the Value of Mage Hex Spells
#1
Posté 24 novembre 2009 - 12:53
As a newcomer, I've found Vulnerability Hex makes a real difference in the amount of damage soaked up by an enemy.
Affliction Hex spreads that impact with reasonable regularity. And while I don't yet have a feel for its radius of contagion, from what I see in the animations, it appears to spread most of the time to nearby enemies.
But after reading several posts where players complain about them missing, I find I'm more aware of mine being resisted.
Is Hex resistance common?
Are the effects on a boss long enough to be of value?
#2
Posté 24 novembre 2009 - 12:59
#3
Posté 24 novembre 2009 - 01:02
#4
Posté 24 novembre 2009 - 01:06
Angeljoe wrote...
I dont know how you check how long a mob has a hostile spell on it, thats why I havnt bothered much with affliction spells, but I too would like to know the answers to your questions.
You're right that it's hard to get numbers for debuffs. But if I'm seeing correctly, there's a little set of blue vapor drops around the mobs affected by Vulnerability and Affliction.
Is that right, and is there something similar for Misdirection?
#5
Posté 24 novembre 2009 - 02:21
Misdirection has a little glyph activated under the affected mobs feet. I haven't timed it but it lasts 15 seconds against a boss mob I would say.
Modifié par dienon11, 24 novembre 2009 - 02:22 .
#6
Posté 24 novembre 2009 - 02:24
#7
Posté 24 novembre 2009 - 02:42
Affliction is pretty good. it can almost double the effectiveness of an AoE damage spell so its sort of like having double fireball or double blizzard. of course, there's nothing stopping you from actually just using 2 different AoE spells anyway and getting a similar effect. but whatever, Affliction is decent.
Misdirection i kinda dislike. its just a weak form of single target crowd control really. considering how much single target CC already exists in the game i can almost always find a better spell to use. Horror, Paralyze, Forcefield, Crushing Prison, Petrify, Glyph of Paralysis, all perform better imo.
death hex is just another damage source really. i find its mana cost to be too high for the amount of damage it provides. its extra good if you have a dual wield warrior in the group, but alot of classes can't even take advantage of it. mages dont get crits from staves or spells. backstab rogues don't get crits. really just warriors and archers get crits. if you're using 2+ warriors and archers in your group i guess its good. otherwise i'd use the mana on different damage spells and get better results.
#8
Posté 24 novembre 2009 - 03:03
#9
Posté 24 novembre 2009 - 07:34
#10
Posté 24 novembre 2009 - 08:12
#11
Posté 24 novembre 2009 - 10:12
#12
Posté 24 novembre 2009 - 11:33
metatrans wrote...
Misdirection i kinda dislike. its just a weak form of single target crowd control really. considering how much single target CC already exists in the game i can almost always find a better spell to use. Horror, Paralyze, Forcefield, Crushing Prison, Petrify, Glyph of Paralysis, all perform better imo.
The point is it's cheap and effective CC if you are already taking Vuln and Afflict hexes. For one additional spell point you get another solid CC option without having to dig into another tree. Eliminating boss damage for 10-15 seconds is huge. On nightmare, it was Misdirection alone that allowed me to take down the Revenants so early on in the game.
Modifié par dienon11, 24 novembre 2009 - 11:33 .
#13
Posté 25 novembre 2009 - 09:06
#14
Posté 25 novembre 2009 - 06:27
It's one of those things, you don't really notice what it's doing until you don't have it.
Modifié par gurugeorge, 25 novembre 2009 - 06:29 .
#15
Posté 25 novembre 2009 - 09:26
Repulsion is just amazing in it's flexibility, I often use it to knock range opponents towards me, or as an opener to cluster opponents to abnormal density.
* * *
Btw, can you boost hexes with spell might? e.g. Spell Might boosted Affliction? I haven't tried that yet (need to respec to Spell Might) but am curious.
#16
Posté 25 novembre 2009 - 10:32





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