- Видео 18
- Просмотров 11 546
Djali
Добавлен 29 апр 2024
Welcome to Djali Plays! Featuring videos of my Pathfinder: Wrath of the Righteous playthrough.
Pathfinder WOTR | Charade Crusade| Deep Dive 02 | Vital Strike
Slides: drive.google.com/file/d/1ToxHVM4F-1uXMav2_n6HeJJ4dnPACT3u/view?usp=drive_link
0:00:00 Title
0:00:08 (Obtaining) Vital Strike
0:04:47 Rowdy and Loremaster
0:08:57 (Patched) Exploits
0:11:20 Feat Continuation
0:13:02 Move Actions
0:25:59 (Naive) Vital Strike and Full Attack comparison
0:47:11 End Game: Demon
0:50:36 End Game: Trickster
0:52:31 End Game: HFR Transition
0:57:45 End Game: Merged Angel Blaster Transition
0:00:00 Title
0:00:08 (Obtaining) Vital Strike
0:04:47 Rowdy and Loremaster
0:08:57 (Patched) Exploits
0:11:20 Feat Continuation
0:13:02 Move Actions
0:25:59 (Naive) Vital Strike and Full Attack comparison
0:47:11 End Game: Demon
0:50:36 End Game: Trickster
0:52:31 End Game: HFR Transition
0:57:45 End Game: Merged Angel Blaster Transition
Просмотров: 2 611
Видео
Pathfinder WOTR | Charade Crusade | 07.1 | Extra Footage | Pre Shield Maze Rest Spam after Switch
Просмотров 1013 месяца назад
Pathfinder WOTR | Charade Crusade | 07.1 | Extra Footage | Pre Shield Maze Rest Spam after Switch
Pathfinder WOTR | Charade Crusade | 07 | Boss Fight: Hosilla, Inquisitor of Baphomet
Просмотров 7383 месяца назад
Couple notes: 1. The Djali vs Quasit cold iron and non-cold iron values are reversed on my slides. 2. I forgot to enable the swift action Animal Focus on Djali during the fight. 00:00 Opening Screen 00:08 Hosilla discussion 01:37 Quasit discussion 02:18 Wenduag damage overview and discussion 03:14 Seelah damage overview 03:30 Djali damage overview 03:43 Fight preperations 04:44 Fight start 06:1...
Pathfinder WOTR | Charade Crusade | 07.3 | Extra Footage | Shield Maze P2
Просмотров 473 месяца назад
Pathfinder WOTR | Charade Crusade | 07.3 | Extra Footage | Shield Maze P2
Pathfinder WOTR | Charade Crusade | 07.2 | Extra Footage | Shield Maze P1
Просмотров 893 месяца назад
Pathfinder WOTR | Charade Crusade | 07.2 | Extra Footage | Shield Maze P1
Pathfinder WOTR | Charade Crusade | 06.1 | Extra Footage | Caves after Human Switch
Просмотров 1183 месяца назад
Pathfinder WOTR | Charade Crusade | 06.1 | Extra Footage | Caves after Human Switch
Pathfinder WOTR | Charade Crusade | 06 | RE: Caves, also Play-through and Video Changes
Просмотров 3123 месяца назад
Made changes to both the Videos and Character. We restarted the prologue, but by the next video, we'll be back where we left off. 00:00 Opening Screen 00:07 Away from TTS 01:30 Kitsune to Human 02:58 Caves: Skill Checks 04:28 Caves: Early Combat 05:45 Caves: Lariel Vision 06:25 Caves: Small Earth Elementals 08:16 Mongrel Village 08:26 Shield Maze
Pathfinder WOTR | Charade Crusade | 05 | Shield Maze Mob Encounter: Medium Earth Elementals
Просмотров 2776 месяцев назад
I go over the encounter with the two Medium Earth Elementals. Link to the Map and Map Legend: drive.google.com/drive/folders/1e2W8pFSMaB_gjNfC9Vz_FlA4HSvkOnR5?usp=sharing Link to the Slides: drive.google.com/file/d/1JFbJP5x9TuXqdBmjVki0cxV8HT-RNMHE/view?usp=sharing 00:00 Opening Animation 00:13 Map 00:26 Slide: Medium Earth Elemental 00:54 Slides: Party Buffs 01:49 Camellia Spellbook Adjustment...
Pathfinder WOTR | Charade Crusade | 04.5 | Extra Footage | Unfinished Maze, Cambion Fights
Просмотров 1066 месяцев назад
Here I go trough most of the Unfinished Section of the Shield Maze. The Medium Earth Elemental's will get a Mob Encounter Video.
