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its a level 6 abjuration spell
warpriest has a subclass called disenchanter specialized in dispelling, but i'm not sure about the overall value
It wouldn't shock me if these mechanics didn't make the jump to Pathfinder, because they sucked in a big way. You have to give up your action for a round to attempt to counter a specific foes spell. If the targeted foe didn't cast a spell, you did nothing at all for that round. If a different foe cast a spell, you wouldn't try to counterspell that. And then you have to pass a spellcraft check to identify the spell and have memorized the same spell as the foe is trying to cast to counter it. That's... Pretty useless, honestly.
In any case, I can say with 100% certainty that there are no counterspell mechanics in this game.
You can dispel effects once they have been cast, but you cannot block them from being cast in the first place. And even dispelling effects that have taken effect is iffy -- you can't choose which effects you want to dispel, so you are at least as likely to dispel buffs as debuffs. And AOE persistent effects can't be dispelled at all (which is a bug, but nevertheless that's how it works right now).
So... No, you aren't going to be able to play your preferred archetype, sorry.
But you are correct that most of the effects that you would want to dispel either intrinsic (due to race or class) or aren't created via spells and thus cannot be dispelled. And even when they do have dispellable effects, the DC to dispel tends to be absurd, so you are very, very unlikely to succeed. But hey, you have a good chance at dispelling the effects on your party, so "Wheeee" I guess?
As for why path of the aeon I'm pretty sure they get gazes and other abilities like what you're looking for that punish magic casters and can dis-spell magic based on their gaze target.
Good luck with it. Sometimes game have ridiculous caster levels like 30-45 (usually for demons innate abilities).
So, the general consensus, in this game, in it's current build, is that while technically there are a handful of spells, and an archetype that is designed to do it, the practical mechanics of it just make it nonviable?
Also to further clarify, I wasn't trying to make a PURE countermancer, more having it be sort of a secondary function for one of my mages. So far, I find that depending on the type of fight, they are often not doing anything, because I've built them for support/debuff, and the enemies are already debuffed, or just freaking immune to various debuffs, or have a spell resistance so high it's ridiculous. So I thought I'd add in some potential versatility with dispel magics, assuming the spell resistance/DC isn't also so high as to make it equally pointless.
There is no archetype designed to do what you are asking. There are a (very few) spells that will (attempt) to dispel effects, but that's the entire extent of support for this sort of gameplay. There are no feats that specifically make dispel magic work better, for example, no classes that specifically improve how dispel magic works, and generally no recognizance in the game that someone would want to make a character that specializes in dispelling existing effects.
In general, the best builds that are for pure spellcasters are buff, direct damage, and summons.
Its very, very hard to get enough bonuses to make debuffs take effect even 50% of the time (exception -- Lich / Angel / Legend Path main characters). And if you can get them to stick, then you probably could have used a spell to kill the target rather than merely debuff them. Do you really want to Heighten "Slow" to 9th level, take multiple feats to improve your effective caster level, and so forth, just to have a chance to reduce enemies to one attack per turn? Or would you rather do all of the above and cast "Weird", and have a chance to outright kill enemies? Sure, it won't work very often, but neither will your heightened to 9th level slow spell either, and when it does work it gives you a kill, rather than a crippled enemy.
In my opinion, which you may feel free to ignore, arcane spellcasters should specialize in ray (ranged touch) spells, and divine spellcasters should specialize in summons. Both should pickup buffs when available, of course, but (generally) buffs will be cast before combat starts, so in-combat spellcasting will either be direct damage or summons. Once these spells are cast, yes, your 20th level archmage will be plinking away with a crossbow -- but that's because that's the most effective action possible.
Note that AOE damage is of dubious value in this game -- too many creatures have high reflex saves and improved evasion (only take half damage, save for none). Casting a fireball at 20th level = 0-30 damage / creature, vs. 300+ hit points isn't a very good thing to do. The rare damaging AOE that don't allow a reflex save are still worthwhile (such as Horrid Wilting [8th level] and Tsunami [9th level]), but all the low level AOE stuff allows reflex saves and is thus pretty bad. You'll end up getting / memorizing / using these spells anyway, simply because they are the best spells available for the levels where they occur, but...
Eventually (Act 4 / 5) your main source of debuffs will be Mythic spells or abilities from the main character, as those abilities tend to be... Overpowered, lets say.
Well I AM currently building one of them towards being a Weird Killer, but you know, that's very end game, so it's not much use now in Act 3. I've currently got Nenio built for Phantasmal Killer, and will eventually trick her out for Weird. And so far she is doing fine. It's mainly for my Ember and Daeran, who will often not have much productive to do with their turns half the time. I recently fixed that with Daeran, and gave him a second myster, of Flame, so he's got some nuking ability now when he isn't healing or enchanting. It's mostly for my Ember build. I came across a build on YT that was focused on more of a roleplay concept for her, given her pacifist "I don't want to hurt anyone" nature. So it's all about Glitterdust upgraded, as well as hexing for beneficial effect to allies, and extending them with Cackle. And I enjoy it for the most part. But sometimes she's just....Cackling. Because she's already cast her debuffs, and everyone that can benefit from Protective Luck, has it, so she's just sustaining it. And since Cackle is a Move Action, I'm often just having her twiddle her thumbs with her Standard. So I was trying to see about a bit more utility for her, that isn't offensive in nature. I could have her healing, and she kind of does, but mostly Daeran does that when it's needed. So I thought, hey lets see if I can build her to have a little bit of dispel utility.
But I guess that's not an option, le sigh.
but i don't know your ember build and have no idea how difficult it would be to fit it in
still with the limitation that ember should not do any damage i would probably fit it in, so she had something to do