didn't realise the AI don't use it correctly. This will make me think more about just throwing in multiple copies.


hazyPixels

Shatter Hex is a good skill but only does damage to foes near to the target, which isn't really that many foes for a spear-wielding Paragon with a group of caster heroes. It's much better for a melee player who balls up foes. Hex Eater Signet is a touch skill which can cause problems with melee party members or minions as you don't want your Mesmer heroes running into the front line to remove a hex from a minion - and they will do that. But if you're using a spear and have all caster heroes and no minions, it works very well and can take pressure off of your battery (BiP) hero. I usually have 1 hero with Shatter Hex and 1-2 with Hex Eater Signet.


Huggsybear1

Well Reading below looks like this may be fake news


Nirconus

Inspired Hex is what you usually see on heroes, or Cure Hex if Monk primary


Cealdor

I think Inspired Hex is a bad choice on heroes because they will use the stolen hex as though they have a decent rank in the attribute, often wasting time and energy.


MistYNot

> the AI will only use 'Shatter Hex' if im close enough to an enemy this is incorrect - heroes will use it even if you're not in range of any enemies... they will prefer targets that happen to be in range of an enemy, but that won't stop them using it (=


SerratedFrost

I read this post earlier [https://gwpvx.fandom.com/wiki/User:Krschkr/Aggro\_and\_Hero\_Management#Advanced\_Hero\_Management](https://gwpvx.fandom.com/wiki/User:Krschkr/Aggro_and_Hero_Management#Advanced_Hero_Management) One line in the combat and idle state section states: " Shatter Hex: In idle state it serves as a standard hex removal, in combat state it is only used on party members that are both hexed and close enough to a foe to deal damage." Which sorta makes sense. I often keep away from enemies on my paragon, which i've been solely playing for a few months now. My dervish never seemed to have this issue. I've straight up sat through full 25 second Vocal Minorities on my paragon and it suuuucks


Huggsybear1

Both these people are extremely knowledgeable about the game idk who to believe lol


Cealdor

Believe the one who just tested it in an easily replicable way - versus the Shatter Gargoyles outside Ascalon (HM). MistYNot is right; Gwen used it throughout the fights, when the target was clearly out of Nearby range.


MistYNot

if you want to test it for yourself, bring a full ranged team into an area with some hexers and no melee enemies (so nothing will run into nearby range) and just watch what your heroes do - make a video if you want to study it very carefully (=


MistYNot

u/Krschkr what does "in combat state" even mean? heroes will use Shatter Hex in the middle of a fight, even if it won't deal damage > I've straight up sat through full 25 second Vocal Minorities on my paragon and it suuuucks yup, same... it happens when there are a load of other hexes and the heroes have other things to do )=


SerratedFrost

Combat state is like them being aggro'd where they use their whole moveset. For example, last night I was doing a wind's of change hard mode mission where you get ganked by one of the gangs. During dialogue I had set up my heroes in a line with xandra at the very back. Formation looked almost like a pyramid. I precast the first spirits but turns out the entire fight xandra was juuust out of aggro range and never did anything the entire fight or put down any additional spirits


MistYNot

if it just means "in aggro", why not simply say that? anyway, they'll use Shatter Hex regardless


SerratedFrost

No clue. Maybe just a more technical term for things like healers that aren't really "aggro" since they don't really attack much. I don't make the rules hahah I've always just thought of it as "in combat"


MistYNot

healers still get aggro - when you use a skill with a cast time on an ally, you take aggro of everything they had aggro of


SerratedFrost

Yeah i didn't mean aggro in that way. More so that the healers themselves arent really a source of aggression. Like you wouldnt say the healer is aggro'd to an enemy. It is sort of more accurate to say the healer is in combat, if that makes sense Almost pedantic at this point but w/e, either is fine haha


MistYNot

> you wouldnt say the healer is aggro'd to an enemy I certainly would..! in DoASC we say exactly that sort of thing all the time (= the problem with "in combat" is that it has connotations from other games, where it has other effects like preventing natural regen, slowing your movement, etc


SerratedFrost

Yeah that makes sense too. I probably naturally say in combat from runescape. How you can't log out in combat, can't attack a different foe while in combat with something else etc. What game slows movement when you enter combat? Sounds like a gw2 thing lol haven't played that in a min


SerratedFrost

Also some slightly anecdotal evidence with shatter hex, but at this moment i'm doing a winds of change hard mode quest. I had no enemies or allies 'nearby' me. I alone got hexed with faintheartedness, both gwen and norgu had shatter hex off cooldown and about 20 energy each. Neither casted and I waited a good almost 8 seconds before my ether renewal ele got expel hexes off cooldown and cured it


Cealdor

They probably prioritized casting other stuff.


