"In the build I have prepared..." Yes, yes, I knew we can count on you. Both in build and explanation department. Thank you for your effort and great vid!👍
Few Notes on Chelaxian Diva: 1) It's attacks are rays, you need precise shot. 2) They added 2 new feats, one refunds bardic performance if you cast a spell the same round. The other gives 1d6 sonic damage to anyone hit by any song. 3) they also added 3 "Diva Style" feats that give you a free feint when you start a song, a free attack against anyone who gets Feinted, and I think extra AC. So they seem to have developed the job as either A) cast spells while the song runs to regain performances to use on the active abilities or B) melee bard Inciter to give everyone sneak attack+ Diva song to make everyone flat footed seems pretty good.
Running a Bloodseeker Dhampir now. Feels very oriented towards single target damage. The feat starvation is pretty real, so I chose to go with a 2h STR build. Starting with a 19 str, 20 at lvl 4, and getting that Profane bonus at level 6, along with Bite, Studied Target, Sense Vitals, and Sneak Attack damage, will be giving a genuinely devastating midgame single target damage. On paper, it seems comparable to a Smiting Paladin, basically all the time. Without any bonus feats, the build is locked to a pretty monobuild feat progression w/ Weapon Focus at 1, Power Attack at 3, Dazzling Display at 5, Outflank at 7, Improved Crits at 9, Shatter Defenses at 11. You really feel the feat starvation and lack of options. Two Weapon Fighting on a dex build will be in a similar situation. I dont usually run level 20 builds, but Bloodseeker seems to really scale into itself. While i'm still early in the game now, I am worried about durability as time goes on and enemies scale up, which probably warrants this being an enlarge reach build (but fuck that, we ballin with a greatsword like a pimp).
I think Arcane Deceiver is gonna be a top-tier Merc class. Not being able to merge spellbooks isn't an issue, and being able to refund the spells of a Merged MC is an INCREDIBLE amount of power. On top of tossing out Enchantment spells that force like, 4 saves against instakill.
Its not really power though, because until the level 20 capstone, its not usable in combat, and you certainly are not running out of spells and abilities in a single combat at level 20. And rest restrictions are really not very tight in this game. Its cool, but its more convenience than power. To be honest, this really has the most potential combined with mythic path features, particularly its level 6 fused spells having no cap on scaling with caster level. With the right gear, demons and aeons can get caster level to around 30ish, and cast twice per round with aspect of the colloxus or greater aeons bane. Demon can really juice DCs and massively buff damage with aspect of the brimorak, whilst Aeon will be using its uber dispel. Both mythic paths will like resource resets a lot, given how quickly they burn through spells and rage/bane usages. Azata has a lot of redundancy, as they reset abilities and level 7 or lower (all magic deceiver spell slots) already and repeatedly. However, zippy magic with chain lightening with fused spells will be fantastic. You can also choose the living god variant and take animal companion as you will get much less mileage out of ability resets, or charlatan as you will have a huge number of uses of fabricate magic and will scale very well with the caster level boost of the capstone ability. I would prefer living god, as the magic deceiver looks pretty awful at low levels and the animal companion can stop you being a dead weight. The biggest problem though, is party composition. The spell selection means that this is really only a great blaster caster. Its like a kineticist, but without the unlimited casting. You will still need another arcane caster for essential buffs anyway.
Regarding magic deceiver: - Zippy magic + Favourable magic + chain lightening + phantasmal killer will force the enemy to save 4 times against your instant death, party friendly AOE ability for the magic deceiver. And some of the damage combos you mentioned are rather spectacular also. And you get a very nasty nuke with double greater dispel in an AOE. The offensive options are easily on a par with 9th level spells. - Azata will also compliment the archetype very nicely by resetting a huge number of uses of fabricate magic/chronomancy, as well as their entire spellbook with heroes never surrender. If they would ever relent on the placement of mythic rank 10 (seems unlikely at this point), a lategame change to devil would also be good. You still get 2 uses of second wind for spell restoration abilities, access to hellfire as a cantrip and spammable dominate monster and overwhelming presence on a high charisma character. With sword of heaven and demonic rage, you can increase the damage or DCs of your spells enormously. - Converting the spell school of fused spells will allow better use of school specific gear and spell focus feats. Evocation actually is quite good with bracers of blasting and cloak of carnage both adding +2 school specific. Enchantment would be good but for the lack of good combos involving enchantment. The spells still retain all the tags, so you can buff mind affecting DCs with the googles and necklace, for example, whilst still using the evocation gear. - Its also good use case for elemental barrage, though the mythic ability investment will be rather heavy. Still, with the almost complete lack of buffs and max spell level of 6, you dont need enduring spells are the 3rd abundant casting, and you wont take any favoured metamagics either, so that does free up a fair number of picks. The biggest drawback are: - Low levels its simply trash. The lack of bonus spells from attributes makes it utterly anaemic and spell fusion doesnt solve the problem. Low level spell casters are far more limited by spell slots than action economy. - The lack of buffs. I think the concern here was fusing AOE buffs with single target or even personal buffs. Whatever the cause, this is really rather crippling. You dont get haste, heroism line spells, any of the enhancement bonuses to stat buffs, magic weapon etc. You are a pure arcane caster that still needs another arcane caster in the party to provide essential buffs. It does create a problem with party composition. Haste and greater heroism for skill checks and saves are mandatory and arcane only. Mindblank and heroic inspiration are very good, though Daeran can provide the latter.
@@anthonygurskas4850 Probably not worth it. Staff bonuses are not really good enough to warrant the loss of caster level, particularly when other dips like cross blooded sorc and the caster level loss from eldritch knight or to qualify for arcane trickster exist. Too many level dips not only cost caster level, but also valuable spell slots and potentially level 9 spell access.
