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Spell penetration depends on your build and mythic path. For example as an elf/half elf you can get +2 racial bonus, azata (and I assume other mythic paths as well) gives +4 bonus from a long duration spell and double spell penetration roll from favorable magic. Then there's also items that can increase this number for another 8-10 points. I never failed penetrating spell resistance without mythic spell pen, don't even know how much I stacked at this point, probably around 40.
Ascendant element is no brainer.
Mythic spell focus works together with expanded arsenal, so each school will add another +2 DC. Whatever it worth it or not is another question. It's good for a secondary school, like enchantment, but I wouldn't waste points on it just to boost expanded arsenal.
Another decent one for endgame is sorcerous reflex. One quick 6-7 lvl spell per battle is pretty good, can be used to throw some sirocco or chain lighting without wasting rod charges.
WHAT???!!!
♥♥♥♥ I had no IDEA this stacks on every bloody spell focus. this changes everything. what is this completely broken feat? it's definitely a bug. I thought it just picks the highest bonuses. it STACKS???!! jesus. what the hell??? better get a full focus for necromancy conjuration and abjuration. damn.
This is not true... Early game, of course, they are weak at DD, but they are broken when they come online (especially caster MC).
I don't think anyone has mentioned adding a Bloodline by using a feat for a Mythic Ability. +3 dice (with CB Sorc or CB Sorc dip) just from passives is really good. Improved Critical could be worth it for a ray caster.
If you add in Trickster's "completely normal magic" (iirc) feat you can have bolstered + empowered spells at +0 spell level. Then add in a metamagic rod (Maximize) and you have bolstered + empowered + maximized hellfire rays at base level. Yummy...
-----
While I am a very strong advocate for martial classes - Magic is no damage slouch either. Especially if you stack bolster + empowered + maximize. The biggest benefit however is simply being able to target either Fort/Reflex/Will or Touch rather than AC. Especially once enemy AC starts getting prohibitively high.
------ Team feat (Allied spellcaster)
I actually read that Allied spell caster stacks +2 per EVERY character with it. At present I intend to use a Cavalier to temporarily give all party members (animal companions included) "allied spell caster" to theoretically trivialize enemy spell resistance. If this works then; in theory, you could easily bypass spell resistance on demand via Cavalier/Inquisitor (ect) shared "Allied spell caster" or simply stack it among Spell casters + animal companions.
This. I would also suggest Favorite Metamagic Extend Spell to help with this. 24 hour haste yes please.
Oddly I haven't found a haste scroll, are there none in the game?
Still not enough to make Haste (and any other 1 round/level) spell last a 24 hours. You need to reach CL:25th for it (very hard for anyone but Lich / Angel).
It was recently fixed. Why Owls set a hard cap +2 spell pen from Allied Spellcaster (making it worst of all penetration feats) isn't clear to me.
Not that hard :
Scroll savant class (such as nennio) can use a cloak that gives +4C L when using a scroll (ActIV)
There is also a belt that gives +1 CL when using a scroll or potion (ActII)
The feat Spell specialization gives +2 CL for the selected spell
There are goggles that gives +2 CL for all spells (ActV)
Mythic feat school mastery gives +1CL to the spell of a school
Scimitar of Wind gives +1CL to transmutation spells (Act III)
Arcanists can get +2CL on any spell
Leyline Guardians can get +1D4CL to spells
It's more a specialized and/or late game thing but caster level stacking is quite possible.
Nobody mentionned persistant spell ? That's one of the best metamagic feat out there for save or die/suck spells...
Persistent is pretty hilarious when combined with favorable magic of Azata. It forces enemies to roll 4 times.
I will take a screen shot for you how about that?
Extended Spell Haste plus Endure Spell and Greater Endure Spell by end mid game is 24 hours.