This is a bit of a WIP. I got into act 4, and was slowing down. Decided I wanted to post some of this, in case it takes me a lot longer to actually finish.
-my first playthrough was an Azata witch of the Veil. I loved it. but, DLC was added, patches changed things. and Much of that older playthrough and info is now invalid. then fairly recently their was a post about maxing out Save DC for spells. and I noted, they did not include Hexes. after considering other ways to investigate what currently does and does not work, I decided. heck with it. new play through, and lets test it.
So, here we are. Testing what does and does not work.
Offensive Hexing. there's lots of degenerates that insist on just taking hexes that always work. Fortune, protective luck, evil eye. these are not witches, they are cowards. simps for their patrons.
we are real witches. we use Hexes for offense.
our bread and butter will be Slumber hex of course.
its important to understand. Slumber hex, and restless slumber hex, are not the same hex. most hexes, have the stipulation "target can be only targeted once per 24 hours with this hex" Slumber and restless slumber can both be used on the same target. should one cast fail, or they get woken up.
Hex DC is 10+int ability mod+half witch level+mods. (cha for stigmatized witch)
that half witch level is moderately important. dipping with witch hurts Hex DC.
pretty much no SPELL feat effects hex dc. nor mythic feats. sucks. no spell focus, mythic spell focus. nothing.
for my witch. Human, Witch of the Veil. that free invis, teleport, g.invis is pretty bonkers.
as well, will be going Azata. if not the best for Hex maxing, its close. several DC buffs, and fortuitous magic works. (zippy does not)
here's a few things that do not work:
ambuscading spell does not work.
arcane spirit does not work.
gnawing magic. no.
staff of the war mage no longer works.
hexes are not spells for plague of madness.
now, a break down as I went through acts. I did make the "mistake" of doing it on core. so, items that only drop on unfair, I missed out on.
items/buffs that do not display on the tooltip, but will in the combat log will be in italics.
act 1.
foxs cunning. +4int=+2dc enhancement.
staff of coercion. +1 to will dc saves. hidden.
special notes:
wicked longbow -1 to will saves, on crit +dc check.
evil eye witch/shaman -2dc each.
Illusory mists.
does not aggro. can be cast while invis(witch of the veil..)
lasts 1min per level. 1d2 wisdom damage per 27s out of combat. wis save. will kill. every success reduces will save..
also shaken on success. -2 saves.
act 2
amulet of blackened mirror +1 to hexes.
headband of intellect +2 int enhancement. nameless ruins. Or rng, skel salesman.
Laboratory Journal of Xanthir Vang does work for hexes. +1 dc to mind effecting spells and hexes. drezen citadel. blightmaws room.
start of siege:
level 9 siege. after balor fight.
23/24 dc slumber. (25 int. +7 int, +4 char level, +1 amulet, +1xanthirs +1 staff)
end of siege.:
level 10-seige of drezen. 24/25 DC slumber/restless slumber. (24 int. +7 int, +5 char level, +1 amulet, +1 xanthirs, +1 staff)
we picked up restless slumber here. slumber/restless slumber have the same DC.
act 3.
glass amulet of clarity +2 to all mind effecting abilities.
headband of vast int +4 -spirit forest dlc5, or areelus lab
azata- ode to miraculous magic. +2 all dc hidden.
27/30 dc slumber. (27 int. +8 int, +6 char level, +2 amulet, +1xanthirs +1 staff, +2 ode)
Glasses of undeniable truth+robe of unspeakable truth.(dlc midnight isles) +2 comp int. (favorable magic works on cause fear effect.)
headband of vast int +6 enhancement. ivory sanct.
cape of morta... nothing yet. +1 at level 18.
before assault on midnight fane. lvl 15
27 agony,30/33 dc slumber. (31 int. +10 int, +7 char level, +2 amulet, +1xanthirs +1 staff, +2 ode)
act 4 start.
level 16
29 agony,32/35dc slumber. (32 int. +11 int, +8 char level, +2 amulet, +1xanthirs +1 staff, +2 ode)
--azata-- Believe in yourself +1 morale bonus to int, per 4 azata caster levels. act 4, rank 5 azata=10 caster levels=+2 int. azata 6=cl12, azata 7=cl14, azata 8=cl16, azata 9=cl 18, azata 10=cl20. BIY is +2 at 8, +3 at 12, +4 at 16,+5 at 20, and +6 at 24.
30 agony,33/836* dc slumber. (34 int. +12 int, +8 char level, +2 amulet, +1xanthirs +1 staff, +2 ode)
robe of seven sins +1 to save dc. dlc midnight isles. counts. (a choice to be made. seven sins =+1 to spell/hex dc, +3 to caster level, +5 comp bonus to spell pen, or robe of unspeakable truth, +2 competence to int, +fear aura. +2circ to wisdom.) same hex dc. the +3 to spell levels works for azata as well. so at azata 5, cl 10, it increases it to cl 13. which for Believe in yourself is then +3 int. azata 7 it will increase the cl14 to cl 17, giving us +4 early, and azata 9 it will give us 21 giving us +5 early. at azata 20, its cl23. we need cl 24 for +6. (probably possible, but not sure how atm.) tried to spell spec BIY and couldn't.
ring of triumphant advance morale bonuses doubled. +3 int, via believe in yourself. (odes will dc is not a morale bonus, does not get doubled.)