My experiences with the living grimoire in Act I: I'm coming to the end of Act I, and have found it passably useful. Not strong, but able to hold its own, more or less. While you don't get judgements, I'd argue you get something just as good in return, which is effectively bane weapon virtually on demand, with the additional ability to add magus-like enhancements to your tome. At high levels you could presumably add holy, axiomatic, flaming, for 5d6 extra damage, and since every spellcast gets you 2 free rounds of bane, that would bring it to 7d6 extra damage. That's significantly more damage than judgements would be able to give you. Another small thing that might not be obvious, is that when you hit an enemy with your tome you get a DC and caster level boost that goes up to +3 when you are high level; this enables you to extend per-round spells to 24h, meaning resounding weapon can be permanently up for another +1d6 sonic, so ultimately you could be looking at +8d6 extra damage, fairly consistently active, which seems like a decent tradeoff for judgement. On top of all this, I'd argue that overall, the living Grimoire probably gets the best DC boosts in the game. You can take the new Spell Bane feat for +2 DC while bane is active; hitting an enemy with your tome grants your next spell up to +3 DC and CL, and using your 7x per day smite power (if I understand how it works) grants you +4 DC for the next round, so you can boost your DCs by at least +7 over a class that has no boosts. You also automatically apply crushing despair to enemies you hit with your tome, for another effective +2 to your DCs (by reducing their saves by -2). What spells would you use it on? I suggest holy word - it shuts down entire pulls of demons by paralyzing them, and of course overwhelming presence. But it's worth remembering that it's not just big (or small) CCs that use saves; Crusader's Edge, for example, nauseates enemies that fail their saves, and with all your DC boosts you could make it pretty hard for enemies to fail their fortitude save against this. If you were prepared to forego the 7x/day capstone ability (which you might, since it's not really the greatest ability ever), you could loremaster dip for whatever nasty spell you wanted, or alternatively, go legend and pick up a second caster class which would still benefit from all the DC boosts you get, or even be a trickster and take a wizard spellbook. (Heck, whatever mythic path you take will still benefit from your DC boosts, so there's that too). Being int-based is both a blessing and a curse at the same time, as unlike maguses they have no obvious way to convert int into combat effectiveness, unless you consider your domain powers. While I'm still in act I, your domain powers are supposed to be powered off your int score, meaning guarded hearth would add your int to your attack (I'm not quite high enough level to confirm that it works, but it is the case that I am getting uses-per-day from int, so that is working at least). With domain zealot, you could also have on-demand visions of madness, touch of good, luck, teleport, whatever else you wanted, which are at least to some extent powered by your int score. High int also lends itself to you being a skill-monkey; inquisitors have all skills as class skills, so you can go to town taking every skill in the game. As a human I took 7 skills from L1, and as my int goes up that will go to 8, and you could theoretically take the human feat to get a 9th, or go legend for more skills, meaning if you care about skills, the living grimoire probably gets the most in the game. My overall take is that it's not a 'strong' class, but it's kind of cute/funny to be running around smacking everything with a book, and certain combos of actions will give you large boosts to power. I'm playing it as more of a generalist/ skill-monkey/ support class to give myself a chance to play with some of the other new archetypes as mercs, and give them a chance to shine, by letting them hyper focus on their builds' strengths while my generalist build covers everything else.
I think rank 10 azata to devil magic deceivers might be the best nukers in the game, although granted this is inevitable excess only (azata in the base game can achieve still very impressive results). The magic deceiver having uncapped caster level scaling for its 6th level fused spells, and allowing the conversion of any spells to chain lightening's targeting, which is double AOE with zippy magic does enormous work. If you take the zippy magic/chain lightening/disintegrate combo, its 4 hits of spells per cast, with a total of 6 damage dice per caster level. With demonic rage, its +4 caster level (and spell DC) and with sword of heaven, you get +2 damage dice per spell, so the total damage dice increase is 32 per cast. With brimorak, you are getting +4 damage per damage dice and with your sword of heaven improvement, potentially a 50% multiplier (you can select the improvement on the fly as a devil, so getting an improvement specific to an enemy is quite likely). Lets assume you are using ashmaker and robe of seven sins. You can also take Charlatan for the +2 spell caster level and DC capstone and school mastery evocation and spell mastery chain lightening (disintegrate is better for this spell combo, but chain lightening will be used in more combos and in any case, you will likely want spell focus evocation, not transmutation). So your caster level will be 32 for disintegrate and 34 for chain lightening. We can also use the last azlanti amulet. Disintegrate is 2d6+8 per caster level, and chain lightening is 1d6+6 per caster level. Sword of heaven adds 2 extra dice to each cast. So the damage dice will be Disintegrate 2(66d6 +264) + Chain Lightening 2(36d6 +216) = 204d6 + 960, averaging 1674 I believe, which can be multiplied by 50% with the right sword of heaven improvement. This is party friendly and AOE. Since the nerf to uncapped chain lightening and bloodline stacking, other blaster casters outside of deadly earth kalavakus cheese wont be able to compete with this I dont think. It does require two targets to do this damage, and would be a mere 837 average damage against 1 target, which joking aside, is respectable, but somewhat less than what a decent martial build can do in a full attack action. The disintegrate damage will be massively reduced if the enemy saves, and whilst your DC is likely to be high, if there is any likelihood of saving, you are better off with fusing with ki shout to convert it to a fort save to negate evasion and do 3/4 damage on a successful save due to favourable magic. It also requires 2 saves to not be stunned each cast, which is a nice benefit.
31:20 Bad news Bro, Bane of Spirit got nerfed. It now uses a swift action to activate. I mean, I guess fixed is a better word because the description always said it used a swift action. What this means though is that abilities that do what it does really are worth something, and a lot of things that only work (e.g. magus extra elemental damage) because of it now have a more significant opportunity cost.
Aspect of the Mantis doesn't limit to once per turn, which is scary if you can set up a method to one shot enemies you hit. Maybe Trickster MP has some shenanigans it could do with that? If nothing else, Legends could 100% class into Rowdy Rogue for Vital Striking everything in sight.
might be a bug but when I use the quiver ability, infusions have a lowered burn cost equal to the charges. Even after you use that discounted blast the charge only goes down by one. this apparently also works on wild talents, so the kinetic healing ability becomes ranged and free.
Taking Titan Fighter, Glaive Focus, and making it a point to get the Minotaur Manual for +1 atk/dam with Glaive, plus the plethora of MWs make it really easy to have a massive weapon advantage from the get. Easily eanough to start offset the joy of making making it a Legend with Monster Tactician, or magus (though I’ve yet to take the dip to check combat casting with dual Glaiving.)
I have an issue with Sable Company Marine. Decided to try putting my favorite spider-kitty on a horse-bird. Kept her ranged, just went longbow. So, things started out fine. The dive attack is great, as long as you have the minimum distance, then charging with pew-pew arrows was awesome. BUT that attack is the only part that prevents attacks of opportunity for shooting in melee. Trying it again, little demons would beat her like a step-child. The hippogriff still attacked fine. Until. The hippogriff shares her turn, so if you shoot with her, you waste the attack and movement of the mount. Welp, I could no longer select the mount. Every time I tried to click on the griff, it would auto-select back to her. So I could no longer do the dive bomb charge. Not that long later I noticed the while mounted, her turn was just getting skipped. Like, every combat her turn would come up and pause for a second, then pass it. I don't have any mods, and it was still the same after restarting. I wanted her as a ranged toon in the party, but it being on Core I can't respec her. Also my MC was going the new Mantis, and I have to say.... I am super underwhelmed. Almost done with Act 1 and I am just going to restart. Was going Demon Mythic this time, as I have never done it before, so guess I will try and come up with something else.
As a monk main (playing pretty much monks as long as its available in both pathfinder and d&d) I have to say, drunken master is absolutely insane. you get +16 to both AC and Attack and you can basically go full monk since you don't even need the warrior dip since at lvl 20 you get permanent alchemical +6 to str/dex/con, so basically just by going full drunken master you get 19 attack and 19 DC at lvl 20 and even for lower levels those drunken points are quite nice. Before lvl 20 i'd get a 1 lvl dip in stigmatized witch for the additional 5 AC if you're on unfair and are willing to cheat a bit (spec out of it at lvl 15+). Overall definitely the best monk archetype if you want more than just a dip.
