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Look Just saying Tiny person riding into combat on a wolf is actually fun.
https://www.youtube.com/watch?v=rhz6q9E8ibo
Instantly thought about Warhammer Fantasy... Goblin Wolf Riders lol
really good builds I use these as templates for my own characters
Also made an oracle divine herbalist as a healer and its been pretty fun focusing on taking care of all the party members, but also can be stressful since i play RTWP and companions can drop real quick
It's enemy saves and spell resistance that's out of control.
Literally every single trash mook you are up against has more than SR 15 + your character level. It's ... it's absolutely insane. And then they also have base saves of 4 + your character level. Those two facts alone mean that even a min-maxed spell caster mercenary has only about a 15% success rate of landing anything that allows spell resistance or a save. And the premade companions are worse since they aren't min-maxed. And all your companions are casters with pathetic key ability scores. Their spells LITERALLY cannot succeed unless the enemy rolls a nat 1 on their save - assuming they don't have SR. Against anything with SR (60% of enemies by level 6) there is no chance since your caster level check against SR can't crit succeed. This makes Ember the worst character in the game because everything has fire resist and is de facto immune to her vulnerability hex and her curse means she takes too much of a penalty on her ranged attacks to be able to land any of her fire spells. And she cannot be made effective in any other class, due to her ability scores.
Having a 15% success rate on your spells means that casters are useful only for saving money on buffs.
This is especially frustrating because of the sheer overbearing number of enemies you face in a single day's allowed rest. Literally you will be fighting more than 60 monsters in a day before you can rest, due to time constraints.
Lann multiclassing into Hunter is a strong build. Anything with a two-handed weapon focus and power attack with cleave is a strong build. Anyone who can cast spells but can't heal is worse than just not having that slot on your party occupied. If you build properly, you don't need casters because you can just chug potions and UMD scrolls to heal and buff.
The reason you can't just set enemy stats to be lower in the settings is - that option in the settings menu does not affect enemy Spell Resistance!!! And if you set their attributes to be lower, it drops AC, accuracy and damage to near-zero. Which just makes warrior characters even more powerful. There is no way to selectively lower the SR and saves of enemy monsters.
This is a huuuuuuuuge problem on any difficulty higher than normal. While on normal difficulty, your spells have a 15% success rate, it instantly drops so that you only succeed if enemies crit fail their saves (assuming you can beat a spell resistance of 15 + character level).
A mod is urgently needed to address this issue. Until a modder does it, you have to use toybox to pump your casting stat literally up past the 30s in order to have reliable spells. Before then, hire a bunch of mercs and just don't even bother accepting any of the caster companions into your party.
I'm glad someone else said it. I've been bashing my head against casters since release and in the Maze it feels really meh. It's weird how high saves seem to be early on, but the SR is real problem. I kept reading that Spell Penetration was a late game feat but I've been taking at around level 3 on my spell casters because otherwise you can't make it through the resist and even then you still have trouble with it.
I've been making Seelah into a Knight on the Wall at level 3 and I gotta say Cavalier seems amazingly fun. I had considered making one myself if I just don't really feel Witch after this start. I think about ten restarts is a fair shake to get me into the class. I'm just really picky with my builds and what I want my character to do. But something about being a knight on horse back sounds and looks so good. I'm just not sure on the race yet. I want to make a Kitsune but idk.
Conventional wisdom for the tabletop experience comes with a lot of caveats.
Wrath Of The Righteous, the tabletop AP, was well known for being "all about demons". In tabletop, that means spell resistance. And elemental resistances, too, I guess. So it's sort of "unusual" in that the level you need to get both Spell Penetration feats is moved from "before level 10" to "before level 5". Reference this spreadsheet for the tabletop's Bestiary[www.d20pfsrd.com]. Keep in mind that the video game here has added at least +4 to the CR of absolutely every monster you encounter in the game. And placed literally three times as many creatures per encounter as you might expect to find in a deadly encounter at the table.
And that's pretty true in the video game adaptation. The majority of enemies in Act 1 are humanoids (player races like humans and tieflings). And you will be fighting roughly 8 - 15 of them *per encounter*. And you will have to clear through 21 encounters each day during Act 1 if you want to get anything done before the tavern defense event. Act 1 lasts until about level 5 if you manage to get everything done before Grey Garrison. By the time you hit Grey Garrison, you must have absolutely capped Spell Pen (which means Elves are the only valid spellcaster race choice) in order to have a 15% chance of success against anything with SR - because everything in the game has at least three HD more than you do, and SR is calculated on the creature's HD. And the devs have added an additional +5 on top of that. Against bosses, you can't land any spells on them, don't even waste actions trying.
Enemy AC and accuracy isn't really all that bad, by comparison. They aren't difficult to deal with if you just have some fighty-type guys in your party. That's the wacky thing about the situation is how insanely inflated enemy magical defenses are - in combination with spell casters having hard limits on how many spells per day they can provide. Arcanists and Wizards are just absolute trash. Sorcerers are merely terrible. The reason Nenio is a Scroll Scholar is specifically so that she can use *literally a hundred thousand gold pieces' worth of scrolls* because no one has that many spell slots per day even with the mythic.
So for this game, TL;DR: casters are worthless trash, don't bring them, just spend that money on potions and scrolls for buffs, maybe tolerate Daeran or Sosiel if you insist on wasting a slot for a healbot.
Adding Dex, Charisma and int to AC ontop of adding int to hit and damage and charisma to saves is hilarious, I gave them slashing grace to add dex to damage on a kama and went down the Crane style feat tree.
Nothing can hit them, effect them with status effects and there sitting pretty at somthing like 40 - 60 AC sporting some very nice damage numbers
That's nuts lol
I really don't see that... my part is running 1 wizard, 1 exploiter/arcane trickster and 1 druid, a Sword saint magus and I've yet to have any actual issues getting monsters to fail their saves against my spells. Same with spell resistance.
@Bad Player AI
ya! only problem is I had to drop charisma, str, wisdom and my con is not where I'd like it to be in order to pull it off with 25 point buy to make it work.
Reason I went divine archer instead of any other paladin was because it was only going to be a 2 level dip and divine archer gets precise shot at level 1 as a bonus feat, so I figured why not, especially since SS still has magic to shoot into melee sometimes.