Pathfinder: WotR - Five Common Exploits
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- Опубликовано: 6 сен 2024
- Just talking about a few common ways you can take advantage of some of the game mechanics found in Pathfinder: WotR
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Elemental Barrage was fixed to not proc off of Weapons as of Patch 1.4.4g.
There goes your Camellia average melee build.
Is it still worth taking? Or is there a better option?
Booooo! Ruiners! 😋
Fun fact about Elemental Barrage, it makes Dragonheir Scion more playable cause they turn their draconic lineage into an energy attack attached to your weapon attacks via Arcana Strike, just grab an Acid granting lineage since its uncommon and then find a Fire weapon which are common and boom instantly proccing Barrage nonstop, dual wielding can magnify this insanely, running a Dragonheir Scion into Hellknight for Acid + Fire and its pretty insane and makes the classes actually usable now.
@@quint3ssent1a Yep, it's from fighter archtype that has draconic bloodline
@@quint3ssent1a Yea it is, think its basically just a lineage though cause i dont think you really unlock stuff from the bloodline itself, its not considered that good in the game outside Elemental Barrage and pure RP purposes.
Did this experimentally but with cold bloodline. Got electric damage from a weapon. Dipped into Alchemist Grenadier for alchemical weapon and doused my attacks with acid potions. Theres a staggering amount of ways to get Fire damage onto a weapon.
@@paperred5128 Yep, it's pretty powerful for a mythic power you can get with alot of ways to proc it, i think theirs a weapon you can find ingame that has 3 of the 4 energy types on it alone that procs it like crazy and you add the final one via a class feature that stacks properly with it like the Dragonheir Scions does.
@@DamianBloodkil I think there is a kukri that does acid, fire, cold, and electric. I dont remember which act but I've seen some guides use it explicitly for elemental barrage
Lich heroes can convert all of their damage to negative energy, which is one of the ascendant element types. It does Very Bad Things (tm) to absolutely everyone.
About the exp thing, if you turn if off just before you hit end dialogue with Seelah she will also have that extra exp. If you manipulate the setting just before a party member joins when you press end dialogue in the prologue and act 1, you get a ton of extra exp for the whole party and not just the PC. You then switch if off once you have six members. Overall it's about a 25/50% extra exp gain for the entire party before it no longer works.
So many enemies in this game exploit mechanics, especially after taking Drezen.
It's essential to use exploits to win against insurrmountable odds.
Like an overpowered tree in Wintersun who has a magic shield & rarely gets burn damage needed to stop it from healing.
Then there was back in the day at release when people noted simple things like, "Oh, Ember's Slumber Hex can knock out even demons... and there's this handy Coup de Grace execution move to use on helpless targets..." But, putting that aside, Kineticists seems to have all sorts of silly things they can do. Attack rolls? Resistance rolls? Not interested. Damage immunity? Not anymore...
Me, realizing that I could've been doing coup de grace for the last 20 hours. So many things to learn and remember in this darn game.
One of my favorite things to do on Ember is to take the Arcane Trickster Prestige Class, which gives you sneak attack die and progresses your spellcasting. In the late game you have 7d6 sneak attack which you can combine with Scorching Ray and Hellfire Ray to deal absurd amounts of damage.
Then you add a dip of Crossblooded Sorcerer and take Red and Gold dragon to add 1 damage per damage die each (when you deal fire damage) and you add Brass dragon with your Mythic Ranks which add another +1 fire damage.
Most spells have D6 damage die which have an average damage of 3.5 and just with this one level dip you add another 3 damage per die which almost doubles the damage of your fire spells.
Also the additonal damage form your bloodline arcana works with sneak attack. With a "normal" build a max level Scorching Ray deals an average of 42 damage if all rays hit. A max level Hellfire Ray 157,5. With this build a Scorching Ray with the bonus damage form Sorcerer and sneak attack deals 214,5 and Hellfire Ray 429.
Unfortunately the bolstered metamagic feature is so cheap and strong that it kind of invalidates AT in wotr. The cross blooded sorcerer dip is still great but you’d be better off not going AT and benefitting from other class features that do stack with bolstered spells or provide other utility.
@@olis2073 Correct me, if I'm wrong here, but the only things you're giving up with Ember are Hexes and your Hex DCs.
A lot of bosses and strong enemies have high saves and AC, but low Touch AC. (At least on Core and above) Since spells and abilities with DCs get so unreliable, maximizing the damage of your Ray Spells seems to be the way to go.
How do you like to build her?
@@epsilonfallen5830 that’s mostly true (although you can stack your spell DC to be so high that even unfair enemies can reliably fail). I simply mean that bolstered scorching rays/hellfire rays are going to be far more powerful with significantly less investment. You can’t stack bolstered spells and sneak attacks because a bolstered spell can’t apply precision damage. You can also reduce the cost of the bolstered metamagic down to 0 with favourite metamagic to make it even more convenient. You’re just better off getting those extra hexes or multiclassing for other things because sneak attack doesn’t really compete with bolstered metamagic especially considering the investment cost.
@@olis2073 A bolstered Hellfire Ray deals an average of 382,5 damage. 45× [3,5 (average damage of a d6) + 3 (Sorcerer dip) + 2 (bolstered spell)].
Since Ember is the only companion you can turn into a Blaster Caster, I like to build her to melt difficult enemies. You can also use your Low Level spellslots in the late game, since Scorching Ray remains a great and spamable damage tool. I tend to leave crowd controll to other party members.