I think black blade has significant potential lategame. Firstly, treacherous flame allows trickster to reliably apply fire vulnerability, which with changeable gist is a very large damage increase. Bane of spirit cannot replicate this. You can take accomplished sneak attacker before going legend to preserve this interaction. As for legend, as independent ego scales with character not class, I think this is the way to go. You can still get ascendent element fire and with eldritch knight, can get full bab progression for 10 levels and spell critical, which with a 40% threat range and as many attacks as a legend gets, will trigger almost every round with full attack actions, barring fortification or crit immunity. That in turn is an extra spell strike, so its 3 extra attacks per round. With a fire elemental/dragon crossblooded dip, coupled with completely normal spell, you can do moderate damage with shocking grasp, which is multiplied (only by 2) on crit. It will hit for around 50 non crit and 100 on crit, twice per round with unlimited uses, but its also doing your weapon damage on top of that. Its probably not the optimal use of your mythic feat, but you could take favoured metamagic intensify and double this damage as well as beef up your offensive spellcasting more generally. With spell critical, even without spellstrike, this build could be highly damaging with hellfire ray and chain lightening, for example, further enhanced with empower and bolster to fill out your spell levels 7, 8 and 9 with these spells, a reasonable option if you take some form of wizard or arcanist as your eldritch knight base. You could squeeze in a few levels or loremaster for divine power and opportunist too. Granted, any weapon wielding focussed build is very OP with legend.
Kinetic sharpshooter is quite good actually. Instead of gather power they can take hundreds of burn through quiver mechanics, which makes it the only archetype that can actually make a good use of quicken without resting after each encounter. So it's twice per round, not once, while for other kineticists it can even realistically be once per two rounds for really loaded blasts. And while the archetype has no access to deadly earth, chain arrows are great too. It's more tricky to land than DE but it can deliver aoe crits without relying on demon mythic powers. I think that makes it a perfect match for trickster. The only big downside I see is that it comes online relatively late. You need lvl 17 for your main aoe infusion and ideally trick fate for truly apocalyptic damage that doesn't even require (other) buffs. Also, critical range and/or multiplier of a weapon are taken into account, but the multiplier is still capped at 4x for some reason, not sure if it's a bug or not. Because of that, crossbows are preferable.
I just picked back up my Azata summoner, which is very similar to the one in cRPG's video. I just made a skald to go with it and found the Inciter, I didn't realize how many new Archtypes we got since I last played. Anyway, it is exceptional with a Summoner build. The summons give a lot of bodies to block the enemies from dogpiling your skald if the Insult line of abilties draws aggro. Then, the combined songs of a Beast Tamer bard and the Inciter make the summons hit fairly reliably and it adds the sneak attack to a lot of bodies. It's still probably not Unfair viable due to the somewhat underpowered nature of summons....but it's a big upgrade. It does not appear to give the extra natural attacks to the summons, at least not with the boars I was using. It does give them to Animal Companions. Giving a pet like Bismuth 3 more attacks is nothing to sneeze at.
I think the major thing living grimoire has going for it is the sheer skill monkey potential it provides. all skills are class skills, if you go human with 19int at start you get 7 skill points, so 8 once you bump to 20 and if you really wanted to, an extra point from fast learner. Even if you didn't want to run it on MC having a skill monkey like that shores up a ton of checks throughout the story.
Inquisitor does have a very power cc spell that isn't Greater Command. It's Litany of Eloquence starting at 3rd level spells. It fascinates and enemy for a single round and there's no save to stop it. Just have to get through spell resistance. Get a lesser quicken rod and you're golden.
Tested Marine asap and fly attack dont work with a lot of charge multy"s aka spirited charge or mythic divine charge which is huge bummer ( spear is untested ). So bird main appeal is easy charges with no pathfinding and flat footed thing. Probably good enough but i prefer something else , not even 1 lvl dip. Maybe i missing something.
It's also not gaining pet lvls from Continue Animal Companion so SCM is looking like a single class Ranged + Pet class until they get a couple patches.
@@pyrflie This is wrong. I have a Sable ranger 1 paladin 15 and the griffon is level 16. There does seem to be a progression bug where the griffon maxes out at level 19 unless you take boon companion, but this is true even if you're pure ranger. Also, the spear bonus isn't working either, can confirm.
@@pyrflie Did some testing. Whatever bug that seems to put the griffon behind one level seems to do so with any new class you add to the mix. Test it by adding more than one level of any of the classes you stated and you'll see what I mean. I didn't notice this due to taking boon companion so it didn't effect my paladin build.
Sacred Word for the Living Grimoire reads that it lasts minutes, not rounds, and you can add bane to your book, which is way better than the usual enhancements.
Magic Deceiver plus Arcane Trickster winds up being a rare case of a class that can really benefit from the AT capstone. Since Chronomancy becomes available so early on into the class, you can still have one charge of that ability available by the time you start moving into AT. Obviously works great with Azata, and especially Azata->Devil since infinite SLA hellfires + minimum-7 sneak die ensures you're always pumping. One big downside is that to dip into Lore master for imp-crit on rays, the metamagic feat is totally wasted. On the other hand, elemental barrage fits like a glove and is easy to pull off without anything cheesy.
must say was messing around and while combining chain lightning and disintegrate is massive damage, chaining lightning+ things like hideous laughter or polymorph is really funny.
Was thinking of running a Bloodseeker then going Aeon and have a Brown fur transmuter in the party. So you'd get +5 to summoned creature physicial stats with the gaze and then another +8 from a single buff spell from the transmuter for a +13 (to most likely STR) with just 1 round of casting. Combine that with +5 to attack and +5 to damage and those summons are going to be doing some good stuff without much effort.
One thing I noticed but didn’t test was the Inciter Skald lvl12 ability. Where if I’m understanding it correctly, it shares the rouge sneak attack talents it gets with allies under Inspiring Rage. This would mean if you got Dispelling Attack, every single party member would then have it. If it really does work like that, Inciter Skald is just next level
@@antonbog8930 Oh, that's interesting and potentially powerful. If you were an Inciter legend, you'd have character level 40, meaning your whole party would be casting L40 dispels with every single sneak attack hit.
Also realised that the nerf to improved critical not only interacts with things like the belt of perfection +8, which I expected, but is a huge nerf to gravesinger and the peacemaker. These weapons will now only have a 17-20 range with improved crit, not 15-20. The x3 multiplier is definitely not enough for this to be better than 18-20 x2 threat range weapons, as more crits are better than harder crits. You are definitely now better off with high threat range weapons.
Aeon -> Devil Mythic + Living Grimoire is putting out over 1k dmg per turns using a combination of melee (+75AB) and hellfireray as a swift action every turn for free (+70ish AB). Aeon Bane also gets a bonus to number of rounds equal to the amount of rounds a normal inquisitor would have of Bane (not sure if this is a bug). Haven't even got to mythic 10 yet. Would be happy to share the build if it helps you make a video :)
Realistically, the best summon spell is Changestaff, becuase even if the Treants arent the most power summons and require a staff to summon, they also last for 1 hour per level, so you can fully buff the things to all hell.
you missed a few things on arcane deciever: Magic inventor is exceptionally strong. it gets a +10 to spell pen, and increases ALL enhancement bonuses by 1-2, and all stat bonuses by 2-4. you can pump your DC and spell resist checks to completely irresistable quite easily. ithe class also bypasses all Hit Die requirements and limitations - you can use sleep to knock out multiple 10hd targets in one cast for example. it appears to follow the Increased damage die logic, and does not sum-total the effect per target hit, meaning if you can hit 10 HD of targets, you can hit 10 seperate 10 hd targets if you had the opportunity to.
