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sawe Jun 16, 2020 @ 9:26am
Hex mage: tips I just found
Combinations of blood Sigil:
Mana Push: Blood bolt
Mana Ward: You take 1 damage per second for 60 seconds (dangerous!!!!), buff to damage(15%)
Conjure: Changes the circle and raises your corruption, needs more testing.

Do you know any others?
PD: Also bloodlust seems to actually recover your health, mana and stamina, not just the burnt one.

EDIT: If anyone finds this, here is the list of combos so far:
Blood bolt: Blood Sigil+Mana Push.
Blood Transfer: Blood Sigil+Mana Ward. Takes 1health/sec and gives it to other player or ghost. Increases Normal, frost and decay damage.(Can easily kill you)
Blood turret: Blood Sigil+Conjure, creates a turret that launches projectiles rapidly, for good DPS.
Blood leech: Blood Sigil+Dagger slash. Takes life from your victim and gives it to you for 120s.

If you use RUPTURE, try using a bone pistol + shatter bullet to aply 2 hexes at once, then detonate
Last edited by sawe; Jun 20, 2020 @ 5:31am
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Showing 16-30 of 33 comments
Hexton Jun 17, 2020 @ 5:43am 
Appreciate you guys posting info on Hex Mage. Especially for us that get little time to play, at least till weekend.

If I'm looking to Hex Mage as fast as possible, I was thinking of going Shaman first (see the Hermit), and then head to new location for Hex Trainer, then head back to finish clearing/exploring the first area.

sawe Jun 17, 2020 @ 6:15am 
Originally posted by Hexton:
Appreciate you guys posting info on Hex Mage. Especially for us that get little time to play, at least till weekend.

If I'm looking to Hex Mage as fast as possible, I was thinking of going Shaman first (see the Hermit), and then head to new location for Hex Trainer, then head back to finish clearing/exploring the first area.
Be careful when going to Harmattan, as it's quite expensive and a high level zone for experienced players.
Hexton Jun 17, 2020 @ 7:00am 
Ya that makes it a challenge. I guess my strategy is best? I saw Cohh play and it seems only way in and out of new zone is paying for caravan
Last edited by Hexton; Jun 17, 2020 @ 7:07am
Crazy Pills Jun 17, 2020 @ 8:10am 
Oh man, this hexmage business is dope. Just run around with a bone pistol with scattershot (will inflict pain and haunted) and then rupture anything left standing. Can also stack with elemental vulnerability from something like rusted sword for additional awesome sauce.
Last edited by Crazy Pills; Jun 17, 2020 @ 8:11am
PK_Thunder Jun 17, 2020 @ 8:17am 
Originally posted by Buldor:

Literally look above to my own post. Already says what you deduced, and more about the element effects.

Ah, did not see ya there, looks like you posted that while I was typing mine.

I don't see where it says what the "related reaction" is for ethereal and lightning? It just says what Haunted and Doomed are, which we already knew.
sawe Jun 17, 2020 @ 10:50am 
Originally posted by Crazy Pills:
Oh man, this hexmage business is dope. Just run around with a bone pistol with scattershot (will inflict pain and haunted) and then rupture anything left standing. Can also stack with elemental vulnerability from something like rusted sword for additional awesome sauce.
I was thinking that to be one very viable hex build, glad to see it confirmed. I chose the sigil for my character, how much does rupture do in damage?
BrutHammer Jun 17, 2020 @ 11:55am 
Can any1 give me full combos for hex mage?
jschukken Jun 17, 2020 @ 12:07pm 
Torment is not intended to do significant dmg. It triggers elemental debuffs: slow, burn, poison, chill etc based on what hexes are applied to each enemy. Notably it does not consume the hex so you can cast torment then cast rupture.

Rupture does really good dmg, but has a longer cast time. I like to use torment to get a chill off in order to make time for rupture.

Touch hex spells are not useless, their cast animation doesnt require you to put away your weapon unlike the long range random hex spell. This allows you to use it in between blocks very effectivly. I don't recommend using all touch spells as that takes too many hotbar slots, but use the key ones. For example if you're fighting a lightning enemy use the doom hex to reduce their dmg. Or keep an ice hex handy to get a guarenteed chill.

Blood sigil is very cool as well. Set it up before a fight and use conjure to get the turret up.

The turret cannot be targeted so it is invicible for its duration, but doesn't take aggro. Its bolt do some impact dmg so its good to get the occasional stagger.

Mana push gives a basic blood bolt attack. its got mid rang and good dmg.

Mana ward gives a 15% buff to your ice, decay, and physical dmg but also a damaging debuff that is quite rough. I haven't found this one to be very useful. maybe with runic magic's healing spell?

