#🛡️🔮 **Hex‑Knight**
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Tried one out during the last flash test and it seemed pretty fun. Didn't see a lot other Hex-Knights. Not so sure how they stack up against other classes yet.
Same feedback as Zarp. Was not many Hex-Knights around, but as for gameplay, it felt pretty active and your rotation has some decision points, or at least it did for me. Not sure if I was playing optimal, but rotating the endurnace/mana bar and balancing their stats with the debuff and converting for mana felt fun..its been a month so I can be a bit off on the exact loop.
Stamina resources are a bit taxing, spells and abilities are very cool, feel very Shadow knight-like. I am going to focus on this class all weekend.
Yes, stamina was the main issue for sure. Only got to lvl 4, so I'm not sure if that gets better or not. It's an interesting choice since stamina usually isn't used for much other than jumping in Everquest/M&M, or at least I think. Because of that, it took me a while to even realize why I couldn't keep using the ability off cooldown that stacks hexes (forgot the name).
It's interesting and I am planning on playing it more, but unless there is some way of massively boosting stamina regen that I'm not aware of yet, stamina costs on abilities needs to be scaled back like 95% lol. It's impossible to sustain actually using your abilities through multiple mobs, and not using them is meh.
Sustain solo is hard... Chain pulls can be tricky. I believe shaman and paladins have the ability to "heal" or replenish the stamina of other players.
I will say I have been testing it more and you definitely can't just spam keys. You need to be calculated
I found that I can't put maximum hex on every mob, shield bash and leach strike whenever the refresh timers are up. We definitely have to be more calculated about our actions
Yeah find a shaman or bard friend, their stam regen buffs are a game changer
box a shaman, got it lol
really though, buffs are good for extended sustain, but it does feel at least at current build a bit too punishing on the resource use is all. But its all early dev and will be tweaked, I'm not stressin it. I like my magic knight still.
Since this seems to be a "like" EQ SK do they have a minion summon like a necro in later levels?
I feel like this class is broken atm
the spells arent that great compared to other classes
they trying to go like mix between chanter and evil knight feel?
@raw relic so far nothing on the spell merch we can buy
Maybe in the future. I love having a pet that travels along side you and helps you fight and just "someone" there when you can't seem to get a group going or find while you solo.
They need to work on the class atm
The spells seem weaker comapred to other classes
They may have been working on a revamp of the class since they changed the name from Shadow Knight to hex-knight. Let them cook.
curious what Shadow Step does exactly if anyone gets that far. is it a Charge or gap-closer?
or is it more like Everquest's shadow step which just randomly teleports you somewhere nearby
I hope its either of the first guesses because I hated EQ's version
yeah I only ever used EQ's shadowstep and the wizard variants as a means to get unstuck from geometry or poorly designed terrain. some people used it for kiting in open zones but that always seemed too risky to me
on a tank class i also hope it's the former guess
i really like having movement skills on a tank
will we get FD? and maybe a better wy to hold multiple mobs agro?
oh and stm rly bad atm.
Seems like all the tanks are stamina starved
i think it's fair to say warriors' burst dps are stam limited. got a war-wizard to level 3 and it seems more mana-focused
but paladins get a couple stamina heals so i think theyre less affected
I don't have a problem with STA really, if you manage your resources and you have a Bard, Shaman or Paladin in group you are good to go. Soloing something even con, while naked is doable and you use most of your resources. If you have a moderate weapon and armor you can solo yellow cons.
You should have to sit and rest to recover.
To me this sounds right.
I think a lot of the issue people have is not with the HK's resources, but rather that they are using to spamming 3 or 4 keys and expecting this to be sustainable as a result of the hand holding that they have become a custom to
If I was going to do anything with this class as it stands now - don't lower the resource cost - rather make their aggro building abilities generate a little more for the same resources cost.
i don't have a problem with resource management either but the classes should be balanced
if paladins can spam their smite, HKs shouldnt be limited unless theres some other upside
Perhaps paladins need another pass
They certainly do
Ok so typically we would get life drain to heal us during combat and a pet minimum
also I think they need to chill on the STA massive drain reduce the drain per usage of spells that use it
Takes lv 4 to get a pull spell dark bolt not sure of that either lol
Leach Strike is a melee attack that heals you for the amount of damage it deals.
Yes a pet would be neat.
It seems like we don't have a fleshed out kit to level 15. At 12 the only spell we get is shadow step.
Tried Paladin this playtest, and they seemed much better than Hex-Knights. At least for the low levels, but it doesn't appear Hex-Knights get much love at the later levels either.
I got to 12, My thoughts are this , if you dont have a paladin or Shaman with the STA buff , you're not really doing much of anything. I feel like they need to work on this class in more depth, the hexes are cool but again feeds off your STA, so if you don't have any classes to fluff ya you're SOL. Think they're trying to go for a tank / dotter class but needs to be worked on for sure. I think this is the last class they're going to work on I heard? So im hoping for a good revamp. Class felt like it needs some work and they're not done working on it, 1 spell at 12 and a bunch of useless ones. Hopefully they get to around to making this class a little better.
WOuld be cool if they put ina leech that converts your mana into sta , kind of like necros get hp to mana, HP to STA .
Agree with Duyen here. The entire kit is basically hybrid. While the hexes can technically feed a little mana back, the stamina cost is absurd. Meditate and sit to get back hp/mana but endurance? I do enjoy the back and forth of the hex mechanic but the cost/reward ratio feels severely skewed towards cost.
