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== Notes ==
 
== Notes ==
 
* [[Inspired Hex]] cannot copy [[monster skill|monster]] [[hex]]es, but it still strips them and provides the energy gain. As a result, when Inspired Hex is used to remove a monster hex it recharges instantly.
 
* [[Inspired Hex]] cannot copy [[monster skill|monster]] [[hex]]es, but it still strips them and provides the energy gain. As a result, when Inspired Hex is used to remove a monster hex it recharges instantly.
* The energy gain is a nice bonus, but this spell can be used even with no points in [[Inspiration]], for a net loss of only 2 energy per casting for a hex removal spell than can be cast on allies (unlike [[Hex Breaker]]).
+
* The energy gain is a nice bonus, but this spell can be used even with no points in [[Inspiration]], for a net loss of only 1 energy per casting for a hex removal spell than can be cast on allies (unlike [[Hex Breaker]]).
 
* Also useful for [[Necromancers]], who (along with Mesmers) have the most chance of having attributes linked to the hex that Inspired Hex becomes.
 
* Also useful for [[Necromancers]], who (along with Mesmers) have the most chance of having attributes linked to the hex that Inspired Hex becomes.
 
:'''Note:''' As this spell 'becomes' the hex that was removed, it's impossible to reduce the cooldown with [[weapon upgrades]] like with other hex-removing spells.
 
:'''Note:''' As this spell 'becomes' the hex that was removed, it's impossible to reduce the cooldown with [[weapon upgrades]] like with other hex-removing spells.

Revision as of 06:25, 8 January 2007

Skill details
Inspired Hex
Inspired Hex
Campaign: Prophecies Mesmer
Profession: Mesmer
Attribute: Inspiration Magic
Type: Spell
    5 Energy 1 Activation    

Full: Remove a hex from target ally and gain 4...9 Energy. For 20 seconds, Inspired Hex is replaced with the hex that was removed.

Concise: Removes a hex from target ally. Removal effects: you gain 4...9 Energy; this spell is replaced with that hex (20 seconds).

Inspiration Magic 0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21
Energy 4 4 5 5 6 6 6 7 7 8 8 8 9 9 10 10 10 11 11 12 12 12

Acquisition

Skill Quests:

Skill Trainers:

Notes

  • Inspired Hex cannot copy monster hexes, but it still strips them and provides the energy gain. As a result, when Inspired Hex is used to remove a monster hex it recharges instantly.
  • The energy gain is a nice bonus, but this spell can be used even with no points in Inspiration, for a net loss of only 1 energy per casting for a hex removal spell than can be cast on allies (unlike Hex Breaker).
  • Also useful for Necromancers, who (along with Mesmers) have the most chance of having attributes linked to the hex that Inspired Hex becomes.
Note: As this spell 'becomes' the hex that was removed, it's impossible to reduce the cooldown with weapon upgrades like with other hex-removing spells.
  • If the caster is in the midst of casting the replaced hex at the end of 20 seconds, the spell will fail.
  • If you plan on using this skill, throw any extra, small amounts of attribute points you are not using into your unused hex-related attributes. For instance, if you are normally a Domination mesmer, and have 6 extra attribute points unused, put them into Illusion magic, so if you use the "inspired" Illusion Hex yourself, it will be slightly more powerful.
  • A player that copies a hex exclusive to a campaign he does not own will succeed in lifting the hex from his ally, but the copy on his bar will be locked for 20 seconds and he may not use it.
  • With the skill Signet of Illusions, the hex can be made to conform to your illusion magic skill, thus making this skill much more useful.
  • This skill is a Prophecies-only duplicate of the Factions skill Revealed Hex.

Related skills

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