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Сообщить о проблеме с переводом
- by the end of the game I managed to have long-lasting (i.e. without madness domain or Areshkagal's mask - that's another +30) 62 reflex save against the final boss's 56 spell DC. World 2 will also make sure I'll never roll 1 and aerial evasion is a guarantee that reflex spells can never damage me, so lightning reflexes and mythic lightning reflexes may be a bit redundant and can be spent on skill focus feats instead. Still, they're useful for situations when you don't feel like fully buffing (in kineticist's case "fully buffed" means "cast 4-5 spells").
- I mostly picked Favourite Metamagic (Extend) for extended Trick Fate but ended up never using it. I just didn't need it. Really, kineticist has more feats than he needs so feel free to alter the build a little bit to gain a bit more here, a bit less there.
- Will saves. Your will saves will be low. You'll have to deal with it. You can try fixing it with Iron Will and Mythic Iron Will but personally I didn't find it that important. Magic Nullification and Martyr's Testament ring will protect you against the majority of will-affecting abilities and spells in the game. Also despite your Will saves being low, with buffs you'll have more than enough Will to easily resist Shamira's and Nocticula's mental attacks during dialogues.
- Last Stand: basically, it's a terrible choice because of burn mechanics. It will not save you, just delay your inevitable death because it's very unlikely you'll be able to heal all your HP in the next 2 turns (including all the burned HP). And it's entirely useless if you gained Demongraft. Rupture Restraints is more useful but I never learned it and never needed it either. I picked Last Stand and regretted it. But MR 7 and MR 9 mythic abilities are all somewhat redundant anyway, i wish they could be replaced with mythic feats.
- Ascendent Element: Fire - you can pick it (if you find room for it) or you can skip it. Even though it looks like a no-brainer, it's a not a high priority feat and I never needed it / never learned it. And ever since I unlocked purely physical Sandstorm composite blast (Earth + Air), I preferred Sandstorm Cloud to Deadly Earth and Sandstorm Wall to Magma Wall.
- Do not bother with any dazzling display / tripping / etc. feats. You're not gonna trip any enemies on unfair. And, besides, there is no need to trip anyone when they're already dead.
Now, magic nullification does not protect you against spell-like abilities or most spells that bypass Spell Resistance (Shouts, Acidic spells, Pit spells, Grease, Clashing Rocks, Tsunami), this is why reflex and fortitude saves are still important.
Magic Nullification does NOT dispel domain powers or other spell-like abilities.
Also currently Magic Nullification does not dispel the following spell buffs: Microscopic Proportions, Protection from Energy, Iron Body, Bestow Grace, Trick Fate. The list is longer, you can find it on discord, I only mention the ones that are important for this particular build.
On a side note, P:K wiki has WotR spells article that I wrote myself and find very useful as a summary of all spells' defining characteristics. Maybe you'll find it useful too:
https://pathfinderkingmaker.fandom.com/wiki/List_of_Spells_(WotR)
* Mobility - it sounds useful but I couldn't make it work. The enemies still performed AOOs on me and there were no messages in log to explain why: if I failed the mobility check or did something else wrong or it's just bugged.
* Trickery - nope. It's a great trick, but it works within touch distance. You never ever want to be this close to your enemies.
* Stealth - Stealth 1 is your #1 pick but never downgrade it to Stealth 2 because Stealth 2 replaces Stealth 1. Whenever you attack an enemy, your stealth (no matter what kind of stealth) is compromised so you need to cast the invisibility spell again or use Stealth trick again to hide from enemies. Stealth 1 is automatically removed so you only need to use it once to hide in the shadows. Stealth 2 is not automatically removed and you cannot re-enable it before turning it off, so it's 2 actions vs 1. True Seeing helps enemies see you, but it's not a guarantee. Their Perception and your Stealth matter a lot, which is why we maximize Stealth.
Stealth 3 may be awesome for other builds (who doesn't want 100+ spell resistance?) but you already have Magic Nullification. So it's another "nope".
* Arcana - Arcana 1 has moderate priority, pick it to make sure your end-game belts have odd strength bonus so that you're a biiit stronger. Ranks 2 and 3 are useless for you.
