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Most used buffs are the defaults: Shield, mage armor, barkskin, shield of faith, bone fists, resist (elements), deathward, crusaders edge, magic fang(greater), good hope, heroic invocation, heroism (greater). Bull's Strength communal (and others), Delay poison communal, Blur, animal aspects (raptor), expedious retreat, lead blades, huricane bow, aspect of the falcon, freedom of movement, animal growth, legendary proportions, frightful aspect, foresight true seeing communal, echolocation, stoneskin communal, false life, greater magic weapon, holy aura, archon's aura, effortless armor, magical vestment.
situational: displacement, haste, protection from energy (communal), protection vs evil/chaos (communal), lifebubble, mirror image, sense vitals, rage, ice/stone body, spell resistance, divine favor, divine power, shield of law.
Of course there's path or class specific buffs like cleric domains, smite evil, mutagens etc, but these are the ones I generally use.
I turn most visual effects off so my characters don't look weird in cutscenes. especially stuff like legendary proportions, displacement and mirror image.
I like the Angel path buffs because they are somewhat of an all in one spell buff.
Most of the spells I've looked at just seem pointless in general(bulls strength etc.), blur or mirror image(that kind of defence) are the only kind of defensive buffs that seem worth the time to cast(and a lot of mobs seem to have true sight at the point I'm at rendering even them worthless most times), most of their effects are just too small to even notice(mage armour for example, +4 AC when the baddie has +20 modifiers to their attack, isn't going to get you any extra survival, lol, that bonus would need to be a lot bigger to be worth any attention). (though I will admit to not having seen some of the ones mentioned in previous posts, death ward sounds nice for example, assuming it's not just another +1 to a save)
As mentioned though, I am new to this, so I may easily be missing something, but so far, the buffs that have been worth picking up are few and far between.
+30 foot movement + 30 foot sudden speed both party wide make everything faster.
As a 1-off buff. Party wide True Strike is awesome in a melee party.
Remove Fear, Delay Poison Communal, Freedom of Movement, Death Ward come to mind as buffs that deny significant CC and debuffs. Making formerly challenging encounters trivial since you basically deny them their win condition.
(Short duration situational)
Having Protection from Evil Communal whenever a succubus is around. Unbreakable Heart on reserve - Most notably for the Deskari Swarm things that cause confusion. Later on Shield of Law for the protection against mind effects.
(Arcane must-haves)
The highlight for level 5 arcane is haste. Extend metamagic rods are bae and it is always relevant. See Invisibility and/or True Seeing (Communal versions) are always on if possible.
(Arcane - Not necessary but huge QOL...)
Heroic invocation and Mind Blank, Communal.
Addendum: (AC Stacking): Keeping Mage Armor, Barkskin, and Shield of Faith in mind is not only great for maximizing unarmored AC (particularly animal companions) but as a good reminder to have a good caster spread - Although chances are many team comps might do without Barkskin (IE Druid style divine)
Gets all the bonuses of being undead.
Including: Not getting tired, immunity to sickness, immunity to crits, etc.
At least i think that is what it does.
All i know is that having a party that can walk for 24 hours(Or if you are full lich and only use undead troops forever) makes travel less anoying.
Outside that.
Mage armor on mounts.
Problem with most buff's is that you need several of them to make up for the state difference.
In my currently playthrought on core i am trying to focus on offensive magic instead of buff's.
So far i am dispointed.
Even the rocks fall spell has too much friendly fire to be worth it.
AoE attacks like that, and the terrain spells are ridiculous. I remember getting burning entanglement and then immediately regretted it because it takes up half of a map. Why would I want my party ingolfed like that?