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There's a cheese strategy against tough single enemy fights. You would start by slumbering the target, and reloading until it lands. After it lands, move all your chars away until combat ends. Save the game, and send one dude in to coup de grace. Keep reloading until that lands as well.
I use TBM so that isn't really an issue. 😁
And later in game most probably not at all, and you wasted your turn.
Now, you might say it is the game. But fights in the game are fast (talking about turn base mode in core as for my experience).
If you are facing tough enemies, they will reap apart the characters they will come in contact with.
Seelah full buffed as a pure tank will usually be down in the very red after just one round of a tough opponent. These opponents have usually around 8 attacks per round.
So you need to kill them fast, there is no tanking strategy etc.
So can you really spend 3 rounds spreading hexes around + cackle when you could have rained hellfire on enemies instead and bring them half their life down or more through a few spells quickened, empowered, heightened etc ?
The saving throws of enemies are just too often successful to have the chance to play tactically.
At least, my spell penetration with Ember is high enough for spells to be reliable, why bother with curses that take a whole round then.
Even with DC pushed as much as possible for hexes, they are marginally efficient in a fight (except for the beginning of the game of course) .
But yeah, I tend to use slumber rarely later on as well. Too risky and you just have such a big ammunition depot with abundant casting.
Anytime you have an enemy with low will save, that is not immune to sleep, Ember can take out one of those enemies per round. She can even keep up other hexes like 'protective luck' or 'evil eye' while doing so with cackle.
Compared to a regular disabling spell it has the following advantages/disadvantages:
Pro:
- The hex DC grows with witch-levels so it automatically scales with leveling unlike normal spells.
- You have unlimited uses of what is basically an instant kill spell.
Cons:
- You can't boost the DC with feats that boost spell DC. (at least I don't think you can)
- You can't make it a swift spell or use other metamagic on it.
Though there are items that rise the enemies DC against will saves or increase the DC of your hexes.
And the auto-attack AI actually stops attacking sleeping enemies if there are still awake enemies around. So setting slumber to auto-cast should work reasonable well with low will save enemies around.
So yes, the slumber hex has it's place. If Ember can't kill your enemy with a hellfire ray it doesn't cost you anything to check their will safe and determine if try sending them to sleep might not be the better course of action. It can also be really useful to stop enemies from casting nasty spells or activating abilities you don't want to deal with.
Think of it as shooting a crossbow. If you had a class that would've just shot a crossbow, it often light years better than hoping to roll a 20 (since that's what you probably needed to hit).
Target stuff with lower Will Saves and even late game it can be effective.
And you'll end up with other hexes for when it isn't.
Restless slumber, however, isn't worth it. 1d10 damage is basically *zero* damage by the time you get Major Hexes. Literally anything else is a better choice imo. The only reason to ever get it is because you didn't get Slumber early. Which is an odd choice because early on Slumber is really, really strong.
Overall, it's better than you'd expect but not as good as you'd want it to be.
It does give you two tries to get an enemy into Coup-De-Grace position, but I would only suggest taking it if you have run out of more useful hexes to take.
Its reasonable to assume that slumber might be classified as some sort of spellschool and that would increase DC via feats.
Either way hexes are great. Some of the strongest new tools in the game without a doubt.
Then never again. Don't get Restless Slumber unless you enjoy never seeing that land.
That's mostly its purpose anyways, to help out in the early game. It's like a cantrip