Quote:
Originally Posted by Nathaniel Wolfson
Noticed this with Mollusks on Tormenta as well. Was using hex-eater on Mollusks to "rest up" after tackling Urchinfists and getting the snot beaten out of me, rather than using potions.
Mostly I noticed it if I tagged them and drained them, then got drawn into killing something else. They'd go back to digging, and when I attacked them again, they were immune to the hex-eater.
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Just some notes:
Nat is right here - timing is the issue though. When doing Voodoo Enemies you must keep attacking them within 15 or so seconds or they will 'awaken' and then you start - over. You lose ALL earned REP up to that point - even if their damage bar shows them to be 'somewhat dead'.
To avoid this - if a second enemy attacks you while working the voodoo enemy, while killing the 2nd guy take a 'swing' or a 'poke' or anything at the voodoo target every 10 seconds or so - it will stop the voodoo'er from 'waking up'...
As for the Hex not keeping them 'stunned' - the only time I find I have the issue is if I switch ammo on the gun 'too soon' (actually - its more really like if the game picks up that you switch ammo - then all bets are off kinda deal). To avoid this switch to the ammo you want to use at the same time drawing for the pistol - don't switch ammo after using Hex. Just put the gun away, then when you press F2 to draw the weapon as soon as you see the action press the Number of the ammo you want to use - the game doesn't 'see' the switch and you can carry on.
On the odd occasion - I'll have one come back alive no matter what I do *shrug* them's the breaks I guess... but I've still had really good sucess at keeping them Hexed with this method.
Best of luck