安裝 Steam
登入
|
語言
簡體中文
日本語(日文)
한국어(韓文)
ไทย(泰文)
Български(保加利亞文)
Čeština(捷克文)
Dansk(丹麥文)
Deutsch(德文)
English(英文)
Español - España(西班牙文 - 西班牙)
Español - Latinoamérica(西班牙文 - 拉丁美洲)
Ελληνικά(希臘文)
Français(法文)
Italiano(義大利文)
Bahasa Indonesia(印尼語)
Magyar(匈牙利文)
Nederlands(荷蘭文)
Norsk(挪威文)
Polski(波蘭文)
Português(葡萄牙文 - 葡萄牙)
Português - Brasil(葡萄牙文 - 巴西)
Română(羅馬尼亞文)
Русский(俄文)
Suomi(芬蘭文)
Svenska(瑞典文)
Türkçe(土耳其文)
tiếng Việt(越南文)
Українська(烏克蘭文)
回報翻譯問題
What difficulty do you play this party? With 55 AC melee team at lvl 20.
I would advise 3 solid DPS, ranged or mages, tank, divine buffer and arcane buffer support.
Which means (if going ranged physical dps team) Lann, Aru as dps, Nenio and Sosiel as buffers/control, Sheelah or MC as tank (Sheelah is bad as tanking, but better than other companions at least), and MC as dps if not going tank route.
Or you can take Ember, Nenio and mage MC as mage dps party, Sosiel and Sheelah for support. Can take Camellia for Fire vulnerability hex.
But i would advise for for MC to go tank/melee dd route. Game has plenty of support characters with somewhat Ok builds and plenty of somewhat OK dps, but do not have good tank companion.
Going for support as MC is just a waste, you get plenty from companions. Most of them are support.
p.s. Do not want to critic your builds, since you have some usefull info for new players (like Madness domain), but this is far from "BEST PARTY/Party Composition in Wrath".
Her high Dex and Strength means she can specialize easily into a shield basher, making her quite good in both offense and defense. I pretty much never played her as a ranged fighter since then. Sur, you loose her starting feats as when building her as a melee fighter, but the fighter class gives so much feats it's not a problem in the end.
My party composition is often as follow :
- Wenduag : Armored Tank &/or melee dps.
As said, she works really well as shield bearer with heavy investment in the dual wield feat chain, if you go full Fighter class.
- Secondary tank or melee dps : depend of the MC,
It can be Camellia with mythic Air Spirit. She is an incredible dodge tank, with easy access to the Elemental Barage mythic ability and nice buffs.
It can be Seelah as a full paladin.
I had a really good tank/dps with Sohei Seelah (3 levels in hunter, 11 levels in Sohei, 6 levels in Paladin) with a wolf mount. The wolf is the tank and Seelah eherself is the dps. Shee looses most of her utility as a paladin however.
- Main Blaster : Ember, Witch10/EK10.
The girl makes the world burn and is one of the best dps in any party of mine.
- Main healer/buffer : Daeran.
He is already specced toward healing and is good at it. Give him a second mystery and you can turn him into lots of things : with Fire he becomes a good blaster (but gear wise, he would take rings and belts from Ember). Ancestor Mystery gives him good buffs. Nature Mystery gives him good buffs too AND a pet to serve as another tank in the party.
- Sniper : Always Arue, since I turn Wenduag into a melee fighter. Either as a full Ranger or a Ranger/Rogue, she destroy verything with arrows.
And with that your MC can be whatever you want.
But it doesn't matter that much - the buffs are all there to show full potential of the characters - you do not need to have 1 round/level or 1 use/day abilities like Guarded Hearth on at all times - not even on Unfair, where the enemies that have high AC are also the ones with high AC on Core/Hard, except they have even more.
Besides the very early game where your AB is bound to be disappointing regardless, at least on Unfair.
You can easily save these few use/abilities for tough midboss/boss encounters and prebuffing with them is very easy. And if you are on Unfair - you are 100% going to prebuff with everything you can before these encounters anyways.
AC does not matter for Sosiel & Seelah - they can simply ride their pets so the pet's AC is what will be targetted by melee & ranged attacks, besides AoOs.
And the pets there can easily achieve 70+ AC, even without AC feat investment.
Difficulty can be any - Core to even Unfair. Protective Luck on pets alone + multiple defensive layers is more than enough for tanking purposes.
Why you get 55 AC for them then? If you want with pets 70 AC?
Also 70 AC pets are not enough too. You losing some important things since pets cant get Archmage armor, Last stand etc.
This is for core. And this is not best. 70 AC tanks at lvl 20 is not BEST as topic name.
Also, you do not use True strike for every turn, right? Even so, it only adds +20 to first attack out of 5-7 you have.
Most hexes are trash, tbh. But few of them are really good.
