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depending on what your going for gear wise it will take some time to build up a bit.... stack spell resistance through gear and mythic path abilities and eventually spell resistance will be a non issue.... also for having enemies pass or fail things like reflex saves you need higher DC which can be done with gear and such too....
but in Act 3 is when spellcasters can really start gearing up and get stronger.... you just gotta get the gear through quests and crusades and such...
Played spellcasters in many other games, from WoW to Dark Souls. I even played some in Larian's games. They all felt competent. In every fight I felt like I could contribute something.
The fact that you need some super special gear doesn't sell me on spell casting at all.
All classes have a power curve and arcane spellcasters peak late precisely because they're not dependant on gear.
Fighters can get plate armor and magic weapons pretty early and then you're basically set. Upgrade as you can. But a spellcaster is reliant on their own power which builds over time.
In my current campaign I am playing a Sorcerer with full focus on lightning. Unlocking Chain Lightning at level 14 has completely turned the class on its head, as I've gone from doing pretty much nothing every encounter to now exploding whole rooms of enemies into gore with one immensely satisfying blast of zippy magic. While it is awesomely fun and strong, there's no getting around the fact that it's been completely useless for like 15 hours of gameplay up to this point.
As for the companions, none of them are 'wizards' in the sense we typically think. Daeran is a healing god. Nenio is an illusionist. Sosiel is a buffing machine. Ember is a handicapped witch with like 2 useful hexes and a plethora of garbage ones, a trash tier spell list, and who the game desperately tries to convince you is powerful by having HEAPS of gear to buff fire spells.
Mods do fix this, but that's hardly something the game can take credit for. Also I give it half an hour before the MJ munchkin shows up saying Nenio can destroy the world with Phantasmal Killer and that we all need to bow down and suck her toes or w/e.
My advice would be to not worry about it. Daeran or Sosiel can both cast Crusader's Edge (which also works on your pets!). Buff up Regil, your Cavallier, and Seelah, and all of the pets - then ride to wrath and ruin!
well yes and no... this game is... unique... in DnD 3.5 is what I played back in the day and spellcasters were limited for a reason... in here its not so visible but in tabletop they can do really crazy things like level 9 spells called wish and such... like melee had a decent power creep but spellcasters were weak low levels then were pretty much game breaking gods at higher ones....
and normally enemies in these type of systems arent having things like spell resistance on them so early in the game... in tabletop usually enemies with spell resistance are tossed in by the time players are high enough level that its not that much of an issue.. more balance... in here though the setting has you fighting demons at the get go which are naturally spell resistant... which while it is off balanced having it that early... its part of the way the story unfolds kinda thing....
but yeah in dnd games... ive had it explained to me that spellcasters are not meant to be throwing around their strongest spells left and right 24/7... and that your role as a spellcaster is to pretty much be there when needed... as in things too tough or needing some more form of control over battlefield or to counter other enemy spellcasters.... think of it like a glass cannon.... not a machine gun....
also you gotta realize this game is based off a system that is very old... and inspired a lot of the modern games into shaping the way they are.... so its kinda like comparing the first automobile to the modern car.... even still modern games have a lot of issues with balancing melee and spellcasting I see.... even WOW made changes from classic to now on how mages worked... in the classic game they would be out of mana and just stuck using wands till they regenerated mana....
im meaning how you can pick up gear to not have to worry about taking some feats to compensate.... feats are important of course.... but if you pick up the right gear for instance and use the right buffs you dont need to ever take something like spell penetration.... like Azata mythic path for instance you can pick up lifebonding friendship as a superpower and pick allied spellcaster teamwork feat.... that stacks a +2 spell pen for every ally within range... so you could have 5 party members and 2 with pets together to proc it and receive a +14 to spell penetration for everyone in aura..... thats the same equivalent as taking spell penetration, greater spell penetration, and mythic spell penetration on all your characters... freeing them up for taking 2 other normal feats an a different mythic rank feat...
I'm tempted to just make a melee/bow party and restart. Something that starts really weak and gets good later is really not my style. I expect at least SOME starting competency.
Daniel.
Can you share what builds you have on your companions(or mercs)? Mostly interested in feats and what spells you're using.
There are a bunch of items you can get that'll further increase her damage with fire spells, like the Ring of Pyromania that can be purchased from Arsenio in Drezen (the cleric NPC in the southwest). You'll also eventually find the Attractive Impulse by clearing out enemies in campaign mode to the south, which can be turned into a powerful Metamagic Rod.
if you want check out cRPG Bro's youtube channel... he has builds for different characters.... including main if you wanna take a look at how he builds em.... one Nenio Build he has up I like is a eldritch knight and loremaster.... there is an bardiche you can aquire in Act 3 that scales its damage and hit to int...
That's if you want to set her up for Ray casting. In addition to that, make sure you get her the Protective Luck, Evil Eye, and Cackle Hexes for when you don't need her blasting. Those will massively make your life easier and she can keep them running indefinitely with Cackle.
For Nenio... I'm just gonna drop the build link i stole from MjKorz.
https://pastebin.com/RbdQQSqx
With that she can CC early with Hideous Laughter. She can single target save or suck (for a while) with Phantasmal Killer. Then she does dirty things with Conjuration spells. And she can Hard CC with Greater Command. Enjoy.
Woljif... I wouldn't worry too much about his spells. I mostly just use them for arcane buffs. His strength is probably his sneak attacking.
Sosiel and Daeren can both get pet with ease via Impossible Domain Animal and Second Mystery Nature respectively. So that even if they aren't doing anything personally, you can have pets with teamwork feats on the front with everyone else. Sosiel has amazing buffs so you don't really care what he does in combat. He's probably already enabled everyone to cakewalk through the fight before it even started. Daeren is mostly heals but you can easily pick up some buffs and status removal spells. Clerics/Oracles don't generally shine as much with offensive spells.
Camellia's spells are mostly good for buffing. She can get the same Hex suite that I recommended for Ember. Though I'd add Iceheart and Battlemaster to her must haves. Her damage starts out crap but you can fix that by level five via Weapon Focus Rapier and Fencing Grace (there are other ways to fix her damage but that's the simplest). My Cam went into Teamwork feats after that to benefit the front line just by being present.
If you don't play Turn-Based Mode, I can see ignoring the Protective Luck, Evil Eye, Cackle/Chant Hexes because they require a TON of micromanagement in RTwP.
Hope this perspective gives you some ideas! :D