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As far as survival abilities go, remember the opportunity cost of what you're giving up to get all these overlapping feats and abilities: Hit chance, Spell dc and penetration, metamagics, damage boosting and control abilities, so on. Practically speaking the Last Stand mythic ability is the only survival thing you need. It gives you three rounds of saying "no" to all forms of damage once your HP hits 0, and there's not a thing any enemy in the game can do to bypass it. You're not even staggered, like with diehard and the like, and it's not limited in it's uses so as long as your healer's able to throw out a channel or cure spell every other round you literally can't die. Until they do, of course.
Also last stand stand can only be used once per rest. AC is less important with lifelong friendship though if you can utilize lifelong friendship correctly. But it requires horrible micro management, and rezzing your walking corpses RIGHT before your charisma rounds run out, or RIGHT before the fight ends.
I am using mirror image now and it helps a lot, Celestial totem 1-st tier seems very strong with Hat in mid game (lvl 9-10) - but yeah it is still about 25 per round in end game.
So i guess Last Stand is still useful.
I read Hard to Kill ability says - You cannot die until negative HP is not above 2*CON. Is this also not working with Life-Long Friendship?
Maybe it is then actually prudent NOT to take Life-Long Friendship and use Skald Song of the Fallen - during the song celestial totem triggers and heals everybody bringing them back over 0 HP.
I am planning to take Azata first time so sorry for my ignorance in this matter:)
At the time, without Life-Bonding Friendship, but with Last Stand, if you were hit for 1000 points of damage, you were alive at 0 hp, and could be brought up to 200 hp with Heal. But WITH Life-Bonding Friendship, you would be still at 0, and would die at the end of the combat.
i would say it is not only "useful" but mandatory, even though it trigger just once.
AC is still relevant as more htis you evade and postpone the Last stand the more rounds you have to complete the encounter which is again priceless.
I found healing bit undewrwhelming in the game as even 150 HP form mass heal is gone in less than round by enemies with multiple high attacks. For me, it is again for trying postpone Last stand a by round or two or healk up between encounters - trying outheal enemy damage or go back from 0 in fight is just wasted effort.
But Life-Long Friendship demands then different approach? I mean NotDeadDead status (you are at 0 and dead but can still function because of friendship) treats you still as dead and you need some spell to revive first (for example Skald Song of the Fallen can do it again?)
So it seems to me that since i have taken Last Stand it is totally useless with Friendship? So is Hard to Kill?
Then the verdict is NOT to take Friendship and if too many comrades bite the dust use the Song of the Fallen Skald song and heal them before ending the song.
Life bonding friendship is only useful as a source of "free" teamwork feats, you should never plan on getting hit.
DR numbers from any source are so small that they are OK I suppose, whatever, every little helps, but they are not going to save you from three or four big demons whacking you seven times a round each with monstrous weapons. DR/100 would be worth looking at but good luck finding anything that gives you that.
You can't have enough AC on a tank in my book.
I wouldn't say that. It deals with the lucky big crit scenario. Last stand followed by a quick Heal (you get two rounds to get the Heal in 'cos Last Stand makes you invulnerable for that period) is just the ticket in the big crit scenario which does happen fairly regularly.
Protective luck should be your main protection against lucky crits. If you have protective luck, you don't need last stand. If you don't have protective luck, last stand alone will not be enough since it's only once per day.