But yeah it IS a specialized build. You do sacrifice your versatility. And you can't always guarantee a Sneak Attack. I requers a bit of setup.
I believe if you take a Dip in Loremaster you can also get Improved Improved Critical which is also a nice damage boost with much less investment than Arcane Trickster.
@@trolleurdurden5534 bypassing spell resistance really isn’t an issue if you spec for it (taking mythic spell pen on companions later on, lots of items that boost it, etc). Arcane tricksters gets value out of spells that attack multiple times mostly, so your scorching ray, battering blast etc. I don’t think anyone cares or seriously considers Cantrip a later in the game, and by that point you can have abundant casting to not fuss too much about spell slots. The reason AT falls off falls to the existence of bolster metamagic and not much else. Also lots of enemies have uncanny dodge, and many also have fortification.
My favourite exploit is dimensional slide. A great way to get you out of a bad bind. I wish wotr had the exploit quick study, that one really helps the veratility of an arcanist.
TBF there is a wizard archetype that gets arcanist exploits. They basically steal their lunch. I absolutely love raising the DC of save or die spells with arcanist, and their reservoir mythic abilities mean you can do it all day.
I thought it does, but I remembered I'm running a mod called TabletopTweaks, which alters and adds some things to be more accurate to the tabletop rules, and as such, my Arcanist does have Quick Study
Under rated comment tbh
dimensional slide makes arcane enforcer one of my favorite subclasses in the game.
I am surprised the exploit that non claw natural attacks stack never gets mentioned, so you can have like 3 bites and 2 gore attacks fairly easily in addition to whatever else your character does.
I came here to mention this one as well. There are entire character concepts you can build with this exploit, and one member of my party is almost always taking advantage of it. It isn’t even really challenging to pick these up.
Barbarians get a rage power bite.
Alchemists and Mutagen fighters get a mutagen bite.
Oracles get a curse bite.
Demons get a gore from horns.
Motherless tieflings, kitsune, and half orcs get a bite.
Serpentine bloodline gets a bite
Dragon disciple gets a bite.
Barbarians get a rage gore.
That’s a lot of stacking natural attacks, and almost every one of them is available to a primal blood rager that prestige classes into a dragon disciple. It is very achievable to get between 5-7 extra natural attacks per round, and it will absolutely destroy enemies.
It’s also something that’s been around since Kingmaker and does not seem likely to see any changes.
Even more brokenly, there is a mythic ability to deal damage equal to your strength modifier on misses. Care to guess how quickly that adds up when you attack 12 times in a round? You can do more damage by missing than most characters can manage by actually hitting their target.
Actually, only bite attacks stack, gore attacks don't.
I had a Primalist Bloodrager into Draconic Disciple Demon build centered around stacking as much natural attacks as possible and figured that out when I discovered I couldn't stack the fiend totem horns with the horned helmet and the demon horns together. I could, however, stack the racial bite (motherless tiefling) on top of the dragon disciple, the snake bloodline and the beast totem... I think I had the infamous scaled fist dip on top of that.
@@ZeFourmis do one dip into thug, it's even funnier
Yeah seems like tiefling with scaled fist/wolf-scarred oracle with nature whispers/bloodrager with abbyssal/vivisectionist with feral mutagen can turn you into an absolute biting machine in like 7 levels.
I may or may not have written a Steam guide on it. But the only downside to stacking secondary attacks is you require a full-round action to use them (no movement and attack. Just attack). Which is negated by Pounce/Vulpine Pounce if you abuse Charge. Not so great with AoO either. The opportunity cost is also off the charts comparatively to just using shapes/transformations. Bites/gores/slams are a meme on humanoids. Just poly into a dragon and you get it all but better.
Some more:
- Expanded Arsenal. By taking spell focus (+ greater + mythic) in schools that aren't your main school, you raise your main school's DC, as long as you don't take spell focus in your main school.
- Touch of Law. Forces all d20s to be 11s for a round. Despite what it says, you can use it on enemies, no save. Makes landing Phantasmal Killers much easier. Also all other touch abilities with friendly targets work on enemies as well, Touch of Law is just the easier to abuse.
- Mutagen stacking. Azata lets you refresh your abilities without resting, and the bonuses stack.
What's this about expanded arsenal? Shouldn't it share bonuses from your main school to the secondaries, and not the other way around?
A twist to the deadly earth ability:
The angel mythic path lets you stand in allied AoEs without it harming you, so you can stand in deadly earth and cloud without taking damage. In practice, it gives you 100% resistance to you allies' AoE, which unfortunately means if you use an energy type with ascendant element, it will still damage your angel since it will pierce their resistance. However, if you use a physical deadly earth and cloud (such as earth/ earth/ air, to get sandstorm cloud with metal deadly earth) it will be completely resisted by your angel tank (dealing 0 damage), and still do 100% damage to enemies. You basically have to just stand there and tank while the deadly earth and cloud kills the enemies.
On the topic of dips there's also putting a single level in Crossblooded sorcerer for pretty much any elemental caster in order to get bonus damage for every die rolled and the ability to convert all energy damage into your preferred element. I hate that it's so easy to do because it makes no thematic sense 99% of the time but I find myself doing it for simple convenience
Wait how does sorc convert one type of damage to another?
@@ladybernkastel5696 elemental bloodlines
Dips in pathfinder is just stupid,why there are zero penalties for it?
