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Reiterating that they are unbalanced does not make it any more true. They are balanced to be beaten by an entire 5 man party of at least level 19, better level 20, since they bring friends. Is your party level 19/20? No? Then expect to be slapped around. And they are much stronger than on paper due to the fact that MANY things that can be used to soften the sting of their abilities (some as cheap as 10gp (smoked goggles) ) are not in game.
I am aware of the fact that it is a harsh fight if you pick it (apparently, you do not have to...you can finish that part without attacking the monarchs), but the fact is you face fey which are chaotic and between "level" 22 and 26.
1. Shield of Law. Gives you a Spell Resistance of 25 against any spell of chaotics, unfortunately not against the supernatural ability (gaze). Also gives save bonuses. Melee attacks will cause a slow on the enemy each time they hit, unless they save. Which admittedly they will unless unlucky. ("normal" save dc of SoL should be around 25/27-ish. Will save bonus of scout is 21.) If they fail once, they cannot re-save and are slowed for 1 round/level. Use on tank/undead chick.
2. Freedom of Movement: Gives you immuntiy to movement impairing abilities, including paralysis.
3. Undead Chick is immune to the gaze since it only affects humanoids, monstrous humanoids and animals. Since undead are immune to mind-affecting magic, you cannot confuse them either. If you have her with you, they cannot shut her down unless they mow her down.
4. Buy "remove blindness" pots. Potions can be used by anyone as a move action, even when blinded. You will not fail your save every time (unless you are seriously underleveled and then you should not attack them.).
5. use "communal resist elements" for electricity and cold damage.
6. use displacement. Fey have no true seeing, only the hound ignores the concealment.
7. use "communal delay poison" to make sure you are not hit by cloudkill or stinking cloud.
Since there is no time stop, the 2 greater dispels the monarchs have are harsh, since you cannot use the "stop" to rebuff.
Things that have many many fast melee attacks (hasted maybe) are a wonderful target for fireshield (if in game), not THAT useful here since all fey of that level have 10 fire resistance. Still, each hit will do 16-21 damage (6-11 after res) @ level 15. Every bit helps tho. Fey of that level often use cold stuff since they are immune to cold (mostly). So that will reduce damage as well, since you would effectively gain evasion vs. cold spells with a save.
The only way to prepare for such an encounter is to push your saves as high as you possibly can, play to the weaknesses (very little at this level). One idea is using enervation on the strongest ones (maybe empowered) to take their sting away and give your tanky guys a chance to not get mown down. If you can beat their formidable spell resistance.
Finally..you can use the (hopefully) bugged "greater shout" to just stun the entire encounter for at least 2-12 rounds after a successful save. :) And if you have that more than once, it should be game over. Not how the spell works in pnp, but it does so here.
There is another, completely revolutionary move you could make. Do not attack an optional encounter unless you are powerful enough to beat it?
Basically you complain about not being able to beat things that are not designed to be beaten by your party at that level and attack them anyway. Sounds like a case of "learning the hard way" to me. Murder-hoboing does not always pay off.
https://www.reddit.com/r/Pathfinder_Kingmaker/comments/9tn304/why_the_wild_hunt_is_the_absolute_worst_part_of/
breaks it down well.
They are designed as elite assassins/munchkin hunters but used as trash mobs for whole endgame.
Generally speaking PK does good job at balancing out zerg rushes, unique encounters and raid bosses destroying you across all acts, but that changes in Act 6+. There it is mostly zerg rushes, and custom encounters are nearly not as interesting. Bandit camp in Act 1 is designed better than any endgame location.
Itsatrap. It does almost nothing. They will Penetrate resistance easy enough, bonuses do not stack, and its main thing (protection from mind affecting effects) does not work.
Great tips, though. Too bad those only serve to highlight one of my points: you need WAAYY too specific tactics to tackle them effectively. Any encounter should be doable with (among others) brute force tactics. They should be tougher, but not impossible. Not like this.
