Instalar Steam
iniciar sesión
|
idioma
简体中文 (Chino simplificado)
繁體中文 (Chino tradicional)
日本語 (Japonés)
한국어 (Coreano)
ไทย (Tailandés)
български (Búlgaro)
Čeština (Checo)
Dansk (Danés)
Deutsch (Alemán)
English (Inglés)
Español - España
Ελληνικά (Griego)
Français (Francés)
Italiano
Bahasa Indonesia (indonesio)
Magyar (Húngaro)
Nederlands (Holandés)
Norsk (Noruego)
Polski (Polaco)
Português (Portugués de Portugal)
Português - Brasil (Portugués - Brasil)
Română (Rumano)
Русский (Ruso)
Suomi (Finés)
Svenska (Sueco)
Türkçe (Turco)
Tiếng Việt (Vietnamita)
Українська (Ucraniano)
Informar de un error de traducción
SR is something demons have. It's part of why they are terrifying in the lore; magic just slips over them. If you know you're going to be fighting demons, you SHOULD spec into it, that's the whole ♥♥♥♥♥♥♥ point.
I understand all that, but the problem lies elsewhere.
you have limited spells, in real-time its not that much of an issue. But with the coplexity, which is oportunity attacks, plethora of cc, enemy dying and how AI puts your companions, automoving into AOE range i dont like this. It was difficult to keep allies away from friendly fire in Baldurs Gate, but here its so freaking hectic i dont like real-time.
Turn based tough, losing a turn for a spell that does NOTHING due to DC or res, is really terrible design. The trade off is too much.
My archers (Lann and succubus) shoot at this moment 4 and 5 attacks, they can deal about 80 damage every turn. And now i dont have any single target spells outside touch attacks... now touch attack for mage that has no +attack from weapon and feats, use only Dex to land vs 40something AC, than pierce through res, than do DCs... mage is ♥♥♥♥ for single target, even with full ring/robe its AOE king and terrible, near useless in boss fights, i cant even use my angelic damage ability as it misses and enemy has concealment... like 50% on Xantir.
SR is normal for Outsiders, and specific creatures. But a high caster level pretty much negates SR for half the roster of demons. Removing SR from demons would be stupid, it is intrinsic to them. I like SR, and I think a lot of DM's don't understaned how potent a defense it is.
It's an issue with Mythic scaling, and Owlcats approach to balancing encounters towards 6+ optimized characters working in tandem.
Part of the issue is you get lots of choices for making a party, but there are an overwhelming amount of poor choices because of the nature of the campaign. It's like choosing a ranger, and picking goblins or orcs as a favored enemy.
I mean yeah, there is a feat tax if you want to fight demons with magic, but as a pure caster, it's not like you're starved for magical feats. Spell focus, Spell Pen and a few metamagic feats are all you need to be fully online.
HITTING demons with magic is not an issue with all the perks, as most have noticed,... but I personally don't see why hitting with a few dozen damage is worth it, when any other class can do 10x that.
Some have talked about several hundred damage rays tho. I wonder which spell that is, or which feat combo allows that. The most damage I get is with Finger of Death that does level x10 damage pretty much all the time, since saves are rare with all the feats.
Scorching ray goes off 4-5 times, and there are a few items that add damage to fire spells (eg. a belt that adds 2d6 unholy damage to a fire spell, it goes off on each ray). I've seen each of the rays hitting for 50ish damage, and I'm definitely not a top tier rules breaker.
Putting this on an MC Azata would get pretty nuts
They are low-ish level spells too (2 and 6), so you can use them with the Sorcerous mythic feat that allows a spell as quick-cast after rolling initiative, meaning you can fire two spells on your first turn. They use ranged touch attacks, so they'll pretty much always hit. You can also add sneak attacks to each ray if you spec into arcane trickster, which adds a good 50% damage.
People unfamiliar with Pathfinder fall into the trap of thinking that melee is better, because early on, it is. Casters get way more powerful than any melee build by mid-to-end-game though, having access to spells that can instantly kill a roomful of 15 mythic demons, or cause thousands of damage in a single round. Not to mention CC, buffs and other advantages.
Rays aren't even a caster's best choice, just a decent weapon against tough bosses that aren't weak to anything else, like Playful Darkness. Typically, I find spells like Phantasmal Web, Phantasmal Killer, Weird and Wail of the Banshee or even Mass Hold Person to be more effective. Why bother fighting those annoying Blackwater cyborgs when you can just Phantasmal Killer them dead with a single spell.
This does not change the fact that I can cast this a few times a day tho. And before I can cast this AoE, the archers will have killed 3/5 enemies.
Yeah, magic can do big numbers... but it is limited in uses per day. You never know what is around the corner, so wasting it on every encounter seems silly. I would have to rest every 3-5 encounters, rather than going 10-15 or more.
A few mobs have crazy AC and my Lich can obliterate those... and I love him for that... but that's about it. Buffing and killing the Playful Darkness of the world. Usually backburner and crossbow attacks for most fights.
Yes Please.... I lost some Lich Effects, because u can dispel them xDDD cant get them Back without Respec, but it doesnt work properly xD
Let that Sorc intervene with buffs.
You can buff STR, DEX, Attack, Weapon Boni etc.
With Mythic feats you can let almost every buff last 24 HOURS.
My Archers have +30 to +50 on their hits. So they even hit the playful darkness in theory (I did kill it much sooner with an army of summons and unresistable spells tho).
Lenn has 8 Attacks per round at this point. Each shot is doing 50 damage without a crit and 150-180 with a crit. Dela is sneak attacking with the bow for the same numbers. The rogue is sneak attacking even when other people hit a target.
If I buff the melees and archer, I still have enough spells to overcome those crazy AC enemies. But as I progress, even 55 AC means nothing to my archers. So many feats and abilities that negate the AC, so many buffs that make them hit like a truck.
One Tank with 60AC is soaking the enemy hits, one rogue is sneak attacking everything that gets hit by others and 3 archer devastate the field. My main is a lich that is mainly buffing and keeps summons and unresistable spells in reserve for emergencies... a healer is basically a buffer that heals every 5th fight, if it is needed at all. At around level 14ish I stopped needing heals, since fights got won before anything hit me.
But sure, you always have that one fight with that one enemy that just needs a spell to deal with. I get that. And that is what my main toon is doing as a Lich. He is dealing with those threats.
The Archers just autofight 90% of the way since they have 15-20 buffs on at all times.
I could use the spell slots to cast a ray, nuke or whatever... but buffing archers just feels so OP that I hardly feel the need to cast a damaging spell.
Not sure if anyone has said this yet since i haven't viewed the entire discussion but Elemental Resistances and Spell Resistance are two different things.
Elemental Resistance works like damage reduction, so the Mythic Element would bypass the damage reduction but it still needs to beat Spell Resistance or it doesn't do anything.