@@scout6618 Probaby because in tabletop whether they're even allowed could be down to DM discretion
@@scout6618 Late response, but: from my inexperienced PoV at least, I don't think it's stupid at all, and there _are_ penalties. Namely, you sacrifice one of your limited levels to do so, and you delay impactful features of your next level in the main class.
You can minmax to make this sound fine when looking at a completed build (although you'll be missing out on the capstone features of whatever class you would otherwise pump to 20), but very little of the game or campaigns tend to actually happen at those levels. Dipping earlier on presents a substantial drawback for many classes, in which you delay important features, spell levels, or caster levels.
Like great, your wizard dipped into crossblooded sorc to get slightly higher damage and the ability to switch energy types, but now you're stuck casting burning hands for this level when you could have had fireball and lightning bolt ready to go. Your caster level is now permanently neutered, and things will resist many of your spells as a result now more often. Dip into a few other classes? Now you don't get level 9 spells even at 20, and you might as well forget about consistently landing anything with SR or saves involved.
Maybe you can offset those penalties with feats or gear or something, but now you're sacrificing another limited resource instead of character levels. Maybe you can find combos that are genuinely more optimal, but either way you're still spending limited resources, so it's not "zero penalty" or anything.
I imagine its less of a drawback for martial classes, as long as they keep up their BAB, but like... those classes tend to need all the help they can get _anyway,_ so I personally think that's fine.
Basically think of taking a dip as sacrificing your class capstone, delaying features of the main class, and likely falling behind on things like BAB, caster level, and spell progression, as applicable; IMO those penalties are plenty. Any more and dipping would neuter the character so much that it'd be too hard to justify taking a dip for thematic/rp reasons. Afaik in tabletop dips or multiclassing in general is generally considered suboptimal anyway, outside of a few combos that tend to be martial dipping into martial, which can be flavourful and fun and is pretty unlikely to ever match what casters can do baseline anyway.
An interesting exploit that I found while playing the new dlc when using the plant domain when you shrink back to your normal size while holding a reach weapon you get a free attack of opportunity
thats also a 'feature' in temple of elemental evil when an enlarge spell ends.
@@brendanmckenna7613 isn't that from 3.5?
@@itamarliv1 Yup, and its even got stuff that both pf games lack, like the ability to do maneuvers as opp attacks or without the associated feat as well as item crafting. I solidly reccommend it with the temple+ and circle of eight modpacks/fixes.
It's not just size changes. Any change in your melee reach can trigger it as long as the enemy was within it before the reach change and outside of it afterwards. For example, you can also get the AoO when you unequip a reach weapon (the AoO being made with whatever weapon you equip in its place).
Important edit: Elemental barrage doesn't work on melee attacks anymore, so disregard the rest of this post!
A few twists to the martial elemental barrage strategy:
-Both shamans and oracles get the ability to (permanently) add elemental damage to all their attacks at L11, and if they have a second spirit or mystery, can add two elements. In the case of shamans, most archetypes also get a wandering spirit, which can add a third element. This all works without needing geniekind stacking, so works on ranged weapons.
-If you prefer to stack geniekind, any character can build to get 24hr geniekind by taking greater enduring spells, using items to get +2 caster level on transmutation, taking school specialization in transmutation for +1 caster level, and staking spell specialization for +2 caster level. (Liches, angels, and legends can all do this more easily, as can arcanists with potent magic.) As long as you are a L20 caster, that gets you to L25, which when extended will last for 24hr. There are a lot of melee classes that can benefit from this (inquisitors, maguses, warpriests, melee clerics, etc), and if you don't get it as a class spell you can take a loremaster dip to get it now that it works properly (so even bards or skalds could do it). From what I can tell about geniekind, it should stack seperately with other elements you have on your weapons, as each element adds a separate 'hit', rather than just separate damage. This means you could probably get over 8 elements on one attack (stacking with say Magus or spirit hunter weapon buffs), and the fact that some are duplicated shouldn't matter as long as the same element doesn't trigger straight after itself.
-For more elements, the tiny pet dragon Jharsygax you can get in Act 5 will add a random element to each attack.
-Firebrand helps add another element, and can be extended to 24hr, but will count as the person that cast it dealing the damage, so you would have to cast it yourself. Firebrand can have its element type changed by items (Stormlord's Resolve) or class features, which could potentially help make it trigger elemental barrage more reliably.
-(Spoilers) The necklace Nocticula gives you at the end of Act 4 adds acid(?) damage to each of your rays, so you can get three procs off a scorching or hellfire ray (for up to 30d6 extra holy damage). It was broken (not working) for a long time, but I can confirm it works now.
Overall, elemental barrage is WAY more powerful for martial characters than it is for casters, which is actually kind of weird. A single Mythic 10 elemental barrage is superior to a max level rogue's sneak attack (since it's holy damage and can't be reduced or resisted), and you can get multiple procs per attack. Casters *could* get four procs (acid fog, a persistent fire AoE, a quickened spell and a normal spell), but it is much harder and would burn all their spells super quickly and take a couple of rounds to set up.
Yep, nerfed 🤙🏾
A funny exploid is the Thug/Trickster combo. Just having every enemy running in fear at the start of each combat is just crazy. (sometimes it hits your own characters as well)
Hey there, today is the first day I started playing WOR and was able to take down the water elemental on core. Largely thanks to the tons of videos from you and Crpg bro. Much love.
4:15 The Archmage Armor mythic ability also increases your AC bonus from your Mage Armor.
2 levels in Paladin also adds your charisma bonus to your saving throws.
