Steam installeren
inloggen
|
taal
简体中文 (Chinees, vereenvoudigd)
繁體中文 (Chinees, traditioneel)
日本語 (Japans)
한국어 (Koreaans)
ไทย (Thai)
Български (Bulgaars)
Čeština (Tsjechisch)
Dansk (Deens)
Deutsch (Duits)
English (Engels)
Español-España (Spaans - Spanje)
Español - Latinoamérica (Spaans - Latijns-Amerika)
Ελληνικά (Grieks)
Français (Frans)
Italiano (Italiaans)
Bahasa Indonesia (Indonesisch)
Magyar (Hongaars)
Norsk (Noors)
Polski (Pools)
Português (Portugees - Portugal)
Português - Brasil (Braziliaans-Portugees)
Română (Roemeens)
Русский (Russisch)
Suomi (Fins)
Svenska (Zweeds)
Türkçe (Turks)
Tiếng Việt (Vietnamees)
Українська (Oekraïens)
Een vertaalprobleem melden
(the tower was pretty cool, wish there were a lot more of those types of encounters where you can solve it without just buffing to the max and throw spells at things but think outside the box and such.)
Yeah, that works. There are actually several other ways to deal with that succubus.
@Aequitas: This fight is actually one of Owlcat's trademark "trophy encounters", sort of. It's much more difficult than even the level boss fights. There a couple of others like this in Act 1, there's another involving a high level alchemist and some mimic boxes for example, that's a doozy, almost guaranteed TPK first attempt blind with obligatory "WTF" thrown in.
They are there to provide some additional entertainment to more expert players on second/third playthoughs etc. They are optional. You don't have to win this fight, it's not that important.
The characteristics of this type of fight are that the enemy will either have a very powerful attack/ability that threatens a TPK if not countered (such as this succubuses domination) or extremely high defences or both, and that they will always have at least one major weakness that is exploitable once you find it.
The solution is always a combination of finding a counter to the main threat, a form of attack that exploits their main weakness, and a tactical approach that tilts the playing field in your favour. There is always at least one solution by design, often more than one but it always takes some thought, sometimes out of the box type thought, and planning to find it.
These fights are not easy to win first time blind, sometimes virtually impossible. You have to recognise these fights for what they are and either sit down with a cup of coffee to systematically study the encounter and come up with a plan or walk away and come back later when you're more in the mood for it (or not at all for that matter).
According to the ACTUAL CORE PF RULES... the will save is supposed to be 10 + damage dealt but Owlcat is a butt so they did some other weird calculation. Install Bag of Tricks mod to restore the core PF rule (don't forget to mod for allowing achievements too because Owlcat games are unplayable unmodded).
But yes succubus domination is why you should always have Communal POE spell or potions of POE prepared. That'll stop Dominate.
now just to solve the issue I made for myself by replacing all the members that can pick locks like an idiot lol. hope the 2 hour travel out of the way to get one back doesnt mess up my plan
I've sung Camellia's praises before, she brings a TON of things to the party especially early game. About the only two things she doesn't bring is damage and any Skill Check that isn't Disable Device. Otherwise, she can be built with a huge AC with low investment and has wonderful early spells (she really just needs that Iceplant Hex plus ring and the +2 Mithril Chain shirt in the Tower basement). And you can get her to doing decent melee damage (though still not great damage) by around level five IIRC (she just needs Weapon Focus Rapier and Fencing Grace. You could add in Battle Master (i think) Hex but that can be safely put off until lvl 8 or 10). And you can technically do all that while she's growing into her true spellcasting power. Now if only her 'personality' was better...
Camellia tangent aside, once you have two high AC types to take the heat off everyone else or at least delay them, you can safely do pretty much whatever else with the rest of the party. As they have stated, Ember is good early. Slumber is solid (and she has it by default) though, I'd argue getting Evil Eye and the defensive one that makes enemies roll twice plus Cackle is more reliable (but you need to get a touch farther for them to be available). You can also have Camellia pick those up and double stack them (cause Witch and Shaman Hexes stack).
There seems to be a lot of hate for Woljif but he's solid damage for at least a while. Especially if you make sure to get the extra sneak attack dice at lvl 5. And he reduces enemy Damage Reduction for those early times when you can't yet completely ignore it. Plus he can also make a 24-ish AC super easily. Others are better for pure tanking but he can hold up for a bit in a pinch.
There may be more optimal choices later, but early game, you have all the tools you need. They just aren't all obvious. >.<
Oh! and depending on if you are using Turn-based or Real-Time with Pause, make sure you understand how aggro works. Once an enemy starts attacking someone they don't generally want to stop. But there are tricks that can help with that. Something as simple as attacking and then five-foot stepping away the damage dealer while the tank stays in their face can be enough to get that agro where you want it without losing DPS the next turn.
