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Spell resistance is fine as it is.
from Act 2 start...
robe of inevitability +2 spell penetration.... from Woljif
covenant of the inheritor +2 spell penetration... unlock with storyteller
from Act 3 start...
goggles of pure sight +1 spell penetration... from jewelry trader
ring of pyromania +2 spell penetration... from Arsinoe (priest in Drezen)
all those stack with each other... covenant just doesnt show on the spellbook as stacking... but it does stack... so start of Act 3 you can have a total of +7 to spell penetration... and having spell penetration and greater spell penetration would give you a +4 total..... so combined +11 to spell penetration... and you are probably level 10 at least by Act 3 so that means you'd be sitting at +21 to spell penetration before leaving Drezen....
I would say that is more of a build issue than actually a problem with Magic Users.
My Ember, in my current game, has a Spell Penetration of 35 at level 16. Sosiel, who is mostly a Buffer and Healer, has one of 26.
And an enemy i encounter right now, is a level 20 Greater Earth Elemental... coming at me with a Spell Resistance of 21. Admittedly there are also level 10 Demons standing around with a Spell Resistance of 22 and i would have to find a miniboss to check their spell resistance for the purpose of this post... but Spell Penetration is the least of my issues.
I have to pretty much roll a 1 to fail Spell Resistance as far as i can tell.
Pathfinder is notorious for curbing the power of spell casters. PF1e isn't as bad as PF2e, but both systems have curbed the power of spell casters.
Nah, not my impression with the game. I still think Casters are quite powerful... even though you can build some really fierce Melee chars in this game.
As long as you only have one offensive spell caster.
yeah my sorcerer is only offensive magic caster.... have Nenio always but keep her on buff duty right now
The problem however, is that this is based on knowing where every item that boosts penetration is within the game and min-maxing the crap out of things. Feat-wise, you're also losing opportunities to boost other things like defensive abilities (ie- toughness, dodge).
WOTR is exhausting because it basically demands you design your character in a spreadsheet ahead of time, not to mention the 5 whole minutes you spend buffing before each fight, and the 1-2 minutes inspecting each enemy combatant to figure out which 32 spells they are randomly immune to.
You say "exhausting," I say "interesting" and "worth playing." Also, 5 minutes on debuffs is an overstatement. There are maybe 15 buffs worth keeping up, and how long does it take you to click 15 buttons?
That's my point though. It forces you to take that route in order to overcome it which really limits options.
Again, you miss the point. If you want your spells to work you have no choice but to go that route.
this guy gets it
See that's my point. You have to build it a certain way, which limits a ton of other choices you could use to make your character more interesting. I bet if we get everyone to post their magic user builds 99% would have the same exact stack of SR debuffs. That's not a choice. You're forced into it because it's too debilitating otherwise
If you want your char to be good at X then you have to use a build that supports X.
"I spent all my fighter's feats on knowledge/lore skill foci and now I cannot hit Playful Darkness. :(( "
What choices? By level 13 i started to invest in pointless School specialisations, because i didn't know what else to do with the Feats. There are like 4 feets you need for your caster.
Spell Penetration, Greater Spell Penetration, Point Blank and Precise Shot. The later two you need to land touch ranged spells into melee without the -4 to hit. Greater Spell Penetration gives you +4 on your Spell Penetration (if its a full caster you might want to add one Mythic Feat to Spell Penetration (Mythic) to this list).
If you properly handle the right attributes for your Caster it shouldn't be an issue anymore.
That is 5 feats for a Character whose speciality is casting spells. Complaining about this is like complaining about the need to learn Weapon Focus and Melee Combat talents to make Martial Classes useful and able to hit something.
My MC is a hybrid class and still easily was able to get all the Spell casting feats and Melee Feats to do both reasonable. Sure, thanks to the gear he isn't rocking the Spell Penetration of Ember, who is a pure mage for me, but he still has more Spell Penetration than Sosiel and still is able to afford Weapon Finess, Combat Reflexes and a bunch of other Martial Feats. Is he as good at Martial stuff as Greybor or Seelah? No, but that is why my MC is a hybrid.
I really don't see where you are missing "interesting" options. I can do all this and stiff take some of the recommended feats. And mind you, we can argue about you actually needing those 4 feats or if you could not just go just with Spell Penetration and Spell Penetration (Mythic) instead.
And if we get everyone to post their martial builds you will see the same 4-5 core feats as well. That is how Pathfinder works.
Also, seriously, what other feats would you pick? Not like 2-3 mandatory feats to make your character better at their job, of a total of at least 10 feats is such a huge loss. Especially not if those feats make the character better at the thing they should be doing.
If you want to turn your Witch into a Melee tank, then maybe you shouldn't level Witch if you want a Melee Tank.