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For me, shake it off didn't do much initially because my party was too spread out. Later in the game though, this no longer seems to be an issue - possibly because my party consistently has one gargantuan, three huge, three large, and two medium-sized creatures. Also, it turns out that eventually I wouldn't need to worry about spell resistance due to allied spellcaster (although, at the time I took them, spell pen, greater spell pen, and mythic spell pen certainly helped Ember).
I experimented a bit with Core.
I wonder how Hard hard actually stays. I know core got a little easy but still had plenty of spikes.
In any case I'll have to take a look at how I use said characters for a bit to justify it to myself.
When you get higher levelled enough that you can just punch through spell pen reliably anyway though the +2 spell pen one becomes outmoded.
At least some of the better teamwork feats - more universal ones