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(RI/SB with deep wound? and imho, use with otherwise useful hexes)
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== Notes ==
 
== Notes ==
   
*This skill works well with the [[Necromancer]] skill [[Soul Barbs]]. Every time the target is hexed, Recurring Insecurity is renewed and Soul Barbs is triggered twice (once for trigger hex, once for Recurring Insecurity). Cheap, low recharge hexes like [[Parasitic Bond]] complement this build. [[Health degeneration]] hexes like [[Conjure Phantasm]] and [[Faintheartedness]], and the condition [[Deep Wound]] are also frequently employed with the Soul Barbs/Recurring Insecurity combo.
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*This skill works well with the [[Necromancer]] skill [[Soul Barbs]]. Every time the target is hexed, Recurring Insecurity is renewed and Soul Barbs is triggered twice (once for trigger hex, once for Recurring Insecurity).
 
*This hex is reapplied before the cast hex is applied. So, Recurring Insecurity will always be the second hex in the stack when a new hex is applied.
 
*This hex is reapplied before the cast hex is applied. So, Recurring Insecurity will always be the second hex in the stack when a new hex is applied.

Revision as of 04:57, 11 October 2007

Skill details
Recurring Insecurity
Recurring Insecurity
Campaign Factions Mesmer
Profession Mesmer
Attribute Illusion Magic
Type Elite Hex Spell
    10 Energy 1 Activation 10 Recharge

Full: For 10 seconds, target foe suffers from -1...4...5 Health degeneration. If that foe has another hex when Recurring Insecurity would end, it is reapplied.

Concise: (10 seconds.) Causes -1...4...5 Health degeneration. Renewal: if target foe has another hex when Recurring Insecurity would end.

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

Acquisition

Signet of Capture:

Notes

  • This skill works well with the Necromancer skill Soul Barbs. Every time the target is hexed, Recurring Insecurity is renewed and Soul Barbs is triggered twice (once for trigger hex, once for Recurring Insecurity).
  • This hex is reapplied before the cast hex is applied. So, Recurring Insecurity will always be the second hex in the stack when a new hex is applied.