Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
1. I dont consider spellbook merge (or legendary lv 40)0as those are path specific and I dont want to restrict the build to a path
2. I love spontaneous casters way more
3. Divine arcane Johnny Sue fantasy (XD) actually I just want a caster that can do all things: namely damage, cc, support and heal
You don't want "tons of slots and spontaneous casting" with massively delayed spell progression. You want rapid spell progression and a small number of core spells that actually work 95%-100% of the time.
If you want to play a "Seeker", just play a Seeker Sorcerer 20.
On contrary being AHEAD of level progression - running reduced party, doing skillcheks for yourself leads immense power spikes. You are dominating with higher spells, higher caster level and DC-s
As a nuker (and I did this on my way to Legendary so I was a sorcerer/oracle/mystic theurge all the way to the start of act 5) you are also perfectly viable. Ray spells (scorching) will be your primary weapon for a long time. At level 20 Hellfire Ray will be better but not really until then. Metamagically enhanced spells take a full round to cast (so long as the spell isn't also quickened, preferably by means of a rod). Fireballs. controlled fireballs, fire snake and firestorm and sirroco (enhanced with selective + mythic favorite metamagic to exclude your friends) will be your bread and butter AoEs. All of which can be enhanced with rods to help with damage. Most of the other elements don't provide enough good spells to really be worth it and there are at least 3 items in the game that give additional damage to fire spells, and I don't recall any that do something similar to cold/electricity/acid or even negative. You won't have the raw damage capability of someone running hellfire rays as a lvl 20 caster, and you will have more resists even with mythic spell penetration, but it is far from an unworkable build (at least on Core or lower). And a lot of the Mythic Paths work well with it (Legendary, Angel, Aeon. Gold Dragon not so much and I don't have any experience with the others although watching a friend Trickster would also be very, very strong).
As a debuffer/controller .... I tend to think you want the higher level spells as much as possible and you tend to need the Undead bloodline if you want to use mind effecting spells like Hideous Laughter (which can be a stupidly powerful Best Joke, heighten metamagic and a few of the items that boost mind effecting spells). But you need to focus pretty tight into one lane to be effective if you start running into things that are immune to your abilities (like things immune to stat drain/negative levels and you are a necromancer doing enervation/curses) you are going to be grinding your teeth.
Dispeller - you won't be useful at this at all. Even Spell Specialization only adds +2 to your caster level which isn't going to be enough to realistically be removing the buffs from the enemies you want to do it the most, boss enemies.
Let us know if you find some fun builds with this.
But you won't be able to do all things effectively. Maybe on the first two difficulty settings. But with the limits of spells known, need to take metamagic feats and mythic feats to overcome spell resistance and boost DCs and the lower max spell level you can cast at respective levels you are going to have problems doing even two things. Example, as a healer your won't be getting the heal spell until you get your 6th level spells, at 16th level. Cure Serious Wound just doesn't cut it for in battle healing after level 12 or so. Also, if you picked channel energy from the oracle abilities those dice won't be increasing so they will only be useful for topping off your party after a fight. You also won't be any good at removing curses since that requires a caster check.
The issues of Oracle/Sorcerer Mystic Theurge is slowed spell progression, lack of 8th and 9th level spells, and lower caster level.
However, going Lich or Angel will solve all of those issues. That is why Mystic Theurge is actually viable in Wrath of the Righteous. I wouldn't bother with Legend because it comes online at the very end of the game.
You can play anything on normal just fine but spontaneous casters are gimped on spell progression from being spontaneous and when they merge they get gimped again. They also have worse metamagic which makes them more appropriate for melee builds (in my mind).
Sounds like any Divine Caster to me. Especially Druids as they have the most diverse spellbooks... only issue is you need something to ignore Demons Electricity immunity as most Druid Spells are of that element.
Shamans are a bit less in the damage spell department but bring in better melee and add Hexes to the pool (including one that temporary removes enemies elemental immunity/resistance).
Mystic Theruge; and other prestige caster classes, will allow Legend to go > caster level 20. So thats a perk and something to consider.
You're probably better off going Seeker(Lich)->Legend(Seeker) or Seeker(Angel)->Legend(Seeker) for the Lich/Angel unique spells tho. You would have an expanded spell book, your progression would be smoother, and you would be a TRUE pure Seeker. ;)
And that's not even counting metamagic.....
Moreover, at a certain point, there are so many spells and metamagic variations available that you just start to get lost and confused... (especially if you are a noob and don't know what spells are really worth to use in the game).
Also that feel of lack all the quick access panels.
It's just a chaos (useless chaos).
The only real reason to play Mystic Theurge I see this is for roleplay.
Or... if you really like having tons of spells to choose from, just for the sake of the sense of quantity and the illusion of choice.