Pathfinder WOTR | Charade Crusade | 04 | Shield Maze Boss Encounter: Large Water Elemental
Просмотров 1,4 тыс.6 месяцев назад
Link to the Map and Map Legend: drive.google.com/drive/folders/1e2W8pFSMaB_gjNfC9Vz_FlA4HSvkOnR5?usp=sharing Link to the Slides: drive.google.com/file/d/1YHOC2l1QlXFUFHM0nRxpFTYsxqlA8o6f/view?usp=sharing 00:00 Opening Animation 00:13 Map 00:26 Slides: Large Water Elemental 01:21 Slides: Party Buffs 02:16 Greataxe bug 02:36 LWE Encounter
Pathfinder WOTR | Charade Crusade | 03.6 | Extra Footage | Flooded Maze, Mongrel Brute Fights
Просмотров 1586 месяцев назад
Includes some slides for the Mongrel Brute; toughest mob in this section. (I'm categorizing the Large Water Elemental as a mini boss not mob).
Pathfinder WOTR | Charade Crusade | 03 | Shield Maze Mob Encounter: Cultist Champion
Просмотров 6376 месяцев назад
Re upload due to embarrassing mistake in Slides. I go over the Cultist Champion Wizard encounter. No voice audio this time. I decided to burn subtitles into the video for those watching without access to RUclips captions, such as when using a local video player. If the subtitles are unclear or you prefer using RUclips captions, please mention it in the comments. Link to the Map and Map Legend: ...
Pathfinder WOTR | Charade Crusade | 03.5 | Extra Footage | Rest of Upper Maze
Просмотров 1386 месяцев назад
Decided to post in between footage as well, even if I don't cover it in detail.
Pathfinder WOTR | Charade Crusade | 02.5 | Extra Footage | After Rest Spam till Cultist Champion.
Просмотров 1336 месяцев назад
Decided to post in between footage as well, even if I don't cover it in detail.
Pathfinder WOTR | Charade Crusade | 02 | Shield Maze: Companion Builds. Optimizing Early Game Party.
Просмотров 1,6 тыс.6 месяцев назад
I discuss my Shield Maze party and go over the builds used as well as some variations. Edit: forgot to remove regular (non vital force) sneak from the damage vs LWE graphs. Will post updated corrected graphs with some additions (outflank for melee) and extra explanations as well as the actual calculation and numbers once I finish the Shield Maze, might do a 'SM companion builds revisited' episo...
Pathfinder WOTR | Legend's Crusade | Deep Dive 01 | The Power of Protective Luck
Просмотров 1,4 тыс.8 месяцев назад
Pathfinder WOTR | Legend's Crusade | Deep Dive 01 | The Power of Protective Luck
Pathfinder WOTR | Legend's Crusade | 01 | Shield Maze Prep: Best Animal Companions for Early Game
Просмотров 9848 месяцев назад
Pathfinder WOTR | Legend's Crusade | 01 | Shield Maze Prep: Best Animal Companions for Early Game
Super interesting deep dive. Thank you for the valuable content!
Holy moly is this a detailed study. Played the game once with hard plus Through the Ashes DLC. Now a second playthrough on hard again since it simply takes way too much time otherwise. Took for a while to notice how good pets are. This game has so many options that it really takes a long time to properly understand all the nuances.
Great video! This hex truly breaks the game. Only learned about this maybe a month ago and rarely bothered to use the exploit as it kinda feels cheating.
Protective Luck does appear to work with the Shaman's Chant. Testing it now in game. Protective Luck duration extended multiple times with Chant out of combat.
Yes, the change to make chant not work with PL got reverted. Check 'Disclaimer 2' in the video description.
@@DjaliPlays Excellent. Thank you!
I really enjoy these videos, and I have to ask too; The intro, did you animate that yourself?
The strongest martial build I ever played was a Mobility 2 Trickster using pre-nerf Grave singer and post-nerf Vital strike. 5 Mutation Warrior (for Fighter's Finesse) / 11 Rowdy / 4 whatever. The build had an infinite number of attacks (since I also had TableTopTweaks and its Mythic Combat Reflexes feat) that it could trigger by repeatedly walking in and out of enemy attack ranges. And so long as your move action remained within the "green", you could do all of this followed by an improved cleaving finish Greater Vital Strike doing over 700 damage. It could one turn entire mobs on Unfair with the right buffs.
Wow, love the deep dives!!
i bought this game but i didnt know how to play it. wenduag is powerful than my character. my character is a pos! hows that possbile!
Great work. You should split it into a number of videos instead of one.
I love how creative people can get with min maxing character builds in pathfinder. i have tried getting into DnD 5e multiple times but also keep coming back to pathfinder because of how much I enjoy all the variety of options.