Best jokes ALSO becomes very broken when applying laugh in an AOE. since you're applying multiple laughters at once, each individual success can kick off a chain laughter - which essentially ENSURES everything will be hit by hideous laughter.
I respeced Camiliia as a Mantis Zealot because of her crazy Dexterity score and she has exactly the right amount of wisdom for 6th level spells. Was surprised how well that fit her character
Not sure if it was just an accident but Hippogriffs aren't the same as Griffins. They have the back ends of horses (that's what hippo means) while Griffins have the hind quarters of lions.
I think many people are sleeping on just how powerful the Magic Deceiver can be. The way the spell fusing works more than makes up for not getting lvl 9 spells and not being able to merge spellbooks.
Waiting on Owlcat to update the Drunken Master alignment to Chaotic. That will be a very fun playthrough. Hopefully you'll have a build out for it by then 😅
Like always great video. Waiting for a Legend build with Titan fighter and Company marine. Riding a griffon while wielding two falchions seems to me like a dopamine factory.
Which weapon type would you say is best for the Titan Fighter? Gonna start my playthrough sometime next week, and I want to get the most out of the beast that is a Titan. Oh and would the Trickster mythic path work well with that class?
I think you mentioned the Mask of Razmir allowed 2 additional casts with aspect of the colloxus, or 4 casts in total (presumably the free action is reset after every hard cast of a spell, it seems to behave this way out of combat). Do you know if this is also true of casting with greater Aeon's Bane? Time manipulator is a pretty thematic archetype for Aeon anyway, and would allow infinite resets of your abilities, including the normally rather limited Bane. If this would turn you into a 4 cast per round, mass dispelling caster, with +4 to DC and caster level, it would be rather impressive, even if the demon would ultimately do it better with aspect of the brimorak and superior save modifiers. Even before this admittedly very lategame item, this would be a rather strong chapter 5 build.
ELVEN CURVED BLADES!! 1.Can you duel wield them? 2. Can you get power attack bonus from both? 3. Does titan fighter change the damage type of the ECB to str? 3. Can piranha strike work with ECB when using titan fighter? 4. Does PS and PA still stack when using ECB, whilst duel wielding? 5. What about mythic Power attack and piranha strike? Do they stack with titan fighter if he duel wields ECB and gets both?
I was looking through the older archetypes and it seems they changed the Shadowcaster so the summoned shadow can't go out of control. Might make a decent option for a build.
Deadly Fascination seems really, really good. No limits to how much you can use it, it just always happens passively every single time you kill something?
At a moment Magic Deceiver is the most broken archetype in the game as it could wipe out the whole map of mobs in single cast. Even if they do have 6 level spells, they still could have busted DC that are over 70 and have decent spell penetration. - Not talking that with the curonomancer feature capstone + Azata they could have never ending resources to run the dungeons without a rest. Not for the single char, but all party members. - Elemental barage is again a thing with this archetype as it could combine several different elements in a single spell and have an effect of the power. - Use imagination for other loops...
So here is a good question that just poped into my head about kinetics sharpshooter: Since it says you retain all the properties of your ranged weapons etc just infuse the bolt with your blast... can you vital strike? Like quad the damage? That NEEDS testing, bcs it may become an 80D6 nuke (not to mention if you go with a trickster into legend from a kinetics sharpshooter into rowdy with additional 20d6 of sneak attacks and 15-20 x3 crit range) thoughts?
Honestly great video like always bro. I thought it was hilarious how you nailed the pronunciation of soliloquy but missed on requiem, arguably an infinitely easier word to pronounce haha
They actually nerfed Bane of Spirit to require a swift action, possibly increasing the usefulness of the Bladebound's force infusion, though it still seems like a pretty underwhelming class.
Looking forward to trying the Sable company marine, but it does seem kind of immersion breaking, why wouldn’t you just fly your pet out of the ravine and bypass all of the first dungeon?
Does hippogriff’s flying charge work with spirited charge and other abilities? Could be awesome as a dip for cavalier charger, since flying charge is much easier to consistently pull off in combat than regular charge.
As of now, no. None of the charge bonuses are working with flying attack (longspear bonus, spirited charge, mythic charge, the natural attack bonus kneepads). I'm hopeful this get's fixed soon.
"In the build I have prepared..." Yes, yes, I knew we can count on you. Both in build and explanation department.
Thank you for your effort and great vid!👍
Few Notes on Chelaxian Diva:
1) It's attacks are rays, you need precise shot.
2) They added 2 new feats, one refunds bardic performance if you cast a spell the same round. The other gives 1d6 sonic damage to anyone hit by any song.
3) they also added 3 "Diva Style" feats that give you a free feint when you start a song, a free attack against anyone who gets Feinted, and I think extra AC.
So they seem to have developed the job as either A) cast spells while the song runs to regain performances to use on the active abilities or B) melee bard
Inciter to give everyone sneak attack+ Diva song to make everyone flat footed seems pretty good.
Afaik, Diva style does not work with skald as it only applies to bardic performance.
What do you mean by "It's attacks are rays" ? Which attacks?
@@waitwaitwaitwaitamin The song at level 2 that deals damage is a ray attack at least, unlike thundercaller's which are saves.
@@acrab6527 oh ok thank you
Running a Bloodseeker Dhampir now. Feels very oriented towards single target damage. The feat starvation is pretty real, so I chose to go with a 2h STR build. Starting with a 19 str, 20 at lvl 4, and getting that Profane bonus at level 6, along with Bite, Studied Target, Sense Vitals, and Sneak Attack damage, will be giving a genuinely devastating midgame single target damage. On paper, it seems comparable to a Smiting Paladin, basically all the time.
Without any bonus feats, the build is locked to a pretty monobuild feat progression w/ Weapon Focus at 1, Power Attack at 3, Dazzling Display at 5, Outflank at 7, Improved Crits at 9, Shatter Defenses at 11. You really feel the feat starvation and lack of options. Two Weapon Fighting on a dex build will be in a similar situation.
I dont usually run level 20 builds, but Bloodseeker seems to really scale into itself. While i'm still early in the game now, I am worried about durability as time goes on and enemies scale up, which probably warrants this being an enlarge reach build (but fuck that, we ballin with a greatsword like a pimp).
I think Arcane Deceiver is gonna be a top-tier Merc class. Not being able to merge spellbooks isn't an issue, and being able to refund the spells of a Merged MC is an INCREDIBLE amount of power. On top of tossing out Enchantment spells that force like, 4 saves against instakill.
Its not really power though, because until the level 20 capstone, its not usable in combat, and you certainly are not running out of spells and abilities in a single combat at level 20. And rest restrictions are really not very tight in this game. Its cool, but its more convenience than power.
To be honest, this really has the most potential combined with mythic path features, particularly its level 6 fused spells having no cap on scaling with caster level. With the right gear, demons and aeons can get caster level to around 30ish, and cast twice per round with aspect of the colloxus or greater aeons bane. Demon can really juice DCs and massively buff damage with aspect of the brimorak, whilst Aeon will be using its uber dispel. Both mythic paths will like resource resets a lot, given how quickly they burn through spells and rage/bane usages.
