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Hexers role playing game board: vinyl mat alternative - Dungeons and Dragons D&D DnD Pathfinder RPG play compatible - 27''x23'' - 1'' squares on one side, 1'' hexes on the other - Foldable & Dry Erase

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They're known as Curse Makers in Japan, and they're all about inflicting status ailments and binds on the enemies. Hexers operate by disabling enemies and just making things inconvenient for the monsters in the Labyrinth. Again, a really niche skill, especially if your party has one specific person (a Beast, namely) tanking damage.

In EO2, they got buffed big time and are pretty much the strongest class in the game. They lost Stagger and Relapse, but they got some powerful new skills to make up for that. They're one of the best supporting and offensive classes in the game. Their only weakness is that they take some time to get rolling. Hexers are really skill point hungry, and they can't contribute much at the start of the game. Once you get farther into the game, they'll be one of your best party members and can pretty much vaporize any bit of difficulty in the game.

Lifedrain Patch - I like to think of this as the Anti-Warmth. Instead of healing everything around it, it hurts everything including the caster or any allies. Not terribly useful for anything but trolling, although it can be used to deny access to a doorway for a few seconds. Oh, and it costs you 3,000 souls per. The most useful status effects to take are probably Torpor, Evil Eye, and Corrupt. Blind and Paralysis aren't really useful statuses to inflict on an enemy. Torpor completely disables them, and lets your party set up while the enemy sleeps. The Curse status isn't useful by itself, but a War Magus can take advantage of cursed enemies by hitting them with Cursecut, restoring their TP, and then they can Transfer that TP to a party member, essentially giving the party infinite TP. As for Terror, bosses and FOEs don't resist that status effect as much as any other ailment. It's also great when used with one of these next three skills, but even though bosses and FOEs don't resist Terror that much, the chances for the status effect landing aren't that great. Still, if you do land it, these next three skills can be helpful. Probably the least important debuff skill the Hexer has. Weakening their defenses so that your team can kill them faster is a much better use of a debuff slot. Gloves offer second highest fire defense (almost equal to that of Chaos gloves, Syan's gauntlets and Tattered Cloth manchettes). Ouranos' divine authority is so strong that him constantly praying keeps certain monsters from spawning above the lower floors, and any from leaving the dungeon.

Resonant Weapon - On weapons without inherent elemental damage this is the strongest buff possible, hands down. (On elemental weapons, the same-type damage boost makes matching buffs a little better and this includes Dark Weapon on dark weapons, but that's not important right now.) The downside is that it costs you 2,000 souls every time you cast it. It's worth it for tough bosses or duels or in really late game when that many souls is chump change. Hexe rs have mastered the art of slaying the undead and often sell those skills for coin or other riches. Silver Greatsword + Fire Enchantment + Stendarr’s Aura Catalyst - Hexes can be cast with either a staff or a chime, depending on the spell. I'll have them divided when I list spells, but just keep in mind that you'll most likely have to upgrade multiple catalysts for full effectiveness, especially if you want to add Magic and Lightning into the mix. Of course, the box also contains two balanced armies of psychic behemoths – the Daemon-hunting Grey Knights, and the masters of Tzeentch’s magical legacy, the Thousand Sons. Profound Still - No one but you can cast spells for 30 seconds. It's pretty hilarious to see spell spammers go to cast and play out that little confused animation, but it doesn't stop them from whipping out a melee weapon and coming after you. It's also a really fast way to get the attention of every enemy in the area. Never cast this in Tseldora.Attempts to revive all dead party members. Inflicts fear on revived party members. Has an 80% speed modifier at all levels. This skill is a single target debuff that eliminates an enemy's resistances. The scaling is as follows.

Topspin from the FH side was steady. The contratopspins were extremely safe. Hexer PowerGrip is quite similar to Super Ventus in this way. Overally I thought the ideal space was rather closer to the table up to mid-range. Generally, for both rubbers (and more generally not just these two rubbers) the deeper a ball sink into the rubber the more controlled ball you get. Adapting to short play wasn´t problematic thanks to the similarities of rubbers I am used to. Dark Greatsword - Remember Soul Greatsword? What if it had MLGS-style sword beams added on and also did dark damage? Yeah this spell is badass and I love it. Blind is traditionally looked down upon as an ailment that doesn't do much. Honestly, though, given how few enemies resist blind and the fact that barely any of them are immune, it's an easy way to take the sting out of almost any monster. Just be careful that you're not dealing with something that has increased base accuracy on skills. Numbness - Reduces ALL damage by 35% for 20 seconds, but gives you annoying tunnel vision. This is objectively a great buff, but I hate using it.

All in all The Hexer offers a great deal of crowd control, synergy between skills and spells and most important of all, tons of fun. If you get an account through #wiki-account-request, you’ll get a standard wiki account. The differences between these and those provided to Wiki Team members are: Hexers are famous (or rather infamous) for their secret techniques that allow them to utilise and master “demonfire” - destructive fire-magic so potent it can melt stone and metal in a heartbeat. Therefore a Hexer’s greatest asset is his fire-mastery abilities. Unlike most other builds that make use of the aspect of terror and augmented flames combination, for some seriously powerful fire-spells, I didn’t want to completely abuse the damage boost effect. Therefore I decided to use the “demonfire” combo in a much more subtle way - by utilising it to empower the flame cloak spell for a ton of passive damage. Once I have the stats and the upgraded staff, I switch to using Dark Orb and keep my RAW rapier as a spare weapon. Then, once you hit 40-50 INT, you want to re-infuse it to ENCHANTED, it will do better damage once it scales off high INT. Every player will be encouraged to play in character, to add depth to their character (social status, relationships, desires, passions, alignment, story arch, origin story, life goals, religion, ...) and to add their specific flavor to the story. This does not have to be thought out and exposed all at once but can slowly emerge during the game. Ensuring everyone has a fun time

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