It’s crazy the game changes so much over time so far from release. Even now, with Dance of masks, Sable Company Marine’s flying charge gives automatically flat footed on first hit, you can kind of brute force 99% of the encounters in act 1. I play Paladin 1/Sohei 1/SCM 1 Seelah(sohei so I can get spirited charge) and I do water elemental in 8 turns. No cheese all I need is a tank. Also with keen weapon spell and abrupt force ( or w/e with high crit range ) if you’re not playing LA it’s easy to scum encounters with crits. Fun video!
Just found your channel. Great video!
Thanks for the very detailed video btw. Not sure if you know much about fused spells, but a video this detailed about them would be handy, because of the number of odd behaviours of fused spells that can only really be found out through trial and error as what does and doesn't apply to them does not appear to follow any consistent rules. I have hardly done exhaustive tests and it was in an earlier patch, but I have found that, for example: - Level 6 fused spells scale up to level 40 caster level from class levels with legends, rather than being capped at 28 from class levels - In spite of metamagic being intended not to work with fused spells, empowered elemental spells from your final revelation from an elemental mystery from the living god variant does work with fused spells including the relevant elemental damage. - Fused spells appear to have no interaction with features that boost damage per damage dice for spells, like aspect of the brimorak, bloodline bonuses or the last azlanti amulet, but do interact with school focus feats. I never got around to testing things like interaction with spell critical or surprise spells and how much of the above is intended or not by Owlcat, or the likelihood of it ever changing in subsequent patches either way, I have no idea.
I haven't looked into the class much myself yet. For now, I have other videos planned, but I'll keep the suggestion in mind.
I didnt know you could add agile to crossbows with knowledge arcana 2, but thanks for including this. Personally, I doubt I will ever use mythic trick arcana beyond rank 1 as I know I would spend an unreasonable amount of time save scumming, but it might be worth the hassle for Nocticula's bane all crossbow.
For flat footed, a sword saint with shatter defences might be an option. Sword saints can use class level rather than BAB to qualify for feats from level 9 and with their extreme initiative, they can hit a target flat footed in the first round and then have shatter defences triggered for subsequent rounds. For targets in subsequent rounds, dimension strike can near guarantee a hit for the first hit to trigger shatter defences. Perfect strike might actually be worth using for a vital strike build (its an extremely inefficient use of arcane pool ordinarily) and lethal focus presumably does get multiplied on vital strike, as does weapon specialisation.
Regarding Aspect of the Colloxus, it was a long time ago, but I believe I tried this before treasures of the midnight isles and could not get it to work with vital strike (I assumed it would based on the wording and the fact that zippy magic used to work with vital strike when its wording was much more explicitly for spells). I recall this because aspect of the colloxus not working with vital strike caused me to lose motivation and quit the playthrough in chapter 4. But assuming it used to work with evercold, there presumably must have been a period after treasure of the midnight isles when it did work with colloxus. Maybe it was patched in by accident and patched out again. Its possible I just misremember when I actually tried the build.
Unless my memory fails me, double Vital Strike with Coloxus still worked on the DLC6 patch but was patched out in a subsequent patch within a week; without any mention in the patch notes, as usual. I was actually thinking of doing a Demon run before I found out. They’ve patched and reverted mechanics in the past, so it’s possible it was patched out, reintroduced, and then removed again. Also I haven’t yet done any testing on the latest (Dragon) patch, so for all I know, these abilities may have changed yet again.
This may well be covered in the video, but its quite lengthy so in case I do not finish the video, can you confirm if cleaving finish still applies vital strike damage if you kill with a vital strike as it used to in earlier patches? I haven't played such a build in around 2 years. When I did, I was using demonic charge with vital strike. I can see the chapters, so I assume this is something you have picked up on. If cleave does still work with vital strike, I am not sure if this is something you have covered and I am not sure if this issue has been fixed or not, but there is an issue with improved cleaving finish: When you kill a target and trigger cleaving finish, it will, in the same instant the target dies, select the closest available target and instantly apply the cleave damage to this target. If you are doing vital strike damage, the likelihood of the cleave damage itself being fatal is high for most targets and so will trigger another cleave, all in the same instant as the original vital strike. What causes the issue is that during this instant, any targets killed remain eligible targets for cleaving finish. The consequence is that this will generally mean you vital strike, kill two targets and then cleave back onto the original target which, already being dead, cannot again take fatal damage, thus ending the cleaving chain. Thus, even with a large pack of enemies that would reliably die to a single vital strike and a sufficiently large reach (lets say its a reach weapon with enlarge person and you are fighting the ghoul packs at lost chapel, for example), you will generally just kill two targets. Once you understand this bug, you can generally hit 3 targets pretty easily by identifying a target more distant from another pair of targets are from each other, so when the second target dies, it will definitely have a closer target to cleave onto than the original target that is already dead. But getting this to work for 4 or more targets with a single attack is not something that is going to be very feasible to do reliably and whilst generally is pretty easy for 3 targets if you are paying attention, its very micro intensive, which you might not care for. That said, if cleaving finish applies vital strike, cleaving finish itself is definitely a no brainer. 2 extra feats for improved cleaving finish probably is still a worthwhile option for a vital strike build, as you can fairly reliably get a 3 kill chain as above, and it also means that if you deal deadly damage with a non vital strike, say an outflank AoO for example, you wont have deprived yourself of a cleaving finish on your vital strike attack. Honestly, I probably should just test it myself, but I am too lazy. Any feedback if you know would be appreciated.