Leveled to 11.5. Stamina cost has me restricting myself to not using my leach strike ability. I have to be extremely regimented in my ability cost to the point of being a little too strict. Maybe 50% reduction in cost?
Unless the dps gets too high with the attack reset mechanic, but I think would feel better being weaker but more uptime if that is where the good Devs wish to take it
I think they havent touched this class much / are figuring out what htey want to do with it?
It jsut kind of sucked to play on alpha weekend, I rather played more of completed class
Yeah
I did druid to 8.5 and hex to 11
My brother did ranger rogue and paladin. I also did bard to 5
I had friends leveling up so I couldnt stop and re roll a char
Bard is insanely fun and strong. Druid is insanely great for crafting.
we all got 11, 12, 13, 12.
I played mine to lvl 13.5. in full Shadowchain with both sword and board as well as 2h options. Leach strike taps for DMG done, with the 2h I'm landing for 30+ that's a lot of hps to gain back.
It certainly feels strong when I can use it.
I just would like to use it more in my rotation and not just as a defensive
If I have a healer in the group and I'm the only tank, I MAY leach strike once per mob
Yeah , but when there was groups with no pally , bard or Shaman , was always out of STA
If you keep it up one per mob and perfectly sit between and have a shaman and don't pull you are good!
If you are pulling, if you don't have bard, don't have sham, you are not good!
Lol
I was not jsut tanking haha
I'd like to see the Hex abilities be cheaperm
Anything that stacks Hex
Make em cheaper
I also had an OP wep because I ahve a friend that plays alpha closed
Yeah currently the hex melee hex spell hex melee aoe dot takes too long
Make it easier to keep 5 hexes on the mob
Also the hexs need to he consumed in order of closest to expiration to last
I thought they were
Right now it will eat a 20s hex and leave a 3s hex to expire instead of converting to mana
I could of been wrong as I slept like 4 hrs and between aoa and pickleball all weekend, but I tried to check and think it wwsnt
Also, druid Night time STR buff will nullify the STR Buff/mama regen we get from consuming a Hex
It will cast but the buff won't stack and it prevents mana regen
@near grove any input at all?
Hey! Not my department, but it'll all get digested and reviewed! Thanks for sharing your experience.
You're type up is great, and aligns with things I've heard. Def some things to look into there for the class team!
Thanks for being awesome! ❤️ one love
Do hex knights wear plate armor or are they limited to chain?
Plate is on the menu, yes
Looking forward to trying this one in the future. Did Ogre have access to it? I can't recall.
yes
I get a funny feeling Trolls are on deck...
Trolls should have regeneration.... Hey is my Ogre Hex Knight immune to frontal stun ?
From what i have seen no mobs bash you to mini stun you like they did in EQ, also there does not seem to be any of the racial bonuses in yet. One day the troll master race will begin its reign, fear not!
If Hexknight has stam I feel like they do incredible dps for a tank, but yeah that stam bar depletes so fast. I like the idea of some way to convert mana or hp to stam.
Like a stamina drain debuff to put on enemies, convert a little mana to stam each fight
I feel like this would be good, let it channel mana innately.
Consumes your mama to drain mob sta and give it to you
I played my Hex knight spell heavy because of the sta issues, I still hardly got below 50% while functioning in high octane chain pull groups
@near grove I think the above, originally proposed by @muted dew would be an awesome step in the right direction to solving the hex knight Stamina thirst.
Sorry for the ping you were the only dev subbed to this channel
I would even take a self buff that procs a stamina steal.
Have we discussed if Hex Knights get Harm Touch through a quest or other means similar to Paladins getting LoH?
Let's hope so, its pretty iconic at this point.
eq did this early and it was one of the first things they changed. I remember being a shaman and as a result very needed in groups by warriors who were constantly stamina deprived because i could "extinguish fatigue" and it just healed their stamina bar by a little. Then they just scrapped stamina as a form of melee mana altogether.
I do remember the stamina being an issue later in levels, but a bard or shaman buff easily kept it topped off if you were not jumping around like an idiot.
yeah it just ended up forcing group comps where you either went all in on melee or casters so you could pick a shaman (melee) or a chanter (mana) or a bard (can do both but slightly worse than each). You never want more than one class as your utility so you pick and then load up on appropriate dps types to go along with it. So when they scrapped the stamina cost of melee abilities it just normalized group up time around a single variable (mana regen rate) instead of two variables which cut the balancing act in half and saved a huge amount of time for developers for the entire lifetime of the game. It also made shamans basically useless in the levelling process. That's why they ended up giving shamans hp to mana conversion so they could increase their individual mana rate and help heal the extra damage coming in as a result of picking a shaman instead of an enchanter.
EQ2 really took this to the next level and you see it a bit here in MnM where tanks/melee have group buffs that benefit casters or melee damage. Here in MnM it's weird though like SK tank buffs attack speed haste but a wizard buffs spell haste instead of an inquisitor?
The issue here is the SUPER fine line. Remove melee stamina cost entirely = SUPER op Hex Knight. But as it currently is, makes it pretty painful with the balancing act of Mana/Stam and Hexes...
Personally, I believe applying CD's to a few of the attacks and either reducing or removing stamina costs on those attacks would be a pretty nice mix.
