Talk:Recurring Insecurity

How do you get to Rhea's Crater? I'm stuck in Cavalon. --Fry 23:16, 10 August 2006 (CDT)
 * After the mission Gyala Hatchery, you'll find yourself in Leviathan Pits. From there, head directly south to the outpost Seafarer's Rest. That's a good launching point for Rhea's Crater, which is due east. Kessel 09:46, 14 August 2006 (CDT)
 * This skill will either get a nerf, or GvG teams will all start to bring two copies of Convert Hexes, SB/RI pwns. -Thomas 07:52, 19 August 2006 (CDT)
 * I won't guess as to whether this will or not get balanced, but there are much easier counters than convert: interrupt soul barbs or run away. The damage is slow enough that if you're not a warrior in the frontline you can probably flee.  --68.142.14.39 16:40, 14 August 2006 (CDT)
 * Hm, running won't work since you'll get a shitload of snares on you. Interrupting soulbarbs is hard, because there are often two soulbarbses. The only other alternative is Expel Hexes. Since RI is always the second hex in the stack, it'll be removed. Reapplying it totally counters that, on the other hand. -Thomas 07:52, 19 August 2006 (CDT)
 * Soul barbs is a two second cast. While it would take two characters of your own to get two, it wouldn't be much of a problem.  Expel probably wouldn't work very well.  While RI/SB would be the first two to land to start off the spam, by the time your expeller sees who's getting spammed and reacts, there will likely be covers from two other hexers already.  --68.142.14.32 08:26, 19 August 2006 (CDT)
 * Expel will ALWAYS get RI because of the way it reapplies. It reapplies under the last hex cast, which means that it's always second to the top in the hex stack. --Theonemephisto 08:39, 19 August 2006 (CDT)
 * Ignore what I said about expel, then, heh. --68.142.14.32 09:06, 19 August 2006 (CDT)

Should we put a link to "Build:Me/N Recurring Soul Barbs" on the page?Go defenestrate yourself. 01:37, 8 March 2007 (CST)
 * We're generally not linking builds from skill articles. --Fyren 02:14, 8 March 2007 (CST)

Order
If you cast RI fist followed by Soul Barbs will that trigger Soul Barbs since RI is reaplied by Soul Barbs?--Wanted warior 1:19 December 24 2006
 * No. RI gets repplied before SB is applied.  The target will end up with RI covered by SB.  --Fyren 17:39, 24 December 2006 (CST)

WW
The anonymous user was correct. Hexing a target a second time with WW effectively does nothing but waste your time and energy. It doesn't trigger SB or RI and it does not reset the duration to 3s. --Fyren 18:28, 28 January 2007 (CST)


 * I'm utterly confused now so I'll just leave it as is. Perhaps it was the wording of the anon's edit. Entropy 00:10, 29 January 2007 (CST)

Soul Bind?
This skill looks like it would be incredible and hilarious with the Necromancer skill Soul Bind. What a shame that they're both elite, though there are ways around that.--209.30.156.96 01:38, 17 July 2007 (CDT)
 * To get this to reapply, you have to hex the target, so it wouldn't make any difference. --Fyren 03:25, 17 July 2007 (CDT)


 * Yeah, that would sorta make it useless. Unless it was against Steady Stance or (extremely unlikely) Balthazar's Pendulum --Gimmethegepgun 03:27, 17 July 2007 (CDT)

Why is this elite?
I know you will all say RI/SB combo, but outside of that why is this skill elite?--Glass 16:11, 29 July 2007 (CDT)


