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https://steamcommunity.com/app/1184370/discussions/0/3092275748069736638/
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.
man of culture
So the only buff I might manually activate before a fight is haste, and that's usually not even needed.
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.
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.
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.)
- 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.