Regardless... I just wanna plaaaaay 😭
I think as long as there are a few classes that offer stam buffs and a few classes that want stam buffs, there will be enough supply/demand to allow for different group comps without making specific combos necissary. And other than that, being in a group without a stam buff should still be viable to do your role. What I hope is avoided is design that makes it so you cant really do your job atcertain levels/contant without that specific type of buff which then forces a specific group comp.
Agreed. There's still a lot of game to be fleshed out and I'm sure balance is going to be a HUGE part of it. We haven't even seen any of the higher level abilities/spells/buffs so anything is possible currently.
during lv 10-15 as a pal i regularly grouped with a hex, a war, and a waz so i got to compare to all the other tanks and it really did feel very well balanced and allowed for some of the weirdest group comps and tactics was actually a ton of fun and made it so pretty much any group comp works. The Hex had its strengths and in a group with other tanks seemed to excel as main tank for aggro and self heal. with a pal and hex they can run a group no healer. the hex lifetap strike is also very powerful compared to what the other tanks have because it scales off weapon damage made it very strong when using the scarecrow scythes.
Yeah once I got one of those, the tap strike felt really good.
Mm hex knight changes, can't wait to get in and test
Yeah I'd like descriptions of the abilities.
But at least reapplying hex does the entire stack
Yeah and you don't have to spam 5 stacks worth of hexes
Thinking about this more, it may solve the endurance issue that HKs have.
yeah, I really want to see the gameplay loop for HK's, it seems like a big fix?
All depends on what they do with stamina... Imo paladins are OP with it
HK's are all just swinging Wyrmslayers in early Kunark
at the end of the last test, I snagged a 2h sythe off the + and ++ scarecrows. its sweet with leech strike
We really need to do a better job of sharing where fun stuff drops xD
You can find the scythe on vendors sometimes for not bonkers prices.
No wild stats, but good dmg and decent delay
Are you using hex-based attacks as your starting combo?
Yes
Well
Starting with the tendril spell, the the dark bolt so +1 hex and aggro build then hit another hex. Then his the dot and hex again try to run it up until a tap is needed
How do I get a soul essence???
@near grove I think Soul Strike is broken... Can't get it to generate soul essence and it does not remove a hex when used
Interesting. Top men are investigating.
It started working....
I was attack the named rat in the Harvest Moon building and suddenly the soul strike started harvesting soul essence
Donno if you guys pushed something or not...
Ok so yeah, I got to experience all the abilities to lvl 15. I found the synergy and when I did it was awesome. I feel like at least to level 15 Hex Knights are in a great place.
This holds true for off tanking as well as main tanking.
The issues with stamina that I experienced in the previous test were rectified. The juggling of stamina, mana and hit points was a lot of fun and provided for good sustainment through long fights
The class feels true to form right now
I played a hexknight from 1-10 this test, imo the fact that you can recover stamina at 12 seems insane to me. I was duoing pulls of 3-5+ blue/whitecon mobs nearly nonstop and the only time I did stop was I ran out of stamina. I haven't played many of the other classes but I am worried that Hex-Knights might be too self sufficient
My duo partner was a druid but he spent more time AEing than he did healing me. He went on to duo with a monk and was struggling to handle 2 mobs at a time (The monk had wayyy more dps than me)
If this is where the class is meant to be, Awesome! I had a blast but my understanding is other classes are struggling in comparison
The spreading hex is also super fun if ae pulling is intended, its a very cool way to allow scaling damage and survivability on mob count without ie. an AoE lifetap
Yea try soloing with a Hex Knight to get the real stamina dependent feel. I could kill one mob of the same lv or two a few levels before had to sit due to no stamina. Was not god mode in any way shape of form imo.
Soul strike and the ability to harvest soul essence to them turn in to sta keeps the party going.
Did you have a campfire?
Campfire helps you regen stamina a lot. Without it I couldn’t sustain either but with it i never ran outa stamina unless i masspulled
Otherwise I just dot on pull for agro/dps, auto attacked, used spreading curse, AE dot, and kept manasteal on cd. Soul leach when <60% hp
Should also add trading stamina for a hex stack is not worth it except in emergencies when you need a heal now and no hex stacks on what you’re fighting (almost never happened to me). If you’re spamming that strike you’re gonna have a bad time with stamina
Once you get Soul Strike the Hex Knight harvest a Soul Essence from the mob, you then cast Soul Inversion and restore a large portion of STA.
Yup. At that point if you arent soloing packs of 5-10 youre missing something lol
What lv is Soul strike and no I didnt have a camp fire. I am basically a crafter that dabbles in Hex Knight solo for mats and solo fights I am not good/rusty with the Hex Knight systems after five months and am only lv 8. Thank you for the information had no idea of my powers yet to come.
I think it's level 10???
But yeah I complained about STA early on, very jealous of the Paladin's buff that increases sta regen. I actively looked for shaman to group with for their sta regen buff.
level 12
Honestly, I cant blame you for thinking that HK has stam issues, the very first ability you get in the game is a trap
I was spamming it till lvl 8 and was always outa stam
yea I thought that was the game play hit buttons till 0 stamina rest lol
hex knight could prob use a stam tap. Like Eq sks Vampiric embrace adding a side proc that just eats stam instead of hp
At lvl 12 the sta problem goes away
At level 12 you get Soul Strike. This has a high chance to harvest Soul Essence. You then can cast a spell called Soul Inversion which replenishes STA while consuming a single Soul Essence.