Cleaving Finish, unlike many similar abilities (such as Cleaving Shot, Evercold, or Jinx), still benefits from the Vital Strike damage multiplier. Regarding the bug you mentioned: I started a Demon Charge Vital Strike Cleave run in the past but didn’t finish it, so I didn’t encounter enough fights involving Cleaving Finish to observe it. While I did some testing for this episode, it didn’t include scenarios with 4+ enemies. So I can't answer you on that without further testing.
@@DjaliPlays Thanks for confirming. That maintains its functionality somewhat, though beyond the early game, vital strike builds do seem somewhat underwhelming.
Great video! But it seems you've spent the majority focused on ranged combat. The strongest build I've ever used in WotR was a Rowdy 11 / Vivi 9 using Grave Singer with ICF on the Trickster mythic (post nerf VS, pre-nerf GS). She did 67% of the group's total damage (per Bubble Tweaks). Yes, she was weaker on bosses, but that's what those Hellfire Rays are for.
You’re right; I was more focused on crossbows since my current playthrough build is a crossbow Vital Strike one. This video originally stemmed from a build video I was working on for that build. By the time I reached the Trickster section in the video, I was also pretty burned out. I definitely could have said a lot more about melee Trickster. For example: Perception II is good for "plain" Rowdy builds as it makes use of the many extra feats. This is especially true for your build with the vivi follow up. There might be potential with Mobility II. Honestly, I didn’t test it at all, so I can’t say much about this.
Excellent video! I have 3 questions. How is a Vital Strike build affected in real-time with pause? Hoes does pathfinder rtwp even work? In BG1 and 2 it simulated rtwp by having a turn based system which was applied on the character level instead of the world level. That way everyone went through the rounds individually and everyone was doing so simultaneously. But this could perhaps cause issues in pathfinder. Imagine you're doing a full attack for 4 seconds of a round and the last 2 seconds you move. Did you just do multiple attacks AND move? Or does moving a certain distance reset your round timer? Technicalities aside, there's also the fact in rtwp enemies move at the same time as you, meaning that enemies basically spend their movement to come to you, which makes it easier to remain stationary and do full attacks. This, too, would affect the usefulness of a VS build. Can you shed light on this? Doesn't Shatter Defenses last until the end of your next turn? That would mean that your first round would give you the bonus on the second round (provided you hit, ofc), and the second round would provide the bonus for the third round. That would mean that SD isn't useless for VS, but somewhat nerfed since you can the bonus in every round the first, and missing a VS attack would force you to restart. Or am I mistaken about that? "With Accomplished Sneak Attacker you can get 3 sneak attack dice on level 4" Isn't your number of sneak attack dice capped by half your character level? (not counting mythic sources)
Regarding Sneak, the cap applies only for the accomplished sneak attacker feat. Like written, if you've have more than half your level in sneak dice from class levels, it won't work. However, you could have one sneak die from Rowdy, one from Sense Vitals, and one from Accomplished Sneak Attacker by level 4 (or level 5 if you're a spontaneous caster). That’s the setup I used in my current build. That said, combining one level of Rowdy, one from another class, and one from Accomplished Sneak Attacker, probably does not work at level 4. I meant to update the original line to specify Sense Vitals (after testing to make sure it doesn't work), but completely forgot. As for Shatter Defenses, It seems I haven’t properly tested it myself. If you’re correct, it should still do something (at least in turn-based mode). Though it would be bad, even more so in RTWP, where you’re likely to miss the window... or maybe not depending on how it's implemented. I’ll look into this further and come back to you. Thanks for pointing this out. Regarding RTWP: moving leaves you with only a single attack on your next action instead of a full attack. I’ll elaborate more on how RTWP works tomorrow when I have more time. Too lazy now. For now, I’ll just say that, in my experience, the move action is still generally less valuable in RTWP. (For many of the reasons you mentioned). One exception is kiting. In the early game, Vital Strike is very effective for RTWP kiting. However, kiting is not viable past the early game. As when enemies start using Haste, there isn’t enough space to kite even on large maps.