You want protecting hex, evil eye hex and fortune hex with cackle. This just covered what you will really use. All other are either situational or get resisted all time and do not work even 1 round.
Beast gift is also useful. It can give a free bite attack to everyone without a daily limit for a min per level, and stacks with all other bites. The only grand hex that might be useful is life giver, the resurrection without a component.
Proof?
https://postimg.cc/94SWW5qV
Other pets like Dog & Wolf can reach around ~85 with ease and no AC feat investment whatsoever.
The point is they don't cost a party slot - and they don't require massive multiclassing like most actual characters for amazing AC, they just have decent to great AC as is.
Not to mention they still retain good damage & AB, attacks/round and CC even in the case of some.
This is also without +4 Shield from Angel or Alchemist.
So breaking 100 AC is not hard at all.
And even if they die, they are brought back to full health after rest.
And you still have other layers of defense.
Besides 90+ AC, Protective Luck which has infinite uses and allows prebuffing, Concealment, Temp HP.
base: 10
size: -1
insight: +2 [foresight]
profane: +2 [shy lily's helmet]
other: +1 [ward master's amulett]
dexterity bonus: +1
deflection: +5 [shield of faith]
armor: +14 [royal guard's barding]
armor enhancement: +5 [magical vestment, armor]
shield: +4 [shield]
natural armor: +7
natural armor: +14 [animal companion level bonus]
natural armor enhancement: +5 [barkskin]
dodge: +1 [dodge]
= 70
thats 70 out of combat with longtime buffs on a wolf
add cranestyle line, transformation, haste for 83 and now add a ragesong with beast totem and guarded stance for additional up to 10 ac and you have 93 ac
there are other ways to increase ac further like circumstance, sacred and size, but i did not had to use them and for difficult encounter you can also add mark of justice
Dog and Wolf gang, trip, AoO for dayssssss
I give Seelah 3 levels of hunter to give her an elk to ride, outflank teamwork feat sharing with her mount and then the rest paladin.
Vivisectionist Woljif with Greater enduring spell is a pretty amazing buffer and with a few feats can be a great ranged character using sneak attacks and acid spalsh (which targets touch so he will hit very consistently).
Nenio 10 scroll savant 10 loremaster Is pretty beastly. Selective grease/web/siroccos will win a lot of combats on unfair outright.
I like Ember and camilla to double up on evil eye but I am not certain if that is a bug.
As for my favorite unfair build... That would be my halfling outrider:
This build starts strong and only gets stronger.
Halfling - str 8, dex 19 (all level ups go here), con 14, int 13, wis 12, cha 14
1. Hunter 1 - combat expertise
2. Hunter 2 - outflank
3. Hunter 3 Trip, Tandem Trip, hunter tactics (pet gets all of your teamwork feats)
4. Mad dog 1 (from this point forward ride your leopard to glory)
5. Knife Master 1 - Boon Companion
6. Knife Master 2 - Two Weapon fighting
7. knife Master 3 - Weapon focus - kukri, finesse training -kukri
8. Mad Dog 2 - Pack tactics (outflank now gives +6 to attack/trip attempts for you and your pet, lol)
9. Gendarme - Cockatrice banner improved two weapon fighting, combat reflexes
10. Gendarme - dazzling display (from cockatrice)
11. Gendarme - Shatter defenses, double cleave, cavalier's charge
12. Knife Master 4 or Bloodrider - celestial (if you do not mind spending a mythic feat on limitless rage) Knife master gets you a feat, debilitating injury and uncanny dodge, so I will probably stick with knife master
13 - 20 Gendarme - you will get mighty charge at 20
Leopard - Bully - 1 int at 4, rest in dex
Level 1 Weapon finesse
Level 3 Fury's fall
Level 5 dodge
Level 7 improved unarmed strike
Level 9 Crane style
Level 11 Crane wing
Level 13 crane riposte
Then whatever, you like.
Mythic levels
1 - Mythic companion
2- Extra Mythic ability -ever ready
3. - Elemental Barrage
4. Mythic 2 weapon fighting
5-10 Whatever you want really.
Mythic path - Azata or trickster Both have plusses and minuses.
Grab the tri elemental kukri from areelu's lab as early as you can in act 3 and another kukri with some elemental damage.
Your leopard properly supported (buffs, evil eye, protective luck) can tank throughout the entire game while you ride on top like a little halfling Cuisinart. At level 10 I think my leopard has like an insane +30 or something to trip on a charge attack (everything falls over including huge minotaurs and demons).
Things that will annoy you:
Lepers smile because you only have access to one circlet to prevent confusion so and unbreakable heart has trouble targeting the rider separate from the mount). But whatever you can send your buff cat into encounters by himself and he can clear everything until the boss).
Cuts scenes that unmount you for some stupid reason often resulting in reloads as the mobs gib your character before they can move. (I play turn based).