Got Ember a defensive hex the one that tics down on hits, seems ok just needs to be cast again after fights, gave her spell pen too
the oracle guy I started down the conjuration road with his heals for support
Scroll Wizard picked up spell focus Evocation for damage when I use her (sidelined for now)
Just got Cleave for my Glaive MC with sneak attack so his damage is almost online
Seelah will take some shield stuff probably not sure yet if I am keeping her pure pally
Only wondering what to do with Lann, go strait monk or dip into a pet hunter not sure yet.
yeah I have been using the 5 foot move, so glad that its in this one for scary situations.
used up all my money on extend rod, some rings and pots plus restoration scrolls since it looks like they will be needed even more in this game.
Unfortunately - in addition to ticking down - Ward doesn't stack with Ring of Protection or Cloak of Resistance.
Iceplant stacks with Amulet of Natural Armor, but not with polymorph (or at least it SHOULDN'T by core rules but I can't confirm).
Aura of Purity is good situationally - if there's a cloudkill or stinking cloud that'll wipe it.
Vulnerability curse... you're already stuck with on Ember, no? It's basically worthless. Because ascendant element exists, there shouldn't be a situation where many or any of your spells runs into resistance or immunity. Also everything you'll really want to use it on will make the Will save - if they can't then you should sleep and CDG them.
Misfortune and Evil Eye are really good debuffs, but - again - you gotta make them fail a save that they probably won't fail. And if they'll fail a will save then you'll probably want them asleep anyway because CDG exists - unless they're an elf/half-elf/dragon, which are immune.
That's basically the entire game BTW: anything with low will save hit with sleep or constricting coils or (if they also have low fort) phantasmal killer. Everything else you hit with metamagic scorching ray. That's why Ember's the best companion even though - to me at least - her dialogue is nails on a chalkboard cringe.
Literally that's the entire game's strategy. Everything with touch AC too high to hit hopefully has lowish fort/will so Nenio can PhantKill them. Everything else will have a low enough touch AC that Ember or - in a pinch - Daeran can blast them.
Apparently Owlcat didn't implement Nenio's level 10 "use scrolls at max CL" ability so I'd been carting around half a dozen Remove Curse scrolls only to find that she cast them at like CL5 instead of CL20 like she was supposed to be casting at.
Heal spell automagically removes poison and disease without a CL check so that's all you need for those once it becomes available, but Remove Curse needs an actual dedicated spell slot and a successful CL check, which can be brutal because Owlcat buffs caster levels into the stratosphere because reasons.
TBH I don't think I even bothered trying to dispel the ?CL30? curse that landed on one of my guys lategame - I probably just quickloaded.
^^^ This
Especially this >>> "This game is badly designed. Stats are inflated so bad that the game bears no resemblance to actual Core rules Pathfinder."
FFS..Also struggling through this one OP. Old school player here also. This game is like a PnP game with a really shtty DM..
The NPC tactics are a lot better in Wrath of the Righteous than with kingmaker. Owlcat definitely improved in that respect.
And then the other big thing is that "outsiders" are very common at low levels in Wrath of the Righteous. In most pathfinder campaigns DR, elemental resistances, elemental immunity, and spell resistance aren't something you face early on (it's more rare). Outsiders have them in bulk and you face outsiders more than any other opponent in Wrath of the Righteous. They don't typically have weaknesses, just areas where they aren't "as strong" in their defenses.
So, you are right, this one is definitely harder on a learning end.
But you can always lower the difficulty. It's single player, the only person benefiting from the challenge is you, the only person hindered by the difficulty is you. Do what makes you happy, you can always restart later with a higher difficulty after you have a better understanding of the game.
Camellia:
I always go Empyreal Sorcerer with her. She's a great spell slinger for offensive magic. 16 Wis and She's half-elf, so she can buy that elven boost to spell penetration (at later levels). And the Dex helps on the attack roll (and AC). And despite the Sorcerer focus, she also handles traps really well. Very useful support character/DPS spellslinger.
1lvl of Mutation Warrior early (on lvl 4) gives you ability to wear heavy armor (Staunton's armor is way too good) and heavy/tower shield, Mythic Finesse allows you to wear a heavy shield and get DEX to Damage. Then on 19th and 20th lvl Mutation Warrior to get Mutagen.
If you want to multiclass Camellia instead of keeping her a pure Shaman, you should instead give her two levels of Instinctual Warrior. This will result in her losing 2 caster levels (which are irrelevant for a character who uses their spells almost exclusively for buffing unless they want to reach 24h 1round/level buffs which in most cases is done on the MC or Nenio anyway), but will still allow her to cast 9th level spells and add her Wisdom ability bonus to her AC.
Keeping Camellia a pure Shaman and taking the Second Spirit: Nature mythic ability is also great, because it gives her a pet at level 16, allowing you to pick the Leopard and essentially get a second very solid tank.
In any case, if you want to maximize her AC, Camellia shouldn't be wearing armor, she should move away from armor to wearing either a haramaki or just a shirt/robe with the Archmage Armor mythic ability while using potions of Mage Armor.