* World - World 1 is amazing, World 2 is controversial. World 1 is a nice unconditional bonus to all skills checks (except for Knowledge (World) checks). World 2 doesn't synergize well with rerolls (i.e. mythic reflexes or luck domain rerolls). If you roll, say, 1 and 7, the game will pick 7 even though 1 is instantly turned into 20 by World 2.
* Nature - low-priority feat. Gives you some random items and random second food bonus when you rest.
* Religion 2 and 3 - highest priority. Not only Luck & Madness domains make perfect sense for Trickster, they give you excellent domain powers and spells to boost your saves, skills and let you reroll everything twice. Glory domain gives you spell-like (i.e. compatible with Magic Nullification) Heroism and cheesy Touch of Glory (bonus to your Charisma equal to your mythic level which persists until you make any UMD or Persuasion checks). Travel domain gives you +10 to speed (which is very helpful because late-games enemies are extremely fast) and spell-like Dimension Door. These 4 domains are the best ones.
Perception - nothing useful, you already have Tremorsense and for this build you don't need Trickster's improved improved improved criticals feats. And no, not spending a feat on Tremorsense to learn Perception 1 a couple of acts later is not worth it.
Persuasion - weeeeeeeell, it's broken cheese. If you want all your enemies to one-shot themselves since the moment you learn Persuasion 3, then feel free to max out your persuasion and do this. Otherwise, do not touch this trick.
UMD - both UMD 1 and UMD 2 are very helpful. Not #1 priority but definitely worth learning. And I didn't find a better option for Mythic Rank 10 than to learn UMD 3 even though you don't need it at that point.
Keep all items with bonus to initiative (Amulet of Quick Draw, Wind Master Helmet, Ring of Guiding Star). Sometimes you will need to equip them all in certain hard ambush situations.
Keep all items that give immunities and rare/untyped bonuses to saving throws.
Some particularly important items:
- Martyr's Testament ring from Regill's quest - immunity to most mind effects (both spells and spell-likes)
- Bane of Spirit - Act 3 crusade relic, the one that converts damage to force. It's the single most important item for you to bypass all resistances and immunities because no-one in this game is immune to force (to my knowledge).
- Googles of Quick Grasp (+15 to all Knowledge, Lore and Persuasion checks) - Act 5 diplomacy item. Do not pick Elixir of Transmutation, it won't stack with bonuses from books.
- Panther's Grace (Woljif's shop in Act 5) - the best armor for you.
- Happy Traveler's Shirt - an extremely helpful undershirt you can obtain in Act 4 from Jeocot. Find him at the Flesh Market, then meet him at the tavern and help him choose the name for his book (I told him his book is basically a collection of suicide ideas).
- Embrodiered Gloves - somewhat hidden ACT5 item, check google.
- Ronneck's Sacrifice boots - Storyteller item. Bonus to Athletics and Mobility and DEX? Yes, please.
- Boots of Free Rein - permanent freedom of movement effect that negates speed penalty from exhaustion (among other things).
- Items that summon creatures (quite a lot of them in the game)
- Quicken rods for your Trickster spellbook
- Mask Of The Most Worthy (the safe-to-use one) - pure cheese, I didn't use it but you can if you wish.
Late-game: Microscopic Proportions, Chameleon Stride, Trick Fate, Bestow Grace (you can find some scrolls in Iz or you can ask your paladin to craft them for you while you rest in Drezen). The wand with "Animate Dead".
Buy these scrolls/wands, use them. I found/bought much more than I eventually needed so don't regret using them to help you in tough fights in Act 1-2, after that point you'll hardly ever need any scrolls save for heroisms. And money is abundant because you can sell every single thing you loot that you don't personally need.
- Protective Luck for Camellia, 1 level in Hunter + leopard pet for either Lann or Wendu, RTWP mode (not turn-based) and the entire Shield Maze will be a walk in the park. Quasits were the only challenge.