Azata has a lot of redundancy, as they reset abilities and level 7 or lower (all magic deceiver spell slots) already and repeatedly. However, zippy magic with chain lightening with fused spells will be fantastic. You can also choose the living god variant and take animal companion as you will get much less mileage out of ability resets, or charlatan as you will have a huge number of uses of fabricate magic and will scale very well with the caster level boost of the capstone ability. I would prefer living god, as the magic deceiver looks pretty awful at low levels and the animal companion can stop you being a dead weight.
The biggest problem though, is party composition. The spell selection means that this is really only a great blaster caster. Its like a kineticist, but without the unlimited casting. You will still need another arcane caster for essential buffs anyway.
Regarding magic deceiver:
- Zippy magic + Favourable magic + chain lightening + phantasmal killer will force the enemy to save 4 times against your instant death, party friendly AOE ability for the magic deceiver. And some of the damage combos you mentioned are rather spectacular also. And you get a very nasty nuke with double greater dispel in an AOE. The offensive options are easily on a par with 9th level spells.
- Azata will also compliment the archetype very nicely by resetting a huge number of uses of fabricate magic/chronomancy, as well as their entire spellbook with heroes never surrender. If they would ever relent on the placement of mythic rank 10 (seems unlikely at this point), a lategame change to devil would also be good. You still get 2 uses of second wind for spell restoration abilities, access to hellfire as a cantrip and spammable dominate monster and overwhelming presence on a high charisma character. With sword of heaven and demonic rage, you can increase the damage or DCs of your spells enormously.
- Converting the spell school of fused spells will allow better use of school specific gear and spell focus feats. Evocation actually is quite good with bracers of blasting and cloak of carnage both adding +2 school specific. Enchantment would be good but for the lack of good combos involving enchantment. The spells still retain all the tags, so you can buff mind affecting DCs with the googles and necklace, for example, whilst still using the evocation gear.
- Its also good use case for elemental barrage, though the mythic ability investment will be rather heavy. Still, with the almost complete lack of buffs and max spell level of 6, you dont need enduring spells are the 3rd abundant casting, and you wont take any favoured metamagics either, so that does free up a fair number of picks.
The biggest drawback are:
- Low levels its simply trash. The lack of bonus spells from attributes makes it utterly anaemic and spell fusion doesnt solve the problem. Low level spell casters are far more limited by spell slots than action economy.
- The lack of buffs. I think the concern here was fusing AOE buffs with single target or even personal buffs. Whatever the cause, this is really rather crippling. You dont get haste, heroism line spells, any of the enhancement bonuses to stat buffs, magic weapon etc. You are a pure arcane caster that still needs another arcane caster in the party to provide essential buffs. It does create a problem with party composition. Haste and greater heroism for skill checks and saves are mandatory and arcane only. Mindblank and heroic inspiration are very good, though Daeran can provide the latter.
Looking forward for more PF:WOTR build ideas from crpgBro 🎉🎉
Can't wait to see the broken titan fighter builds over the next few weeks.
@@tangledfishBtw, easy dip idea. Dip into Titan Fighter as a caster to be able to wield multiple staves and benefit from both effects.
@@anthonygurskas4850 Probably not worth it. Staff bonuses are not really good enough to warrant the loss of caster level, particularly when other dips like cross blooded sorc and the caster level loss from eldritch knight or to qualify for arcane trickster exist.
Too many level dips not only cost caster level, but also valuable spell slots and potentially level 9 spell access.
Started a new playthrough as a titan fighter, dual wielding scythes with trickster crit buffs? Yes pls
Will you cover the changes of the Devil Mythic Path?
Would kill for this
You mean the new quest?
Can you give a brief summary of what changed?
I think infuse hell fire ray ?
I can bet you he will
My experiences with the living grimoire in Act I:
I'm coming to the end of Act I, and have found it passably useful. Not strong, but able to hold its own, more or less. While you don't get judgements, I'd argue you get something just as good in return, which is effectively bane weapon virtually on demand, with the additional ability to add magus-like enhancements to your tome. At high levels you could presumably add holy, axiomatic, flaming, for 5d6 extra damage, and since every spellcast gets you 2 free rounds of bane, that would bring it to 7d6 extra damage. That's significantly more damage than judgements would be able to give you. Another small thing that might not be obvious, is that when you hit an enemy with your tome you get a DC and caster level boost that goes up to +3 when you are high level; this enables you to extend per-round spells to 24h, meaning resounding weapon can be permanently up for another +1d6 sonic, so ultimately you could be looking at +8d6 extra damage, fairly consistently active, which seems like a decent tradeoff for judgement.
On top of all this, I'd argue that overall, the living Grimoire probably gets the best DC boosts in the game. You can take the new Spell Bane feat for +2 DC while bane is active; hitting an enemy with your tome grants your next spell up to +3 DC and CL, and using your 7x per day smite power (if I understand how it works) grants you +4 DC for the next round, so you can boost your DCs by at least +7 over a class that has no boosts. You also automatically apply crushing despair to enemies you hit with your tome, for another effective +2 to your DCs (by reducing their saves by -2).
What spells would you use it on? I suggest holy word - it shuts down entire pulls of demons by paralyzing them, and of course overwhelming presence. But it's worth remembering that it's not just big (or small) CCs that use saves; Crusader's Edge, for example, nauseates enemies that fail their saves, and with all your DC boosts you could make it pretty hard for enemies to fail their fortitude save against this. If you were prepared to forego the 7x/day capstone ability (which you might, since it's not really the greatest ability ever), you could loremaster dip for whatever nasty spell you wanted, or alternatively, go legend and pick up a second caster class which would still benefit from all the DC boosts you get, or even be a trickster and take a wizard spellbook. (Heck, whatever mythic path you take will still benefit from your DC boosts, so there's that too).
Being int-based is both a blessing and a curse at the same time, as unlike maguses they have no obvious way to convert int into combat effectiveness, unless you consider your domain powers. While I'm still in act I, your domain powers are supposed to be powered off your int score, meaning guarded hearth would add your int to your attack (I'm not quite high enough level to confirm that it works, but it is the case that I am getting uses-per-day from int, so that is working at least). With domain zealot, you could also have on-demand visions of madness, touch of good, luck, teleport, whatever else you wanted, which are at least to some extent powered by your int score. High int also lends itself to you being a skill-monkey; inquisitors have all skills as class skills, so you can go to town taking every skill in the game. As a human I took 7 skills from L1, and as my int goes up that will go to 8, and you could theoretically take the human feat to get a 9th, or go legend for more skills, meaning if you care about skills, the living grimoire probably gets the most in the game.
My overall take is that it's not a 'strong' class, but it's kind of cute/funny to be running around smacking everything with a book, and certain combos of actions will give you large boosts to power. I'm playing it as more of a generalist/ skill-monkey/ support class to give myself a chance to play with some of the other new archetypes as mercs, and give them a chance to shine, by letting them hyper focus on their builds' strengths while my generalist build covers everything else.
I think rank 10 azata to devil magic deceivers might be the best nukers in the game, although granted this is inevitable excess only (azata in the base game can achieve still very impressive results). The magic deceiver having uncapped caster level scaling for its 6th level fused spells, and allowing the conversion of any spells to chain lightening's targeting, which is double AOE with zippy magic does enormous work.
