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Daeran is a far better healer then Camellia when you get him.
You are correct regarding her AC. Much like Druids, Clerics, etc, they only have moderate AC if they are not built to tank, so use her to flank and attack an enemy that your main tank is already engaged with, much as you would a melee rogue.
For Hexes, Slumber and Iceplant are great (Ice Plant increases AC by 2 to make her Tank better). Slumber is almost OP as it bypasses SR and works on 90% of creatures.
When you get your second mythic level you get access to Weapon Finesse (Mythic) which allows you to use Dexterity instead of Strength for weapon damage so you don't have to give up a weapon like when you go with Piercing Grace. With this I pump up her Dexterity with my bonus attribute increases for damage and AC and grab Two-Weapon Fighting. There is also a unique rapier you can find that gives you an extra attack as though you were hasted (I can't remember if it stacks with haste or not). My Camellia is level 11 right now and has 5 attacks per turn plus she's got the most movement out of everyone else in my party so she's great at sniping ranged enemies and casters.
I'm not trying to say, "You should know this shizz, noob." Pathfinder has a huge amount of ways to work around most problems, or at the very least make it less of a problem. There's so much that I gloss over a ton of feat/spell/ability synergies all the time because of it. Some people's brains are just built for Pathfinder Character Creation and while I used to be pretty decent at it, it's been years since I've sat down and looked at everything.
1) Having one of, if not the best possible AC scores in the group.
2) Casting debuff, aoe, and/or summoning spells while still being a tank
3) Having a really high possible To Hit score that can almost guarantee hits on a lot enemies, making her ideal for doing lots of chip damage if you're real damage dealers keep missing or are otherwise focused on something else.
I think the best way to view her is as a swiss-army knife support tank. Outside of tanking, she's not really the best of anything, but she's is really versatile and has a lot of things that she could bring to the table if the situation calls for it. You can basically almost put her in any party comp and she'll be a really useful support member as long as you don't solely rely on her to do anything but maybe tanking.
This !
In this game a tooltip will have a line stating something like 20(x2) Critical Hit or 18-20(x3) Critical Hit, for example. The first numbers represent the range in which a crit happens, the inside of the parentheses what is the weapon's damage multiplier for a confirmed crit strike.
A rapier's basic range is 18-20, so it crits at 3 out of 20 roll results. If you take Improved Critical feat for Rapiers, this becomes 15-20, a very high chance of getting a crit. And there are more ways to improve those numbers in mythic feats.
You'll find that past levels 4-5 a weapon's crit range and crit multiplier are FAR more important than its damage dice - a 1d4 18-20 (x3) would be leagues more powerful than 2d10 20(x2).