The whole rotation takes maybe 5 seconds.
Then you can pop the mana replenish ability on the 5sec cool down
Oh very cool. Last time I was 12 on hk soul strike did nothing lol
Honestly until you get stam recovery just keep your hex bolt on cd and mana leach on cd, and soul leach when < 50-60% hp. You can autoattack forever and with a campfire and not blowing through your stamina on anything but your hp recovery. Use your stamina to hex strike as needed to get your 2 hexes for soul leach but if you need to do this on every mob youre attempting to solo mobs that are too strong for you. Your bolt should be more than enough to cover your healing needs unless you masspull.
If you masspull blues you can use spreading curse on 2 mobs (I like pulling 3-5 blues solo, 3-5+ blue-yellow with druid) and they will all have 3 or 6 stacks of hex at the cost of ~20% of your mana and you can REALLY burn em with your abilities that scale off hex stacks and ae dot
Basically use mana frivolously and stamina sparingly
So right now my HK is rocking the craftable earthen shield. It seems a touch underwhelming considering what WarWiz can summon.
Does anyone have a line of a good shield for tanking?
I think i got a 7 ac shield drop when i was name hunting north of ogre town
Idr which mob was just playing named whackamole with PJ Lostt and Erroll
the harpies drop that one
That sounds right
What's the level range?
the harpies are level 15-19 iirc
Any stats?
I don’t remember which but i think it did
Next test I'm check out the area
100% No Lifing the game next test
My daughter loves her druid
i have a 10 ac shield with some stats has a tree design on it. it was a quest i can link you next play test. it was a quest item near leont some bandit drops some blood or something u need for it.
theres gotta be another 7 ac shield then I didnt make it anywhere near 15
I think I know the one, Justi has it... Has wis on it I think
yes i do think it has wis but i think its got some other stats. not 100% sure
Yeah it's got decent stats
I never fought harpies with you two.
We did the Yetis and the seals.
Oh, maybe the ogre outcasts at the fort? Or lyrch cave boss?
ogre outcasts sounds right there was lotta cool stuff there
So will this change to ability damage using weapon dps instead of weapon damage hurt the hex knight and gimp their lifetap or has it been adjusted Is this the death of 2h weapon use?
so this patch note means nothing in terms of damage and stolen health?
- Hex Knight: Leech Strike Damage Now Based on Weapon DPS
Yeah I don't know how it affects it, I will say that regardless of weapon type, the more hexes the more life it regens
seems like this favors 1h and shield now over 2h
We need a test
yeah I have not played much hex knight, but it still looks like an interesting class. Looks like all melee got this change to their abilities using weapon dps now
It's almost like DMG and HP tap are not related
And like what is the correlation of a 4.5dps weapon vs a heavy hitting 2.3dps weapon
When they say DPS they are referring to a ratio, not a max DMG hit
Guess we will see next run.
Yea next run should be V alentines day holiday 🙂
Imo for a class like the hk that benefits a lot from pulling more mobs, go sword and board use spreading hexes and burn baby burn
Probably, but I enjoyed bigger lifetaps from 2h weapons, especially if you have another tank in the group.
He lives!
I do! RL has been crazy but I check in now and then (: knowing my luck cuz I cant play the next 2 weeks therell be a playtest lol
Excited to try this class out next. Been imagining a dark knight with a 2h sword shadow stepping around and slayin some very naughty mobs >:)
Why does that sound so dirty?
Guess that does sound kinda dirty doesn't it? 🤭
Oh behave
Yep yep. Carolus and I tore it up in the Lyrch cave.
speaking of which, you gonna be around?
is hex for sure shoehorned into shield build or is 2h viable i see a lot of shield abilities
1H vs 2h, what do you guys think?
What stats do Hex-Knights want? I know they changed recently
Can alternate between both. Mitigation is king for tanking so sword and board for real work. If you wanna farm, off tank or even con mobs 2h is just fine.
New to the hex knight- does the damage of your early attack ability scale with dmg of your weapon? Sorry I forgot the name of the ability
Hex strike maybe?
There is a damage cap that slowly increases as you level. It finally comes off at level 20. Ability DMG is based on weapon DPS and that cap per level
Is it me or does a lot of the Hex-Knight main questline not give enough information for the player to accomplish the goals.
I had no issue with the Paladin questline or what ive done with Warrior.
anyone got race suggestions for hex knight?
Quest Question. Hex-Knight . I have a quest to get an alder acolyte ring to combine with 2 other items. i have the 2 other items but no matter what alder mob i kill only drop initie signet ring. any1 know who drops the acolyte ring?
So a higher dmg 2h will result in higher dmg hex strikes, correct?
It seems like 2h takes more stam so you become very stam starved as 2h
The quest text doesn't even mention killing random Initiates at all, it literally just gives the name and location of the 1 person who does drop the ring: Ladrus Lightheart. Re read the whole journal entry
Once you get the ability to steal soul essence, you can regain stamina. HKs turn it on at lvl 10-12
For the poison quest - where's the NPC you need to administer the poison to?
I'm considering an Ogre, but IDK if that's available. Haven't played much yet. Just like the Ogre HK idea. Curious how this class feels solo and grouping.
I went with human because ogres are too far away from my guildies and I think humans had more constitution than Ashkin because im everquest brained where people put points into stamina at character creation for more hp
anyone know where Squire Geoff is?