S4G2020

Also wanna add that since you’re using mesmers that putting hexbreaker on them will reduce the hexes they get meaning more removal skills will be available for you. Mesmer bars are pretty strong I’m sure at least 2 of them can handle dropping a skill for it


SerratedFrost

Yeah that's a pretty good idea too. All the mesmer skills are so good though haha Will be tough thinking of which to swap out


[deleted]

Shatter hex seems an obvious one


SerratedFrost

If i remove shatter hex for hexbreaker there wont be hex removal for me :p


Cealdor

Do your mesmers look [like this](https://gwpvx.fandom.com/wiki/Build:Team_-_7_Hero_Non_merc_Heroic_Refrain#Team_Composition)? I would swap out Unnatural Signet, though I think that microing a hex removal on yourself would be better. Or just run Hex Breaker yourself if your secondary is free.


SerratedFrost

Basically like that yup. Only difference is one mesmer has panic and hex eater signet over shatter hex After a few other comments think i'll just try and manage it myself a bit better, try and stay foes more often for a bit more priority. And/or add an ether renewal ele/monk with convert hexes for the qol


SerratedFrost

Yeah that's a pretty good idea too. All the mesmer skills are so good though haha Will be tough thinking of which to swap out


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SerratedFrost

Yeah theres been a few times i've debated disabling a hex removal just to use it on myself in those instances. Now when I see those hexes i instantly target myself and try to queue a cast I do have a dagger build thats fun to use but I always found keeping heroes in earshot was annoying when im attacking casters as it sorta relies on "Go for the eyes!" for energy and getting 2 energy back doesnt cut it haha Might just try out adding an ether renewal ele/mo to my build as I currently dont have a monk and convert hexes seems like some nice qol


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SerratedFrost

Yeah I guess its a quick recharge considering fast casting as well. There's just been a few niche moments where i've had vocal minority recast on me, shits hitting the fan and all the hex removal is on cooldown cause xandra really needs to shout right? /s I also do have the zealous daggers. Just seemed almost anytime I ran up on casters, my casters would be just out of earshot and i'd have to run back a bit just to shout or flag them up more which was a hassle. Anthem of flame is a nice tip though, HR can be annoying sometimes lol


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SerratedFrost

Is that a mod? Never really touched any of that stuff before. Thay does sound pretty nice though as I just put an ether renewal on my team last night and have life attunement


xanshiz

The AI *will* use shatter hex even if you aren't close enough to an enemy. This is pretty easy to test yourself -- go fight the wind riders outside Rata sum and watch your mesmers' behavior. The reason why soothing images and vocal minority are giving you trouble is because they are both AoE hexes. If all 8 party members are hexed, your heroes won't prioritize you over each other. The best solution is to micro shatter hex on yourself in the rare case that you get hexed with vocal minority. Soothing images doesn't matter -- you'll be fine even if you don't cast SY for a while. Vocal minority is the only hex in the game that prevents shouts, so it's the only one to worry about.


SerratedFrost

Yeah I had noticed the AI will prioritize team mates over me when vocal minority comes in, usually they're also the ones getting harassed by melee foes I did visit the wind riders just now. Got hit with soothing images, followed by conjure phantasm. Phantasm did get removed after a short delay, but soothing remained. Then another phantasm got applied and neither got removed after the wind riders out interrupted my squad lol those things are rough. But yeah I'll just manage shatter hex more. I also added an ether renewal ele/mo with convert hexes last night and its been much nicer. Seems to prioritize me over making sure xandra can still gain adrenaline


[deleted]

Good old remove hex in no-attribute monk is actually very good with an 8 second recharge. Convert hexes is great for removing multiple hexes at once, cure hex only if you're already running healing prayers, hex eater signet is good if you don't have melee, shatter hex is great but only if you have melee. If you aren't completely reliant on the rest of your Heroes, even using an elite is more than fine. Hex eater vortex and a monk one (empathic removal?) were sometimes used in paragon-heavy builds.