@@DjaliPlays Interesting, I had no idea Sense Vitals allowed you to do that. Thank you for the elaborate response!
Do you play the pen and paper version of Pathfinder 1e or any other tabletop RPG? You clearly have a gift for minmaxing and it would be cool to see this kind of thorough videos for other rulesets.
Sorry to say I don't.
TLDR, turns 95% damage reduction into 99.75% damage reduction.
Love video and the detail, but nearly half a year for the maze is a long time.
I guess he has a life in the real world too.
If you dont plant to use either of them later (Seelah and Wenduag) 2x wenduag build for both Seelah and Wenduag is best option I guess. Hunter > Rowdy , Seelah for melee glaive Vital striker , Wenduag for Ranged Vital Striker.
Do you know where to find the pic on the thumbnail? I really like it.
Yeh, on my desktop. :P I used a generative AI (plus a lot of editing.. don't have the GPU to brute force it or use the better models) to create it I could upload and share it, but it honestly needs some more work before it's suitable beyond a thumbnail
Youre going to replace cam later? Taking a feat for extra hex seemed way too much since she is already feat starved as it is
It depends on how feat-hungry the build is and how effectively it uses metamagics, since a shaman can choose them over hexes (I originally planned to make her a cold-based caster). I’ve since shifted back to a martial build. Spending the feat is slightly awkward but manageable. I considered not picking the feat after my human switch to keep myself open to more feat intensive builds. I’ll review the different builds I considered for her later, she’s quite flexible (or rather Shaman is, love the class).
Very interesting Videos, im Waiting for more challenging Fights like the vascavor queen, the gargoyle waves by regill or the Fights in wintersun. I think shieldmaze is the easy part.
This unfair?
Yes
Why turn on "skill checks only give xp to the skill user"? Won't that lead to a few characters hogging most of the xp with their persuasion and trickery checks? Or is it temporary until you have recruited everyone, trying to maximize the main character's' xp? If that's the case, wouldn't it be better to only use your main character for all skill checks and reload until it succeeds, instead of turning that option off when doing a skill check with another character?
My goal is to maximize xp while minimizing reloads. In fact I plan to track a "reload counter," with separate counts for in and out of combat.
The voice is great btw.
In my last runs i fought earth elementals by giving everyone ranged weapon and throwing entangle (restored wia Camellia's bond) making them just as slow as turtles. So there is a good chance they wont get opportunity to attack you at all)
Good video. Sounds great and clear to me.👏👏👏
Glad to see you upload a new Video. This build looks promising. I cant wait for the boss fight and hopefully Grey Garrison part 1.!!😇😃😎
One of the mongrels can pickup the protective luck spamming inside the maze with a dip. That will let Camellia be the main tank for the whole game if you don't feel like having animal companions everywhere. She should reach respectable enough AC from item pickups to be viable for Unfair inside the maze that way. There's several reduce person potions from what I remember and/or the vendor in Neatholm sells some. I wouldn't dip on her before lv6 as getting communal delay poison and resist energy will save you a lot of grief and are arguably more important than 3AC. She can also just use the chainshirt from Tower of Estrod for most of act 1 anyway so pajama tanking isn't needed until later. I much prefer Sohei build for Seelah however. While lv3/5 feats won't help you in act1 since you want Fauchard proficiency and weapon focus, it sets her up for some real work in act 2. Quarterstaff Finnean gives her a way to bypass Demons DR and also lets her do full damage on incorporeal enemies(there's a few notable encounters) and you also get 2 APR Right at level 2/3 (There's also a quarterstaff inside the maze) and 3 APR later at lv4 at full BaB with Extra attack Ki power. It also happens to get you the animal companion early. She can, with some assistance, carry you through act1 and 2 even if the rest of your team had 0 BaB and couldn't hit a brick wall.
Hey, did anything change with the new patches? I see people give Seelah the griffin ranger dip now, is that optimal or just because of novelty?
It's just a straight upgrade to the horse imo. Let's you mount immediately on a medium sized character. Comes from a full Bab 1 level dip. Has a charge that doesn't care about obstacles, if you can see it, you can charge it(generally speaking). 2 extra claw attacks at lv7 and also gets pounce so you get to full attack on a charge. Also a bit higher AC compared to horse, it can tank early game decently enough. Personally I still stick to the horse on Seelah as taking a ranger level will push her Sohei build coming online probably post Leper's Smile or inside the area and that's slightly too late to my taste.
