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Time Warp is aight but 4 extra AP is overshadowed by attacks that can do more in one cast than you can normally do with 4 AP.
Overpower only works if your own physical armor is higher than the opponents, i have not experienced a single opportunity in early access where i had more physical armor than a priority target that i wanted to remove (and the total amount of armor was relevant). Id say Overpower is probably the worst one out of all source skills so far.
Maddening Song is okayish?! Removing a target AND getting an extra turn (even though its not your own) is pretty good.
Unfortunately though you still have to remove magic armor first , and once you remove armor there are non source skills to CC people with. Might be okay if theres a boss with a huge hp pool.
Meanwhile Time Warp requires no setup to be effective and can be used for full potency on turn 1 to optimally reduce enemy strength
I remember that pesky caster at the bishop fight having 236 or sth phys armor, while my shield guy had around 70ish?!
I don't recall anyone, particularly a mage, with 200+ physical armor. This is on Classic difficulty in the current build. I haven't finished the whole thing yet though, just escaped Fort Joy proper, clearing every fight I could find along the way.
And fully stacking only phys armor doesnt sound like a viable strat either way. (i.e. going higher than what you already have by sacrificing those 2 mag armor pieces seems unreasonable, depends on how smart the AI is)
thanks though!
I'll keep an eye out for enemies with physical armor that high.
Yes, and I feel they made a good choice because having four custom characters giving each other extra turns would be overkill. I imagine they'd wreck late game bosses easily. Though now since only Fane has it, you have to be a lot more strategic about using it.
With fortitude at 8 my cleric has 255 armor and he's wearing some outdated pieces (no attribute 11 physical damage gloves, etc.). I don't know how your shield guy has armor that low, unless you're shield person is a cloth wearing caster, except for the shield (best shields in alpha are 75 physical armor).
Dome of Protection. It's an area effect that restore physical/magical armor and raise elemental resistance for 5 turns.