Resource management might need to be looked at. Mana is bizarrely trivial, we get a free ability with a very short cooldown that restores most of your mana, so it's a complete non-issue and you can freely spam spells non-stop. You basically cannot run out of mana at all. On the other hand, you're permanently starved for stamina to the point where you generally can't use more than one or two attack skills per fight. These two need to be balanced out more so it isn't infinite supply of one and crippling shortage of the other.
I can freely spend a full mana bar on literally every mob I fight and have absolutely never had to think about it at all, but my melee abilities might as well have 2-minute cooldowns because that's about how often I can use them. Level 9 so far and I'm just spamming nukes from start to finish of every fight, and my meditation skill is like 7 because I have never once had to sit down and recover mana.
are HK's still the best tank right now? over pala?
You get a stamina heal mechanic at 12 that will alleviate this a good bit. Also, start using campfires as much as you can and make a shaman friend for the stamina regen totem. Also, beg passing Paladins to give you their stamina regen buff.
I already use a campfire at all times. That doesn't change things.
"Beg other classes for a buff that fixes your class" isn't a valid argument.
Even if the stamina regen ability helps, it's still weird design that a melee class has literally unlimited mana but struggles to use its melee abilities.
If a class functions only in the presence of other specific classes, it's a design problem.
The class still functions, but is maximized in the presence of others- encourages community
I feel like that's fine as long as other tanks are the same way... like if pala has great stamina but terrible mana and HK is other way seems like would be even
Has anyone found any cool under lvl 10 quests is Osgul? I have been turning in bone chips to the guild master and the other guy in the same room wants a skeleton femur or something, says he can turn it into a weapon
What are the 2 other items ?
is a hex knight like a death knight from wow
its ok pala fulls so much stronger tho
was hoping HK have better sustain or out shine pala in some way
I'd like the class a lot more if I didn't have to constantly spam hexes to use my "real" abilities
yeah feels like they don't really know what they want to do with the class
feel like im playing the xylophone and a lot of the abilities feel like they should be instant cast or at the very least not share cooldowns with other spells
be nice if our autos put the hexes on the enemy
Ive leveled up all 4 tanks, and while Warrior is the most straight forward and kind of boring, Hex-Knight for sure feels the worst by far.
Very frustrating.
ya pala feels like the best tank to be rn... good off heals and good buffs
HK just drains stam soooo fast
And feels good to play. its not even a numbers thing.
If some of Hex Knights abilities got lowered to like 1 sec cast time, and give them like double the stam, also Mediate should recover stam, then maybe. I also think the HK Leont questline is way too vague.
ya idk why sitting doesnt give stam back thats the dumbest thing ever
i was tanking with pala with their stam buff and shaman stam buff and campfire and it felt amazing
The biggest thing is getting 1-10 takes long enough that if a class doesn't feel good by 4-8 usually, people are going to be turned off. In its current state, HKs would be by far the least represented class at 20+
Not really but thematically yes, kind of.
whats the best tank you feel like right now?
We've only seen 1-15 and now 1-20, but at these levels being super tanky doesn't really matter as much as offense. So currently 1-15 and now 1-20 WW is probably followed by Warrior. But they have the least amount of support and such for higher.
I bet by the end of the game, Warrior will be the raid tank
i was looking at warrior and they have like no skill seems like nor ways to regen stam only think they get looks good is that aoe taunt
what makes them stand out to you?
Rage (Level 10) is a brand-new passive skill: taking damage now restores stamina. This is a game-changer for sustained tanking. Warriors no longer run dry in long fights; the harder you get hit, the more fuel you have for your abilities. The stamina return has been tuned down slightly per hit to prevent it from being infinite, but it fundamentally changes the Warrior's resource economy. Rage has a cooldown of 3.5 seconds.
oh dam how did i miss that... if thats the case i can see why they would be number 1 easily
more you get hit more stam it insane
HK has no way to get stam back rn atleast
ya i see at 12 HK get soul inversion but it didnt say the cooldown nor amount of stam u get
i dont see that new passive u was talking about raging at lvl 10 or anywhere
150 sta per soul essence. You need to use Soul Strike to harvest soul essence
These are not HK abilities
Ya he was talking about warriors being best because they get stamina for taking damage so was looking for that skill
but you need stacks on enemies for it which requires you to spend either stamina or mana in order to create the stacks you need
class feels weird feels like it wants to be aoe but also single target, but has long cast times and too long cooldowns
not counting that you are in melee and have aggro so the mobs are constantly interrupting your spells
its the only class to me that needs a rework
class should be immune to interrupts
its crazy to have so many spells and abilities you have to use that can BOTH miss AND be interrupted
Your main attack should cost mana, not stam
The first ability you get
That would go along way just off that
like the gloom spell that reduces enemy accuracy/attack speed is good for a single maybe double pull but theres too many more important spells to use if you have a pull of 3+ mobs
BC then the loop is spend mana to get stacks. Use stacks to blow up target or use 2 stacks to heal or use 1 stack to buff. I also think that the heal should start at 2 stacks and maybe scale up to 4 stacks or something for a bigger heal
getting tendrils on every mob, getting the spread on at least 2 mobs so you are able to leech strike whenever(no higher tier of leech strike is wild btw it heals for almost nothing even with 5 stacks at higher levels)
leech does scale with stacks afaik
Later on? oh good
no just base im not on to look rn
Also, I think its funny that if a Paladin buffs you with their armor buff, it overwrites yours, meaning their base buff is just stronger than yours
I never got Leeching strike to take more than 2 hexes
So it still only takes 2, but scales higher if more are present
wwhich isn't noticeable at higher levels
The biggest leech strike heal ive seen was like 20 hp
But even if I pull an equal con mob as me, I pretty much run out of Stam on 1 mob.
