Board Thread:Suggestions/@comment-26536933-20150627075011/@comment-26536933-20150628023844

For the manacost/casting time conversion we can say:

Lv1 mana cost 5, casting time 1 sec. Duration 30 sec.

Lv 10 mana cost 50, casting time 10 sec. Duration 5 min.

Without the ability, it takes 10 seconds before the curse is applied and will fail if struck, making the ability to lower casting time in exchange for double mana cost essential or risk being unable to do anything or else keep the duration of curses to 30 seconds.

Calculating, at best the curses would be:

Lv 10 mana cost 100, casting time 5 sec. Duration 5 min.

If this still seems like not enough to downplay the class, increasing the cool down for the curses as well as an ability to counter so would be useful in its stead.

Lv 1, 31 sec cool down

Lv10, 5 min 55 sec cool down (30+(level) each level)

If we say that the ability to decrease cool down also doubles mana cost while consistently reducing cool down by 10 seconds, the final look of a curse would be:

Lv10, mana cost 200, casting time 5 sec, Duration 5 min. Cool Down 4 min 15 sec.

This mana cost is already at the point where its difficult to spam the curse even if you could. But with the duration of the curses its not necessary. It merely limits the options of magic weapons to near zero.

The basic strategy for a solo Hexer would be to apply his/her curses, then switch to a bow or gun to deal some damage while dodging the enemy, then apply the curse again. Four of the curses allow easier survivability and more damage to the enemy, while the fifth one causes damage with time. A Hexer would be a stall-type class, good against single enemies such as Eye of Cuthulhu, Queen Bee, Golem, Plantera and even Duke Fishron. But will have a very hard time with multiple enemies such as Eater of Worlds, Skelletron (normal and prime), Wall of Flesh, Twins and Destroyer.