Pathfinder: Wrath of the Righteous - Enhanced Edition

Pathfinder: Wrath of the Righteous - Enhanced Edition

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Bermag Oct 17, 2021 @ 4:22am
Which are your standard buffs before fight
Which bufgfs do you nornally use before entering a fight?
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Showing 1-10 of 10 comments
Conquista Oct 17, 2021 @ 4:25am 
good hope, burst of glory, haste, prayer, rest depending on situation
Garessta Oct 17, 2021 @ 4:27am 
always true sight/communal true sight
アンジェル Oct 17, 2021 @ 4:34am 
Originally posted by アンジェル:
Originally posted by talino7:
What are your go to buffs for every time you start a new battle?

https://www.youtube.com/watch?v=6dxICJHd518

Light of Angels
Bless
True Seeing, communal
Stoneskin, communal
Protection from arrows, communal
Protection from energy, communal
Protection from alignment, communal
Haste
Mirror Image
Mage Armour
Divine Weapon Bond
Aura of Greater Courage
Angelic Aspect
Prayer
Blessing of Luck and Resolve, mass
Resist energy, communal
Life Bubble
Good Hope
Inspire
Greater Magic Fang
Lead Blades
Hurricane Bow
Animal Growth
Sense Vitals
Effortless Armour
Acid Maw
and more

I guess whatever is useful and ran out already.

https://steamcommunity.com/app/1184370/discussions/0/3092275748069736638/
Gregorovitch Oct 17, 2021 @ 4:36am 
For large areas in the early game only hour per level ones which I cast on arrival at the area in question. Later game ten minute per level, minute per level stuff as well. After that it depends on the fight in question. I only use per rest spells and abilities if I need them. For trash mobs I don't need them. For intermediate I add some as required but only if required. For boss fights I buff to the eyeballs. Basically I budget to try to clear an area on single rest unless it's a big area in which case I might take one rest before the final boss battle especially if I need particular spells to deal with the boss.

For small areas I generally buff to the eyeballs on arrival since most of them involve a single big fight and I'm going to be resting on the way back to base/next area anyway.
Last edited by Gregorovitch; Oct 17, 2021 @ 4:38am
Lywelyn Oct 17, 2021 @ 4:57am 
Originally posted by アンジェル:
Originally posted by アンジェル:

https://www.youtube.com/watch?v=6dxICJHd518

Light of Angels
Bless
True Seeing, communal
Stoneskin, communal
Protection from arrows, communal
Protection from energy, communal
Protection from alignment, communal
Haste
Mirror Image
Mage Armour
Divine Weapon Bond
Aura of Greater Courage
Angelic Aspect
Prayer
Blessing of Luck and Resolve, mass
Resist energy, communal
Life Bubble
Good Hope
Inspire
Greater Magic Fang
Lead Blades
Hurricane Bow
Animal Growth
Sense Vitals
Effortless Armour
Acid Maw
and more

I guess whatever is useful and ran out already.

https://steamcommunity.com/app/1184370/discussions/0/3092275748069736638/

man of culture :lukasLaugh:
ec928 Oct 17, 2021 @ 5:06am 
I rush 'Greater Enduring Spells' for almost my whole team so my entire party is always walking around permanently buffed with almost every single buff possible (including trivial ones like aid), except the very short duration buffs like haste.

So the only buff I might manually activate before a fight is haste, and that's usually not even needed.
Last edited by ec928; Oct 17, 2021 @ 5:09am
Grymm Oct 17, 2021 @ 5:35am 
Originally posted by Garessta:
always true sight/communal true sight
Infinite Diamond Dust?

Heroic Invocation (Heroism all earlier), Communal Mind Blank (Mind Blank all earlier), Death Ward (melee), Communal Delay Poison, Group See Invis, Life Bubble...

Watch for what doesn't stack, burn scrolls (as long as someone has copied it), run through potions, wands are a Great source of "Post fight" Healing.
Benedicter Oct 17, 2021 @ 7:18am 
This is a list I used in Kingmaker so it doesn't have the ones added in WotR such as the Mythic Path spells.
This is not (!) a complete list but most spells are here:


1 Round per Level:
Unbreakable Heart
Displacement
Greater Invisibility
Sense Vitals
Prayer
Haste
Rage
Divine Power
Burst of Glory
Disrupting Weapon
Geniekind
Cloak of Dreams
Inspiring Command (Nobility Domain)
Guarded Hearth (Community Domain, lasts 1h/level but is used localy so useful for 1 fight)
Brilliant Inspiration
Eaglesoul
Transformation
Bestow Grace of the Champion
Shield of Law/Holy Aura



1 Minute per Level:
Bless Weapon
Bless
Shield of Faith
Divine Favor
Stone Fist
Enlarge/Reduce Person on the ones you want (mass available too)
Expeditious Retreat
Hurricane Bow
Protection from Alignment + Communal
Shield
Stat boosts (and mass when available)
Blur
Bestow Grace
Find Traps
Effortless Armor
Mirror Image
Heroism, Greater
Archon's Aura
Good Hope
Beast Shape
Crusader's Edge
Death Ward
Freedom of Movement
Angelic Aspect + Greater
Animal Growth
Spell Resistance
Elemental Body
Polymorph + Greater
Dragonkind
True Seeing + Communal
Legendary Proportions
Frightful Aspect
Seamantle
Fiery Body


10+ Minutes per Level:
Veil of Heaven/Veil of Positive Energy
Remove Fear
Remove Sickness
Mage Armor
Feather Step + Mass
False Life + Greater
Delay Poison + Communal
Barkskin
Aura of Greater Courage
Protection from Arrows + Communal
Protection from Energy + Communal
Resist Energy + Communal
See Invisibility + Communal
Heroism
Magical Vestment (armor+shield stack if you use an actual shield)
Stoneskin + Communal
Echolocation
Mind Blank + Communal
Protection from Spells
Foresight
Heroic Invocation


There are some exceptions to the duration of the spells, for example Resist Energy Communal is 10m and not 10m per Level or Divine Favor is 1m and not 1m per Level.

You need to check each spell which bonus it gives and see if it stack with a different spell, for example Aid/Bless/Heroism/Heroism,Greater/Good Hope/Heroic Invocation all gives moral bonus on attack rolls (among other things) so no point in having them all on at the same time, and if the spell benefits you in any way, for example Stone Fist if you are armed or Hurricane Bow if you don't use a bow.
Last edited by Benedicter; Oct 17, 2021 @ 7:20am
Cutlass Jack Oct 17, 2021 @ 7:26am 
None really. Unless its a particularly brutal fight I can't handle without. In that case: every buff I have memorized.

Well singular exception is keeping things like Mage armor on people who rely on it for main AC. (Archmage mythic, Cam's wind buff, etc.)
Last edited by Cutlass Jack; Oct 17, 2021 @ 7:28am
Mindeveler Oct 17, 2021 @ 7:37am 
In KM it was usually:
- all defensive buffs for animal companions (who were my primary tanks): shield of faith, mage armor, magical vestment, cat's grace, barkskin + alchemist's shield for boss fights.
- enlarge person for reach weapon users and archers, also hurricane bow for Ekun
- heroism for the main damage dealers
- bard's lingering "inspire courage"
- delay poison because everyone and their mother were poisonous
- haste before tougher fights and protection from energy/arrows/etc. situationally
that's all for regular fights.

For boss fights - everything I had at my disposal from sorc, ranger, cleric, bard 12 and alchemist 8 spell lists. Guarded Hearth was #1 priority.
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Date Posted: Oct 17, 2021 @ 4:22am
Posts: 10