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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

Progression

Illusion Magic 0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20
Degeneration 1 1 1 1 2 2 2 2 2 2 2 2 3 3 3 3 3 ? ? N/A N/A

Acquisition

Signet of Capture:

Usage Notes

  • This skill works well with the Necromancer skill Soul Barbs as base. This way every time target gets hexed, Recurring Insecurity is renewed and Soul Barbs gets triggered twice (once for trigger hex, once for Recurring Insecurity). Cheap, low recharge hexes like Parasitic Bond and Wastrel's Worry compliment this build. However, while Parasitic Bond triggers Recurring Insecurity and Soul Barbs every time it is re-applied, Wastrel's Worry works differently- if target is already under the effect of this hex and it gets reapplied, it will neither renew Recurring Insecurity, nor trigger Soul Barbs. Health degeneration hexes like Conjure Phantasm and Faintheartedness, and the condition Deep Wound are also frequently employed with the Soul Barbs - Recurring Insecurity combo.
  • This hex is reapplied before the cast hex is applied. Recurring Insecurty will always be the second hex in the stack when a new hex is applied.
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