Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
those 2 spell are targeted by spell resist, so yeah spell penetration works. That said, spell resist is usually on high level enemies, so you don't need to bother with it right away.
For me a good debuffer is one that has high DC and a way to counter spell resist (anything that can enhance caster level is good to have) and obviously a lot of debuff spells, both aoe and single target that can target different types of saves.
Boost your DC as high as you can, this is called a DC caster.
Have a spell list with good spells for each of the three saves.
Heighten Metamagic is 100% required.
A party that can attack enemies stuck in AOE's from range so they don't get hit too.
Those are the basics.
Spell pen, focus, and heightened metamagic + there mythic variety are a must. Plus abundant casting because if you don’t first succeed have 9 spell slots per level to try again…..
Then everything is about dc. Raise it thru items, find ability’s that force the enemy to have disadvantage (those may only be main character mythic paths though), pick them feats that help it, and ability’s scores that improve it.
If you're asking about builds, there's a couple more things you should know. First, Witch is a great class for debuffing because she has not only some debuff spells but also hexes which can REALLY hurt. Secondly, if your debuffer is going to be your main character, the Azata mythic path makes available two superpowers that are phenomenal for debuffing -- one that turns every spell you cast that normally has 1 target into a spell with 2 targets (so if you have good single-target debuffs, you can basically use them on multiple enemies at no cost) and one that makes all your enemies rolls twice and pick the lower result when rolling saving throws against your spells while you roll twice and pick the higher result when penetrating their spell defense. The combination of these two abilities takes every good debuffer build to the next level.
I forgot you need to know what enemies are immune to various statuses... mind affecting won't work on undead for example. The best way to do this without cheating or meta gaming is to have very high LORE skills in your party to identify monsters with. Which will also reveal the saves as well.
stuff like nauseated can go a long way, as the only thing the target can do is move, or prone, if you consider that a condition, as it gives your fighters a bonus while also disabling multiple enemy targets.
as others have stated, witch is an excellent debuffer, evil eye, cackle and misfortune can break the diffculty of a fight.
yeah Slow is superb because it work son most enemies, area of effect, does NOT harm your party, lowers AC and Ref saves, reduces attack bonus
all of which is superb for most enemies be they "tanks" or Fey
Stinking Cloud and having your melee fighters fight INSIDE the cloud, make sure they have Blind Fight feat it is a MUST have, is catastrophic to many enemies
as it targets Fort, it's great on Fey who have low Con and Fort save, but high Ref/Will saves usually
But also, do not over look "Grease", simple, low level...
if you place it well, it can keep a hard hitting but low Dexterity critter, down
Glitterdust is also superb, it stops nasty enemies going invisible which can be VERY bad!
and blinds vs Will saves
the various "Pit" spells should never be overlooked, those are AWESOME!
again *positioning* is key
at a narrow choke point on a map, or to guard a flank etc
they can take any non-giant critter out of the fight for a while, some types can do lots of damage, some can damage even very resistant enemies
In many other D&D games, the "Evard's Black Tentacles" spell is a superb debuff (as it' grapples opponents) and does damage
remember that spells that debuff a save, like Slow reduces Reflex saves, then makes a follow up debuff of the same type, harder to avoid,
So, Slow and Grease for example ;)
Class? any, really if set up well, or combo-ed with right party member
I prefer wizard, tactical flexibility, different spells for different critters
and if it's totally spell resistant, Stoneskin, Blur, etc on party members and summoned critters can help ;)
Wizard's bonus metamagic feats can also be taken to improve Spell Penetration checks, or make specific classes of spells have harder DCs to evade
Another superb Debuffer is...the bard!
their songs avoid Spell Resistance, making them really nasty
plus some good selections of debuff and buffs
the REACH metamgaic feat, that let's a spell be cast further away, is an overlooked but very useful thing for a debuffer, or any caster
A stealth character scouting, can find enemies, sneak your caster to a point where they can launch a spell whose area of effect can hit the target
with REACH metamagic, this allows spells with shorter range to work with this trick, too, or, from safer ranges ;)
Witch debuffing single targets saves and wizard phantasmal killer = dead major single target.
I forgot Phantasmal Web, doh!
Aye, it's awesome ;)
Perfect for all your buffing and debuffing needs when you want to remove that shine.
yes! sanding someone's nuts with a coarse grit always puts them off their aim! :P