Baldu wrote: For my current hybrid guy i just dumped the spear for a +5 glaive of freezing (polearms skill ~16) since it makes me feel massively safer from killing bads in half the time units and trying to last hit with the spear for zombies was super unfun.
Yeah, don't just use reaping thing for last hit, that will be tedious as hell. At that point just get some necromancy skill if you really want the minions.
Mikee: I have used the staff of Enchantments before for hexing, but not very often. Wouldn't ever really use it for charms, doesn't seem to make much sense. I have more often used it for the sizable MR boost. Good switch on a spellcaster for when you run into Louise or when a Wizard or Ogre Mage has a bead on you. But in that role any randart with +MR does just as well.
Off topic, but quick proposal:
The Staff of Enchantments has chance to give random hex, from a list of hexes, to an enemy hit with it, chance and power based on evocations plus your hexes OR charms school (whichever higher?). Could be made especially powerful if it checked HD rather than MR, like confusing touch. Could be balanced by randomness or alternately needing relatively high investment to get it to stick. Possible hexes: Confusion, Sleep, Enslavement, Slow, Blind (yay another use for a new effect). Probably not paralysis (too strong) or petrify (could be annoying, plus it is technically transmutation.) Good/bad idea? (Note: I suggest hexes or charms can be used because it isn't giving you an effect that hexes can't replicate. A staff of fire gives a solid melee attack with sufficient investment, this would just be another way to get hexes to stick. On someone already using hexes, it is nice to conserve MP. But making it also work potentially from charms would open up some interesting possibilities, as everyone trains charms already. If too powerful can just be hexes though.)