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She has such low attack rolls that songs sounded practical, that along with her hexes
As a witch can make, Ember a powerful fire mage, or an enchanter, but to try to do both and you will do neither well. I usually go the enchanter route and early game most of the time she is using slumber.
One thing though is that she needs items that enhance her spells (e.g. the staff from the library in Act 1) and depending who else is in your party there may be conflict for those items.
Agree with Crossblooded it boosts fire damage, but you can pick it later, to get higher level spells sooner. Also you can use Enervation that do not have saves, as long as you get past SR and hit you debuff enemies (Negative levels).
For feats get Weapon Focus Ray. Metamagic Bolster (cheap and gives a lot of damage). Do not take Spell Focus and Heighten. You can get another Metamagic like Empower or Maximize.
For Hexes, use those that even if enemy save you get 1 round duration, then Cackle it as move action, that way it will stay as long as you Cackle every turn/6 seconds. Like Evil Eye Hex, it has 1 round duration if enemy saves.
For Spell Resistance (SR) - You need feats and equipment. Spell Penetration (SP), Greater SP, Mythic SP, Allied Spellcaster, Elven Magic. In act 3 you can find robe that gives +2 to SP. (This is not needed for Merged Lich and Angel, their best spells are not affected by SR)
Lategame Ray Ember nukes things like no tomorrow (500dmg Hellfire without crits), Spell Resistance is a minor nuisance on all but the most powerful bosses (assuming you give her the equipment and feats she needs), and almost nothing has enough touch AC to be a challenge to hit. And you can easily fire two of those a turn with a couple of Quicken rods.
lvl 3 onward
There is also a belt that adds +2d6 fire damage.
Have her blast Hell Fire Rays like a laser, with quicken spell rod you can fire twice per turn.
at level 19 and 3 rays she does several hundred damage per turn. She wrecks everything in my play through, she just about single handedly took down Baphomet at the end of Chapter 4 for me as her hand is basically a giant laser blaster.
Ember is ok. At start she was healing and hexing, and later on i focused her on fire damage. Plus she does have AC range attack that are REALLY recommended on some monster.
The thing is my MC is a "basic" witch, so there was some redundancy and Daeran is a better healer.
However I do not min max everything. I try to have a somewhat decent party, but typically i do not multiclass (old "habit".. A character should have a real reason to change class)
And i have no bard xD (like in PFK)
Ember starts with 17 in charisma, which means that she can reach 22 base charisma at lvl 20, the same as a character with a maxed casting stat. The -4 attack malus only applies to attacks with weapons, not touch attack spells. Point blank shot works with touch attack spells. It's not hard to deduce from that that she's supposed to blast with magic, which she does very well. So her build is far from being bad overall, especially compared to some other companions like Woljif, Regill or Arueshalae. Besides that, she has access to hexes, which are one of the most potent tools in the game, especially if you play in TB mode. I've done two playthrough on Core and brought Ember both times. First time I went for the classical raycaster build that others have recommended before, second time I made her a support character by going Loremaster + Greater enduring spells for buffs and hexes for support in combat, and both times she more than pulled her weight.