User:Zaq/Build:Me/P Neo Shatterfiend

This is my entry for Defiant Elements's "unused skill contest", using Hex Eater Vortex. I've been using a variant of this build for as long as I can remember, and this is the newest incarnation of my beloved "Shatterfiend." Though designed for the Fissure of Woe, this build has been successfully tested and used in other high-end places such as the Realm of Torment.

Equipment

 * Radiant Armor is recommended.
 * A Motivation-linked shield with an "...of Fortitude" handle and whatever inscription you desire.
 * A spear with a Furious Spearhead, "Don't Think Twice" or "Let The Memory Live Again" inscription, and whatever spear grip you desire (Defensive or Fortitude recommended).

Usage

 * Before leaving, check that your monks know that you would like "first dibs" on any hexes targeting the front line. If you are using hero monks, temporarily disable whatever hex removal skill they are using, re-enabling it as needed in extraordinarily hex-heavy areas.
 * Always keep a very close eye on the main fight and on the minimap, so that you can be sure that your frontliners are in fact within range before you explode their hexes. Most of the time, though, any hex on them will translate to 126 armor-ignoring, nearby-range damage every five seconds (or 252 every ten seconds, depending on if you stagger your shatters or not). While this may seem limited, first-hand evidence will prove that nearly any high-level area you explore will have plenty of hexes to explode.
 * Though in a "perfect" scenario all the enemies will be clustered around the frontliners and all the hexes will also be on those frontliners, we all know that such a scenario is very, very rare in reality. Keep your eyes peeled for enemies near hexed backliners, including yourself, and don't be afraid to shatter them as well.
 * When you are out of hexes or when your anti-hex skills are recharging, spam Diversion on whatever enemy is causing your group the most grief, be it the enemy monk, mesmer, ranger, or whatever. Use Power Return as necessary to stop any resurrection skills, heals, extraordinarily damaging spells, or whatever else you find troublesome.
 * Use Leader's Zeal as much as you can. It's nearly impossible NOT to at the very least break even with it, and not hard at all to hit the maximum energy from it.
 * Lyric of Zeal will give you, and just as importantly give your group, energy from using Signets, in your case Remedy Signet. Because it requires adrenaline, Leader's Zeal will be your primary energy management skill, but it's not at all difficult to toss the occasional spear at an enemy between spells. A spear is preferred to a wand because a spear can be Furious, can give Health or Armor, and has a faster fire rate than a wand does, so it will charge Lyric of Zeal more quickly.
 * Naturally, although Remedy Signet is important for triggering Lyric of Zeal, it is just as important for its own effect. Use it whenever any conditions happen to hit you and give your monks a little bit less work.

Variants

 * Following the First Rule of Mesmers, replace Power Return with whatever is necessary. Empathy will add some pressure to attacking monsters (or indeed most casting monsters, as they tend to have an obsession with wanding anyway), Overload will add tremendous damage against non-hex-based casting monsters, Unnatural Signet or Spiritual Pain are excellent choices when obnoxious spirits are present (most notably anywhere Arms are found, with their incessant Quickening Zephyrs), Lightbringer's Gaze is helpful in areas in which the enemies are affected by it, and so on. Know thy enemy and make an informed choice.
 * This is different enough to warrant its own bullet point: if you anticipate even more hexes than usual (for example, that one area of the Domain of Fear with the huge groups of water-hex-loving Rains), bring Arcane Echo instead of Power Return, and copy Hex Eater Vortex. Your energy will be somewhat taxed, but your damage will increase dramatically.
 * Remedy Signet may be exchanged with Signet of Synergy to add a little bit of healing to the build, but the recharge time of Synergy is somewhat longer than Remedy.
 * Whether your resurrect skill is the powerful Sunspear Rebirth Signet or the weak but reusable Signet of Return should depend on your group and your target area. It is also possible to go without a resurrect skill altogether, but as a general rule, it never hurts to have a res on hand, just in case. Either way, keep in mind that just because you don't have the Leadership to make it powerful doesn't mean that Signet of Return won't help at all. In the worst-cast scenario, anything that can get a dead ally on his (or her!) feet is better than nothing.

Counters
Since this is a strictly PvE build, users should simply apply the First Rule of Mesmers and prepare for whatever they may come across. "Enemies without hexes" is not a "counter" to this build, as this build should simply not be used in such a case. The greatest threat to this build in a well-planned area is an overzealous hex removing ally. Follow the Second Rule of Mesmers (know thy group and its capabilities) and make sure that you and a Divert Hexes monk (for example) won't be competing to see who can remove the hex first.