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Death of elements ability feels like an asbolute requirement, to ever do damage with elemental spells.
Focus on buff / debuff spells and abilities with no saving throws and they are still effective (and critical) party members though.
Lvl 9 + 2 mythic levels. Encounters are designed in a way you almost have no use for your offensive spells.
Trash mobs - web/grease or haste.
Boss = insane saves = haste , buffs , maybe some touch attacks or cc.
Maybe around lvl 13-15 something will change i dunno.
I don't use much offensive magic since the only magic I see as useful just blows up the party, unless theres a perk or feat that prevents the party from being fried by fireball.
After my first play through I'm just going Pally, Rogue, 3 rangers and a Cleric.
They've all got pets and it feels like I'm leading a animal herd into battle :/
Silly me I specc'ed the person called Ember into Fire....
In this game casters are heavily handicapped because the majority of the enemies have very high spell resistance and monstrous saves. To call a reflex save of +22 a weakness, because the other two are at +31 is missing the point that your DC is only 19.
So what to do? First you can rely on buffs, since they are not resisted and always work. Second you can look to damage spells, since Ascendant Element makes them viable, and they do at least half damage. Ranged touch spells that don't allow saves are far better, especially when modded. The next option is to use spells that are unaffected by spell resistance and saves, which means conjurations. Being a summoner is it's own specialty and I have never tried. Your big problem is spell resistance. By taking spell penetration and it's greater brother you get +4 to the roll, and with the mythic feat you add your mythic rank to it - at that point you can get spells somewhat reliably to the target.
Raising the DC is difficult, but there are ways. There are the spell focus, gr. spell focus and mythic spell focus feats for that, plus the mythic ability to apply all those bonuses to a second school of magic. The sage sorcerer gets +2 to any single school, some races have a racial bonus to a school, and there are items to be found that raise the DCs of specific types of spells. I have gloves that add +2 to enchantments, another item that does the same (not sure if it's a dagger), and elves can get another +1 by the mythic heritage feat. That adds +11 to my DC - where an unprepared sorcerer has a DC of 18, I have 29.
In what to specialise, what items to give to whom, and so on, is a science by itself. You can certainly find info about it on the web, but this might give you an idea what you can do to improve your casters.
Even if you do all that, casters are weak against bosses, who are immune to all the nice debuffs. But they are great at clearing out the minions, which are often as big a danger as the boss.
Ember seems to have the biggest spell pen in the entire game
Outside of dmg, AoE disablers like the pit spells and grease are still incredibly powerful and can help make hard encounters easy, plus of course all the haste spells etc.
My party has MC as Sorc, Ember and Daeran, all sling fire spells and it works quite nicely. Lann use to be the undisputed king of dps but we are almost on part now single target.
I still find melee by far the weakest because at least in turn based mode they are SO SLOW. Battle is often times over by the time those lumbering brutes get anywhere and if they do half the time they are incapacitated in so way. Only my animal companions perform, bear for tank and Dragon has a very powerful breath attack.
Also worth mentioning some of the harder encounters the enemies have very high AC which requires my ranged and melee to roll a natural 20 to hit but it's no problem for the casters to hit with ranged touch (and vice versa as well )
If you choose to go a more support related spell caster with heals, buffs and summons, you don't need to worry about spell pen at all.
My lich sorcerer is the only damaging caster I have right now as his mythic spells straight up ignore spell resistance, and he can blow up enemy groups just by himself.
But the game generally assumes you have builds that are good mechanically. It's actually a common problem in crpgs. (All but like 2 of the companions in pillars of eternity are intensely mediocre mechanically, so on higher difficulties you basically have to be capable of soling everything with just your protagonist if you're keeping the story companions around)
You can make her a good caster it's just harder than it would be for your MC, you have to have a better idea of what specifically you want them to be doing, and devote everything they do to that. If you don't have the expereince (or the patience) to figure something out for the story companions, youtube and neoseeker are both good sources.
Literally on the first mythical level you can choose a mythical ability that lets you ignore the damage reduction and immunity for one element.
If you want to burn demon with fireballs, you can.
This is what I did, my sorc uses only fire spells and that solves the problem nicely as it bypasses all fire resistance and immunities. In addition there is a very nice right that enhances fire damage you can get from Kyado.