If you want to make your main character really overpowered you can take:
1 level Scaled Fist Monk for Cha to AC and Fast Movement (maybe 2 levels for evasion)
2 levels Paladin for Cha to AC and smite
1 level Stigmatized Witch for Mage Armor and a bite attack
1 level Bloodrager (Celestial Bloodline) for rage (also take the Limitless Rage mythic ability) and Fast Movement
1 level Oracle (Nature mystery & Nature's Whispers) Optional. Only take this on low Dex characters. I perfer high dex for reflex saving throws.
Rest: Any martial class (or combination thereof)
It takes a bit to take of (other combinations may be stronger before you conquer Drezen) but in the late game you'll pobably the one in the party with the most AC and highest saves in your party, so you can just run in and wreak havoc.
Edit: You can also do this on Seelah. I've only done this on my MC, but in theory it should also work on her.
In late game you have mythic 8-9 bulllshit that makes you overpowered even as an 8 int wizard 20. The best build in this game is the one that goes online as fast as humanly possible.
Also why I never cast mage armor. I drink it.
You forgot the iceplant hex and the lizard familiar with the witch. Plus there's a ring that doubles your iceplant AC so a lvl1 witch dip is +5 AC in Wrath.
It's not really an exploit, but i like to take a 1 level dip into Thug/Rogue on Daeran, which gives you the Frightening ability. Normaly Demoralize just makes enemies Shaken, but now you can make them frightened, causing them to run away. Combine that with Dazzling Display and all the Charisma/Persuasion boosts from items and you can frighten almost every enemy you come across. There are some creatures, who are immune to fear, but this right here is probably the best and most reliable Crowd Controll build in the game. It also synergizes really well with Shatter Defenses which is a must have at higher difficulties.
I did this with Seelah. Her CHA is lower (not bad still) but you can pick up Intimidating Prowess and add your STR and CHA together to your intimidate check. Plus, Seelah having one level as a rouge makes so much more sense given her background.
If you're an overwhelming mage sorcerer, take the spell focus feat (and greater) for a few schools of magic and then mythic ability expanded arsenal (but with different school than you have spell focus) you can get up to very high spell penetration. Which means using spells like phantasmal killer, weird or banishment almost always works. Plus if you take the undead bloodline mythic ability now you can use these spells on undead creatures, so no one is safe. Not really an exploit but very powerful.
Agreed. It was infact rather amusing to kill deskari and baphomet at the end of the game with absolute death spell. Heck i almost shit myself.
@@thegreatharborshipofbentus3567 Yup. Its hilarious to one-shot everything with banishment and weird :)
"It's a single player game where balance isn't all that important"
Josh Sawyer is losing his shit right now
I’ve never understood his obsession with balance
Grease is the powerhouse of the party cell.
Yay more Pathfinder stuff!
Praise desna!
@Mortismal Gaming the experience gain exploit is actually even worse than you explained. If you have it on at the start of the game, and go all the way through the prologue and burn down a few quests in the Market sprinting for level 5 with a party of 4, if you then turn it off and go meet Ember, Woljif, Daeran, and Nenio, they will START at level 5 with experience equal to your accelerated nonsense.
AND you can keep messing with the option throughout act 1 to stack exp on the main character. Once you get to just before triggering the Lost Chapel arc make sure to gave it turned on, and everyone will meet your MC’s exp level when the rejoin the party. With Demon mythic path, you can technically play solo all the way up to act 3 - hitting level 15 or so, and when you are teleported away as part of that mythic quest, turn the option back on. When you get back suddenly all your companions are level 15/16 at the start of act 3.
I do this from time to time, the trick is to clear the Market with a full team first and then when it's safe enter the map alone turn off the xp share and complete all the quest that are in the map, if you do it right you can go from lvl 4 to 6 in an instant turn on xp share and then you can get those extra companions at lvl 6 almost at the beggining of act 1.
The good quest that you are looking for is Hulrun quest, the stuck Tieflings quest and the wounded elf quest. Make sure to complete them alone for tons of xp at no risk.
I do this solo and by end of act 1 head into GG at level 7. Then you exploit again when companions join at gargoyles and head into drezen at level 9.
Yep, I learned this myself when I was trying to see if mythic merged spell book worked with mystic theurge prerequisites.
It used to, but with the changes they made to merging, now idk.
I still miss that build. Lvl 21 divine casting+lvl 19 arcane casting+abundant slots = way too many slots. Almost never needed to rest, 14 to 16 slots per spell level, with the angel spell book? So fun.
The stagging of AC with Oracle and Monk is not possible anymore
Mythic charge + pounce is also amazing, I had a dual wielder kukri mutation warrior with both elemental barrage and mythic charge, topped off with Seelah leveled as a Skald instead for the pounce rage power. :D
Edit: Also at least the mythic charge divine damage is multiplied on crit, also remembered the boots in start of act 4 that adds your athletics rank to the damage when charging(also multiplied on crit)
I never knew selective grease wasn't supposed to work... I'm playing through a game right now with a conjuration master, and Selective pit spells is the heart of my spell list.
If it wasn’t “supposed” to work, owl cat would have patched it out by now.
It is working as intended. The reason he’s saying it’s an exploit is because it explicitly does not work that way in the tabletop game.
But WoTR is a video game, not the tabletop - so some of the rules are intentionally different. Probably specifically because it’s fun to let people figure out really strong combinations - and it’s single player so the GM doesn’t have to worry about letting one player overshadow everyone else’s experience.
