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But yeah i would have loved to see more Items for other Elements aswell, in generall a Smith which could give Weapons and Equipments Enchantmens/Abilitys would be great.... thinks like "Wild" for Armor so Wildshape druids can use it, Agile for Dex Fighter and so on..... They would be really benefital to the Game and the Variety of Equipment using ^^
I was considering an electricity scion build for my next playthrough but doesn't seem like it will be as good as kingmaker.
They don't boost dmg for a pity. I was using them for my fire (again) Sorc , by converting Chain Lightning into Chain Fire-ning
https://steamcommunity.com/sharedfiles/filedetails/?id=2608120764
I just added a single level of Crossblooded Sorc (Gold/Fire Elemental) to my Oracle Angel and now because I convert all energy damage to Fire... my single target damage in particular is ridiculous. Empowered Maximized Bolt of Justice converted to Fire on an enemy affected with Flame Curse is just unfair. I shouldn't be able to boost my damage this much this easily by adding a single level of Sorcerer... or at least I shouldn't *have* to go with Fire to do it.
It's fun and all, but other elements should have some better vulnerability options available, too. Hopefully a mod will exist for it eventually.
Acid has eruption, cold has a level 9 spell
That's probably why they felt they needed to buff fire.
Caustic eruption is centered on the caster and effects friendies. So you need Selective to make it viable at all. And the area it effects is pretty small. And in tabletop Selective wouldn't work on this spell since it lasts two rounds.
Stormbolts has much the same issue but it ignores friendlies. It's upside is also something of a downside as many creature's best saves end up being Fortitude. But at the same time that also negates the advantage of Evasion which is pretty nice considering how many creatures have evasion in this game.
Polar midnight .... just doesn't kill creatures fast enough and effects friendlies. The dexterity damage is nice ... if the opponent isn't immune to ability damage/drain and it is a Fort save, which has it's upsides and downsides.
Firestorm caps out at 20d6, is a 7th level spell, which means you can use more metamagics on it especially with Mythic Favorite Metamagic ability boosting the damage significantly. It also effects a huge area and can be cast at a distance. Admittedly, takes a dip into Loremaster for arcane casters but that is usually not much of a problem.
I just don't think fire needed a boost in damage with all the mythic toys they gave casters. If anything, most of the others are weaker due to less choice of spells and ability to cast them through friendlies without hitting them (cone of cold, lightning bolt). With the fixing of the max damage dice chain lightning can cause, lightning got a good bit weaker too.
The real question you should be asking: why is only fire allowed to have not just one, but two means of inflicting vulnerability with no save (Flame Curse and Treacherous Flame), one of them being AoE? Cold has Chill Eclipse and Waterfall, but both are locked behind specific mythic paths and suffer from having a low DC. Chill Eclipse DC is bad, because it is equivalent to a level 10 spell that scales with your main casting stat, yet does not take into account your feat and item DC bonus. Waterfall DC is absolutely horrendous, because it is a mythic spell in a non-merged mythic spellbook that does not scale with your main casting stat at all, only your mythic rank.
And let's not forget: why is only fire allowed to have a ray spell that deals real damage?
The answer is simple: because. There is no balance in Pathfinder same way there was no balance in 3.5e D&D and there never will be.
It's like the salamander ring in that it gives you access to most of the best lightning spells and it also allows you to convert any elemental spell into lightning. Which is very useful.
I block his posts but then someone quotes him so I am forced to read his ignorance and bias.