Instale o Steam
iniciar sessão
|
idioma
简体中文 (Chinês simplificado)
繁體中文 (Chinês tradicional)
日本語 (Japonês)
한국어 (Coreano)
ไทย (Tailandês)
Български (Búlgaro)
Čeština (Tcheco)
Dansk (Dinamarquês)
Deutsch (Alemão)
English (Inglês)
Español-España (Espanhol — Espanha)
Español-Latinoamérica (Espanhol — América Latina)
Ελληνικά (Grego)
Français (Francês)
Italiano (Italiano)
Bahasa Indonesia (Indonésio)
Magyar (Húngaro)
Nederlands (Holandês)
Norsk (Norueguês)
Polski (Polonês)
Português (Portugal)
Română (Romeno)
Русский (Russo)
Suomi (Finlandês)
Svenska (Sueco)
Türkçe (Turco)
Tiếng Việt (Vietnamita)
Українська (Ucraniano)
Relatar um problema com a tradução
True that, building a solo character is different from building a non solo character.
Building a DC sorcerer for non solo play I would defenetly used 18 starting stat and relied on greater Shadow Evocation instead. I would not have gotten to 46 Sirocco DC, but rather 44 since I would have been missing the vivisectionist charisma, but to compensate I could put 5 more characters in the party.
Ring of circumstances works if you know how to use it, it is still bugged, but you can use it.
Bokken works, many people have confirmed that, you need to manage your kingdom properly to get him, if your client is bugged and you cannot gain bokken I feel for you. That masterpiece is fantastic.
Solo play is supported in the game as an intended way of playing. It has been programmed into the game to check if the player is playing solo and certan encounters (1 in particular) has been changed to allow the player to progress. It is supported through game options aswell that funneling xp into a single character will not affect how the game treats you in terms of difficulty and achievements.
It is your choice to share xp in a full group and to your inactive compantions. That is how most people choose to play. That is not a problem with the spell focus feats. It also does not mean that saves are too high to hit with spells or that DC's are too hard to stack.
The only thing it means is that you choose to sacrifice 2 levels and gain 5 companions in return. In other words you get an easier early and late game at the cost of a harder midgame. (Very dependant on what build you are using)
Go over my list for charisma and for dc's and ask yourself what bonuses can you get by the start of act 6. GSE Sirocco will get to 44 DC enough to CC mostly anything not immune to it. A heigtened Phantasmal killer will get to 42 DC. Enough to reliably take out a Wild Hunt Monarc even on unfair with a roughly 75% chance.
The rest of your post, I want to point out that I was one of the first ones in the thread to say that Spell Focus etc was worthwhile for the DC boosts.
Ok fair enough, my bad. The thread is getting a few days old by now and it is tiresome to reread everything :) I hope I wasn't being disrespectful.
You equip the ring, then you drag all the abilities you want from your ability bar to your hotbar. Then you save, then you load. After you load you can activate the abilities you now have on your hotbar.
Every time you or the game saves or loads after that you have to deactivate and reactivate those abilities again. Even if they look activated, loading or saving will make them stop working. So click them off then click them back on and they are working again.
You can activate all of them at the same time if you want to, but it only say it should work with 4, so that is what I do. Oh and the +2 to skills doesnt seem to do anything.
But chief of all, I think you mistake what min-max builds aim for in terms of viability. The goal is not to select a Ranger who has Favored Enemy Beast simply because you'll use it the most throughout the game. Instead, people often select rare and powerful beings as their Favored Enemy because it's during those encounters that you need every point you can spare. Dragon is an often taken Pathfinder staple while in Kingmaker the Fey will grant you the greatest return in the final chapter. Regardless of how long you spend at level 20, your greatest challenges will be presented there. The goal of min-maxing is never to make the journey to your destination optimal or easy. In fact, player will often suffer through inefficiency and terrifying level ranges purely to accomodate their min-max builds. It's because when you reach the stage of greatest challenge, when every point matters, you are best off utilizing an approach that maximizes your chances for that stage even if earlier ones suffer for it.
In short, that +1 at level 20 makes all the difference for a logical person to go for it rather than wasting a stat point building inefficiently. That's what I consider normal play. Maximizing your advantages for the opurtune moments, not squandering them for early advantages that are unnecessary against trivial content.
I point out the same thing that my caster is optimised towards Wild Hunt since the rest of the game is easy enough anyway, next project would probably be against Lantern King.
Ok which channel do you mean?
And which Sorcerer did you choose?
The reason I don't know whether or not Holy Aura's immunity to mind effects blocks Paralysis from Wild Gaze is because all of my party members have Blind fight, because I knew this ♥♥♥♥ was coming.
+Deflection & Saving Throws (Resistance) do not stack with items and other effects
Spell Resistance does not protect against (Su) (Supernatural) abilities in Pathfinder, and Wild Gaze is just that;
Slow effect is Will based, and that they have in tons,
And Mind Affecting is who knows, but Wild Gaze ignores that 100%.
So the only reason you might want to cast these spells is SR, basically.
Yeah that's a great feat to have in this game.
The SR and the enemy blinded on hit are the VS evil effects.
As for the panic effect, here's the wild gaze text:
Huminoids and monstrous huminiods (that would be the player characters) are paralyized, Animals and Magical Beasts (ie Pets) are Panicked.
Anyway, I'm in the House right this moment and I've been using Holy Aura in order to prevent my pets from running around like stupids. Works pretty well. I only don't know if it blocks paralysis because I'm immune to that either way.
As for pets - ♥♥♥♥♥♥♥♥♥♥, you are right. Last time I fought Hunt with a lot of pets they were Paralyzed like everyone else, but now they are Frightened.
And you should still use Shield of Law, since you're missing on extra Slow effect, because they're not Evil, but Chaotic Neutral.
I ran a merc with +40 knowledge skills against Hunt by the way, and finally read what it states in their abilities. They seem a lot more accurate and close in their behavior to PnP than before, so I guess together with nerf and Inspect they were tweaked, so that's a progress.
Their Gaze states that passing it does not grant immunity to Monarch gaze, but I am not sure there is any temporary immunity mechanic implemented in the game.
They also use Nereid's ability of CHA to AC (even has Nereid description), so no they do not gain CHA to saving throws as one dude was butthurt about (they're just higher than normal lol).