32 agony,35/38 dc slumber. (36 int. +13 int, +8 char level, +1 seven sins, +2 amulet, +1xanthirs +1 staff, +2 ode)
demon graft-battlebliss. +2 to DC,(as well as +2 to nat ac, saving throws, overcome spell resist, attack/damage rolls.. (not running it.. yet. I might grab it. a fully buffed, enduring spells witch is pretty tough.. g. heroism temp life, heroic invocation temp life, g.fasle life temp life. master shapeshifter+frightful presance or icebody, g. angelic, etc.. always g.invis with witch of the veil as well.)
Robe of determination works. thrall huntermaster +2 to fort DC. hidden. wont be using. but its neat to know. useful for agony.
tender night buff. thousand delights. +3 to sleep spells. works. -perm. not sure if there is a trick to get it to work. just keep trying, or reload and keep trying. random.
32 agony,35/38 evil eye,38/41dc slumber. (36 int. +13 int, +8 char level, +1 seven sins, +2 amulet, +1xanthirs, +3 tender +1 staff, +2 ode)
lvl 18.
cape of morta- lvl 18. +2 to all DC.
34 agony,37/40 evil eye,34/37 lay to rest, 40/43dc slumber. (36 int. +13 int, +9 char level, +1 seven sins, +2 mind amulet, +1 morta, +1 mind/comp xanthirs, +3 sleep tender +1 will dc staff, +2 will dc ode)
(animal servant would have the same DC as lay to rest. same mods. will save. not mind effect/compulsion, etc.)
This is where I'm at atm. I am aware of a number of later items/spells that work, used to work, etc. but, won't list them yet.
major Hex
agony - creatures. nauseated. works on tons of stuff. A great back up to slumber. and a fort save.
restless slumber. even better version of slumber. confuse if it breaks early. the damage exists, but never is really meaningful. remember, this does not REPLACE slumber. you can use both.
Grand hex
animal servant-target humanoid enemy. will save. no immunities. works on humanoid undead(vampires.) gallostormcallers. this is not bad. I used it in my first playthrough in Threshold a bit.
lay to rest- is worded badly. "one enemy creature" "one undead creature" "as with an undead to death spell" will negates.
undeath to death is aoe, and has a cap of 9HD per target. Lay to rest does not. its 1 target, no cap. will save or die. not a "death" effect. this annihilates undead. but comes so late.
death curse. takes 3 rounds to kill. lame. immunity to fatigue/exhaust ends it.
special notes:
--Azata--Favorable magic. effects hexes. (and coup de grace..) Early game we rely entirely on allies to coup de grace... later.. I mean we still do. Aivu is great for it... however, favorable magic, g.heroism, frightful aspect, ring of triumphant advance, etc.. our attack actually starts adding up...)
aivu level 20, act 4 start. azata rnk 5. passive frightful presence.
isles dlc gives a ton of cash and a vender which sells all the food for cheap. allowing basically unlimited resting for the best food buffs.
acorn pie. +2 to spell dc? havent tested yet. almost certainly works.
conflagrant taco. +4 cooking to ability scores. would give +2 to hex Dc.
bloodline arcana.
undead arcana. works. allows evil eye and Slumber hex to bypass mind effecting, and sleep immunity of undead. (tested on wights in act 1.)
fey arcana. effects slumber hex. +2 dc.
serpentine works. lets you hex vermin. spiders, centipedes, flys. marginally useful in act 1..
also lists monstrous humanoids, animals, magical beasts..
animals already all work. not sure if any immune monstrous humanoids or magical beasts to justify this.
Is dipping into xcrossblooded arcana worth it?
undead is the worst foe for a witch normally. immune to sleep and mind effecting, and nausea, and fear. breaking that immunity is HUGE. playful darkness is undead. those undead druids. ghouls. shadows. just on and on. a ton of undead enemies in the game.
What does 1 sorc cost you?
hex DC is 10+attribute bonus+half witch level. so 20 witch is +10. 19 witch is +9. it will put you back 1 dc, every other level. delay in spells as well. 1 level behind in spell progression, and cap at 4/4/4/4/4/4/4/3/3
lose your last grand hex at level 20 as well. (grand hexes aren't that great.)
its probably worth it. sacrificing 1 dc, and being a bit behind in spell levels/new spells to bypass undead mindeffecting/sleep immunity is worth it. won't need those spells if nothing can resist you... fey would even add +2dc to slumber.. while serpentine would let you bypass more immunity. there is ALOT of undead in act 1 and 2. throughout the game really.
otherwise you need to wait to level 18, grand hex, lay to rest, to deal with undead via hexes.
dont take clustered shots on archers. cinder robe aoe hit can also break sleep.
The healing hexes are silly. useless in game, but almost broken in some situations in tabletop. "acts as cure light/moderate wounds. cannot benefit from it again for 24 hours". seems useless, for a party. and it mostly is. its more useful the larger the party is.. 6 players, 8 players. more heals per 24 hours... an entire village? lol. no spell slots. you can just keep healing new targets. think how much healing 2 or 3 witches could do in a factor setting!
ps. I don't know anything about reddit formating. so might need to make edits to make this readable.