Talk:Recurring Insecurity

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Keeping it On[edit]

As I understand it, repeatedly using a simple hex like Wastrel's Worry would keep this hex on indefinitely. Also, it would seem that Enduring Toxin would work well when combined against a foe that likes to move a lot, like in ab battles ^^ umph

It's not that simple. Recurring Insecurity will aways be reapplied, meaning it will aways be the top hex, and the first one to be removed. But yes, it would work if the enemies don't have hex removing skills. --Drake of Storms 06:24, 22 October 2007 (UTC)

Possibilities as a cover hex?[edit]

I was just thinking, other than your elite slot and 25 recast, this skill might have some potential as an insta-cover hex for stuff like backfire, etc. Just a thought, I've never used the skill, so I don't know... ~ 71.117.246.90 07:35, 1 March 2008 (UTC)

"other than your elite slot and 25 recast", just stop there lol... Barkingllama 00:01, 16 May 2008 (UTC)

This skill is more useful at 0 illusion magic then 16 illusion magic[edit]

discuss 67.82.179.27 04:48, 18 June 2008 (UTC)

why ? it only last 1 sec ? 87.51.135.254 00:34, 25 June 2008 (UTC)
wait, I misunderstood the effect. NEVERMIND 67.82.179.27 23:45, 2 July 2008 (UTC)

Cover[edit]

Does this hex covers other hexes, or is it covered by other hexes? I am asking this, because a skill like kinetic armour also can be covered by enchantments cast by the caster.217.121.213.138 19:09, 9 December 2008 (UTC)

Note[edit]

"Good synergy with Soul Barbs." Is that still viable? or should it be removed? --TalkWild 02:49, 12 December 2008 (UTC)

It's not bad with soul barbs, and it should still be pretty good... it's just not stupidly overpowered now, like it used to be. --Jette 04:30, 12 December 2008 (UTC)
Doesn't really work well with soul barbs anymore.
Uhm yeah it does. Makes this -5 Degen for like 40 seconds, Reaper's Mark is back.

Does this do what I think it does now?[edit]

Just a question, since I play mesmer only very rarely. What exactly is the interaction between this things new function and hex removal? IE, if this is used as a cover hex for Soul Barbs, and the victim gets hit with a one-hex removal spell, does this reapply itself because of Soul Barbs tucked away underneath it?

If it does, I think we just got handed the god of cover hexes.

Reading from reports on GWO, it's even better:
  1. If you use it as a cover hex, and people use a skill that removes one hex, Recurring Insecurity reapplies itself. In other words, during those 10 seconds skills that only remove one hex are useless.
  2. If you use it as a cover hex, and people use a skill that removes multiple hexes...Recurring Insecurity reapplies itself. Apparently because the hexes would be removed in order, so when RI would be removed it would reapply itself thanks to how the hex beneath it has yet to be removed. The other hexes would be gone, but RI would still be there. Someone on GWO claims that RI was still there after the Master of Healing used Peace and Harmony.
That's second hand information, but still... Erasculio 12:36, 13 December 2008 (UTC)
Conjure phantasm that lasts forever and can't actually be removed... that's actually kind of neat. Kinda overpowered if you ask me, but neat. --Jette 15:45, 13 December 2008 (UTC)
Screen shots are always helpful... but to what Jette said, ya, god of all cover hexes and constant Conjure Phantasm indeed... IF you meet the condition of a hex still being on the target... The Peace and Harmony skill would still remove this I think... unless the hexes are removed in layers instead of all at once... then I guess it would reapply itself... or is it infact counting itself as another hex??? Then that would be a bug and perma -5 degen -- SabreWolf 17:27, 13 December 2008 (UTC)
Ok, big WTF with this skill. Using Soul Barbs (lasts 30 seconds) and Recurring Insecurity leads to the Master of Healing being hexed and under health degen for 30 seconds, no matter what skill he uses, even if using Peace and Harmony. Even better, when under Soul Barbs and Recurring Insecurity, using Peace and Harmony triggers the damage caused by Soul Barbs 6 times. Does anyone have any idea why it triggers 6 times? Remove Hex triggers it once, as expected. Some screenshots here and here. Erasculio 21:37, 13 December 2008 (UTC)
My guess would be that it removed RI 6 times. It is removed and reapplied successively 6 times without reaching SB. (Coincidently, that would mean Master of Healing has 10 in Divine Favor.) That makes RI sort of a hard candy shell, stopping monks from reaching the nice chocolaty hexes underneath. --Theeth 23:46, 13 December 2008 (UTC)
I agree. They need to change the priority of hex removal and reapplying RI. 84.56.208.38 00:13, 14 December 2008 (UTC)
While I'm as baffled as you are, keep in mind that Soul Barbs triggers once for Peace and Harmony (an enchantment) being applied, as well. Still... why does it trigger five times? Anyone tried this with a classical multi-hex removal? Divert or Expel? 84.178.90.3 03:10, 14 December 2008 (UTC)

