Inspired Hex

Acquisition
Skill Quests: Skill Trainers who will teach this skill before it is unlocked:
 * The Deserters (Beacon's Perch)
 * Firstwatch Sergio (Lion's Arch)
 * Dakk (Ember Light Camp)

Usage 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 2 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 new skill Signet of Illusions in Nightfall, the hex can be made to conform to your illusion magic skill, thus making this skill much more useful.

Related Skills

 * Arcane Echo
 * Arcane Mimicry
 * Arcane Thievery/Arcane Larceny
 * Echo (Elite)
 * Inspired Enchantment/Revealed Enchantment
 * Revealed Hex (Duplicate)
 * Hex removal skills