So in short, don’t worry - your playstyle is just fine.
If you would however like your video game to more closely match the tabletop rules, there is a mod for that, google “wotr TTT mod”.
An added trick to the first exploit.
Chapter 2, gargoyle night attack your party leaves you and re joins 1 by 1.
They re join you at your level, so if you've been using a party of 4, gaining 50% bonus exp, you suddenly have everyone at that level.
One exploit i discovered is an unintended use of the area exit menu you get when you missed loot while trying to leave the area. If your a loot goblin like me, picking up everything that aint bolted down. Weight will pick up fast. As you leave the area, drop the collect loot below the threshold at the area exit, and then leave the area. When the missed loot menu pops up. Just pick it all up and bam. You now can fast travel to wherever while never having to change your ways.
Does selective spell work with pits? My main character is an conjuration/enchantment arcanist into arcane trickster with the trickster path and this would be awesome in addition to the grease thing. I never took it because I knew how it worked in tabletop.
Edit: can confirm pits work, and apparently if you cast hold monster on an enemy and they fall into a hungry pit your pit adds your sneak attack die
Huh, didn't know about the experience gain trick in the beginning. Useful when you start a new character or test a build for the 100th time.
The XP thing imples a game error, in the sense that when you have only 2 or 3 companions, the game should not divide XP by 6 anyhow. Unless I misunderstood the trick you explained.
Nah it works as intended because it’s assumed that ALL later party members join at MC’s experience level. It divines by 6 to give you the peace of mind that everyone will just have equal experience to your MC. Turning the option back on whenever a companion is about to join you means they still join at your inflated EXP amount so win win
More Pathfinder! 😀
Oh by the way, does anyone know on where to download a save before the Inevitable Excess DLC gets finished? I would love to have access to the OC items but i have deleted my old saves and I don't want to run the DLC again. I hate puzzles lol.
During my second play through, i found a rather fun exploit, that basically carried me throughout the second half of the game. I picked a mercenary scald for my group, and picked beast totem as his rage powers. It upgrades normal charge action into a better pounce action, which allows full attack after the movement. But that's not all, it also allows characters that can't usually charge to do so under the scald's song. So my dual throwing axe Wendi suddenly got a movement and full attack in her kit, plus a sizeable bonus to damage from "mythic charge" ability.
I don't think this is an exploit, but tripping is my favorite thing to do, in the roguelite DLC I got a tailwind which made me make 6 certain classes 3 of which had animal companions so I went all in on tripping and attacks of opportunity really funny to see big enemies fall over then get hit 4 or 5 times trying to get up only to fall over again.
Wotr month since the definitive edition is coming soon? Lets fuckin gooooo
What?!? It's coming in October?! !
HEY HEY.
Here an interesting exploit for you! (That trivialized most of my boss battles.)
Paladin's 11th level ability (mark of justice, where you give your smite evil to all your party members)
proc with each individual magic missile...
So 5 magic missiles, each doing 25 damage.
I trivialized encounters by spamming magic missile scrolls.
Like, Quicken magic missile+magic missile, boom, 250 damage on that 75 AC boss.
Yeah it requires you to dispel the shield on some enemies first. Or doesn't work on some enemies due to their inexplicable immunity to magic missile for some unknown reasons Owlgames deemed logical. But mostly, BOOM, 150 damage magic missile...
Unless they fixed it, one of the biggest exploits is the fact that Legend is able to get up to caster level 28 by adding prestige caster classes. They were supposedly meant to be limited to L20 casting, but last I checked (one patch ago), you could get to L28 (or more importantly, L25), allowing you to extend any per round spells (such as divine power, sense vitals, haste, greater invisibility, transformation, etc) to 24 hours.
They did not fix it, I tested this literally yesterday using the inevitable excess DLC. Mythic legend also allows you to keep your first 2 mythic levels, it only removes the Mythic 3+ abilities since those are explicitly tied to being on a mythic path. This means with your ML1 mythic ability you can take Enduring Spells, and with your ML2 mythic feat you can take Extra Mythic Ability; Greater Enduring Spells. Mythic Legend gives you 40 character levels. 15 Wizard, 15 Cleric, 10 Mythic theurge. You become a level 25 Arcane/Divine caster with the Extend spells metamagic (you get an extra 10 feats from Legend and almost all of your wizard bonus feats, you can definitely afford this even if you're going for a melee build on your caster) as well as 24 hour spells. Since there are no level 9 buff spells with a cast time of 1 round, this means that you can apply nearly every buff spell in the game for 24 hours with 1 character, and still have dozens of spell slots to spare for blasting or whatever
A kineticist lich make deadly earth more powerful. The are Two abilities. One that just adds 10d6 negative damage and second abilities is call death rush that basically add another 10d6 damage if you trip. Add this with ascended elements negative energy. This was my evil run character. Only down side is you need to choose overwhelming soul sub class.
I'm amazed that they fixed Selective Sorocco (which the the most abused version of that exploit) but Selective Grease is still a thing. I just assumed all of the Selective w/ Duration spells got fixed. But Improved Cleaving Finish still re-targets the first target maxing out at 2 kills (Kingmaker era bug) and hasn't even been acknowledged.
Video idea? What’s the play through timing like in “100%ing” games? That’s clumsily worded, but let’s say play through #1=40 hours. Certainly play through #2 (with 100% in mind) doesn’t take an additional 40 hrs?
