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Protective Luck continues to be useful regardless of enemy saves as well. And these both stack with the Shaman version of them, resulting in some really strong (de)buffing power.
You're right that some of the available Hexes with saves become less useful as time goes on, but you can always lower saves before you attempt them. The better approach is to use Evil Eye to lower saves for other spells/abilities, though.
My problem with hexes is that they consume your most (or all) of your turn to apply/ refresh, for what turns out to be a fairly weak effect in the final accounting, and which can be obtained better, stronger, or faster via other means. Protective luck is the one exception, and if you can find a way to not need it, then you don't even need that.
For example, the fortune hex is great for what it is, but it takes up an entire character's move to use and refresh, and can only be used on a character once per day. Compare this to the cleric's luck domain abilities, which can be applied as a swift action, so don't consume your turn, and can be applied a lot more times per day (for one round at a time for the short version, up to 10 for the long version), meaning you can benefit from it in a lot more fights.
Likewise, evil eye can lower enemy saves or AC by -2 or -4, which is not bad by any means, but when you consider that this is basically ALL your character is realistically doing, without some complicated shenanigans, it feels like a wasted character slot. Other classes can achieve similar effects - rogues debuff AC, the cleric madness domain can debuff saves or attack by *-10* with a swift action touch attack, and so on. The difference is that those classes are also doing stuff that actually helps progress the encounter, like attacking or casting, since they still have their full move or their debuff applies from their attack.
Protective luck is an interesting one, but I have stopped using it and really don't miss it. The place you get the most benefit from it is the first half of unfair, but by the second half your abilities kind of overtake the need for it. You go from being able to take 0 hits, to having enough stats to take quite a few hits before going down (especially once you pick up Last Stand). Even if you have it, you won't really need to be using it by the end of the game.
Then there is the problem that hexes are *very* tough to use in real-time, since they require refreshing every single round, and very RSI-inducing to use in turn-based, since they require refreshing every single round. If owlcat added a 'cast repeatedly on this target' to protective luck/ cackle, I would be back on the hex boat, but until then I can do without.
So in summary, hexes are nice for what they are, but you can absolutely do fine on unfair without them..
Pretty sure there are some decent builds around Hellfire Ray that make more sense for her.
Yeah this. I use her for the Evil Eye, and the Protective Luck (I think it's called, the one that lasts only like 6 seconds but is amazing) and just have her running around on Bismuth casting cackle and using fire spells. If you dual-class her as a Crossblooded Sorcerer with the dragon bloodline, I think it's called (been a while since I played this game ha) she can be pretty good as a fire mage too.