Board Thread:Suggestions/@comment-26536933-20150627075011

In a nutshell, the Hexer is the opposite of a support class.

The Hexer has a wide variety of debuff causing skills that deal no direct damage on their own, though some do damage over time such as burn, frostburn and poison.

The Debuffs the Hexer should be able to apply with his curses should be:

Slow or Chill

On Fire or Frostburn or Poisoned (not all three)

Confused

Ichor or Broken Armor

Weak

The duration of the debuff extends with every level, starting at 30 sec and maxing at 5 min. Mana cost and casting time of curses increases at a greater pace than a mage's spells. The method of infliction is given to the programmer, whether it's a single target curse, a piercing curse, bouncing curse or AOE curse.

The Hexer should have a passive ability that gives him a chance (25% max) to penetrate immunities in their enemies. Thus inflicting status conditions on targets normally immune to said status conditions. This includes bosses (this ability being almost exclusively made so that the hexer can deal some damage to them). A possible name for this skill could be something related to Anatomy, as inflicting such statuses requires knowledge of the enemy's biology. Unlike the mages passive to increase his mana, Hexers should have a passive to greatly reduce casting time in exchange for increasing the mana cost. +10% mana cost and -5% casting time per level, doubling mana cost and halving casting time at max level. A possible name for this passive could be something related to rituals.

A total of seven skills, two passives and five curses. The class seems balanced, though slightly gimmicky in my opinion. Certainly one best left for more experienced players.

Hexers would be heavily reliant on large pools of mana to inflict their debuffs on enemies consistently. On team play, the hexers would provide provisional damage while helping the close range melee combatants deal with the enemy more easily.

Questgiver for this class should be:

1) The Truffle (preferable due to the relationship between status conditions and mushrooms in real life as well as late game acquirement)

2) The Stylist (spiders)

3) The Old Man (cursed, thematically good, but a bit early)

As for class advancement options (if implemented) there's:

The Cultist which adds HP sacrificing skills that cause deadly curses on enemies that cause more unique and severe effects.

The Diabolist which deals additional damage with any weapon to enemies who are afflicted with debuffs.

The Mutagene which inflicts itself with debuffs, but has the passive ability to reverse the effects of buffs and debuffs.

The Plaguemancer who casts flask buffs on others or even summons, allowing them the possibility to cause debuffs themselves for a limited time. 