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One person with leading strike is more than enough. I personally find it is not that good a mythic feat and you should only take it if that character has no other decent feat to take.
There are A LOT of builds out there that were theory crafted from end game backwards. Yeah, you'll be powerful in Act V, but you're going to struggle for the majority of game until you get to that point.
That is true from my experience in other games as well, something I've always avoided if I can help it. Having a harder time for most of the game only to have an easier final boss battle makes very little sense to me.
Which feats would you say are better?
Unrelenting Assault -> + 10 to melee damage rolls after 10 rounds.
Thundering Blows -> If you have lower AB attacks that tend to miss. It's sonic damage and AoE. So it will usually do something.
At least those are the ones I usually take on a melee character if they make sense. Then maybe something defensive, depending on the characters role in battle.
Ever ready is a must have for any melee character.
The feat that turns rolls of 1 into 20. (if you are not playing trickster)
I like to take last stand as i tend to play on core to unfair difficulty Definitely a must for unfair, but if you are newish to the game it helps alot from core onwards
Abundant casting 1-3 are a must for any caster.
Personally i like to take enduring spells 1-2 for casters too.
Archmage armor for casters
Ascendant element if you are a blaster caster.
Best Jokes if you are a DC caster
Mythic beast if you have a pet.
You are a paladin? then take abundant smite
Raging classes will want the feat that lets you rage indefinitely
Is there one NPC that you will always bring along on every adventure? Then that character will need to take inspirational leader for the party-wide buff. If not, you will probably have to find space on your MC to take it.
Shifters/druids/kitsune characters will want the master shapeshifter feat.
If you have domains, take impossible domains for community/madness/nobility. animal domain is a must if you don't already have it for whatever reason.
Second bloodline, second mystery etc are all really good for classes that have bloodlines or mysteries. Second spirit nature also gives shamans a pet at level 17 so it is a must have for any shaman without it.
Ranged classes will want cleaving shot, distracting shot, exposed vulnerability, bigger they are
Mythic feats are scarce enough that i find i almost never have space on my builds to squeeze in leading strike. If you think about it an extra 1d6 damage for one attack each round is rather meh imo. After level 7, where most of my party get outflank, i find most of my fights end in one round anyway even on unfair. Only really tough opponents last 2 rounds unless i am trying to collect nahyndrian crystals from the demonlords. Because i find my fights end so quickly i also generally avoid any feat that requires you to build up over multiple turns or bleed effect feats, since bleeding a dead opponent is pointless.
It doesn't give you any revelations, just access to them if you select them when you level normally (so you get the same 6 revelations your oracle would normally have). I suppose it might give you both "final revelations" so might have merit at level 20, but very disappointing before 20.
The Second bloodline, on the other hand, gives you all the powers for both bloodlines, which is great.
I haven't experimented with the shaman yet.
For the oracle (and stigmatized witch), the beneficial curse is pretty cool. It's just one more curse that ignores the negatives. Can be useful, depending on your build.
You should get the final revelation at capstone, at least that was the case when my daeran hit level 20 in the past. Should not have changed since a few years ago tbh.
Second mystery nature if you do not have it, which is the case on Daeran gives you a Wolf pet at level 7. That makes it a mandatory pick for Daeran imo,
Pets are so powerful in this game, especially Dogs and Wolves that any feat that can give you a pet for your class are all S+ tier and mandatory in my opinion.
But yeah, for custom characters If you already have Nature mystery when you made the character then you can skip the second mystery. I am only taking the second mystery for the pet from nature.
Same case with Shaman but you only get the pet at level 17 so that can be delayed until one of the late mythic levels
Not using selective metamagic?
It is a mediocre buff, it's effectiveness is heavily reliant on the CL of the person casting the buff. On a merged Lich/Angel it can be quite impactful but in most cases it ends up mediocre.
If i have spare spell slots for buffs i will buff it on front line characters with weaker saves.
Another problem is on the higher difficulties unless you have other sources of spell resistance tougher enemies will be able to bypass your spell resistance relatively easily. I find you need like 60+ spell resistance to actually see any effect in alot of cases. and against easy opponents you don't need it lol.
The things that don't ignore SR, will effectively ignore your SR if your SR is low or if the caster is high caster level.
But when it works, yeah, SR is great.
And then, in the pen & paper, SR is friend or foe, so it blocks friendly healing magic...so people coming from the pen & paper pathfinder tend to avoid SR.
A good defense, in pathfinder, is many, many types of defense layered together.
This post is wrong right off the bat by saying clerics are useless compared to witches. Domains are infinitely better than anything a witch can produce imo, lol.
what kind of arcanist? Brown fur makes every single green buff stronger (from level 3) and can give insanely strong personal buffs to allies (level 8,9?). This is exclusive as far as I'm aware.