I think what happens is that Peace and Harmony (or any skill like it for that matter) doesn't remove all hexes at the same time, it removes them from the last hex cast (cover hex) to the first hex cast, and every time this hex gets removed it reapplies or something like that. If this was the intention then it is THE elite cover hex if not I think they should rework how Peace and Harmony and skills like it work.--Wealedout 00:39, 14 December 2008 (UTC)

Imo Peace and Harmony is powerful enough that it needs a counter like this.--70.161.97.235 02:57, 14 December 2008 (UTC)
PnH is not even near being powerful enough to counter new hexways, even if you bring 2 copies of it. No need to counter it except standard anti-caster measures. Try observer mode. --82.82.169.97 16:58, 14 December 2008 (UTC)
So I guess what I said is true... PnH removes the Hexes in layers and since RI is on top of another hex... it will reapply itself before the next layer of the hexs can be removed and PnH attempts to remove it again... so if you have like 15 in DF, it will attempt to remove it 9 times... which means 9 triggers of Soul Barbs? woof... so you can Conjure Phantasm, Soul Barb, RI and have -10 degen for 16 secs and at 10 curses do 25 dmg for each attept from PnH... which with thr 9 attempts above... looking at 255 dmg! and the hexes remain on the target WOW -- SabreWolf 23:18, 14 December 2008 (UTC)
you forgot that P&H is also an enchant so it also triggers soul barbs, throw in a wastrel's worry after monk casts P&H and it's on death sentence. (P&H shortens hex duration so it'll trigger RI's refresh and WW's end effect sooner) 96.13.22.73 17:15, 15 December 2008 (UTC)
I would have liked to have seen how this interacted with Withdraw Hexes since it removes all hexes and RI seemed to reapply itself infinitely. What would happen to WH's recharge? And if Soul Barbs was on the target as well, would it just be instakill? And then Purge Sig would have just resulted in no energy, I imagine. --Ph03n1x 06:19, 14 December 2010 (UTC)

I predict the return of Purge Signet[edit]

You read it here first. Removes Soul Barbs and Recurring Insecurity without triggering either...plus whatever else may be ailin' ya. Vili User talk:Vili 07:23, 14 December 2008 (UTC)

Purge is still mostly worthless. Covert does the job, and is actually useful.
Convert is also target other ally and only saves you 5 energy. Vili User talk:Vili 09:07, 14 December 2008 (UTC)
More than that. Convert will cost you more energy in many cases because of weapon swapping with Purge. And you can't use it if you don't have the energy while Purge still works even with 0 energy. Nonetheless Purge is still worthless because it will be interupted no matter how hard you try. Needs a buff to 1/4 activation time to rebalance the OPed hexes, 10e++ costs are hefty enough. --82.82.176.65 10:05, 15 December 2008 (UTC)
There are only three skills that remove all hexes at once; Withdraw Hexes is the third, but there's no possible advantage of that over either Purge or Convert. :p A Mesmer should be able to get off Purge Signet without interruption, I think. Vili User talk:Vili 10:52, 15 December 2008 (UTC)
Purge signet in HA/GvG is kind of lolsy.Pika Fan 15:15, 16 December 2008 (UTC)
And now not neccessary. btw meet me in gh today xP 82.34.128.19 15:50, 16 December 2008 (UTC)

Update[edit]

Fixed a bug that caused Recurring Insecurity to reapply itself when removed.

So i guess it's not longer the best cover hex ever now :/ Vortex 00:13, 16 December 2008 (UTC)

It certainly needed that fix, though I must admit it was fun in RA/TA to see people use P&H on someone with this and soul barbs at ~50% hp. Use P&H and the guy dies. Really made you go WTF the first time you see 250 damage done instantly when you were busy on another target. Kelvin Greyheart 00:30, 16 December 2008 (UTC)
Now it truly is worthless, though... oh well. Vili User talk:Vili 00:39, 16 December 2008 (UTC)
Wow, I can't WAIT to use this Elite version of Conjure Phantasm! /sarcasm
An elite conjure phantasm that only matches conjure phantasm at high attribute spec. And even then the duration is less without the conditions being met. This skill redefines terribad. Actually, wait a sec.... no... there is one that is worse, and has been worse since prophecies. *drumroll* Amity. THAT is awful on a scale that boggles the mind. Kelvin Greyheart 02:07, 16 December 2008 (UTC)
Agreed, this is just plain inferior to phantasm. Phantasm has half recharge, lasts longer, and is not elite.
It figures. Instead of fixing the way P&H worked to prevent the insane self-spike, they nerf a recently buffed mesmer skill.