It's silly
AND there is no way to regen it unless you literally put down a campfire and pull to your campfire
I made the comment they should rename the class Campfire-Knight
idk i think if they gave you a late game tendrils that was aoe as a form of aoe taunt
would be one of best changes they could make
once you get soul infusion its manageable
I dont want "Managable" at level 12 while the rest of the tanks have far better stam management
i mean you should be farming with a campfire active always anyways tbh
Literally changing the main strike to Mana cost instead of Stam would fix a lot of it.
for every class
but then it would be a spell
and you would lose out on other important spells
because you can only have 8
Classes should function without requiring a campfire. Campfires should be bonus
Then cut the stam cost by 90%
class is functional without it most classes have issues fighting on levels at lvl 10 and managing their stam without a camp/shaman i believe
I couldn't kill big rats at level 5 while they were level 5. I died like 80% of the time bc I ran out of Stam
would be nicer if the soul inversion reagent didn't have carry weight and didn't cost stamina in order to harvest or a 1.5 second cast time that can be interrupted
Class shouldn't start working at level 10-12
i mean most games like this are hardcore following EQ gameplay afaik and supposedly that game is all campfires all the time
how it was in mnm for me
but then i probably won't finish leveling my hex lol
That game is tedious just to be tedious
Well, while yes Warrior and Paladin use stam more so than WW, all 3 sail through to 10
and only get better and better
Warriors 1-2 shot stuff
If the game were to go live right now (I know its like 2 years off) HKs would be the least represented class at 20+
HK has some cool stuff for sure. But the basics of the class aren't right
the synergys and ideas behind the skills and kit are nice but i think its down to mostly adjusting how they interact
and there usefulness at different levels
I mean Warriors get pass stam regen based on damage taken or damage done
How HK gonna compete with that
could give a passive that applies hex's to enemies that attack them over time
feel like this is the cornerstone ability for the class
Chance to apply hex on damage taken, 3 second cd
but building hex's on enemies is only part of the problem
i think it would be nicer if class leaned more into the aoe tank role
im sure the other tanks are for sure always going to be the best single target tanks but who knows
im still not sure if this ability applies damage to enemies in an aoe on each cast or if its just reapplying the DoT when it procs
current rotation on a 4-5 pull is spread curse on 2 of the mobs, haunting strike
then work on applying tendrils to all 5 mobs
to maintain threat
but due to cast times + cooldowns its more like spread curse on one or two of mobs, haunting then tendril on one mob, consume hex for mana off one mob
cast leech strike as soon as its up
re up shadow protection
avoiding using cursed strike unless you need to cast leech strike right away and mobs one stack short
void bolting occasionally to save stamina building hexes(probably downgrade to tier one bolt since void bolt cost too much mana)
2 spread curses should be enough to maintain enough hexes on different mobs to keep them busy
then try to keep casting tendrils and gloombind off cooldown on each enemy
while weaving all the other stuff in
not counting misses
or interrupts
higher tier tendrils having long cooldowns and missing more often is not great either with higher mana i might downgrade to lowest tier of the spell
almost never using hex rend because it cost mana and you need to nuke your mana to gain stamina
also switching from 1h to 2h with equivalent dps my clear speed went way up because my combat abilities were scaling off my top end damage instead of dps so i think leveling with 2h is a must (especially if you are soloing mobs)
unless you are main tanking for a group in which case you have to go back to shield and start leveling that (don't like having to dedicate time leveling 3 seperate weapon skills)
I leveled with 2h and it almost felt like I ran out of stam quicker. And they already start off pretty fragile.
ya HK sounds so good on paper than u play it.... it just needs more ways to spread hexes then would be better off
it can spread a hex, it needs more passive ways to get hexes up. If you are spending all your stam and cds to put hexes up, when you go to spend hexes, you are empty... Classes should work on their own without any campfire or other players buffs etc, food buffs etc. Campfire, other players, food buffs and such should ENHANCE and take the class to the next level.
i'd honestly feel much better if soul inversion and gloom bind had 0 cast time and tendrils was an AOE
Sounds too spammy
you are constantly spamming tab target and pressing buttons as is, might as well make it actually feel good
and making tendrils aoe actually reduces spamming
less tab targeting and recasting same spell
if not aoe then at least make the cast time .5 seconds so you can take all 4 different tiers of tendrils and get them off at a decent speed for large pulls like it feels they are want the class to be for
Sounds like an aversion to CC. AoEs can cause a lot of issues to coordination of multi pulls/chain pulls.
if the tank has his monitor turned right sideup instead of upside down it shouldn't create issues
If we are going to AoE everything and swarm pull to get mass aggro on a tank, we are limiting the usefulness of an enchanter to a clarity/haste bot.
?
in what way
because they don't have mobs to just stun and make afk while you single target farm other mobs in front of it
still has its use for accidental overpulls etc but hex feels like its built for large pulls and as is feels tedious to manage those large pulls
Hex Knight, at later levels has amazing sustainment for longer single target fights. AoEs not so much.
What level is the HK you have been working on?