@@Raislin Ah, so it's good, but you want to time certain abilities for certain fights? Gotcha, makes sense.
I haven’t tried the new mount yet, so I can’t compare it to a say Riding Dog from a Beast Rider dip. Either dip, as @Raislin mentioned, will delay whatever build you planned for her. One neat thing about of the Beast Rider dip is that I've not mentioned is that if you delay it until level 4+ (probably 5, then level 6 is Paladin 5), you can select Outflank as the bonus teamwork feat.
@@DjaliPlays Thx for answer. That makes sense, except then I don't have a mount in the maze and early act 1 fights...
@@omgopet True, it's a trade-off, just offering it as another option to consider. Also, aside from the Horse and Griffin, most animal companions can't be mounted until level 7. If you want a mount in the Shield Maze it's either Sohei or Sable Company Marine dip.
i love it
Great work! Amazing quality! Can't wait for the next videos
Nice summary, would you change anything with the recent patch that buffed pets ?
@@Kaynos 'Buffed'. Leopard, Boar, Mastodon, and Lizard have all had their auto-trip ability removed. The Dog, now called the Riding Dog, received a significant buff. If you're looking for a tripping pet, there's only one obvious option now. For the Shield Maze (the focus of this video), Leopard and Boar remain the best choices. The Boar can now take Dodge at level one, making it pretty equal to the Leopard. The Boar is less vulnerable when caught flat-footed, while the Leopard is less likely to be caught flat-footed and is more resistant to touch (spell) attacks. The Boar's new bleed ability can be suprisingly effective early on, as fights are slow and the damage is noticeable. An early hit can cause the target to bleed out over time, even if the rest of the team does nothing. However, trip remains the far better ability throughout the game. So it's a significant nerf. For Act 1 (levels 4-7+), the Leopard is still the best tank. I will review animal companions again, focusing on the midgame, later in the series.
I love the series and the high level of detail. However, I do miss the voice-over. You missed the loot room with loot #4 and #8 shown on the map.
Can you put full sohei build i was thinking of playing it in my unfair run i have not seen any mc builds for unfair that are not oracle/witch/divine hound/mutation warrior and what mythic path would you go for sohei thanks.
I planned a standard ranged Sohei build with some tech in Act 1, which I'll discuss later in my actual playthrough. The key breakpoints for Sohei are levels 6, 11, and 12: At level 6, you can use Flurry of Blows with weapons from your Weapon Training group, gaining +1 attack at full BAB, +2 with Ki: Extra Attack. At level 11, you get an additional attack from Flurry of Blows. At level 12, you gain another Weapon Training group. After this, switch to a different class that boosts attack bonus and damage for your extra attacks. Demonslayer and Mutation Warrior are common choices. A three-level dip into Sacred Huntmaster can also be good for Outflank, Hunter's Tactics, pet continuation, and extra initiative. For mythic paths, Aeon, Demon, and Trickster are viable options, with Trickster into Legend being optimal. If you go Legend, ensure you take Mythic Deadly Aim at your second mythic rank, as you lose all other Mythic Abilties and Mythic Deadly Aim is a ton of damage with Legend BAB. For class progression, a likely pattern is: 11/12 Sohei > 3 Huntmaster > 1 Demonslayer > 5 Mutation Warrior > remaining levels in Demonslayer (> 1 flex level.} Choosing between level 11 or 12 depends on your weapon choice. I considered three paths: Composite Longbow: Least feat-intensive and thus best early on. High cap with Killing Blow (half mobility to damage Longbow). Legend get's 20 extra levels of skill points after all. Throwing Axes: Works with Skald's Lethal Stance and Lethal Accuracy, synergizing with Trickster Feats. More feat-intensive, requiring both ranged and two-weapon fighting feats. Suggested path: pick Weapon Training (Bow) at level 6, then pick Weapon Training (Throwing Weapons) at Sohei 12 or MW 5. (Level pattern 6 Sohei > 5 MW > 5 Sohei) Afterward, focus on crit feats and remaining two-weapon fighting and ranged feats. Once your Legend you can get everything and cap out. Javelins: Requires Advanced Weapon Training: Effortless Dual Wielding to use two-weapon fighting with Javelins, available as a feat once you reach MW 5. Advantage: Bane Javelin available in Drezen, which synergizes with multiple attacks. Race and Background: Normally, choose Pickpocket or Mhanwi Hunter if you use Throwing Weapons. Kitsune used to be good for Master Shapeshifter interaction, but now it's any polymorph spell will proc it (like Animal Aspect). So no reason to go Kitsune unless you already made character art for it. Human is (as always) superior: dump CHA and INT (Human gets a free extra skill), and aim for 16 STR, 19 DEX, 12 CON, and 14 WIS (or mb it's 12 WIS and CON, to lazy to count). Another interesting build: Child of the Manticore (4) into Sohei (11) into Mutation Warrior. Tehnically a ranged Sohei build. Haven't looked deep into this.