Dont forget that you can still use hexes and tormet if you take the blood sigil. they make for great support spells to go with the turret and a summoned ghost from shamen.

I haven't found any more combinations yet, but there's still stuff for me to test.


Last edited by jschukken; Jun 17, 2020 @ 12:07pm
Hexton Jun 17, 2020 @ 1:08pm 
The combos are Shaman Hex so far people have tried. I wonder if ruin magic would have one?
sawe Jun 17, 2020 @ 1:40pm 
Originally posted by jschukken:
Torment is not intended to do significant dmg. It triggers elemental debuffs: slow, burn, poison, chill etc based on what hexes are applied to each enemy. Notably it does not consume the hex so you can cast torment then cast rupture.

Rupture does really good dmg, but has a longer cast time. I like to use torment to get a chill off in order to make time for rupture.

Touch hex spells are not useless, their cast animation doesnt require you to put away your weapon unlike the long range random hex spell. This allows you to use it in between blocks very effectivly. I don't recommend using all touch spells as that takes too many hotbar slots, but use the key ones. For example if you're fighting a lightning enemy use the doom hex to reduce their dmg. Or keep an ice hex handy to get a guarenteed chill.

Blood sigil is very cool as well. Set it up before a fight and use conjure to get the turret up.

The turret cannot be targeted so it is invicible for its duration, but doesn't take aggro. Its bolt do some impact dmg so its good to get the occasional stagger.

Mana push gives a basic blood bolt attack. its got mid rang and good dmg.

Mana ward gives a 15% buff to your ice, decay, and physical dmg but also a damaging debuff that is quite rough. I haven't found this one to be very useful. maybe with runic magic's healing spell?

Dont forget that you can still use hexes and tormet if you take the blood sigil. they make for great support spells to go with the turret and a summoned ghost from shamen.

I haven't found any more combinations yet, but there's still stuff for me to test.
The wiki has a part that says that the mana ward recovers the health of an ally nearby when depleting yours at 10/sec, which is super huge. But still is a bit of a clutch, as you are sacrificing yourself
PK_Thunder Jun 17, 2020 @ 6:32pm 
Originally posted by Hexton:
The combos are Shaman Hex so far people have tried. I wonder if ruin magic would have one?

I have tested that fairly thoroughly and I am pretty sure there are not any rune combos with blood sigil. If there are and I overlooked any, I would love to be proven wrong.

On another character I have been testing Rupture. And it is nuts. Unless you are going Shaman to get Conjure, in my opinion Rupture is the way to go over Blood Sigil. Not corruption interactive and does plenty of damage with just a couple of hexes on the enemy.

And it's AoE. If you throw a few hexes onto every enemy, one Rupture will pop them all.

Someone else mentioned using a Ghost Pistol to inflict two hexes by use of Shatter Bullet. This works very, very well. Gun mage is even now, especially if you get the Horror Pistol as part of your arsenal. It inflicts Extreme Poison, and has a hefty chunk of decay damage on top of that.
Hexton Jun 18, 2020 @ 6:31am 
How hard will dark stones be to fined, or can you fined them in the world? If you go shaman/hex and use blood sigil, will Cleanse be mandatory choice, instead of Lockwells Rev?
Last edited by Hexton; Jun 18, 2020 @ 8:36am
sawe Jun 18, 2020 @ 9:29am 
Originally posted by Hexton:
How hard will dark stones be to fined, or can you fined them in the world? If you go shaman/hex and use blood sigil, will Cleanse be mandatory choice, instead of Lockwells Rev?
They are not mutually exclusive, that's what they are separated. Cleanse is essential for sigil users, and is basically a source of stones. You can find them in the wild, but only in the DLC area and in specific enemies, so you should get cleanse ASAP. Lockwells rev is a very good skill for any mage, and probably one of the best skills in the tree
PK_Thunder Jun 18, 2020 @ 9:31am 
Originally posted by Hexton:
How hard will dark stones be to fined, or can you fined them in the world? If you go shaman/hex and use blood sigil, will Cleanse be mandatory choice, instead of Lockwells Rev?

I have never found a dark stone. As far as I can tell, only Cleanse can make them.
sawe Jun 18, 2020 @ 9:32am 
Originally posted by PK_Thunder:
Originally posted by Hexton:
How hard will dark stones be to fined, or can you fined them in the world? If you go shaman/hex and use blood sigil, will Cleanse be mandatory choice, instead of Lockwells Rev?

I have never found a dark stone. As far as I can tell, only Cleanse can make them.
In a stream, I saw some kind of blood mages in the Plateau that has them as loot. Maybe they are the only ones who can have them
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Date Posted: Jun 16, 2020 @ 9:26am
Posts: 33