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Demons need to get 1 of their Lord aspects at near Mythic level 4-6 to be comparably strong for the most classes, yeh. Not at Mythic 10 when the game is already literally over.
would only recommend demon path if someone wants to roleplay
Game became easy mode for me.
Legit you can use a standard action (which means a spell, or a kinetic blast (no gather P tho) or any other ability that is a standard actiion like thundercall) and the teleport in the same round.
Solo wise it basically makes you a god at kiting. Since the teleport does damage on leaving and on arrival you can kite enemies that can outrun you with haste. You just run away -> they get close -> far teleport -> deal damage on leaving -> keep running.
Basically makes every melee fight in the game soloable with 0 effort.
Ive found aeon to be the weakest on paper. Their best abilities from what ive seen are the gazes and enemies get saving throws against those. If your best mythic ability comes on a saving throw it might as well not exist. Nevermind the fact that they are limited /day until a certain mythic rank.
Azata is good and you get a pet dragon so bonus points
But Trickster is kinda trash for a pretty long time especially if you play legit higher difficulty which means you should NOT be able to respec as soon as you unlock perception rank 2 meaning you wait very long for all those shortcut and crit feats. Mobility rank 2 with cleave is probably the best option but then you delay your access to crit feats even longer and its only accessable by basically 1 archetype - mainly being nontank melees. Idk maybe im undervaluing it just because im not motivated to micro that precisely the entire fight.
Surely very powerful lategame but really lacks compared to the other paths earlier on. At mythic 3 you basically get nothing of value and you get nothing even close to a merged spellbook until a fair bit later on.
Too bad the RP is being a creepy edgelord and not much else.
Angel gets a merged spell book and the silly aura that is always on that ruins any enemie's day
Trickster takes a while to gain steam, yes but when it gets there... holy crap.
in the mean time you can basically break the ingame economy with 1 trick to turn every cruddy +1 sword you find into a +2 item and make truck loads of money to kit out your party until you get the essential tricks that turn your MC into an unstoppable juggernaut at everything.
Azata is good period zippy magic is great for arcane trickster builds, fortunate magic that makes a mockery of enemy spell resistance if you have mythic spell penetration for your MC.
And that one spell that you get out the gate that gives your entire party +4 to overcome spell resistance for 10/minutes level makes the rest of your party spell casters also point and laugh at supposedly "high spell resistance" enemies