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I struggle to get Lann's attack bonus very high, but I can get Arueshalae's to +27, before factoring in the favoured enemy bonuses.
My frustration just comes in when the enemies have AC around 46, which is a massive jump due to the "cyborgization" constant buff they have.
I'm playing on core difficulty with respec on and without encumbrance rules.
Make sure you're doing electricity damage to shut down regeneration. You should have found a wand of Call Lightning, which Ember can use with UMB.
When you need to rest, you should be able to find a relic in the complex, to clear corruption.
Mark of Justice is a key ability to help you hit (and damage high-AC enemies: it's why you want to increase Seelah's charisma at every opportunity. Note that it allows you to completely bypass DR.
Note: I'm playing an Angel/Oracle, so all my Angel spells are spontaneous castings for me. Storm of Justice attacks every enemy in a 30 ft burst with Bolt of Justice (ignoring spell resistance):
Actually i am fighting the augmented demons here and the lowest among them has 51 AC.
The Greater Kalamakous Marauder has 56 AC, with 29 Fortitude and 21 will according to the inspect enemy. However when i cast a spell on them it turns out their will save is like 29...and that after reducing it via evil eye.
Basicly so far any enemy i encountered all the stuff written on the inspect enemy character sheet regarding save numbers was incorrect.
I tried to PK an enemy with NENIO after significantly reducing its saves by 8 points. It should have had 15 or so Will save, however as per the log it had 25.
I checked the detailed description and it was like:
Will save: 25
base 8
something +3
cybernatization:+4. Which is 15, yet the roll was made against 25.
Evil eye was not even listed.
(I can get my AB on 4 characters over 30, and with one 38..)
The worst is though, that even if i can get a kalamakous down AC wise, once it kills something it just gets a major heal and wham back to full health.
As per the wiki page enemies should have low will save, but this does not seem to be the case. It seems nearly all enemies received some kind of overhaul, as last time i was here i did not struggle this hard, and my current builds are even better than they were.
Okay figured it out, it seems some bonuses are not considered, one of them being cybernatization.
Spell resistance is not an issue for any mythic in chapter 3, especially in Blackwater which is supposed to be done late, i.e. after the Ivory Sanctum when you get the Quarterstaff of the Warmage.
All of the cyberdemons have Will saves that are weak relative to their other saves. Nenio properly specced into Enchantment school of magic mops the floor with that entire area on unfair.
However, even if you don't target the relatively weak Will and target the much higher Reflex (cyber-succs have +30 Reflex on unfair), it's still possible to beat the save with 90-95% success rate with a properly built DC caster:
https://steamcommunity.com/sharedfiles/filedetails/?id=2941197941
Once you make the demons flat-footed via Stun, Paralysis, Blindness, Sleep or some other means, they will be dramatically easier to hit.
1. Take a domain companion (Sosiel is fine) with luck, good, community, and madness.
2. For the first three mythics take impossible domain twice and take domain zealot.
3. Stack multiple domain abilities in one fight.
For example in 1 round you can use 2 domaine abilities on a single character with domaine zealot. So at level 13 using touch of madness and touch of good can add around 14 attack to one character for a single round. Adding guarded hearth and mark of justice (which have fewer uses but last longer), will add to around 28 attack total. Using luck will also let you roll twice and take the better roll.
Isn't mass icy prison a level 9 spell? So i would need to be on level 17 to get it right?
(Currently on level 14 so i have level 7 spells at best.)
A Greater Kalamakous on core has 33/23/23 (fort and will boosted by cyborg, whereas reflex only gets a boost from haste.)
Most of the time even if i reduced their saves to have 70-80% success chance they rolled 19 or 20, and after a while i just ran out of spell slots, so i changed my strategy.
(I am known to have terrible roll streaks.)
I just fell back to the door, blocked it with two buffed up animal companions (AC 58 and 50) and also a shadow demon. The two companions had also blur and displacement so the enemy on those rare occasions when they would have hit them did fail due to concealment.
My two rangers (main and Aru) were buffed up for Damage and AB, and this way i managed to reach 36-38 AB for first shots. They focused on one enemy while Seelah focused on another as she does 100 damage a turn when she does not hit the enemy.(if she does it is higher.) This way a bit slowly but i was able to defeat them in about 15 turns. Only the touch attack of the succubi were a bit troublesome on occasions.
Camelia and Amber just assisted with AC reduction.(-8 and quarry on each ranger is actually a +10 bonus to hit:) )
@Chunky
I already picked my mythic paths, and i did not pick impossible. Not even sure if it was available to anyone. (Cant recall seeing it and i read all the mythic paths trying to figure out which to choose. Allthough it is still possible i missed it.)
I do not have any cleric in the party. Sosiel as a character for me is utterly annoying and i really hate to have him in the party, i did not buy any cleric from Hilor neither, as the cost of recruiting a characer is ridiculous. (Yes i know i should have a cleric in the party, but i just cant stand Sosiel, and cant afford to buy from HIlor.)
It's a 9th level spell, but I'm playing Lich at the moment who gets access to higher level spells earlier (CL13 Wizard Lich gets access to level 9 spells at MR4) so I posted my latest character as an example and proof that even if you don't target the weaker Will save, their stronger saves can still be crushed with 90% success rate and higher.
Even with the cyborg boost, Will is the weakest save. Moreover, Enchantment gets a higher spell DC boost from items than Evocation and can benefit from the Fey bloodline arcana, so you can reach DC50+ Compulsion spells before you get to Blackwater which is more than enough as you only need Enchantment spell DCs in the 40 range - something Nenio is capable of.
You don't need level 9 spells, Enchantment has many lower level spells that will make the demons either Prone and grant +4 to-hit in melee (Hideous Laughter, Greater Command: Fall), make them flat-footed and thus far easier to hit due to loss of DEX to AC bonus (Overwhelming Grief) or paralyze them and make them not only flat-footed, but also set their DEX to 1 and make them helpless.
If you paralyze the demons with Hold Monster (thus making them helpless), you can just use the Coup de Grace maneuver to automatically land a critical hit and if they fail their fortitude save, they will die instantly as well.
Total Intelligence: 33 (+11 modifier)
20 base
+3 from 3 stat increases at level 13
+4 Enhancement from Fox's Cunning
+2 Profane from Draven's Hat
+4 Morale from Insightful Contemplation
Icy Prison (Mass) DC: 49
10 base
+9 from spell level 9
+11 from Intelligence modifier
+2 from Potent Magic spell DC increase
+7 from (Greater) Spell Focus feats via Expanded Arsenal: Evocation
+2 from Mythic Spell Focus via Expanded Arsenal: Evocation
+2 from Cloak of Carnage
+2 from Quarterstaff of the Warmage
+1 from Flow of Water
+2 from Acorn Pie (you can buy the recipe and ingredients in Murky Grotto)
+1 from Inevitable Fate
If you cast a level 9 Evocation spell with a Sonic descriptor (like Holy Word or Greater Shout heightened to spell level 9), you can reach DC50, because Voice of the Faceless grants +2 DC to spells with a Sonic descriptor while Flow of Water grants only +1 DC to spells with a Cold descriptor.