Level 9 Hex: Tukima's Disco Ball


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Post Saturday, 16th January 2016, 13:25

Level 9 Hex: Tukima's Disco Ball

Summons a temporary indestructive Disco Ball at the target location. Every turn monster in the LoS of the disco ball must make a MR check for each following effect: Corona, Mass Confusion, Tukima's dance and Discord(One MR check for each effect).
The disco ball will occasionally fire Dazzling Spray towards nearby enemies.
At the end of the duration the disco ball explodes in a 9x9 area Fulminant Prism.
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Post Saturday, 16th January 2016, 16:54

Re: Level 9 Hex: Tukima's Disco Ball

That last effect is quite at odds with getting close to your disabled targets and stabbing them. Unless the caster is immune to this blast?
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Post Saturday, 16th January 2016, 18:10

Re: Level 9 Hex: Tukima's Disco Ball

The caster is not immune to the blast, but he is immune to all other effects and he wont be targetted by dazzling sprays. Also i dont think that anyone would want to go near the disco ball while everything around it goes into a blind confused rampage.
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Abyss Ambulator

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Post Saturday, 16th January 2016, 19:36

Re: Level 9 Hex: Tukima's Disco Ball

By the time you can cast that reliably, you don't really need to stab them. Toss a disco, maybe a cloud, leave and let chaos ensue. Pretty fun.
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Dis Charger

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Post Saturday, 16th January 2016, 20:18

Re: Level 9 Hex: Tukima's Disco Ball

daggaz wrote:By the time you can cast that reliably...
anything that's actually a threat is MR(Immune). (This is why I think any Hex over level 6 is a waste). You'd need more serious threats with high MR instead of MR immune and high level hexes that have a fair chance of getting through MR (140-199) before high level hexes make any sense.
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Vestibule Violator

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Post Saturday, 16th January 2016, 21:08

Re: Level 9 Hex: Tukima's Disco Ball

bcadren wrote:
daggaz wrote:By the time you can cast that reliably...
anything that's actually a threat is MR(Immune). (This is why I think any Hex over level 6 is a waste). You'd need more serious threats with high MR instead of MR immune and high level hexes that have a fair chance of getting through MR (140-199) before high level hexes make any sense.


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Tomb Titivator

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Post Saturday, 16th January 2016, 21:58

Re: Level 9 Hex: Tukima's Disco Ball

If I'm not mistaken, dazzling spray and the fulminant prism blast both ignore MR.

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Post Saturday, 16th January 2016, 22:51

Re: Level 9 Hex: Tukima's Disco Ball

Spray checks HD and prism blast only does physical damage.
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Spider Stomper

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Post Sunday, 17th January 2016, 13:49

Re: Level 9 Hex: Tukima's Disco Ball

Shouldn't it be Conjuration/Hex maybe? Both Prism and Spray are Conj/Hex...
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Post Sunday, 17th January 2016, 15:04

Re: Level 9 Hex: Tukima's Disco Ball

No, because its spellpower should be based only on hexes, making it a conj would mean that any spellcaster who is going for firestorm/glaciate could just learn it for shits sake. You gotta earn it man, pump up that hex skill!
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Pandemonium Purger

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Post Sunday, 17th January 2016, 16:57

Re: Level 9 Hex: Tukima's Disco Ball

dynast wrote:No, because its spellpower should be based only on hexes, making it a conj would mean that any spellcaster who is going for firestorm/glaciate could just learn it for shits sake. You gotta earn it man, pump up that hex skill!

This also a lot easier to get online on something like Vp or Sp. Even Hu takes half the exp to get online this way, which is probably a good thing.
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Mines Malingerer

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Post Sunday, 17th January 2016, 18:05

Re: Level 9 Hex: Tukima's Disco Ball

tiles should change too, like the pan disco vault.
will look so great

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