That was fast! What happened? Did RAWR loose a match and they cried over this to Izzy?

Pity, and I thought that it was a feature of the skill... 4.225.88.225 09:36, 16 December 2008 (UTC)
The description made it seem like it was working as expected tbh -User Auron csig.png Auron 09:45, 16 December 2008 (UTC)
What's your problem with this skill "being to weak now"? It is still buffed in any way compared to the old version before december 11th update. It had it uses before, it has it uses now. Maybe not in 8v8 (nullifying P&H would make P&H pointless), but can still be useful to put strong hex pressure with e.g. Soul Barbs on single targets. Infinitly reapplying skills are always very dangerous, either evil or good, so don't make them too strong. --82.82.190.92 13:23, 16 December 2008 (UTC)
Um.... yeah it is too weak. That is completely and utterly irrefutable. Show me one build that uses this where you couldn't just use conjure phantasm instead and get the same if not better results (If you mention soul barbs, I mention Wastrels Worry). If it already has conjure phantasm, then use conjure nightmare. Seriously. Compare nightmare to this + phantasm. You get a point or two less degen, which is probably irrelevant since there are almost certainly conditions. You save one skill slot and your elite slot. On top of that Degeneration SUCKS. When one monk can keep up with max degeneration just by using orison once every 4-5 seconds, let alone a good heal like WoH. Yes, party wide degen is heavy pressure. That's why tainted flesh is an elite. This doesn't even come close to that. The only reason you would want a hex like this is because it's very hard to remove. Admittedly it should be removable, which it wasn't excluding lose all hex skills, but this will NEVER see any use in any situation as is. IMO make it so that only a nonelite spell can remove it if it's on top. Also fix the P&H glitch with soul barbs (and probably divert too, not that anyone is running divert after the P&H buff).
Also, your last comment about strong pressure makes no sense. 2 skill slots one of them elite for 25-30ish damage every 10 seconds? OK... I guess you could spread it around, and maybe use Arcane Echo But you would almost do better to wand instead of casting those two skills.
There are plenty of ways of making this usable, but not broken. For example you could make it only removable by non elite hex removals. Others just reapply it (without the soul barbs spike). Maybe that would be broken, I honestly can't say for sure. But it certainly would encourage bringing something besides just P&H for all situations. May as well find out rather than letting it sit here totally useless. Kelvin Greyheart 14:56, 16 December 2008 (UTC)
Maybe you think it's totally useless because you just think of HA or GvG? There are plenty of occassions where heavy hex removal is no option. And if you deny the usefulness of well knwon skill combinations... well, this is no base to discuss this in a neutral way. There are plenty of Elites that don't do much more in general effekt than their non-elite counterpart. Is Enraged Smash thus a very bad skill? I won't say RI is an outstanding elite, but it still stronger than before and I may imagine some hex over teams where this may prove useful. --82.82.190.92 15:26, 16 December 2008 (UTC)
Enraged Smash is not bad because it's a second bull's strike that does way more +damage and gives you a ton of adrenaline. Recurring Insecurity is bad because it does a small amount of degen with a duration conditional on the target being under the effect of another hex, and removing either RI or the other hex will end it. It was actually worth using in certain situations before the nerf, now it's not. ¬ Wizårdbõÿ777(talk) 18:22, 16 December 2008 (UTC)

Only noobs QQ about broken skills getting nerfed, this still works in the old, slow sb/ri spike (More like pressure amirite?), you just have to freakin SPAM the fuck out of your spike target with any hex spell until they go BOOOOOOOM. I think I've highlighted enough skill variety to make this effective. Also this is for GvG, so above is wrong. 82.34.128.19 15:49, 16 December 2008 (UTC)

