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When you form a party make it versatile. All physical damage or all caster is not a good composition, put some ray attackers in there ( ember and nenio are great ray attackers with ray spells). Ray attacks are against touch AC so that even if you can't harm those enemies with weapons you can easily kill them with other means.
If it is not Blackwater - there is a way to deal with huge AC. 30 is not huge tho, and your Leopard pet has 30 ac by the start of the game.
Paladin with maxed CHA casts Mark of Justice (lvl 11 ability, and you are lvl 11 after Drezen).
Cleric with Community Domain and maxed WIS casts Guarded Hearth (lvl 8 ability, and you are lvl 11 after Drezen).
Same Cleric with Impossible Domain: Madness casts Vision of Madness (Attack rolls).
Haste is +1 AB.
Brown Fur Transmuter can give +6 enhancement buff to STR/DEX before level 20. Also he can give +4 size bonus to STR or DEX before level 20.
Those are not OP builds, but a part of any composition that wants to play the game comfortably.
A level 10 character with 20+Str and a +2 weapon is needs 13+ to hit. Seems fine to me.
Ways to handle huge AC (Not 30 more like 50 or 60). Target touch AC. Use AOE spells. Slog it out; if both you and the enemy need 20 to hit you just get a long fight that you are always going to win because of healing potions.
If all else fails, then go back and design you characters better or play at a lower difficulty.
Weapon focus = 1+ Attack rolls with chosen weapon type.
Combat Reflexes = increase the number of attacks of opportunity equal to your Dexterity
bonus.
Seize the moment = (Need Combat Reflexes) Anytime an ally lands a critical, those with this feat can perform an attack of opportunity.
Outflank = melee users with this feat will get 4+ attack rolls while flanking the same enemy.
Blind fight (Optional) =Optional if you want to spare a feat for it, it rerolls your attack once Against Concealment such as displacement, blur and greater invisibility. Also grants immunity to Gaze attacks which is really good to have.
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Spells
Haste = Double movement speed, 1+ Attack rolls, Armor Class, Reflex
Heroism = +2 morale bonus on attack rolls, saves, and skill checks.
Good hope (Bards and Skalds only)= It's Heroism but as an AOE buff with a lower duration. does not stack with Heroism.
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Gear
Chainmail of Comradery - Wearer of this gets a boost in 2+ damage roll when flanking an enemy, increases to 4+ if the wearer has outflank feat. Put this on your strongest melee until you get better gear. You can get this from Underground Hideout at the world map as early as Act 2.
Oh just wait until you encounter the Enemies with 60+ AC. This is very normal, and why you have a group of characters. Usually the enemies with huge AC require you to take them on in a different way. Via Touch AC or via attacking one of their 3 saves (Reflex, Fortitude or Will).
Also there are Mythic abilities for your melee characters that let them deal damage even on a miss.
I dont find combat reflexes to be useless in turn based.... I take advantage of it a lot actually....
Second: Evil Eye hex is great. It scales and at least lasts for a single round giving enemies -2 AC.
Third: The spell Archon's Aura gives enemies that fail their save a -2 to AC in an AoE.
There's more ways to lower enemy AC or to increase your own Attack values. Check out the buffs available such as Heroism, Good Hope, Prayer, etc. You should at least have some of these available when you're in Drezen.
Skald is an easy way to boost your partys attack. If you have pet riders they can get pounce from skalds (more dmg on charge). I personally prefer a skald over bft for a general party.
Ember with ascended element fire is a super simple way to laugh at high ac. Give her the rod that gives you maximize spells 6 times per day and ring of the pyromaniac and watch her roast anything in just 1-2 rounds.
There are so many items, feats and spells in this game to help overcome any situation ( especially in Turn Based ). Just take your time, Inspect enemies and watch for vulnerabilities.
And if you have lot of healing with you, you can always go for an attrition fight and keep rolling dice for 20s with your archers and meleers. The first attack of high BAB classes will have a decent chance to score a hit most of the time.