If you take the zippy magic/chain lightening/disintegrate combo, its 4 hits of spells per cast, with a total of 6 damage dice per caster level. With demonic rage, its +4 caster level (and spell DC) and with sword of heaven, you get +2 damage dice per spell, so the total damage dice increase is 32 per cast. With brimorak, you are getting +4 damage per damage dice and with your sword of heaven improvement, potentially a 50% multiplier (you can select the improvement on the fly as a devil, so getting an improvement specific to an enemy is quite likely).
Lets assume you are using ashmaker and robe of seven sins. You can also take Charlatan for the +2 spell caster level and DC capstone and school mastery evocation and spell mastery chain lightening (disintegrate is better for this spell combo, but chain lightening will be used in more combos and in any case, you will likely want spell focus evocation, not transmutation). So your caster level will be 32 for disintegrate and 34 for chain lightening. We can also use the last azlanti amulet. Disintegrate is 2d6+8 per caster level, and chain lightening is 1d6+6 per caster level. Sword of heaven adds 2 extra dice to each cast.
So the damage dice will be Disintegrate 2(66d6 +264) + Chain Lightening 2(36d6 +216) = 204d6 + 960, averaging 1674 I believe, which can be multiplied by 50% with the right sword of heaven improvement. This is party friendly and AOE. Since the nerf to uncapped chain lightening and bloodline stacking, other blaster casters outside of deadly earth kalavakus cheese wont be able to compete with this I dont think.
It does require two targets to do this damage, and would be a mere 837 average damage against 1 target, which joking aside, is respectable, but somewhat less than what a decent martial build can do in a full attack action. The disintegrate damage will be massively reduced if the enemy saves, and whilst your DC is likely to be high, if there is any likelihood of saving, you are better off with fusing with ki shout to convert it to a fort save to negate evasion and do 3/4 damage on a successful save due to favourable magic. It also requires 2 saves to not be stunned each cast, which is a nice benefit.
Thanks for this rundown!
I trust your takes on balance especially as difficulty scales up, you’re kinda the Michelin Star of crpg class choice.
1 star maybe.
31:20 Bad news Bro, Bane of Spirit got nerfed. It now uses a swift action to activate. I mean, I guess fixed is a better word because the description always said it used a swift action. What this means though is that abilities that do what it does really are worth something, and a lot of things that only work (e.g. magus extra elemental damage) because of it now have a more significant opportunity cost.
Came here to comment of the same change, considering how much the bro recommends to use the BoS ring instead of any other damage conversion option.
Aspect of the Mantis doesn't limit to once per turn, which is scary if you can set up a method to one shot enemies you hit. Maybe Trickster MP has some shenanigans it could do with that? If nothing else, Legends could 100% class into Rowdy Rogue for Vital Striking everything in sight.
Just finished my first playthrough, can't wait to try some new archtypes covered by your videos. As always your videos are so great, thanks!
Awesome, can't wait for the guides and to get back into the Game ^^
This game is such a good conversion (and complete) CRPG Pathfinder 1e. I’m tempted to play this again with a Titan fighter. Thanks for the review.
might be a bug but when I use the quiver ability, infusions have a lowered burn cost equal to the charges. Even after you use that discounted blast the charge only goes down by one. this apparently also works on wild talents, so the kinetic healing ability becomes ranged and free.
You should do a tier list for updated best classes in the game on core - unfair. Love the videos!
insane that you made this video already, keep up the grind bro
was waiting for this! Thanks!!! Keep up the great work
Taking Titan Fighter, Glaive Focus, and making it a point to get the Minotaur Manual for +1 atk/dam with Glaive, plus the plethora of MWs make it really easy to have a massive weapon advantage from the get. Easily eanough to start offset the joy of making making it a Legend with Monster Tactician, or magus (though I’ve yet to take the dip to check combat casting with dual Glaiving.)
I have an issue with Sable Company Marine. Decided to try putting my favorite spider-kitty on a horse-bird. Kept her ranged, just went longbow. So, things started out fine. The dive attack is great, as long as you have the minimum distance, then charging with pew-pew arrows was awesome. BUT that attack is the only part that prevents attacks of opportunity for shooting in melee. Trying it again, little demons would beat her like a step-child.
The hippogriff still attacked fine. Until. The hippogriff shares her turn, so if you shoot with her, you waste the attack and movement of the mount. Welp, I could no longer select the mount. Every time I tried to click on the griff, it would auto-select back to her. So I could no longer do the dive bomb charge.
Not that long later I noticed the while mounted, her turn was just getting skipped. Like, every combat her turn would come up and pause for a second, then pass it. I don't have any mods, and it was still the same after restarting. I wanted her as a ranged toon in the party, but it being on Core I can't respec her. Also my MC was going the new Mantis, and I have to say.... I am super underwhelmed. Almost done with Act 1 and I am just going to restart. Was going Demon Mythic this time, as I have never done it before, so guess I will try and come up with something else.
Looking forward to your new builds!
As a monk main (playing pretty much monks as long as its available in both pathfinder and d&d) I have to say, drunken master is absolutely insane. you get +16 to both AC and Attack and you can basically go full monk since you don't even need the warrior dip since at lvl 20 you get permanent alchemical +6 to str/dex/con, so basically just by going full drunken master you get 19 attack and 19 DC at lvl 20 and even for lower levels those drunken points are quite nice. Before lvl 20 i'd get a 1 lvl dip in stigmatized witch for the additional 5 AC if you're on unfair and are willing to cheat a bit (spec out of it at lvl 15+). Overall definitely the best monk archetype if you want more than just a dip.
I think black blade has significant potential lategame. Firstly, treacherous flame allows trickster to reliably apply fire vulnerability, which with changeable gist is a very large damage increase. Bane of spirit cannot replicate this.
You can take accomplished sneak attacker before going legend to preserve this interaction. As for legend, as independent ego scales with character not class, I think this is the way to go. You can still get ascendent element fire and with eldritch knight, can get full bab progression for 10 levels and spell critical, which with a 40% threat range and as many attacks as a legend gets, will trigger almost every round with full attack actions, barring fortification or crit immunity. That in turn is an extra spell strike, so its 3 extra attacks per round. With a fire elemental/dragon crossblooded dip, coupled with completely normal spell, you can do moderate damage with shocking grasp, which is multiplied (only by 2) on crit. It will hit for around 50 non crit and 100 on crit, twice per round with unlimited uses, but its also doing your weapon damage on top of that.
Its probably not the optimal use of your mythic feat, but you could take favoured metamagic intensify and double this damage as well as beef up your offensive spellcasting more generally. With spell critical, even without spellstrike, this build could be highly damaging with hellfire ray and chain lightening, for example, further enhanced with empower and bolster to fill out your spell levels 7, 8 and 9 with these spells, a reasonable option if you take some form of wizard or arcanist as your eldritch knight base. You could squeeze in a few levels or loremaster for divine power and opportunist too.
Granted, any weapon wielding focussed build is very OP with legend.
Wraths back on the menu boys!