How much shorter is playthrough #2? …#3? Are subsequent play-throughs always easier? What might be surprises &/or pitfalls of pushing after a “normal” game into the territory you choose to take games?
I think he likely uses save points to go back and pickup achievements rather than actually doing several full playthroughs.
Try combination of geniekind (all 4 types at once for all elements) and then shift to some animal form with multiple attacks - like smilodon or dragon. With elemental barrage this one-shots almost anything it can hit. Or with selective you can combine ascended fire element with selective sirocco...
Ascended elements are really easy to combine with one level dip of cross-blooded sorcerer for 2 bloodlines to enhance one element - one elemental to change all elemental damage to one selected element and one draconic for more damage to make for example fire stormbolts or cold chain lightning possible even on classes that normally don't get these spells like Daeran/Ember/MC oracle with a few very nice items like Red Salamander ring (from act 2 camp vendor) or Stormlord's resolve from act 3.
With kineticist you can combine fire/earth/water elements for 2 (or 3) sources of non-resistable damage - wall (for all combinations), deadly earth (both earth/water and earth/fire) and cloud (water/fire). Or for more melee fun with azata zippy magic works even for kinetic blade, so if you have 5 attacks you now have 5 for main target and 5 for other targets. So you can put all fields before you and if anything can come to their edge, just finish them with blade :D
Speaking of kineticists did anyone try to transform them into dragonform with party member brownfur transformer?
Zippy magic doesnt work with kinetic blasts anymore. They nerfed that a while back.
@@MortismalGaming damm, azata kineticist was my 1st char...
@@MortismalGaming What? How did I miss this? Sadface.
@@MortismalGaming Yup. Learned that the hard way my first time playing. Luckily Toybox exists.
@@MortismalGaming That's sad… it seems like one of the few mythic powers that actually worked on kinetic blast! What still works with it?
Core difficulty and above seems to be tuned around you using every trick/exploit available. This game doesn't fk around.
Surprised you didn’t mention fog of war abuse with phantasmal killer or other instant kill spells like banishment
Don't forget how absolutely broken flank is and therefore sneak attack. That's not to mention ranged sneak attack shouldn't work that way either.
While they are incredibly liberal with the implementation in game yes, those are technically working the way they are intended too.
My favorite is the prerequisite work around
I'm surprised crane style didn't show up on your list, as it goes hand in hand with the monk dip. Monk gives you the improved unarmed strike prerequisite for free, so you can spend one extra feet on crane style for a +4 bonus to armor class. Per the feat description it should only work if you have one hand free, but that requirement was never implemented in the game, so it's a very large bonus to armor class for a single feat, with no downside.
I need to look through your videos again you say you really enjoy kenetisits and I could not figure out how to use the twins in kingmaker so it was mostly the main party you'll do when party yo do one stuff on her mission because I'm just so lost trying to figure out how to make kineticists work
I have a guide for Kineticists specifically
I’m always a fan of exploits in games! Thanks for sharing your wandering wisdom!
I've been watching a bunch of these types of videos while waiting for the game to come out on console. Only three weeks to go.
Thanks man, as a new player to pathfinder, I found your guide very useful!
I haven't played in a good while. I'm surprised Cave Fangs didnt make the list. Unless it has been patched, I thought it had infinite damage potential.
It was patched
I'm still bummed at the Wolf Scarred spell failure, pretty much wrecked my oracle spellcaster that I was 200 hours into. Then Cave fangs, pretty much the only offensive spell I had loaded on my druid summoner. Much as I like the game, it annoys me to no end that only certain things are good above core difficulty. What's the point of having 30 different classes if 20 of them are bad on anything higher than normal. Game encourages min-maxing way too much. You shouldn't have to minmax to be a completion-ist on core. Higher difficulties sure, but core/normal?
Play on lower difficulty until you know game better or want to role-play. Higher difficulties are for people who want to challenge themselves. Role-playing without a clear cut plan on core and above is a suicide. Don't get me wrong, I also think that Owlcats don't know how to handle difficulty properly, but I am also a software engineer, so I understand that a small indie company can't balance the whole game on 7 different difficulties to be good.
@@marufabdirimov2188 - yea i know you can turn down the difficultly. But one would think they would at least make achievements obtainable on all classes. Not the hard ones, but plain core difficulty at least. It just seems once you hit core half the things aren't even useable, and fewer and fewer are the harder you go. I wouldn't call that balance by any means.
@@neiska25 I agree with you entirely. Game is unbalanced as hell. I personally, can enjoy it only with cheats.
Using mounted Shield with a tower shield to mount and then switching to a 2h weapon comes to mind aswell.
If you wear Hat of Heartening Song and use bardic performance, then skip time the effect of the hat will continue through the wait time. Effectively give you an infinite full hp heal as long as you have bardic performance.
Very interesting video. I'm still playing kingmaker and really enjoying it. Probably will gey to Wotr once i finish kingmaker.
I think the bite spam is notable. The ttrpg won’t stack bites from different sources wotr does.
I was never interested in such exploits, but some of these sound really fun. Makes me want to try them :)
the kineticist one, with deadly earth, makes soloing the game as one pretty easy honestly, as you can get that before you get to MR3
Your comment about it being a single player game so they may not fix them reminds me of two specific things from Skyrim. The daedric artifact book that gives you +5 to several skills only works once unless you read it from a bookshelf. It can be used like that again and again. They fixed that one. The other is using the black book that gives you infinite magica for 30sec then holding telekinesis. Your magica never goes down as long as you don't release and you can get so max transmutation magic level, reset, and do it again. They HAVEN'T fixed that one.