?
what sustainment
almost max lvl
Cursed Strike + Soul Strike + Soul Inversion + Dark Empowerment
and what does that have to do with anything i said
My reply to this
not really relevant to the issues i was talking about
and the sustainment isn't really that good
you need to use lowest tier of bolt to stack a hex in order to consume it to replenish + mana, without wasting stamina so that you can use stam abilities to stack more hex's just for leech strike
then soul inversion with 1.5 second cast time
THAT CAN BE INTERRUPTED
just to maintain a little stamina
on top of casting tendrils on all targets because you only get one single target taunt
to maintain aggro
all of which can miss or be interrupted mid cast
gloombind included
class feels like it wants to be a multitarget tank
since spread curse does not build on the target it effects, you are left with only 3 (2 tiers of bolts or cursed strike) ways to build hex's all of which take stamina or mana
only way to feel like you have enough hex's to do everything you want on enemies is to have multiple enemies and to use spread curse
unfortunately having long cast times and being targeted by multiple mobs each with potential to interrupt casts AND chance to miss the cast (why can "consume darkness" use all surrounding hex's but fail to buff you) make large pulls feel bad as well
What kind of mobs are you comparing this or and what kind of group comp?
Also what lvl mobs and what lvl are you in relation?
why would the mobs or group comp effect anything i said
I'm trying to understand if you are looking through a group lens or solo lens
if you read what i wrote you would see i talk about it from both pov's
My bad I didn't extrapolate that from your post.
you are not doing large 5 mob pulls as a solo unless you are farming super low lvls
Maybe HK doesn't suit your play style?
lmao
The things you are telling me are vastly different from the game play I have experienced.
Knowing the classes strengths and weaknesses drive a play style. I feel group comp is very fluid(albeit a bit busy to play).
are you pulling 5+ on level dungeon mobs and enjoying having tendrils take forever to apply to each mob and requiring a good team in order to not die just because you are still waiting on cast time/cooldowns in order to apply all your threat gen to keep squishies from getting blown up?
not counting the spell interrupts or misses
We are not pulling 5+ dungeon mobs.
then there you go
If you are pulling 5+ dungeon mobs without CC your wiping the group
Thats not a HK problem, that's a pullers problem.
its just inconvenient and clunky to have more than half the kit to be based on casting spells and built towards large pulls
which naturally creates scenarios of a lot of interrupts
not counting misses
casting gloombind on 5 targets takes almost 20 seconds
because you have 2 sec cd on every spell after every cast
thats not counting interruptions or misses
I rarely cast gloom bind, tbh
its one of your best spells
at minimum you should be gloombinding the highest level mob in the pull
If I'm soloing, yes, in a group environment no
in a group environment you want to maximize pull size
to maximize xp gain
best way to maximize is to pull enough to not instant die if every mob hits you at once
Several classes get a slow that is far less resources taxing then HK
It's a good one to have in the tool belt, but snare is in the same boat
its like saying hex haste is bad cus it takes all the stacks
That's a great ability
snare is useless unless solo farming
I agree, same with slow
so is fear unless you're vs an actual boss that spawns random mobs
I like to use fear to kite outside dungeons
yeah at mid levels
xp farming
but higher level you need to go into the dungeon
for the nameds
fear is a party wiper
Fearing in a dungeon is a no-no hehe
hex's should generate hate
That would be cool
I can get behind that
But what happens when you burn hexes?
Or should the ability used to apply the hex generate more hate?
doesn't matter bc one or two spread curses lasts long enough for me to put tendrils on each mob
or just put spread curse on all 5 mobs
i've done both
Cool, how do you compare them?
sword and shield seems better on paper for larger pulls
Yes mitigation is king
2h feels better for single pulls
because even though they said abilities are based of dps
they most definitely are based off topend damage im almost positive
and hex having 3 combat abilities lets you burst damage really well with 2h
I like to 2h if/when I get to off tank
only thing would be that with sword and shield
and a good shield
the shield bash skill
takes HALF of the stamina of your cheapest combat ability
Shield bash is in a good place
doing same damage
2h up until you're higher levels/vs bosses and dungeons with a group
then its sns
Imo, HK are built for single target tanking. Spreading curse and the DoT(can't recall the name) seem to be the only AoE items HKs get
Additionally, Spreading curse does no damage but will continue stack on other mobs(while CC'ed) so that when you finish one single target you can bounce to the next with 5 stacks of Hexes on it ready for you to sink your teeth into.
If even you talk about ST tanking with HK, they still run out of stam way too quickly on their own. I dont have one at 12 or whatever, but noone will get one to 12 if its that uncomfortable to get there.
I got to 13. I think the stamina issue is a bit overblown. You just can't endlessly spam cursed strike and leech strike, similar to how other classes can't endlessly spam mana consuming spells. Use dark bolt more, especially before 12. I basically use Dark Bolt+Dark Empowerment on cooldown.
The level 9 nuke, which is presumably bugged so that it only removes one hex really did a lot to make game play more interesting to me, even outside of the power level. I think the earlier tier is also bugged as its damage didn't scale so extra hexes were wasted, so it's pretty easy to feel better. I hope the design leans more toward the level 9 spell of not using all hexes, as it felt rewarding to build to 5 to land a good nuke followed by a max lifetap. Hopefully the nuke can scale to 5 but only take 3 hexes at most.
