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Meticulously maximizing is, for example taking Linnorm on Hard+, is carefully buffing Regongar (since I use companions cause muhh story), using Arcane Accuracy with Charisma buffs for 22-25 BAB, and then casting True Strike & Invis to deny DEX bonuses etc. That way Linnorm with 40+ AC which was unhittable would be hittable basically on anything but 1's. Activate power attack and maybe add lead blades from Wand of Lead Blades and throw a touch spell into the mix for some massive magus destruction.
Of course using a correct spell selection against enemies like this by basically removing RNG from equation is a lot more effective and more interesting, for me, since I find micromanaging fighters like this unnecessary. But they are still great for chunking mooks even on higher difficulties.
4 attacks at full ab, 2 at -5, 2 at -10
The tree is weak to axes. And you get some ridiculously powerful axes by that point in the game.
The Wisp requires magical weapons, and you easily have dozens laying around by the time you see your first one. Keep Remove Fear handy (it's a level 1 cleric spell) and maybe invest in the Blind Fight (which every melee should buy ASAP no matter what their build anyway, so I dunno what you're complaining about). Wisps are also absolutely immune to any spell whatsoever except for magic missile which only deals 1d4+1 damage per missile and you only get one missile per odd-numbered caster level (two missiles at CL 3). Which means it will take you literally a dozen rounds to kill it with magic missile when you meet your first wisp. It'll die in two or maybe three rounds if you just tell Amiri to whack it with that magical sword she starts the game with that deals 15 damage per swing...
Hydras are famous for having a lot of HP and regeneration, so nuking them is a ridiculously inefficient strategy. They're also famous for having terrible AC and terrible Will saves. Nuking them is very seriously the worst thing you can spend your spellcaster's time doing when you encounter one. If your spellcaster even has time to act before it's dead, you should Color Spray it to stun it for a round. It will die before you get to cast one more spell if youre melees are whacking it.
Fireballs and Burning Hands are the worst usage of spell slots ever. If it has a lot of attacks per round, you need to Slow it, not nuke it. If it's tanky, you need to debuff it, not nuke it. If it's an assassin, you need See Invis, not a nuke because it has Evasion. If it's a nuker, you need Resist Energy, not nukes of your own to spit roast your frontline with.
I get it, some players just looooooove their blasters... but in this game? Blasting is the least efficient use of your resources, and is completely ineffective 90% of the time.
Give them 1d3 every 2 lvls so they get to 10d3 at 20 and maybe feat with auto maximise or auto quickening for cantrips.
Ranger with bow will still hit for at least twice as much but it wont be as painful to sit back and twiddle your thumbs as wizard
and they have all the spells just like wiz and sorc
To be honest, the effectiveness of casters is highly dependent on the spells available to them; Without the right spells they can come across as rather weak compared to martial class who are at least always able to attack. Access to the right spells can make or break a wizard. Sorcerers are better treated as specialist casters because they are limited to knowing far fewer spells than a Wizard but can cast them more often without worrying about weather they have the right spells memorized.
The other thing is that D&D/Pathfinder is the poster child of the 'Linear Warriors, Quadratic Wizards' trope; at low levels, martial characters dominate, at higher level, casters (specifically, Wizards, Clerics and Druids) break everything. So some who's still at low/mid levels would think that casters are weak if they're not familiar with the system.
The other way you can look at is in terms of 'user friendliness'. Martial classes are easy to use; as long as they're properly geared, all you really need to do is point them at the right target (and activate Rage for Barbarians). Full casters require a good deal more micro management to be used to their full potential.
Debuffs can also be saved against
See Invis is 10 minutes/level, doesn't mean you can't nuke it while having buff on
You can nuke with things that don't care for Evasion
Enemy nukers are bad at defending themselves and often have high AC/concealment, but die like flies to 2 maximized nukes
Burning hands/Fireballs are p. great with correct feats and on levels you generally going to use them.
I agree. Wizards are good for solving a hard fight after you've already lost once and can change your prep. As for the non-linear progression I suppose I know what to expect having played heaps of bg etc. But even at level 7 I'm finding some boss fights that are just not possible without my wizard and druid. (Playing on core rules settings)
I also like micro management in my fights sometimes :)
cast on specific targets,
cast the best spell damage per resistance,
cast the best CC,
pre-emptively buff, or rebuff,
etc.
And they do the above things a limited number of times. "Why can't they just be consistent?" is a question some ask when they compare a caster to a martial class-- one has the luxury of auto-pilot, the other doesn't.
If people want to focus more on the "fire & forget" idea, and only occasionally use their mages' spells, perhaps Cantrips could get some gentle scaling to contribute more in higher levels? Some extra damage per caster level? Nothing which out-competes proper spell use, but something which makes them less than terrible after beginning levels.
The problem is that this game is based on Pathfinder rules set and there is no rules for scaling for cantrips in Pathfinder and it probably willt not seem right to Pathfinder fans
And how long of the game do you have before you acquire this level of stats and equipment?
maybe 10 % left before game finishes. And a two handed warrior will be just as strong and most importantly - useful for the entire game.