Pathfinder: Wrath of the Righteous - Enhanced Edition

Pathfinder: Wrath of the Righteous - Enhanced Edition

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chrisslol1 Sep 10, 2021 @ 2:44am
Shaman Hexes/Wards
Can someone elighten me on these? most of them are online for 1 attack/save only and feel utterly bad during an engagment, i never feel like ohh better cast that battle ward or fury for example instead of trying another two rolls with my greataxe and gettin a 43 sneak attack
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Showing 1-15 of 18 comments
Bard Sep 10, 2021 @ 2:45am 
Well, the good news is Ward lasts forever regardless, so enjoy the free +2 AC and saves.
Naked Granny Sep 10, 2021 @ 2:48am 
Originally posted by Bard:
Well, the good news is Ward lasts forever regardless, so enjoy the free +2 AC and saves.

Uhhhh it is supposed to drop if you get hit.

The point of Ward is to put it on someone who already has good AC and then follow it up with Protective Luck to help preserve it.
Bard Sep 10, 2021 @ 2:48am 
Originally posted by Aunt Tony:
Originally posted by Bard:
Well, the good news is Ward lasts forever regardless, so enjoy the free +2 AC and saves.

Uhhhh it is supposed to drop if you get hit.

The point of Ward is to put it on someone who already has good AC and then follow it up with Protective Luck to help preserve it.

And as we all know, there's no bugs in this game.

Just be happy that it works in your favor for once.
Lasermormor Sep 10, 2021 @ 2:53am 
Depends on your build i spose. Im finding immense success by playing my shaman in a supportrole, to mainly debuff enemies and maintain it indefinatly with chant.
TheSHEEEP Sep 10, 2021 @ 2:53am 
Originally posted by chrisslol1:
Can someone elighten me on these? most of them are online for 1 attack/save only and feel utterly bad during an engagment, i never feel like ohh better cast that battle ward or fury for example instead of trying another two rolls with my greataxe and gettin a 43 sneak attack

Hexes/Wards are support spells.

E.g. Evil Eye can make an enemy easier to hit, so your other characters (with their more damaging attacks) have an easier time of scoring a hit.
Misfortune is fairly incredible as well, make an enemy roll twice for anything for a round and force to take the worse result. This can essentially take a very powerful enemy out of the game for a round (or longer with higher level/extending hexes).

Of course, not all hexes/wards are good, but there are some very good ones.
Naked Granny Sep 10, 2021 @ 3:05am 
Originally posted by Bard:
Originally posted by Aunt Tony:

Uhhhh it is supposed to drop if you get hit.

The point of Ward is to put it on someone who already has good AC and then follow it up with Protective Luck to help preserve it.

And as we all know, there's no bugs in this game.

Just be happy that it works in your favor for once.

The majority of things people are claiming are bugs are actually just noobs not understanding mechanics because of a lack of reading comprehension or just a refusal to read at all.
Draken Sep 10, 2021 @ 3:19am 
Honestly hexes are great.
The slumber one can basically remove any low will-save enemy without sleep/mind immunity from combat until you have time for a coup de grace.
Protective Luck can make your tank nearly unhittable if you stack enough other buffs/debuffs. It can mean that your enemy has to roll two 20 in a row to actually hit your tank.
Evil eye and missfortune make enemies easier to hit with spells and attacks.
And so forth.
In my party Ember spends most of her time hexing the enemies. After a battle she is on healing and buffing duty.
chrisslol1 Sep 10, 2021 @ 3:25am 
i'm baisically doing a Meele Wildlands shaman
focus in heavy armore/greataxes Boon to companion aswell as pwer attack and cleave for my feats. I got fury and Battleward for my Hexes and got Battlemaster for the weapon specialisation
Originally posted by Lasermormor:
Depends on your build i spose. Im finding immense success by playing my shaman in a supportrole, to mainly debuff enemies and maintain it indefinatly with chant.
chrisslol1 Sep 10, 2021 @ 3:26am 
Originally posted by Draken:
Honestly hexes are great.
The slumber one can basically remove any low will-save enemy without sleep/mind immunity from combat until you have time for a coup de grace.
Protective Luck can make your tank nearly unhittable if you stack enough other buffs/debuffs. It can mean that your enemy has to roll two 20 in a row to actually hit your tank.
Evil eye and missfortune make enemies easier to hit with spells and attacks.
And so forth.
In my party Ember spends most of her time hexing the enemies. After a battle she is on healing and buffing duty.

Evil Eye and sleep are most of Embers casts for TBH :D slumber saved my ass multiple times already
phadin Sep 10, 2021 @ 3:33am 
Healing Hex can be a good pick. It's only once per person per rest, but thats still a free cure moderate you can drop on each person.
Slumber, despite only being once per opponent, leaves the target out of comission if it works.
Evil Eye is very good. Not only is it reusable on a target, but they get the penalty even if they save, just it only lasts for one round. If thye have a poor will save, youc an get a couple of penalties on them and then extend the duration with Cackle using your move action.
As has been noted, Ward is fire and forget. Throw it on your tank, and you only need to re-up it if they get hit or fail a save.

Hexes in general are kinda nice because they are not limited use per day. If they are limited, it's limited use per target. Thats still a lot more frequent then you can use spells.

For Ember, I'd focus on getting a lot of the hexes to CC enemies or weaken them. For the Shaman, in combat, she's probably better off stabbing people, but hexes like Healing Hex and Ward that can be laid out on allies outside of combat are useful. Maybe pick up evil eye as well for in combat when she can't reach an enemy in a move action.
Ghost Sep 10, 2021 @ 3:38am 
they're crap imo
ShivaX Sep 10, 2021 @ 3:47am 
Hexes are generally for non-fighters. Ember literally can't fight, but she can sleep and weaken people all day long.

If you're a combat monster, then they'll be of limited usage. Basically a ranged ability you can toss. But most Shamans and Witches aren't worth much in combat and it's almost always than shooting a crossbow for like 2-9 damage with a tiny change of hitting.
Draken Sep 10, 2021 @ 3:47am 
Originally posted by Ghost:
they're crap imo

Well, during a certain gargoyle fight to save a certain hellknight, Ember with her slumber hex took out about 1/3 of all of the gargoyls. So sure, if you think that being able to take 1/3 of the enemies out of the fight is crap than that's certainly a way to look at that.
That fight also has a few: "How do I beat that fight?" threads in the forum.
And you can set the slumber hex to auto cast.
Last edited by Draken; Sep 10, 2021 @ 3:48am
chrisslol1 Sep 10, 2021 @ 3:55am 
https://prnt.sc/1rp97ea

https://prnt.sc/1rp9leq

First one is my PC and second one well Ember, pretty much did just that with evil Eye restless Slumber and cackle also picked up aura of purity with her cut i can't really make that one work :/
chrisslol1 Sep 10, 2021 @ 3:56am 
Originally posted by ShivaX:
Hexes are generally for non-fighters. Ember literally can't fight, but she can sleep and weaken people all day long.

If you're a combat monster, then they'll be of limited usage. Basically a ranged ability you can toss. But most Shamans and Witches aren't worth much in combat and it's almost always than shooting a crossbow for like 2-9 damage with a tiny change of hitting.

Dam that's what i feared :( alltough Bark hits like a truck with 43 sneak attacks and up
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Date Posted: Sep 10, 2021 @ 2:44am
Posts: 18