ACT 1:
- buy high-level summoning scrolls, horrid wilting scrolls (keep 1 for the Gray Garrison, you can use the other one for Estrod tower), other scrolls, use them against enemies, sneak past enemies and gain quest XP, everything that can help you get to level 7
- you can use this MS Word file for a list of all (or so I think) Act 1 XP bonuses: https://docs.google.com/document/d/1ufebI_h2ukGrhTfnYEcFPvJaMBnXj_sv/edit?usp=sharing&ouid=109215053771182257452&rtpof=true&sd=true
- basically, bosses are not really worth it, they should be the last you will deal with before you leave for Grey Garrison
- during tavern defense some of your companions may die even if they're not a part of your party (the game will still place them on the field of battle as NPCs). If they do, MAKE SURE TO CHEAT SOME GOLD, BUY RESURRECTION SCROLLS AND RESURRECT THEM or their companion quests will bug out. This situation is beyond your control and it really isn't your fault the game kills your companions behind your back, so cheating is perfectly justified here
- do not recruit thieflings for Grey Garrison, but make sure that your crusader allies survive till they unlock that door for you. Desnians are immortal and much more helpful than Hurlun's inquisitors
- make sure to bring at least 1 Dimension Door scroll for Minagho fight, it's the only way to win it ("enemies always roll 1" part of your temporary mythic boost doesn't work on scrolls and you only hit Minagho on natural 20)
- Jeslyn is a tough enemy because of all her allies, Use Horrid Wilting to clean the room a bit. Once you killed all the demons, neither she nor her endless swarms can do anything to you, except for extra experience
ACT 2:
- you'll be lvl 10 at the start of it and level 15 at the end of it (lvl 13 before the siege)
- never stop for any random ambushes on the road, they're never worth it
- again, buy & use scrolls and potions: summons, invisibility, mirror image, restoration
Act 3+:
- from this point on, the game will become relatively easy, except for a handful of tough fights (e.g. the final Demodand Conspiracy fight)
On my youtube channel there is a couple of boss fight videos from this run, so you can check it if you wish:
https://www.youtube.com/channel/UCc6qtI75R242u9kgwx5lTSw
I'm not a streamer though, so it's just simple no-commentary unedited videos.
For comparison: my first game on normal difficulty with full party took me "5 days 16 hours". Much lower difficulty and fewer reloads, but it was the first game + all the party micromanagement.
Plus there are things like Blackwater where the only way me to kill enemies this time was to coup de grace them. And they would only die on natural 1. With their HP reduced to like -2000 from Deadly Earth & Cloud I legally had all the time in the world to just keep spamming CDG against helpless enemies until every enemy finally rolls 1 and dies, but I skipped that part by turning on "always roll 1" for enemies with toybox every time I started CDGing them (and turned it off again after each fight). It was the most boring map in the entire run.
By and large, it just felt like a regular game. That's why I liked it.
https://i.imgur.com/3ocSwGM.jpeg
You can teleport behind the debris.
It might take a few reloads to get the first turn, run past all the enemies without triggering too many AOOs (invisibility helps by giving you concealment, mirror images would be great too if they didn't get dispelled at the start of the fight for whatever reason (at least in my game)) and DD behind the debris but after doing that if you find just the right distance between you and her before you lose sight of her, you will be able to spam her with extended-range blasts (by right-clicking the blast and picking her as a target) while she will be far enough from you to stop trying to kill you with phantasmal putrefaction.
Then go make some tea while your kineticist is trying to hit her on natural 20.
Btw, the DD idea isn't mine, it was shamelessly borrowed from Victor Creed's video.
Its max DC is 10 + rank in persuasion, i.e. 30 maximum, against enemies' will save (i.e. it's them who roll the dice, add their will save to it and see if it exceeds 30). It simply doesn't take buffs or skill focus or anything else into account.
I'm afraid DC 30 it's not gonna persuade many enemies on unfair.
It's only rank 3 that is op and can easily one-shot even bosses because demoralize is enough and also because it's you who demoralize them, so you can use your luck domain powers to reroll and pick the best roll.
At the same time Persuasion 1 messes with Glory domain cheese.
So either you go for rank 3 ASAP and watch all enemies suicide themselves the moment they see you or you don't touch Persuasion trick at all in this build.
Also there is another danger in Persuasion 3 - you'll have hard time achieving secret ending because the enemies will be dying before you shoot your midnight bolt.
DD has rather short distance.
It's important to stay very close to the rabble before using it.