 * yeah seriously, 3 degen from a hex? use life siphon Master Stalfos 20:18, 30 July 2007 (CDT)
 * agreed, lame skill. Dean Harper 21:44, 21 September 2007 (CDT)
 * Acctually i believe this would be the worst elite ever if soul barbs didn't excist, 10 energy, 25 seconds recharge for what? 3 health degeneration, 6 damage per second, and it is an elite. This skill is mainly so lame and balanced just because of soul barbs. Conjure phantasm is better, and i hate to say it but Seeping Wound is better, this skill mainly do 66 damage over 11 seconds, it can be countered with mending, hurray. --Cursed Angel 00:31, 30 September 2007 (UTC)
 * Nah, Balth's Pend is the worst elite ever
 * It's Elite cuz of SB, thats just fact ... and so it has to be elite, cuz its a damn cool damage-dealing effect in PvP (and also PvE, but only in rare situations/locations) ^^ Nashi-chan 09:17, 16 December 2007 (UTC)
 * Seeping Wound can be countered with mending too, and is conditional. It's more something like Enduring Toxin. Small degen for a short time that gets renewed by an easy condition. I do aggree that it's kinda stupid to make this elite.--[[Image:El Nazgir sig.png]]El_Nazgir 09:31, 16 December 2007 (UTC)
 * Hell, without Soul Barbs, this skill wouldn't get used even if it wasn't elite. Now that's bad.--[[Image:Marcopolo47 signature new.jpg]] (Talk) (Contr.) 02:10, 26 January 2008 (UTC)

--Shadowcrest 02:14, 26 January 2008 (UTC)
 * SB is enough reason for this to be elite. Doesn't deserve the LAME tag. Mr IP 02:18, 6 February 2008 (UTC)
 * I use this to 1 vs 1 when I can't use Ineptitude or Migraine due to their profession. Lost-Blue 02:20, 6 February 2008 (UTC)
 * An elite that's only useful when you use a certain skill of another profession simply sucks and does the deserve the lame tag. --Birchwooda Treehug 21:48, 15 June 2008 (UTC)

I don't know why you guys gave this a LAME tag... This skill is a great counter to Echo/Mending... --Marxist Hornet 19:19, 30 July 2008

Enduring Toxin
If you use this with Enduring Toxin, it will be refreshed whenever ET is. Therefore, you can potentially maintain -8 degen on a target (or even several at once) provided they keep moving. Captain Yimuru 10:37, 21 May 2008 (UTC)

Re-application
Someone should test some stuff with the re-application of this skill. It says it reapplies when it "would" end, but that might be worded wrong. Check if it reapplies WHEN it ends or when it WOULD end. If it reapplies WHEN it ends its the ultimate cover hex, and would combo nicely with soul barbs and Shatter/Drain Delusions. Otherwise its kinda meh --Gimmethegepgun 04:57, 12 December 2008 (UTC)


 * Just tested it with a guildie, it re-applies itself if it's the top hex and target foe has any other hexes underneath when it gets removed. Confirmed with Soulbarbs+Recurring. I hear the word "pwnage" in the background! --[[Image:Takisig.jpg]] Taki Fujiko  15:42, 12 December 2008 (UTC)