One exploit that I am feeling bad about using concerns Touch of Glory. It is supposed to give a bonus to a single charisma roll, but it aparently increases charisma for one hour instead. I suppose it would even work with the high AC charisma build mentioned in the video, which would be really ridiculous.
(EDIT: It has been fixed recently.)
I remember it was fixed
@@ankaros7194 You are right, it have been fixed recently. (Update 1.3.7b) It's nice that owlcat is still fixing bugs.
...was I the only one expecting a video about the most common used arcanist exploits?
Still a good video, did the shared exp thing also in Kingmaker.
Funny that you mention the Deadly Earth exploit with the Ascendant Element, but you didn't mentionned how the Demon Mythic Path can make this even more broken :
Step 1 : do what you said : get Deadly Earth on magma (fire/earth)...
Step 2 : Get the kinetic weapon infusion
Step 3 : Get the tripping infusion
Step 4 : Demonic rage with the aspect of Klavakus (give you a free melee attack if you succeed an offensive manoeuvre)
Result : Cast deadly earth, trip everything in an area (on top of the unresistible damage) and gain a free attack with your kinetic melee weapon on any tripped opponent. Surprisingly enough, this is even more effective against opponents that are immune to prone : since they are immune to prone, they can still be tripped by your free melee... which will trigger your free melee, which will trip, which will trigger your free melee.
Bonus point : recruit a kineticist mercenary with the same build and use the Aspect of Nocticula to give him the benefits of all your rage powers (including the aspect of Klavakus).
Another powerfull exploit is the Cave Fangs Arcane Trickster. The way Cave Fangs is implemented you can attack an amount of times up to your casterlevel with the stalactites for 3d8 damage per attack. For whatever reason this attack is a free action, so if you are playing in turn based mode you can make all of your attacks in a single turn and still have a standard, move and swift action left. Normally this is not a problem, since the damage won't get through the damage resistance of most enemies. However, if you have a paladin use Mark of Justice on an enemy, every attack will ignore damage resistance and add the paladins level to the damage. The damage can be increased even more if you give cave fangs to an Arcane Trickster, for example with a scroll, by using the witch spell list, or through the Loremaster prestige class. The level 10 Surprise Spells ability allows the Arcane Trickster to do a sneak attack with every single stalactite attack. The point where this gets really ridiculous is of course the Enduring Spells mythic ability, which increases the amount of attacks you get from a single cast of cave fangs to 144. If you start a fight with Cave Fangs active, then use your standard and swift action to cast it again, that would be 432 sneak attacks in a single turn, more than enough to end most encounters, including boss fights.
Cave fangs was fixed recently, with the DLC patch
@@MortismalGaming Stalagmites was fixed, stalactites still works. Not sure if it was an oversight, or if it was about how stalagmites also knocks opponents prone and creates hazzards that can wipe your entire party if you are not careful
Elemental Barrage works across characters. Eg. If one uses fire and the other cold, and both have this mythic ability, it will trigger every second hit.
As long as the characters attacking have the mythic ability yeah
This is how I killed the final boss: Seelah: mark of justice, everyone else, magic missile, each doing about 130 damage (260 for MC and Nenio, firing twice with quickspell).
Get everyone who can use it the extra domain mythic ability and have them pick the one that lets you get an animal companion. Choose the dog. Watch in glee as your enemies keep tripping.
I'm doing an Angel playthrough while I wait for PC upgrades. Thinking I will upload a lich playthrough to see which is more broken after. The scaled fist/oracle seems to be the go to for that, and it's hard to imagine any other build dethroning it for Angel.
I was wondering if you'd mention the one I found, but it's not combat related. Over encumbered trying to map travel? No problem, just drop enough stuff to get where you can use the map travel, and then it pops up a "You missed this loot" screen, and you can pick it up and go. I don't know if it requires turning off being slowed down by encumbrance or not. But I found this very early on.
Very Nice , more tips and tricks are always appreciated !!!
My favourite exploit is that some doorways are(idk if it's fixed) invisible walls when you play in turn based mode, trapping the enemies outside, while enabling you to separate the enemies one by one when turning on and off turn based.
I lost 3 hours of game play due to this, because two of my party members somehow clipped through and I couldn't leave the area.
The Oracle / Scaled Fist Exploit has been fixed.
@mortisimal gaming for that last tip with the kineticist would a single dip into crossbreed sorc increase that unresistable even further, i'm thinking gold and brass dragon then mythic abiltiy extra bloodline for red dragon to get a +3 on all fire damage
I'd have to test it but maybe, the game can be inconsistent about what does and doesnt apply to blasts
Your content has been on fire lately my man!
Also I like to be able to avoid the (super annoying) tavern fight and still reap all the XP. :-)
And I see that I enter the grey garrison @ level 8. Makes much more sense if you ask me. I have such a strong way to get through act 1 now... :-)
Well knew 1 of those. I actually keep party and skill xp to active only all the time if that's an option I know it makes unbalanced parties, but it feels more realistic. Still, it's easy to see how to abuse that in game.
Have you ever thought of making a guide for the achievement "Next-Door Play" ? I cant find anything on this anywhere on the int.
Scaled fist and Seeker does not appear to be stacking. Anyone else test it lately?
Just checked, still works. On the AC breakdown it sill lists the nature's whisper bonus as your Dex bonus though. Might be the cause of the confusion.
