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the Value of Mage Hex Spells


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15 réponses à ce sujet

#1
CBGB

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Any veterans have good or bad experiences with the Hex line?

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
Angeljoe

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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.

#3
Atesc

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I have Morrigan set up to use hex's and it's increases my dps a ton. I have an auto attacking ranger/bard with rapid shot & attack song, with a wolf pet, and it just brings down almost any boss, combined with sleep/nightmare I can take on any number of mobs.

#4
CBGB

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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
dienon11

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Playing on nightmare, Misdirection is a godly spell against boss mobs or to delay an elite mob while you knock out minions. Coupled with Crushing Prison you can keep them locked down for quite awhile without resorting to the force field exploit.

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
GilgameshXD

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All hexes are pretty good, and I love the first 2. I think the first one lowers resistances by .25, and the aoe one by .2 from what I recall. In any case, even with one of them on a spell power centric base will get you winter's grasp of 150+. And the two do stack for even more fun.

#7
metatrans

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i've had very good experiences with Vulnerability. thats fantastic for putting a big nuke on a yellow or orange named mob. and if it resists its not so important, you just do a bit less damage but nothing bad happens.



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
Odd Hermit

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I always take the hex line, the first three are amazing. They can be cast on sleeping targets which makes them great for setting up AoE and/or getting off a lot of damage with horror. Misdirection is great for reducing boss damage. Vulnerability and affliction stack, so in addition to having much better chances of hitting a boss you'll do a lot more damage to them with spells.

#9
Scyles

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I was having some trouble with my hexes being resisted by yellows and oranges on Nightmare. I started using Affliction Hex on weaker nearby enemies and leaving the hex-bearer alive until I had dealt with the real threat. Vulnerability Hex seems to make my spells about 50% more damaging.

#10
dannythefool

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They increase the damage a lot, but even the first one will help so much with bosses that it's sometimes hard to justify getting the last two hexes too...

#11
borelocin

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I have tactics set to auto-hex any Boss - Misdirection, Vulnerability and Death

#12
dienon11

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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
code2501

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Death hex someone standing in a death cloud and you will learn the value of hexes.

#14
gurugeorge

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I recently started a Nightmare game with a Mage, and picked up the Hex line, and I have to say I was quite surprised at how effective it is. I was expecting Nightmare to be - well, a Nightmare :) - but with Vulnerability and Affliction, it makes the game feel pretty much like Normal, only with less loot (I exaggerate for effect - it's definitely still quie hard). Just for fun, I respecced out of it (using the "raven" mod) to try out a few other spell lines - I can tell you, I respecced back into that Hex line pronto after trying out a few fights without it!
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
lllevokelll

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The hex line is excellent because almost all of the hexes are versatile for lateral use cases.



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
DragoonKain3

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Hex is great because all you need is one mage to have Death Cloud (preferably the most powerful one spellpower wise) in order to do entropic death. That mage Clouds the enemy while the other(s) affliction + vulnerability the boss, and then all of then can proceed to nuke the boss with each of their own death hexes while the boss is underneath the cloud.