@@DjaliPlays Thanks will do.
Yeah winter grasp is pretty nice spell iirc it really saved my behind with golems in lost chapel basement (were fighting them severely exhausted and under prepared so had hard time hitting they AC). And yeah if AoE is targeting creature and this creature is immune to it or make spell resistance check then aoe just isn't triggered so technically if all dretches cast on immune character surrounded by vulnerable one everyone is safe (at least for persistence AoE not sure about let's say fireball).
@@rafaszmuda669 Thanks! Now I'm racking my brain as to why this hasn't come up before or how I failed to notice it, given that delay poison (communal) is a staple for me. Also, the other spells and immunities.. I probably just forgot or wasn't paying attention. Wouldn't be the first time. I will find out as I continue the playthrough.
@@DjaliPlays Btw i wonder would you be able to keep this style with sheets and explanation s game go on considering that buffs will be going in dozens later on and enemy sheet will be so choked with effects that its hard to even dig up source of his immunities from massive pile? It made it absolutely amazing as i can easily dig and incorporate parts i need (most creators only do whole stuff without taking time to explain each part in detail). Looking forward to next episodes xD. EDIT: As for not noticing it's probably to be expected as dretches are afaik only enemy that use it and act 3 and forward you gonna meet pretty much only 1 dretch who just happened to be only one who doesnt start meeting with stinking cloud.
Is this on Core?
@@genehenson8851 Unfair. As you can see by the stat numbers of the monsters.
The power of information and math!
I appreciate the style of these video's but i think they would be enhanced by a vocal summary or highlight while you show the buffs/spells on screen. I would just fill the time prior to the gameplay starts so it can keep the videos short, which i appreciate. But the lack of audio is missed compaired to your first couple explainer videos
Thanks for the feedback. I probably won't include voice audio for a bit. It was the most time-consuming part of making the early videos, and I want to move forward with the playthrough. Soon, I'll have to set this project aside for a brief while again. But I'll keep it in mind for later.
I like what you're doing. My Kitsune has 2 levels of Witch of the Veil as base, which gives her the Shrouded Step - vanish - ability. It's super powerfull, although the pesky demons Hosilla summons see through it. And 1 lvl of Rowdy Rogue, giving her Vital Strike. I think in some ways your build is more powerful, considering versatility. But I get an easier start. However I followed your guide on Seelah, and made her a mammoth pet - never tried it before. It tanked those quasits long enough for my MC to pick them off.
That's indeed a very powerful combo. And can transition in more then one build. I plan to do some stealth gameplay in a section of this playthrough and was planning to briefly mention the Witch of the Veil (as THE stealth build). I'm glad to hear my video was helpful to you. Animal companions are indeed very powerful, especially early on. Note that the Mastodon, like the Boar and the Leopard, lost its built-in trip ability on attack in the patch that came with the Dance of Masks DLC. That video is now outdated, despite being just a couple of months old.
@@DjaliPlays I originally followed a guide for a Sword Saint build which, unfortunately, is also outdated. I am unsure what path to take onwards. There is the pure "sniper" build by going vivi, for instance. However I want to slowly progress into a melee focused build with a dip into scaled fist / dragon disciple / slayer and maybe sword saint for a unique weapon proficiency. If you have any tips, I would welcome it. When it comes to pets, I still thinks Mastadon is one of the more unique ones. I especially like the idea of Seelah riding one, giving it an Indian war elephant vibe which I love.