@@MortismalGaming I had 17 AC before and after taking nature's whisper when I tested it. Am I missing something?
play pin and paper, the monk bonus is a extra bonus added on to the normal, the nature oracle is a normal base stat bonus replacement thay stack 100% on paper unless you GM just like to make up there own rules. normal is 10+dex+armor, doing monk normal dus 10+dex+wis+armor, scained fist dus 10+dex+chr+armor, and then diping in to oracle makes it 10+chr+chr+armor, cus the monk bonus is in addition to the normal stat bonus and the oracle bonus replaces the base normal bonus
The official ruling was that you cant take an ability modifier to the same thing twice, but yes some people allow it.
Thanks for this. Nice to know stuff.
One broken thing I think they fixed was being able to play a kitsune in human form (which is a polymorph) and then apply a size change spell. You would get all the stat bonuses, but all of your weapon dice would still be for your original, medium size. So somewhat abusable for dex builds using reduce. By core rules, you should not be able to size change while polymorphed at all which technically was working here, but the bonuses were improperly being applied or rather weren't also being eliminated.
Haven't re-tested since the patch but the notes sounded promising in terms of them patching it up. Probably was fairly low priority as a fix since in order to really take advantage of it you needed to use a mythic level on Master Shapeshifter and also needed to be willing to give up a bite/pounce for some dex and ac.
I remember reading something about that being fixed but honestly I'd have to check
Hey Mortismal! Will you make more content for midnight isles DLC? I am playing it for about 20h and I am loving it.
Potentially, might cover the story of it at some point, and maybe do a guide about some of the secret bits as they uncovered
Ah, Pathfinder, such fun to exploit, whether in pen and paper or computer. I once played in a party where half the characters were paladins, summoners with eidolon skin overlays, or both. Made the DM quite frustrated.
no cave fangs?
It was nerfed with the last patch, probably because how egregious the thousands of dmg it could do in one characters turn.
ooo... probably for the best
Well this is interesting, need to try
I hope this gets ported to PS soon.
Hey Mortim, which character build in PWotR, is the best tank & spank? I've been playing the Sword Saint class and she's usually the first to die in any fight, and I am playing on Normal mode. I don't want to play a paladin as I have the NPC with me. All of the NPC's that I've picked up, so far, are a menagerie of specialized character and/or subclasses and super niche. I'm thinking Kelemvor from the Forgotten Realms or Caramon Majere from Dragonlance. Shrugging off most hits while the ranged & DPS kill it. Drizzt and his father Zaknafein as well, as both are redonkulously deadly fighters. Anyway, thank' so much for the videos and congratz, once more with your yearly anniversay.
Any class can be pretty survivable just really depends on the difficulty and how well you're stacking AC and the mythic ability Last Stand for instance. I'd recommend looking up some builds for like mutation warrior, slayer, or inquisitor though
@@MortismalGaming Hey Mortim, thanks man, i appreciate you taking the time to answer my query. I did go with a Death Knight build that has some levels of Mutation warrior and several others mixed in. Thanks again!
Isn't the whole crane wing feat line still an "exploit" since it doesn't require monk levels. Been that way since Kingmaker. Also works with both hands holding something which the text states it isn't suppose to.
I think you need to have at least one hand free. If it works with both armed, than this is a bu... exploit :).
I dont know if that is happening with everyone but i cant take dodge as a monk with less them 13 dex. I did that before the new update for my magus puting his dex to 7 and maxing car, this way i can reach up to 35 ac as a lvl 7 character using the monk/oracle dip on a eldritch sion magus, but i tryied to do it after the newest update and didnt work.
Obs: sorry about my grammar, english isnt my first language.
Has he done a summoner/lich build guide?
Cool stuff, got anything like this for dos2?
Actually in PnP with the Scaled Fist and Oracle they wouldn't stack. There was a FAQ about it on Paizos official site, you aren't allowed to apply the same stat more than once so no double dipping charisma to AC, or Wisdom either for another example with base Monk and Sacred Fist Warpriest
Yeah I had already mentioned this in some of the other comments, and the onscreen message present when I talk about it points out that a lot of people still house rule it, which is kind of what I think is happening in game here. But yeah the official stance is ability modifiers can't be added to the same thing twice.
Ah yeah fair enough. I was only listening to this so I didn't see the on screen message
Fore role playing purposes what is the best class for this game and also are evil playthorughs wctremely different from the good playthorughs ? Right now I'm act 2 lawful good monk but I wanna do an all evil one after this
Evil playthrough very good, main mission doesn't change but there are mnay other stuffs definitely very different from a good one. One of the few games I play as Lich because it very good.
Solo inquisitor with summons let's you get to level 17 in act 3... unbounded accuracy is a silly thing.
what do i need to do in ch3/ act3 to get to ch4? i played 8 toons to this point feels like its soft locked.
First one is my favorite, haha.
I know its late but how do I change the xp share option when in game because its not appearing in the options menu?
It's under difficulty
Does the kinetic knight + deadly aim trick still work?
are there any story companions that would be worth leveling as kineticists?
Not really, kineticist doesn't do well with dips and every companion requires levels in other things for their base.
i just tried the switching shared xp on and off thing and it didn't really work that well, like i was halfway to level 5 when i got ember and she started level 3. most of my companions are half to a full level behind me.
switch it back off before you recruit a companion and they'll be your level
Wow, the Elemental Barrage is so broken/OP.
(Kineticist : no comment.)
Will there be an Update soon?