Kinetic sharpshooter is quite good actually. Instead of gather power they can take hundreds of burn through quiver mechanics, which makes it the only archetype that can actually make a good use of quicken without resting after each encounter. So it's twice per round, not once, while for other kineticists it can even realistically be once per two rounds for really loaded blasts. And while the archetype has no access to deadly earth, chain arrows are great too. It's more tricky to land than DE but it can deliver aoe crits without relying on demon mythic powers. I think that makes it a perfect match for trickster. The only big downside I see is that it comes online relatively late. You need lvl 17 for your main aoe infusion and ideally trick fate for truly apocalyptic damage that doesn't even require (other) buffs.
Also, critical range and/or multiplier of a weapon are taken into account, but the multiplier is still capped at 4x for some reason, not sure if it's a bug or not. Because of that, crossbows are preferable.
Most fusions with Haunting Mist we're not designed to work, this was in order to avoid your pc from blowing up.
I just picked back up my Azata summoner, which is very similar to the one in cRPG's video. I just made a skald to go with it and found the Inciter, I didn't realize how many new Archtypes we got since I last played. Anyway, it is exceptional with a Summoner build. The summons give a lot of bodies to block the enemies from dogpiling your skald if the Insult line of abilties draws aggro. Then, the combined songs of a Beast Tamer bard and the Inciter make the summons hit fairly reliably and it adds the sneak attack to a lot of bodies. It's still probably not Unfair viable due to the somewhat underpowered nature of summons....but it's a big upgrade.
It does not appear to give the extra natural attacks to the summons, at least not with the boars I was using. It does give them to Animal Companions. Giving a pet like Bismuth 3 more attacks is nothing to sneeze at.
Seeing Book Inquisitor makes me want to play Thaumaturge in PF2E xD hitting people with big book.
I'm hyped for the Mantis Zealot; Red Mantis Assassain is my favorite archetype in 2E, and this looks like it has the same features
Man I have to play this game again, new warpriest looks like fun archetype
I think the major thing living grimoire has going for it is the sheer skill monkey potential it provides. all skills are class skills, if you go human with 19int at start you get 7 skill points, so 8 once you bump to 20 and if you really wanted to, an extra point from fast learner. Even if you didn't want to run it on MC having a skill monkey like that shores up a ton of checks throughout the story.
drunken master is unbelievably fun
@cRPGBro 16:15 ... holding my breath for Magic Deceiver build guide... don't leave me hangin
mantis zealot + swarm sounds really cool
It does not work thematically though; Swarm is very Chaotic and MZ is very Lawful...
Eagerly waiting for your builds
Im starting a mantis warpreist playthrough, looks dope
Inquisitor does have a very power cc spell that isn't Greater Command. It's Litany of Eloquence starting at 3rd level spells. It fascinates and enemy for a single round and there's no save to stop it. Just have to get through spell resistance. Get a lesser quicken rod and you're golden.
Isn't it already a swift action?
Tested Marine asap and fly attack dont work with a lot of charge multy"s aka spirited charge or mythic divine charge which is huge bummer ( spear is untested ). So bird main appeal is easy charges with no pathfinding and flat footed thing. Probably good enough but i prefer something else , not even 1 lvl dip. Maybe i missing something.
+1 looks like charge work only with pet's feats
It's also not gaining pet lvls from Continue Animal Companion so SCM is looking like a single class Ranged + Pet class until they get a couple patches.
@@pyrflie This is wrong. I have a Sable ranger 1 paladin 15 and the griffon is level 16. There does seem to be a progression bug where the griffon maxes out at level 19 unless you take boon companion, but this is true even if you're pure ranger.
Also, the spear bonus isn't working either, can confirm.
@@Jon-u5j8u I haven't tested with Paladin, but it's not gaining lvls from Sacred Huntmaster, Hunter, Sohei, or Cavalier.
@@pyrflie Did some testing. Whatever bug that seems to put the griffon behind one level seems to do so with any new class you add to the mix.
Test it by adding more than one level of any of the classes you stated and you'll see what I mean. I didn't notice this due to taking boon companion so it didn't effect my paladin build.
Sacred Word for the Living Grimoire reads that it lasts minutes, not rounds, and you can add bane to your book, which is way better than the usual enhancements.
Magic Deceiver plus Arcane Trickster winds up being a rare case of a class that can really benefit from the AT capstone.
Since Chronomancy becomes available so early on into the class, you can still have one charge of that ability available by the time you start moving into AT.
Obviously works great with Azata, and especially Azata->Devil since infinite SLA hellfires + minimum-7 sneak die ensures you're always pumping.
One big downside is that to dip into Lore master for imp-crit on rays, the metamagic feat is totally wasted.
On the other hand, elemental barrage fits like a glove and is easy to pull off without anything cheesy.
cRPG Bro doesnt approve of the Chelaxian Diva because he doesnt want competition, he's already more diva than any channel can contain.
I do not mean for this to come off as an insult so if it does let me know.
There can only be one Prima Donna 😁
must say was messing around and while combining chain lightning and disintegrate is massive damage, chaining lightning+ things like hideous laughter or polymorph is really funny.
Can't wait to make a Karl Franz build with the hippogriff
Summon the Elector counts
brrroo that's great idea.
I'm happy to see some total war warhammer folks here. Wussup fam!
Was thinking of running a Bloodseeker then going Aeon and have a Brown fur transmuter in the party. So you'd get +5 to summoned creature physicial stats with the gaze and then another +8 from a single buff spell from the transmuter for a +13 (to most likely STR) with just 1 round of casting. Combine that with +5 to attack and +5 to damage and those summons are going to be doing some good stuff without much effort.
One thing I noticed but didn’t test was the Inciter Skald lvl12 ability. Where if I’m understanding it correctly, it shares the rouge sneak attack talents it gets with allies under Inspiring Rage.
This would mean if you got Dispelling Attack, every single party member would then have it. If it really does work like that, Inciter Skald is just next level
it does - checked that yesterday, dispel DC is teaken from skald, including new talens
@@antonbog8930 Oh, that's interesting and potentially powerful. If you were an Inciter legend, you'd have character level 40, meaning your whole party would be casting L40 dispels with every single sneak attack hit.
@@antonbog8930 That’s busted strong especially alongside the new Dex damage sneak attack
I would love to see what you cook up for Inciter Skald!
Don't forget that Inciter also shares the rogue talents that affects the sneak attack from 12th level
Yes, it's a very powerful effect indeed!
Also realised that the nerf to improved critical not only interacts with things like the belt of perfection +8, which I expected, but is a huge nerf to gravesinger and the peacemaker. These weapons will now only have a 17-20 range with improved crit, not 15-20. The x3 multiplier is definitely not enough for this to be better than 18-20 x2 threat range weapons, as more crits are better than harder crits. You are definitely now better off with high threat range weapons.