It must have taken you ten minutes to make that many pipes. --Jette 22:25, 16 December 2008 (UTC)
I think you missed the point that this doesn't double the damage from Soul Barbs anymore. It doesn't have much more synergy with SB than Conjure Phantasm now. Vortex 23:19, 16 December 2008 (UTC)
Isaiah Cartwrong = utter failure - again and again! Instead of fixing multi-hex-removal they nerf RI instead - typical!!!
Lol - failed with hexway in Tombs against balanced or what? You actually need to play to win. --82.83.41.4 02:05, 17 December 2008 (UTC)
Since when? --Jette 05:19, 17 December 2008 (UTC)


Mantra of Persistence[edit]

How does the reapply work with mantra of persistence? Completely useless but I am curious. *Goes off to check* Kelvin Greyheart 03:39, 8 January 2009 (UTC)

inconclusive results, but doesn't seem to work on reapplication. kinda difficult because I was using timing to see how long it lasted with a 20ish second hex alongside a 20 second recharge skill. When mantra is used first the hex is reapplied after 15ish seconds and then lasts another 10 thus it doesn't trigger with the mantra up on reapplication. secondly casting it without the mantra and then using mantra before it was reapplied would cause it to end right after the other hex so it would be 10s both times. I am not sure of these results and am hesitant to add a note as such. could someone else test? Kelvin Greyheart 03:50, 8 January 2009 (UTC)
I don't think anyone really cares because it's kind of trash to begin with.--72.189.85.14 06:47, 10 January 2009 (UTC)
I flat out said it is completely useless, but that I was curious. Same thing with various combinations of CoP and holy veil with different hexes. In a real situation you aren't going to need that very often if ever, but it is still information. It does not need to be useful to be interesting. Kelvin Greyheart 17:57, 10 January 2009 (UTC)

Enduring Toxin?[edit]

Isn't this skill just like Enduring Toxin? Causes a certain amount of degen and is reapplied whenever a certain condition is met.

Still weak-phantasm is better[edit]

Recurring Insecurity Same as Phantasm EnergySame as Phantasm Activation time2x Phantasm Recharge time "For more than Phantasm...same as Phantasm...less than Phantasm seconds, target foe has less than Phantasm..less than Phantasm... same as Phantasm degen." --The preceding unsigned comment was added by User:72.43.62.68 (talk).

For 2...10...12 months, whenever Shard translates an update...edits pages in his namespace...looks at any page on the wiki users think they're him and generate vast amounts of unfunny everywhere.
If when this skill would end the last such edit was by a user not logged in, it is reapplied. User A F K When Needed Signature Icon.jpg A F K When Needed 21:19, 2 September 2009 (UTC)


Ideas for a fix[edit]

5 energy, 5 recharge, 10 seconds duration, same degen, reapplies if another hex. Covers skills like Frustration, Soothing images, Arcane Conundrum, etc. Annoys monks yet not overpowered because other illusion skills, like shrinking armor, can cover hex almost as well without the reapplication effect. In any case this skill needs a fix. Anyone would agree this sucks compared to conjure phantasm. --COWARD 09:12, 19 May 2011 (UTC)

That's what it kinda was before but it was abused with Soul Barbs. Still a better skill than Withdraw Hexes by far though. Also, welcome to GW 2011 ZencowUser Ox rider Sig.png 09:37, 19 May 2011 (UTC)
Thanks --COWARD 19:51, 25 May 2011 (UTC)
Probably missing something, but I don't see this as a cover hex. RI currently lasts 10 seconds regardless on pts in Illusion, while most other illusion hexes last longer. To get the full benefit, RI needs to be cast first, so when it ends first it reapplies due to the "cover". I see the purpose of (and sometimes use) this to spam around followed by another hex each time, supported by the hexes of other team members. The biggest problem is the 10 energy cost. For an elite, this should be 5 energy to best suit the skill's purpose. Lord Flynt 05:48, 13 April 2013 (UTC)
its tough to balance the degen and cost on an infinite length hex... but this just offers zero utility compared to Migraine - which has double the degeneration and lasts twice as long (effectively 40 seconds of RI). If things are going to die due to degeneration, they'll probably die within 20 sec, + you'd be better off bringing another hex instead. Chieftain Alex 11:46, 13 April 2013 (UTC)
I see your point, but Migraine seems to be more of a spike skill (at least to me). I also don't see where you can say Migraine lasts longer, as RI will continue to reapply when your team is hex heavy. I see this as a classic "fire and forget" type of pressure skill where you apply, cover, move to the next foe, and repeat. For such a hex heavy team, I often have Shared Burden, which would make Migraine somewhat redundant. Lord Flynt 06:38, 15 April 2013 (UTC)