| Neverethe |
Have been reading through a lot of posts about witches and read some guides (namely Hubble and Irishman's guide) but I am still a little in the dark.
I have played a few games and am about to rank my witch up to level two. I have played as a support but my games have been extremely boring. It usually goes "Fortune so and so, cackle, pass." and I am at the point loving the flavor of the witch class but seeing myself as a full time support I am feeling that it may not be my style in this game. I have been interested in the idea of a WHW or control style witch but really am having a bit of a brain fart when it comes to these types of play.
I would love to find a guide or have a little insight on how White Haired Witches do in society and if it's worth it to give up all the hexes or if I should just take the prehensile hair hex.
I have really been intrigued with the idea of hair grappling and overloading an enemy with touch spells. Any insight into this and a possible framework I could start inside of and build out of would be very much appreciated. I am not a powergamer type and really want a fun character to role play as in Society. I just don't want to be completely useless.
Thank you for reading this rant from a new player.
Fruian Thistlefoot
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Don't stick yourself there. Go debuffing route and slumber hex. Slumber ends enemies pretty quick.
You basically took a support hex. This is why you feel your in that role.
I don't know much about white haired witch. But the plain witch is an amazing class.
The only problem with sleep hex is people say it makes things too easy and sometimes people at the table might ask you not to spam it.
Magda Luckbender
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In most ways except action economy the prehensile hair hex (PHH) is better than the low level White Haired Witch. This is because PHH gives 10' reach right away, instead of having to wait until 4th level. The big drawback to PHH is that it requires a Standard Action to activate. Imagine if the Barbarian or Fighter had to spend a Standard Action on Combat Round 1 to draw their primary weapon! The way around this problem is to activate PHH just before you expect a fight. This doesn't always work, but is often possible.
Your witch could make especially effective use of PHH with reach tactics. This will tend to minimize incoming melee damage while sometimes allowing both a spell and a melee attack - all useful things for a witch. For example, your witch could Move, stop 15' from a foe, then Cast of spell (or use a Hex). If the foe wishes to attack you it must first move close (drawing your PHH Attack of Opportunity, which might be a trip), and is limited to making a single attack.
Make the character you want. Perhaps experiment with PHH. If it's fun then consider retraining your character to WHW around 4th level, to keep reach with your hair. I believe it would be a cheap and easy retrain for only 500 gp.