Warlock Hex Targeting Bug: Single-Target Doomfire Ritual Wasted on Non-Enemy Entities & Invulnerable Boss States

When running the Warlock class with the “Doomfire Ritual” upgrade (which restricts Hex to exactly one recipient), the auto-targeting system frequently prioritizes and applies the Hex debuff to non-enemy physical entities, environmental objects, and enemy projectable affixes instead of actual targetable monsters.

Furthermore, Hex is currently allowed to apply to boss entities when they are in an entirely invulnerable state. Because these entities cannot be damaged, killed, or executed, the single available Hex instance is locked into a dead state, creating massive combat downtime and completely nullifying the multipliers from synergy gear. This completely breaks the build’s core synergy and loop when combined with Cowl of Malefic Torment (which relies on target execution windows) and the Subversion Sigil (which scales buffs based on active Hex uptime).

Entities Observed Improperly Absorbing Hex:

  • Elite/Monster Affixes: Executioner Swords, Lightning Fallen Explosions, and Enemy Shadows.

  • Season 14 Mechanics: Orbs of Hope, Pandemonium Rifts, and Pandemonium Tears.

  • Invulnerable Phasing Mechanics: Astaroth (Amalgam of Hate) during its regenerative, invulnerable phasing state (the boss consumes the single Hex, preventing it from being applied to the actual active/vulnerable Astaroth targets or adds).

Steps to Reproduce:

  1. Equip the Doomfire Ritual modifier (limiting Hex to one recipient) along with Cowl of Malefic Torment and Subversion Sigil.

  2. Enter any endgame activity containing environmental rifts/tears, or trigger a boss fight with immune phase shifts (like Astaroth’s health gating).

  3. Attempt to cast Hex on the encounter.

  4. Observe the Hex visual indicator mapping onto the projectile, rift node, or invulnerable boss body instead of an active, vulnerable enemy hitbox, freezing the single-recipient threshold.

Expected Result:
Hex should strictly filter out non-combat environmental hazards, player-interactable spawns, invulnerable projectile entities, and any enemy currently under a total damage immunity/invulnerable mechanic. It must prioritize active, vulnerable enemy hitboxes.