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Maintaining them will become trivial after you get mythic that prolongs their duration up to 24 hours.
Regarding spellcasters(or others squishies) getting focused. Thankfully, this happens not in every fight and only with some specific enemies. Against them you need to have protective spells ready. For example, at the beginning, short time invisibility works great against non true sight enemies to make them lose focus on your backliners. Protection from energy/arrows great way to defend in range, and terrain morphing spells and speed buff - to protect from melee.
Depending on you diffficulty, you may not need ALL of these. On Core you can build great and succesfull team without too much optimization as long as you don't forget to utilize proper buffs and defences at correct timing.
Also, don't underestimate +1 AC from Dodge. Properly combining those small bonuses that can stack with each other is how you ultimately reach desirable characteristics.
Nenio doesn't really come come online until about L6-L7. When she gets Haste she becomes very useful and when she gets Phantasmal Killer she becomes indispensable. After that she becomes a monster. Ember is better early game because of her OP Slumber hex.
Ember, Nenio and Woljif can all get Mage Armour and Mirror Image. These are your go to defence spells for these characters. Mirror Image in particular is the big one.
Lann is rarely molested in my experience. He's usually far enough back, he's got just enough AC and does just low enough damage per shot to push him down the AI aggro priority list.
Casters aren't supposed to be resilient, that's why we have Melee specialised builds, either with Armour or lots of Dodge (or Wis/Cha to armour via Monk etc.)
1. some armor has properties that reduce it (e.g. mithril, etc.)
2. there are cloth/robes "armor" without it (not much, but you gotta find it, and sometimes they have magical AC bonuses)
3. there are feats that help reduce it
In general, I hate having even a 10% chance of spell failure, but I've found some decent leathers for Woljif that, combined with those feats, still keep him at 0%. Plus, of course, for him I'm usually looking for stuff that augments stealth and skills.
Bottom line ... look for all the other stuff that augments AC for them ... rings and bracers of protection, notably, but then bear in mind what does and doesn't stack.
At that start mages are much better and versatile while supporting team. You should consider them to be your "Ultimate moves", with them standing behind your warriors/archers and supporting them a little bit, while waiting for perfect opportunity to completely turn the tide with one or two correct spells(like cast Grease to make half of the enemies disabled and easy to kill with reach attacks, or use some touch spell to kill high AC target that others will struggle with).
Then, later mages get more spells and spellslots and their ability to interfere with flow of the battle will become more and more pronounced with each level. But, for damage dealer build you gonna need correct metamagics to maximize the damage.
Ac is given by feats and buffs. Giving a belt of dex to them helps. There are bracers of armor. Buffs like false life cape of wasp aid are invaluable. That said ember can be tanky even. You just need some more understanding of what the game has to offer.
yeah problem is I get like....one bless, which is it.
The other buffs I see are like DC and throwing saves against particular kinds of effects that aren't related to AC, and the AC is more the problem here. Plus those are all single target anyway, so if I use them on one companion, the AI just avoids them and attacks someone else.
So I feel like all the buffs are useless because I don't get any AC or damage reduction out of them. The attack bonus buffs are nice though, but I don't have many different kinds. Just bless.
Yeah the problem is finding it. All I find are breastplates.
I have slots for two rings, bracers, gloves, boots, undergarment, headwear, facewear, necklace, and a belt, and all I ever find are weapons, shields, and breastplates lol.
Unless I'm missing all the other pieces of equipment. I'd buy some but all the equipment I see is for unarmed melee strikes.
Then, against especially high hitting enemies, you should protect you allies with Displacement(or atleast Blur), halfing enemies chance to hit you. And then you can (and against some enemies on high difficulties advised) to give Protective Luck hex to your main tank(or sometimes to other characters, if you can't avoid them being focused and need every defence you can muster).
---Added---
Oh, yes, also Haste. It gives you additional AC as well.
Later there will be that weird weabu armor (hachimaki? whatever it's called) that even casters can wear and it's generally better than magic armor, while let's your casters keep their bracer slot open.
Second, who told you Woljif can't wear armour? He can wear light armour, and with a feat you wont suffer spell failure chance, tho there are light armours in the game that don't give an arcane fail chance.
If there was a armor equivalent mythic feat for actually putting on armor, that would be super. Like effortless armor or something, makes it so you have have all the dex bonus of not wearing armor but have armor on.
That the best option is to use mage armor spell + archmage mythic armor feat + the shield spell. You'll get a heavy armored mage with no encumbrance and arcane failure.
mage armor is only giving me 2 points of AC.
how do you get 10 from it?
The game did.
all armor is just red boxes one after the other on the inventory screen. shouldn't rogues have light armor proficiency by default?