If it's a sword saint trickster build, then it's very outdated indeed. That build exploited a bug that was fixed over two years ago. In the past, the interaction between Vital Strike and critical hits was multiplicative, but now it's additive. Suppose you have a 2d8 weapon, Greater Vital Strike (GVS), and a critical multiplier of 3, and you score a critical hit. Currently, you would deal: (4 + 3) * 2d8 = 14d8 weapon damage. In the past, you would have dealt: (4 * 3) * 2d8 = 24d8. If you increase weapon dice with size buffs and Lead Blades (which a magus has), and increase the critical multiplier (with sword saint's Perfect Strike and trickster feats), these numbers become absurd. For example: A 1d12 weapon becomes 3d6 with Legendary Proportions and further increases to 6d6 with Lead Blades. Critical multiplier: 3 + 1 (I.I.I. Critical I.) + 1 (Perfect Strike) = 5 In the past: (5 * 4) * 6d6 = 120d6 Now: (5 + 4) * 6d6 = 54d6 However, since this has been fixed, critical hits are no more effective on Vital Strike than on a regular full attack, actually worse. The best way to scale Vital Strike now is to combine it with sneak attack damage using Vital Force. The reason to still go trickster is that it allows you to use your spare feats for the critical line (since Vital Strike is not feat-intensive), it provides some sneak attack damage, and there's no other good options except maybe demon for melee (since demon charge, being a move action, synergizes with melee Vital Strike). Demon can get some extra sneak through Babau aspect as well. Before the Dance of Masks patch, the arguably best mythic path for Vital Strike was Demon due to the Coloxxus aspect allowing you to Vital Strike twice in one turn. However, that has since been changed and doesn't work anymore. Demon is probably still the best for melee because of the demon charge ability and the fact that Trickster also got nerfed. All said, late game, Vital Strike is simply weak right now. It's more of a tempo build; very good early due to how early you can get it (with Rowdy and with Loremaster). I believe the strongest Rowdy Veil build likely transitions into a spell caster later. But I'm not sure how to best build that. Regarding the Witch of the Veil and melee combat, they don't synergize well because you're likely to be detected in melee range. As for the Vivisectionist, there's a huge problem. It cannot get GVS through Loremaster, and being a 3/4 BAB class, it reaches a maximum BAB of 15 (13 with the Rowdy Veil dips), falling short of the 16 required for GVS. Instead, consider looking into the Cult Leader or Shadow Shaman classes. The War Priest can access GVS through Loremaster or normally, as its class levels count as BAB for feat prerequisites. The Shadow Shaman can acquire GVS through Loremaster. Both classes also offer excellent personal spells for melee combat. (For example: Divine Power both, Eagle Soul Warpriest, Frightful Aspect and Ice Body Shaman ).
@@DjaliPlays Wow you really know your way around this game, don't you? Thank you so much for the tips. I'll take them to heart. What do you think about dipping into scale fist?
@@DjaliPlays I was thinking of going Sword Saint from lvl 4 eventually having 7 levels in it, and 10 levels in duelist for a stacking Canny Defence bonus, coupled with greater nondetection to use in accord with shrouded step. I have no idea whether it affects enemies' chance to hit me. Maybe you have thoughts about this?
I just spot this channel and I must say it looks interesting. Although I wonder why most of the previous videos on this playlist are private?
The old version of the Cultist Champion encounter video is private due to a mistake in the slides that I initially overlooked. I'll remove it from the playlist. The other videos were me uploading the same content four times in a row, each time messing something up and then deleting them permanently. (I'm new at this). Although they're gone, they remain in the playlist. I'll see if I can fix that. Edit: Alright, should be cleaned up now. Thanks for bringing it to my attention.
@@DjaliPlays oh thx for explaining it. I'm looking forward for next episode i really love the style with all this sheets on entry to each episode (altrough would be nice if tehre was some non-intrusive background music in this phase altrough that might just be my own hate for silence xD)
The biggest weakness of this Elemental is that it's melee with 20 movespeed. So if you dont have 40 AC tank you can just kite him to the death around the table. Buff you most capable fighter, give him glaive, put off armor (if he wear any), enlarge and do the job. Works for me pretty well)
Nice run) Is rest spam in the maze really so safe? I mean, even one random guy with glaive can be a problem if he manages to land a hit. And when resting there is always a chance enemy can catch you unprepared for proper fight.
I've been through this process three times (had a change of heart a couple of times), going through many ambushes each time. The ambushes in the Shield Maze are really weak-either a couple insects or a lvl1 Baphomet Cultist. You don't need your whole party or buffs to easily clear them. Even if surprised, the worst that happens is a companion gets hit once and contracts a disease. Due to the way I was positioned this ended up being Camellia every time. The Cultist is actually the easier fight. He tends to spawn further away, is slow, and prebuffs (I think; I almost always kill him in round 1). He also drops better loot. However, later in the game, ambushes become very dangerous due to the increased reliance on buffs (as you are probably aware).
@@DjaliPlays Ya, later in the game, especially if your guards fail their checks you are almost 100% doomed D Still, the fact you can safely rest in maze makes LA unfair a bit more realistic in my eyes)
This is the first video I've seen of someone using door stacking to their advantage. Most "unfair" youtubers love the leeroy jenkins strat where they run in and get flanked on several different fronts. Also love the extra effort in your graphs/charts/sheets.
Love the art and the info. Look forward to your next videos
Best I understand, flanking immunity is a carryover from tabletop that doesn’t show up in the inspection of the elemental