It may also depend on the patch. E.g. in 1.2 they broke DD usage in Woljif's mansion, they broke mandragora basement, but fixed one unreachable area in the Abyss city.
/Edit: And how did you get 138 in stealth? I theorycrafted it and i came not higher than 116 =(
You can outrun most enemies starting with level 7 when you receive permanent +20 speed. Until level 7 you can focus on smaller locations such as Estrod Tower, some enemies in the market square, all the quest XP and so on. Use high-levels summons from scrolls and allied crusaders to defeat enemies (you can literally sell every single weapon and armor in act1, including good magical ones, the only thing kin needs is scrolls & bag of holding).
As for stealth - stacking all the dex and stealth bonuses.
Also for some reason +20 from invisibility and +20 from freater invisibility stacked.
Here is Stealth 142 breakdown:
https://content.foto.my.mail.ru/mail/leoneck/phot/h-472.jpg
Btw, speaking of invisibility... I played the entire run on 1.2 patch using invisibility A LOT only to be told later that invisibility is broken in 1.2 and all enemies basically have "see invisibility" due to an error in the code.
And apparently greater invisibility is supposed ot be stronger when they fix it, so maybe Stealth 2 will actually be much better than It was in my game.
Finally, a note to everyone: when writing the guide I made a mistake (that I later stealthily corrected) about spell peneration: I mentioned it's unreliable because of natural 20, but actually spell penetration doesn't have natural 20 thing, as it seems.
So with Stealth 3 trick you will have such enormous spellpen that no spellcaster in the game will be able to bypass it under any circumstances (the final boss's spellpen is d20+53 against mc's 80+resistance).
At the same time it won't prevent you from casting buffs.
So while Magic Nullificaiton is good for the most of the game, Stealth 2&3 may be picked (I'm still not sure about Stealth 2, we have to wait for a fix) closer to the end as possibly a direct improvement over both Stealth 1 and Magic Nullificaiton.
Hello
Thanks for the answer. Yeah i know some tricks from my solo run, but with Wizard you have no problem to outrun or turn invis =)
Trickster seems nice, but maybe i go for Azata or Demon. Both seem to have some good things combined with Kineticist like Superpowers or Demon Aspect.
Azata's powers and spells are mostly useful for spellcasters & teamwork and tbf I find that mythic path underwhelming (I'm currently on my way to it in another game as - so far - solo wildland shaman, but will likely switch to using a full party later).
I haven't studied demon closely but I'm not sure anything can outperform Trickster here.
To be precise, from Trickster we gain the following extremely useful things:
1) Stealth 1 for infinite "enter invisibility" spell-like ability. Optionally, Steath 3 for enormous spell resistance.
2) World 1 for a sizeable boost to skill checks.
3) World 2 to make sure we're immune to natural 1.
4) Religion 2&3 for extremely strong domains and (to a lesser extent) their spells.
5) Umd 1&2 for longer-lasting scrolls & infinite wands. Optionally, UMD3 for an entire Wizard spellbook.
6) Spellbook with chameleon strides, invisibility, greater invisibility (that are still important because Stealth 1& do not give +20 bonus to stealth), blink, mirror image.
7) Microscopic proportions for very nice untyped dex & size bonuses.
8) Finally, the ultimate trick fate.
All of it is just soooo good.
Plus demon is all about raging which is limited and lasts through an entire fight (afaik), but here I technically had many fights, even for each particular encounter (I become invisible, enemies stop pursuing me, the fight ends, I cast cloud again, combat begins again).
Fire seems pretty bad in the beginning. The demons all have at least 10 fire res. Earth deals at least decent damage.
Magic Nullificaiton (or Stealth 3) is indeed the solution for the final boss because you're immune to most of her spells and clashing rocks can be easily evaded.
That said, she still has:
- death curse she uses once (if you fail both will & fort, you're dead)
- melee weapons (she doesn't use them though unless you get too close)
- tsunami (she seems to never use it agaisnt single target)
Fire targets touch AC, it really helps in the early game imo.
Some demons do have up to 10 resistance but they're actually not that common (most of the enemies in act 1 are cultists) plus the blast damage scales pretty fast with levels.
Also fire is essential for EE kin.
There are just no other options here, Fire EE is the only one who gets speed bonuses.