Talk:Convert Hexes

Shouldn't this be an enchantment? The +10^X and all 04:10, 6 March 2006 (CST)
 * No, the effect can't be removed. The effect icon has a dark green border.  --68.142.14.57 04:42, 6 March 2006 (CST)

utterly useless-
you can't even use it on yourself!

Not utterly useless, Very useless but we worked it into a 4 man farming build for the barbed and mighty grawl. lifts barbs and armor plates the injured warrior. Ansi 12:39, 2 December 2006 (CST)


 * Psh, fast cast = yay. --Silk Weaker 02:23, 11 January 2007 (CST)

Too long of a recharge to be good enough to counter hex-based teams, (most?) common team in TA namnatulco 19:01, 11 January 2007 (CST)

Incorrect. You put this on several team-members and you can vastly hinder the effectiveness of hex-based teams.Isis In De Nile 12:05, 23 January 2007 (CST)

Related
Is this skill related to Divert Hexes? -- Sigm@  (talk|contribs) 12:07, 23 January 2007 (CST)
 * yes, add purge signet too &mdash; Skuld 12:10, 23 January 2007 (CST)

12 second recharge
With this latest change, it brings it more in line with the other monk hex removal skills. Three times the cost for an armor boost against a team that has necromancers: does it seem worth it? I'm trying to think of some PvE areas where the armor boost would be helpful, but 15 energy is still a lot, especially for a monk who's already trying to conserve energy for healing/protection. 404notfound 22:34, 19 June 2007 (CDT)
 * This is sweet on the semi-nerfed N/Mo now. M s4 22:57, 19 June 2007 (CDT)
 * It's usually used on E/Mos (or any combination that can handle the energy cost). To get the most out of it, try facing any Necromancer Skale horde in Hard Mode. --Kale Ironfist 23:00, 19 June 2007 (CDT)