 * What about mesmer hex + this and Shatter Delusions spike? heck, you could even add accumulated pain and soul barbs for 700-800+ damage spikes with 8 man teams - although I doubt anybody would want to play with ~6 mesmers even though 5/6 can have their elite of choice...still looks very interesting :D Shai Meliamne 19:20, 12 December 2008 (UTC)
 * Soul barbs was the reason this got changed ^ Lord of all tyria 19:30, 12 December 2008 (UTC)
 * Its real use is Mind Wrack -> Recurring -> GGdegen for 40sec --[[Image:Takisig.jpg]] Taki Fujiko  21:37, 12 December 2008 (UTC)
 * Evil-minded bastard! Eww... So, basically with your research, it would TULY be the ultimate cover hex if it wasn't elite, even beating out PBond! And if you DO have this with you, it IS the greatest cover hex of all time! Remove it, and as long as it's covering something, it comes BACK! --Gimmethegepgun 21:44, 12 December 2008 (UTC)
 * The PnH buff counters this. &mdash; Nova  [[Image:Neo-NovaSmall.jpg]] &mdash;  (contribs) 15:11, 13 December 2008 (UTC)
 * Has anyone tested my EXTREMELY important question on the PnH talk page? If my suggestion there holds up, RI would counter PnH, not the other way around --Gimmethegepgun 16:41, 13 December 2008 (UTC)
 * Just use the Master of Hex Removal (aka Master of Healing) who has PnH. Unless he has like 2 in DF, then RI does in fact counter PnH, since one i got a hex on him he couldn't remove it with PnH (or remove hex or CoP).  On a side note, RI is fun with Drain Delusions 71.202.180.150 02:10, 14 December 2008 (UTC)
 * After messing around with Soul Barbs I can say for sure, RI gets removed over and over. Soul barbs covered with RI and master of healing took 5 hits instantly from PnH. 71.202.180.150 02:50, 14 December 2008 (UTC)
 * Well, I was about to come here to gloat vs Nova, but I guess someone else beat me to the answer. Anyway, yeah, once people figure this one the PnH buff will kinda implode. Especially since when they use PnH not only will they do nothing due to RI being on top, but they'll also blow up due to Soul Barbs. And if there are conditions on them, they'll probably FURHTER explode due to Fragility beneath RI :D --Gimmethegepgun 03:59, 14 December 2008 (UTC)
 * This skill is way to powerful, use it on a monk with PnH and high DF. At 15 df this will trigger sb over 9 #$%@ing times. I ended up taking a ton of damage from a monk PnH me while I was being hexed. Whoever said they play tested this should be shot in the eye. I wouldn't mind the damage, except that my monk was the one that caused it. It wasn't his fault, he didn't know. So anyway, maybe put a warning up on PnH or something like don't use unless you want to kill your own team. [[Image:Spikeicon.png]]Tenetke Mekko 15:17, 14 December 2008 (UTC)
 * I am honoured that gimmethegepgun holds my intellect in such high regard that he gloats when he corrects me. :p
 * Also, let's hope that Izzy hasn't realized that RI is completely imba. *calls up r9 friends to run sbri spike* &mdash; Nova  [[Image:Neo-NovaSmall.jpg]] &mdash;  (contribs) 21:43, 14 December 2008 (UTC)
 * No it ain't. PnH is just broken, that is all. Expect to see Divert Hexes and a fixed-PnH to be run more often in the Future. [[Image:Takisig.jpg]] Taki Fujiko  00:43, 15 December 2008 (UTC)
 * It's still unstrippable, and maybe DH has the same effect too. &mdash; Nova  [[Image:Neo-NovaSmall.jpg]] &mdash;  (contribs) 00:55, 15 December 2008 (UTC)
 * Well, I don't know about Divert since I don't have it unlocked, but about Expel Hexes... uhh... it does NOTHING with RI on top. It can probably be assumed the same goes for Divert, and I'm gonna go see about capping it on my sin. Withdraw Hexes removed everything though --Gimmethegepgun 01:51, 15 December 2008 (UTC)
 * Then Expel is broken too, any hex removal which removes so many hexes that there are 0 left after the removal should also correctly remove RI instead of RI over and over. I just hope they find a good solution other than touching RI, this skill is now what it should've been all the time, an elite cover hex. --[[Image:Takisig.jpg]] Taki Fujiko  02:02, 15 December 2008 (UTC)
 * Well, I just checked Divert, and it did the exact same thing. A whole shitload of nothing at both 2 hexes removed and 3. Though it did heal a lot --Gimmethegepgun 02:10, 15 December 2008 (UTC)
 * I think I'll put this on a talk page somewhere on the GWW and see what happens. Bound to already be brought up there if not on a skill's suggestion page or something. King Neoterikos 02:13, 15 December 2008 (UTC)
 * Well, I've now checked every single multi-hex removals that DON'T remove all every time and ALL of them just refreshed RI. Since Withdraw DOES remove it, I assume Purge Signet and Convert Hexes will also --Gimmethegepgun 02:20, 15 December 2008 (UTC)
 * So, this essentially means that until this MASSIVE problem is addressed, the LIFELINE of teams against hexway is 3 laughable skills: Convert Hexes (lol), Withdraw Hexes (lulz), and Purge Signet (ROFL), since everything else will either do nothing or cause severe pain due to Soul Barbs --Gimmethegepgun 02:32, 15 December 2008 (UTC)
 * The mechanic just never came to issue. GW deals with everything one step at a time, so for something like Divert hexes, it removes the First hex, then the second, then the third.  There's never been a skill like this however which would reapply itself upon removal so it's never been an issue.  Fixing the reapplication would go along way to helping this, although I think that it should be changed completely. 71.202.180.150 05:05, 15 December 2008 (UTC)