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WoTR is a 5-year-old game. I don't think many people are still actively making and posting builds online. Other than for the new archetypes from last year.
What kind of melee builds? Last I played, I was playing a melee Lich Sorcerer and it was pretty awesome. You can make most classes work in melee if you want to.
Also, understand that Core and Unfair are very different beasts. Most builds that work on Core are completely unviable on Unfair. Core is the equivalent of the hardest difficulty of most other games, then Hard and Unfair go beyond it in very large steps. Nothing less than total munchkin builds work on Unfair.
It's good you figured this out on your own. There are some real weirdos on this forum who get upset if you state the simple fact that some of those builds were outdated before the game even left alpha.
@GreatEagle, start your own thread, give as much info as possible. Your intentions behind KC build (esp weapon choice or anything else it might focus around) and what party you have/plan to have/playing blind. A quick answer is power attack>cleave>cleaving finish>weapon focus>outflank>crit>dazzling display>shatter defence. I delay DD and SD until level 13 or 15, you don't want to use dazzling display and the spell frightful aspect is a free aoe to trigger shatter defence which classes get at 15~. I often pick up combat reflex for a fill in feat early on and improved initiative where I can.
To add: if you are a str kc, use a masterwork glaive for the first few levels, you find a book that gives +1 glaives. This works great with the first few feats until you get a good weapon of choice.
Thank you I will definitely start my own thread for this :)
Thanks, I was thinking of something like these two:
https://www.neoseeker.com/pathfinder-wrath-of-the-righteous/builds/Main_Character#Baked_Trickster_(Vivisectionist)
and the MC build from here:
https://steamcommunity.com/sharedfiles/filedetails/?id=2747711418
The questions I have are:
-should I be focusing on bite attacks (I read they were nerfed at some point)
-is getting a witch level just to wear the 2AC ring worth it? or is it an arcane casting requirement for dragon disciple?
-likewise the arcane enforcer level for wooden flesh (4 minutes of usage/rest seems unnecessary)
-am I rushing to chaotic alignment after picking monk class so I can choose trickster mythic?
-some stuff I just don't understand like taking "level 12 - weapon training : natural attacks" (in the steam guide)
This game is so complex I'm just having trouble understanding some of the reasons behind what is picked and when
The natural attacks on the Steam build are just for additional attacks. On the Neoseeker build they're the focus. Don't focus bites, that info you got is correct and the Neoseeker build is outdated on that part. The Weapon Training for Natural attacks is there because you have to choose a new one every four levels and you only have 2 actual weapons to buff so there's nothing else to really go for even if it is for very little. I'd go Light blades first there though.
Weapon Training itself is a Fighter feat. You don't pick them, they're just something Fighter gets automatically. You can't find a list of Fighter feats anywhere else than the game itself. For some reason, nobody has copied these online. This particular one is but it's far from a complete list.
The Witch level is much more for Archmage Armor on the Neoseeker build. This is a pyjama-build and Alchemist/Vivi doesn't get Mage Armor, and Archmage Armor doesn't work with potions or scrolls AFAIK. But even so, together with Iceplant, it's +4 AC which is nothing to scoff at. But going for Iceplant is mainly the reason why you go Witch rather than some other spontaneous caster. On the second build it is indeed to qualify for Dragon Disciple.
AE with Wooden Flesh is mainly a way to deal with stuns. There's a certain type of enemy that has a stun aura on a high Fort save that procs every round, and a petrifying touch for one-hit-kills. They also usually come in groups so you have to make multiple saves per round. The Neoseeker build doesn't care about them due to Mythic Persuasion as these enemies have a very low Will save.
I think the point of rushing to Chaotic alignment is that if you're not Chaotic Any/True Neutral when you pick Trickster, it'll set your alignment to Chaotic Neutral when you want to be Chaotic Good for the monk robe and some Paladin spells from Seelah. You can fix it later but it is better if you don't need to.
The one who wrote that guide have "recently" made an entire unfair playthrough on Youtube (Juzamdj52) with builds for some of the companions and they're awesome. I really recommend that (they will work on rtwp and because he tried to stick with the original PF rules bugfixes won't affect them (at least severely))
Mortismal is the best place to start for beginners for a comprehensive class rundown, even if a lot of what he says I don't agree with. I can give you the lowdown as someone who decided to play core for a first run through.
Three Essential Pieces For Any Build:
1. classes 2. mythics 3. gear
Pathfinder has a classless system even more so then D & D so triple classing is very doable and in fact very powerful. The other factor that makes this game not unique but is important non the less is that sub classes and hybrid vocations are essentially super powerful.
So for example my main was a (steel born bloodrager + tower shield fighter + mystic knight)
Why is this good?
Well bloodrager sub class will allow you to have a high AC while also casting burst speed 50% concealment or haste depending on one handing or two handing preference.
Fighter dip gives you access to more feats then you would get otherwise.
Mystic knight level count as both fighter and caster simultaneously so you get your hit dice, and your spells at the same time.
But none of this really matters without appropriate mythic specialization.
There are multiple tiers of heavy armor perks that can say instantly grant half your strength to AC, add half your AC to dmg, or add half your AC to Dmg Resist.
Typically Mythics > Class
Gear for fighters and rangers is pretty straightforward best beat stick best ranged stick.
But for a hybrid class prioritizing a lower level haste weapon might be better than a high dmg weapon.
Mages it's all about stacking spell penetration and spell category level. With ascended element being the best mythic perk in the game.
(destruction can deal 150 dmg that's good, demons resist 100% electricity thats bad)
So to recap maximize your classes for what you're doing, pure spellcaster you just B line for level 9 spells and don't dip.
Hybrid classes are good to dip if you're able to get more feats, or generally accelerate what you're trying to do.
A lot of it is flexible too, I found that bow monks < bow rangers in terms of dice hit by end game. So You can dip for witcher elexirs for like burst 4 dex buff to help bridge the gap.
You have to remain flexible like that.
In Aeon path, most of the Magus are working well, Includes Armoured Battlemage.
Even if it's not on the Aeon path, Armored Battlemage is getting a lot stronger now.
STR-based build, two-handed weapon, shield spell + Crane Style + Crane Wing + Improved Initiative,
"Animal Aspect, Greater" Spell ensures that your characters' movement speed is increased, It can also be used with "Master Shapeshifter".
Armored Battlemage can be a tank, also deal some damage too.
I haven't played unfair, so I'll just mention the Core difficulty, I'm not sure it would work on unfair.
This is actually one of my biggest complaints about this community. A lot of builds pushed around feel as if they were built from 20th level and full Mythic backwards without ever being playtested.