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Hexes do rule tho. Ember's slumber Hex can let you really control the pace of some fights. If your tank is super tough to kill, consider making Ember your healer. She's a solid choice with her spell options and ability to cast spontaneously, particularly when you get spell granting equipment.
For big bosses : i also fortune player 1, chant, fortune player 2, chant, etc to give fortune to everyone in addition to protective luck to the 2 tanks, and it's fine.
it litterally takes u 12s in case 1 and around 45s in case 2 (only for big fights) and i don't bother for most of the trashs mobs, i just use hexes and chant during the fight.
You don't need to spam things for 15 min.
As for a use of Camelia and Ember, i've published this day an unfair guide https://steamcommunity.com/sharedfiles/filedetails/?id=2747711418 who contain builds for both of them, you can check them, it might gives you ideas.
i've got the same thing when i click on it, i don't know why, you can clic on "guides" tab on the top of the board and sort by date, it's the most recent guide
If the Shaman fails a slumber the witch can try again. Double evil eyes, you get the idea.
Also remember that Shaman and Witch Hexes stack so with Fortune and Protective Luck from cam and ember your characters get 2 rerolls both offensively and defensively.
I'm inclined to view substantial out of combat chant/cackle as an exploit. It's clearly extremely powerful and you'd never get away with it in a tabletop game. It's only possible here because the RTWP conversion erroneously lets you do it more than once a round and stack up duration above the time you've been doing it. I'd expect a human GM to apply fatigue or note it's interrupted if you speak for more than six seconds in a dialogue or just plain invoke rule zero and say "Don't take the piss".
I don't mind other players using exploits, no skin off my back, but I personally enjoy the game more when I avoid them.
In that context - I still found real value in chant/cackle. It's not the superpower it is if you're using it for infinite fortune, but it's a useful move action. Some effects don't offer a save or offer a save to reduce them to one round, so being able to add one of those effects each turn (and keep all of the existing ones going for a move action) will seriously nerf a dangerous enemy over a longer fight. Misfortune is once per enemy so you can throw that onto the most dangerous attacking thing at the start of every fight, if they don't make their save their impact is tremendously reduced and you can keep it on all day. I suspect there's also some interesting things to be done with the various spirits. The fire vulnerability hex in particular feels like it'd add up to a lot of damage if the rest of the party were built to exploit it.
This is very much in line with my own views. I don't have some kind of ethical outrage at the AUDACITY of people to use the spells in this way, just that I'd rather not use it myself. I hadn't really thought of it in the context of what would be acceptable in a tabletop game, though I imagine even a single round of late game combat would take absolutely hours to calculate xD
Ember .. I just don't like her class. The action economy between wanting to use hexes or spells I find frustrating. Doesn't get access to enough spells to make her a good buffer. The -4 she suffers on attacks until 10th level or so is especially painful. I did a playthrough where I made her a necromancer specialist which was kind of fun although I found a bug where you couldn't use persistent metamagic with bestow curse or greater bestow curse. Don't know if that has been fixed yet or not.