I played mostly Hex-knight this playtest (April1-6) and I enjoyed the combo feel of it and being able to manage all my resources to survive. The only minor thing I felt was that from levels 4-11 the gameplay felt the same. I had the same rotation of skills and spells and in this specific case, that was most of my time during this playtest. I briefly got to 12 and got the soul stuff to try out and that felt good too. In the grand scheme this might be a small part of the gameplay and not be a big deal but this is the only feedback i really had. Otherwise loved this experience.
Hex-Knight OP 🙂 -- really enjoyed playing this.
Also I noticed that Life strike/leech didn't give any heal with 0 hexes but the description says it increases with more Hex. Anyone know if this is correct or am i misunderstanding the skill?
Are you certain leech strike went off without hexes? I don't believe it can
You can use with no hexes it just doesn't heal
it heals for about 7.5% per stack, all the way to 20 
i'm way far on the chat
If it's 20% at 5 stacks at all levels then that's very good/balanced imo
Hex rupture at 17 doing 200 damage at 5 stacks to even lvl mobs and like 120 to +1 level named mobs made the grind feel a lot better
I really enjoyed Hexknight, I think it's a great class
I love the physical stamina cost and spell mana cost balance we have to find, and managing Hex as well, I hope it stays that way
it got a lot easier to manage resources at higher level with bigger stamina//mana pool (I mostly used stamina to apply hex between spell//shield bash, or in rare case when there is multiple mob in camp to heal)
Really hope they add cast bars to mobs so we can use shield strike interrupt for things other than just cheap stamina attack
They have glowing hand particles when they cast if you pay attention ( when there isn't 319501935 spell going at them :D)
If you can build hexs easier on single mob pulls it would be nicer
Curse spread on pulling 2+ mobs makes the class feel so much better
Shadow protection was MVP spell later on
I don't know that the other tanks get any shield that absorbs like 100 or more free damage for such low mana cost
But it saved me more times than I can count
It's really nice 😄 I could survive some solo mob without taking damage
Shadow step being a blink to target that auto applys a hex is kind of nice didn't get a chance to test in any dungeons but I imagine it would have some uses
Oh it does an hex too
I didn't use it other than when traveling or running with a mob after me because it cost soul essense 
Yeah just got the spell then only got to test it for like last 2 minutes of the test haha
60 second cool down is rough
Not sure why it's so high
Think if haste gave you spell cast speed as well would make class feel a lot better but probably broken on other classes if they made that change
i noticed it added a decent amount of aggro too
and yes Shadow Protection is SUPER nice
i think at 21 HKs get the Shadow Protection II
Shadow protection 1 is already hexs best spell if you get a tier 2 you can stack with it the class will feel like a proper tank
Or I should say make it feel like the best tank
Not sure about paladin or ww but I know warrior requires way more healing when tanking vs hex and that's simply because of the shadow protect
Warrios have an inate AC bonus i tbelieve
i doubt 1 and 2 will stack
likely override
I think if they make hexs create aggro it will be very nice they might already, but although I'm not jealous of a warriors kit overall I am jealous of their instant aoe taunt
i think paladins get an aoe taunt too?
this is lining up to make HKs the best single target boss tank
And at level 200 hexcraft giving hexs a chance to spread would make hexs generating hate feel like we get aoe taunt too
before the test ended, we did some lvl 25 and + mobs
my HK beasted them
one mob took 8min to kill
i just did my sta/mana rotations with tendrils and didnt have an issue with aggro
Yeah I mean single targets fine
spamming Shadow Protect
Life strike did not ever increase healing past two hexes. One hex gave half the healing of 2 hexes and 3-5 hexes never healed for more.
Right, at 0 it still does damage but doesn't heal and then only uses up to 2 hexes to heal.
it wouldn't change much imo, for auto attack, you can cast between attack 
yes 😄 I thought that was a given, 1 hex consumed give me about 7% health and 2 always gave me 15%
may look weak early but pretty strong later on, it can be a huge amount of hp
okay good, i got worried I was playing like an idiot. I did like trying to keep up 5 stacks for better nukes. I really hope that doesn't remove all hexes in the future.
does shadow protect out-threat fracture spam? I couldnt find a skill that outdid it (aside from hard taunts) but I never tested SP.
I'm not sure what you are asking.
Shadow Protect is a melee damage absorbing ability on a longer cool down that can be used in a pinch or on a cadence for endurance (drawn out) fights.
Oh I thought you were referencing it in context to "didn't have any issue with aggro"
I thought I misunderstood something not listed on the tooltip 😛
Hey folks, I've read a fair amount of comments in this thread but could someone who has played HK to near 20~ give me a brief TLDR on the pros and cons of the class? I'm considering playing this class next test and I'm having a hard time gauging the community perception.
Let me know if this is basically it:
Pros: Great sustain, Good tank DPS, fun class mechanics
Cons: AOE threat, getting interrupted
Good basic analysis.
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HK is a really good single target/boss tank at lvl 20 almost zero AoE threat aside from a spreading curse that sets up mobs for you sink your teeth in to after the current one dies.
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interrupted? Not any more than any other class, may take another melee round to get aggro but nothing to break the class.
I personally love the cyclical mechanics of regaining HP, STA and Mana. This is a very active class to play well.
Con - zero sustain against anything you can't Harvest Soul Essence from. Undead or mobs that con green and below for example
I was reading someone was getting their casts stopped a lot but I haven't played it