1. Easy enough? Even the monarchs are only CL 17, so there is a 35% chance of their spells bouncing. Scout is CL 15, so 45%, Archer is CL 13, so 55%. Call me old-fashioned, I will happily take that along with the save bonuses that will work against all attacks, not chaos only.
2. Protection from Alignment and thus SoL does not protect against mind affecting magic. Mind blank does. It protects against being able to control creatures after you put a mind affecting effect on them. The fey do no such thing.
the +4 on AC and saves MIGHT not be useful indeed. The rest surely is. And a tip...the main thing of SoL is also the slow effect that will really ♥♥♥♥ up multiattack capable creatures. Each attack triggers it and having to make 4+ saves a round...the 1-5 will fall eventually.
And their CL is higher than that, at least on higher difficulties. Somewhere like 23+.
Written right in the spell description that it should.
But whatever - even if it's only particular spells and not Gazes, what does it matter? It's worthless 8th level spell. I guess you can cast it for just some SR.
Also Resistance bonus so 8-9th level spell for a +2 to save, supah.
...you even played this game?
Owlcat has stated the stuff they increase with higher difficulties. Attributes, Saves, DCs. No CL afaik. But if you quote me something along that line or show me a log pointing towards such a ridiculous CL, I would stand corrected.
And of course Supernatural Abilities are not affected, but since all the wild hunt members have powerful spells at their disposal, a 25 SR is more than welcome. Having a disintigrate with 26d6 from an archer bounce off you with a 55% chance is much nicer than having to eat that damage.
I am aware of the non-stacking nature...but the +4 from a level 8 spell is just a little icing on the cake. The slow and SR is much more powerful.
As for now, playing with saves and SR is just not worth it, hard CCing them works a lot better.
They use Slay Living mosty, not Disintigrate (Archers). They don't actually have all abilities from PnP, their ability selection is a bit more limited and also bugged for some of them I think.
Yep. And I have yet to die to any encounter I have faced. But since I know math, unlike some people, I have come to use every little thing at my disposal and win. Even if half the party ends up unconscious, because that can be fixed easily.
'ere we go again.
All his other points i.e. CC & Delay Poison, Greater Shout, FoA, Jaethal are correct.
Slay living is even easier to counter (death ward) and bounces from SR as well.
And do not tell people an SR of 25 is not worth it. Especially with "trash" that has lower caster levels. Every tank should run that spell. Slay living would first bounce from SR and if not, it is swallowed by death ward. Immunity achieved.
And are there no other cloaks but +6 res cloaks you want to use on your characters? That strikes me odd. So ALL your characters have +6 res cloaks?
Every character that does not have a +8 res bonus to ALL mind saves should have a protection spell that runs for 24 hours, especially those with bad will/fort saves. Even a +2 means another 10% chance to get away. If you do not need that, to each their own.
But that is everyone's decision. I try to tell people to scrape together every point when you face enemies of that level. If you fail to do so, you might regret it.
In the endgame? Against enemies that you want to save? Generally I've seen enemies having no problems overcoming SR.
I did as far as had a few characters with enough Will to only fail against Gazes on a 1. The problem is, it doesn't work like in PnP (where I believe if you passed save once, you are immune for 24 hours? Unless it is Monarch), and there are many enemies, so you end up rolling a 1 eventually and get stuck for a minute.
Having someone with 32+ Will during endgame is useful, especially if that someone can remove paralyze from others, but it is not really a reliable tactic. The final boss, if someone indeed doesn't wear +Resist items, you might try it - after all, you only get auto-dispelled by boss twice, and his CL is "just" a 30.
Having Freedom of Action on and items that give you it all the time, or having inherent high saves (i.e. Paladins) works very well however as an extra layer of defense.
Reiterating a non-fact does not add truth to it.
I will give you one point. The game gives you no help in checking if things are evil/good or chaos/law. But if you check on that, you would find out that most encounters in this campaign are either chaotic or evil.
So running either Shield of Law/Cloak of Chaos/Holy Aura/Unholy Aura requires metagaming and the google master. But they will never be useless. Neither will be protection from Alignment in a non-crpg environment.