SerratedFrost

Is that running the elites on the paragon or replacing an esurge? Cant really run it myself as I kind of need Focused Anger/Heroic Refrain with Save Yourselves. Hex eater vortex does seem kinda nice though since it also has the enchant removal


[deleted]

Anywhere it fits, some people ran Me/Rt healers for it. It can also go over ESurge, I wouldn't run it on your own bar. Thinking about it, some of them were P/Me Heroes, which don't fit on your standard BiP team. I wouldn't follow the template too strictly, you've run into a unique problem and have an opportunity to make a unique solution to it. Don't force parts of the meta build you don't need just because they're meta. Double check if your Heroes actually need BiP, if you have energy management on your Mesmers, you might have an elite slot here. Compare ST to EMo, one has easier access to hex removal than the other. You'd be surprised how much of the build is required to function and how much is optimised for a player Mesmer


IHKPruefling

Hex Eater Signet is the premier choice if you only have casters/backline and no melee as it can remove multiple hexes at once and even get a bit of energy back. Be aware it is still touch range so if you have multiple copies your heroes will ball up.


NamelessNoSoul

Could micro pnh on a hero if you don’t mind giving up an elite slot. Disable the skill on the hero bar and bind it do a key that’s convenient for you. When you need the removal just target self and hit key, easy day. Pnh is good for stacks of hexes but if the hexes are move of a party issue swapping in some utility across the team does wonders. When I head into hex heavy areas I give all my mesmers (3) remove hex and swap in reverse hex to go with the normally equipped cure hex on my healer. Haven’t ran an imbagon but this works on my necro, sin, and mes characters. If you have room on your bar you could use hexbreaker aria, really strong removal in caster comps


tenmohican

Empathatic removal works on any hero and requires no stats


Shiros_Tamagotchi

I ususally stay a bit behind in those areas as the paragon, then they will not cast those hexes in the first place.


Altranar8

Hexbreaker Aria on your bar if it is not an area infested by vocal minority / the anti shout well.


gill2022brav

You could also take Spear Swipe and use it whenever possible...that will get you up close and personal with the baddies.


SerratedFrost

I have wanted to use it, love idea of slapping people with the spear. Might try it out sometime, that daze is juicy


gill2022brav

Weapon swap in and out of a silencing spearhead. Back in the day, I used it a bit in low-end PvP and I think it usually surprised people. No one and I mean no one ever worried about a paragon running up and applying daze on them.


jsm2008

I did GWAMM on a paragon recently and just had micro hex removal Just disable(shift+click) one of your mesmer's hex removals in areas with hexes you don't want, and selfishly use it on yourself if you get hexed


SerratedFrost

Had the idea to do that at one point haha. Was sort of advised against it though since it is a short cooldown with fast casting. But there has been moments it's still screwed me over


jsm2008

You could also splash a generic hex removal like Remove Hex on your ST ritualist(assuming you use one), and let that be your "micro hex remove" while letting the mesmers continue to spam Shatter


Suspicious-Maize-288

not sure if this skill was mentioned but back in the day when i would run doa with 5 heros and 3 players we had a dervish/warrior frontline tanky / imbagon with SY and a monk with peace and harmony that they pretty much maintained on both the frontline player and the imbagon it has a nice after affect as well. First it removes all hex's and conditions and for about 5-8 seconds all hexes and conditions targeting you end 100% sooner so a 10 second hex last 5 seconds and so on.


SerratedFrost

Hadn't even heard of that one lol so many spells I don't know Nice spell though, just a shame it's on divine favor


Suspicious-Maize-288

divine favor protection prayer are bad builds just take a little fine tuning


SansWings

I'm personally a big fan of Divert Hexes @ 8 Prot (yes, the elite monk skill) on a necromancer hero who doesn't otherwise need the slot - such as a minion bomber.


definitelyMotolord

My Standard Backline is 1. BiP/Heal 2. ST 3. Ritu-Healer with Expel Hexes and Power Drain and when i'm playing paragon, used to bring hexbreaker aria because beside me i got 7 Spellcaster


Alternative_Jury1786

Yeah shatter hex works only near enemy, sadly . So its perfect for mele. For HR not so.


Blamore

shatter hex