Aeon -> Devil Mythic + Living Grimoire is putting out over 1k dmg per turns using a combination of melee (+75AB) and hellfireray as a swift action every turn for free (+70ish AB). Aeon Bane also gets a bonus to number of rounds equal to the amount of rounds a normal inquisitor would have of Bane (not sure if this is a bug). Haven't even got to mythic 10 yet. Would be happy to share the build if it helps you make a video :)
Please share the build I've been stuck trying to make a new builds with these new archetypes
@@levigenesis6350 I think I will make a video on it. The gist of it tho is using Devil and Aeon mythic powers to get a triple bane buff on your weapon
I'm also pretty interested in this. Goodluck with your video
Realistically, the best summon spell is Changestaff, becuase even if the Treants arent the most power summons and require a staff to summon, they also last for 1 hour per level, so you can fully buff the things to all hell.
you missed a few things on arcane deciever: Magic inventor is exceptionally strong. it gets a +10 to spell pen, and increases ALL enhancement bonuses by 1-2, and all stat bonuses by 2-4. you can pump your DC and spell resist checks to completely irresistable quite easily. ithe class also bypasses all Hit Die requirements and limitations - you can use sleep to knock out multiple 10hd targets in one cast for example. it appears to follow the Increased damage die logic, and does not sum-total the effect per target hit, meaning if you can hit 10 HD of targets, you can hit 10 seperate 10 hd targets if you had the opportunity to.
Best jokes ALSO becomes very broken when applying laugh in an AOE. since you're applying multiple laughters at once, each individual success can kick off a chain laughter - which essentially ENSURES everything will be hit by hideous laughter.
Now all the dlcs dropped time for most powerful minmaxed party composition video.
I respeced Camiliia as a Mantis Zealot because of her crazy Dexterity score and she has exactly the right amount of wisdom for 6th level spells. Was surprised how well that fit her character
PLOT TWIST:
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Ascended Camelia slaughtered Gorum
@@cuteslytherin Is this confirmed?
@@spellandshield nah, it's a joke.
But would be funny if it's true.
This is easy S+ class, on par with Mutation Warrior and Sword Saint
Wait, the subclass is not limited to Lawful Evil like it is in tabletop?
Not sure if it was just an accident but Hippogriffs aren't the same as Griffins. They have the back ends of horses (that's what hippo means) while Griffins have the hind quarters of lions.
Wonder if the mantis would be good for a swarm build! Bugs begat bugs and all that
Thematically amazing
Magic deceiver with Gold Dragon should be a nice combo with D10 damage dice.
:(
Yes finally I was waiting for this video 😅🙌🏻
Hmm, I wonder if it would be possible to add magic fusion to a wizard using a toy box and if it would be possible to fuse wizard spells this way?
Legend magic deceiver multiclass with a full caster must be lethal
I think many people are sleeping on just how powerful the Magic Deceiver can be. The way the spell fusing works more than makes up for not getting lvl 9 spells and not being able to merge spellbooks.
Waiting on Owlcat to update the Drunken Master alignment to Chaotic. That will be a very fun playthrough. Hopefully you'll have a build out for it by then 😅
Like always great video. Waiting for a Legend build with Titan fighter and Company marine. Riding a griffon while wielding two falchions seems to me like a dopamine factory.
Feck you now I have to go through character creation AGAIN
Peak Male Fantasy, Titan fighter is what made me replay the game again
Which weapon type would you say is best for the Titan Fighter?
Gonna start my playthrough sometime next week, and I want to get the most out of the beast that is a Titan.
Oh and would the Trickster mythic path work well with that class?
Magic deciever seems very fun
I think you mentioned the Mask of Razmir allowed 2 additional casts with aspect of the colloxus, or 4 casts in total (presumably the free action is reset after every hard cast of a spell, it seems to behave this way out of combat).
Do you know if this is also true of casting with greater Aeon's Bane? Time manipulator is a pretty thematic archetype for Aeon anyway, and would allow infinite resets of your abilities, including the normally rather limited Bane. If this would turn you into a 4 cast per round, mass dispelling caster, with +4 to DC and caster level, it would be rather impressive, even if the demon would ultimately do it better with aspect of the brimorak and superior save modifiers.
Even before this admittedly very lategame item, this would be a rather strong chapter 5 build.
Apparently the Raven Swarm is bugged
ELVEN CURVED BLADES!!
1.Can you duel wield them?
2. Can you get power attack bonus from both?
3. Does titan fighter change the damage type of the ECB to str?
3. Can piranha strike work with ECB when using titan fighter?
4. Does PS and PA still stack when using ECB, whilst duel wielding?
5. What about mythic Power attack and piranha strike? Do they stack with titan fighter if he duel wields ECB and gets both?
I was looking through the older archetypes and it seems they changed the Shadowcaster so the summoned shadow can't go out of control. Might make a decent option for a build.
I am surprised that your Titan fighter was not using the Gravesinger greataxe, pretty much your bread and butter for most fighter builds 😆
Well you can't get two of those.
Must…have…builds….
Just seen a very big nerf to bane of spirit in the patch notes: its a swift not a free action.
Kind of "like" Ulbrig, the Griffonshifter... *pause* 😂 Yeeeeah, we ridin' Ulbrig 100% everyone thought it.
Deadly Fascination seems really, really good. No limits to how much you can use it, it just always happens passively every single time you kill something?
Oh my goodness, I hope there are some builds further down the line. That sable company ranger looks like a lot of fun. Love the videos as always
Would be interested how you would cook up a Slayer/titan fighter multiclass build weapon focus on falchions
Kinetic sharpshooter legend with stormwalker might be interesting.
Yeah, here we go, wrath of the righteous, the best crpg of all time when it comes to building your character
Will you do some new build guides ? Maybe even start a few new runs?
Bro do you think your dual curse oracle is still op or one of new archetype is better?
For your pronunciation question: You did say Soliloquy right. Requiem is reck-we-em
Thank you!
Wait, does pounce on the hippogriff mean the ranger also gets a full attack on a charge? that sounds like what you were saying.
At a moment Magic Deceiver is the most broken archetype in the game as it could wipe out the whole map of mobs in single cast. Even if they do have 6 level spells, they still could have busted DC that are over 70 and have decent spell penetration.
- Not talking that with the curonomancer feature capstone + Azata they could have never ending resources to run the dungeons without a rest. Not for the single char, but all party members.
- Elemental barage is again a thing with this archetype as it could combine several different elements in a single spell and have an effect of the power.
- Use imagination for other loops...
So here is a good question that just poped into my head about kinetics sharpshooter:
Since it says you retain all the properties of your ranged weapons etc just infuse the bolt with your blast... can you vital strike? Like quad the damage? That NEEDS testing, bcs it may become an 80D6 nuke (not to mention if you go with a trickster into legend from a kinetics sharpshooter into rowdy with additional 20d6 of sneak attacks and 15-20 x3 crit range)
thoughts?
Tried it. Doesn't work. Vital Strike is an activated ability just like Kinetic Blast. Using Vital Strike only makes the character shoot normal arrows.
Honestly great video like always bro. I thought it was hilarious how you nailed the pronunciation of soliloquy but missed on requiem, arguably an infinitely easier word to pronounce haha
Using chronomancy + the azata spell that restores spells and abilities should give you infinite casts right? they each restore each other?
Did they make any changes to the Devil mythical path mechanically? Or is it just the story they changed?
any idea if the crit range change on Gravesinger is intended or a bug ? are falcatas the way to go now ?
Is Magic deveiver (as a spont. caster) can combine spells added by the item (rings of fear, fire, earth, strom bracers)?
Do you think sable company ranger would be a good fit for Lann?
They actually nerfed Bane of Spirit to require a swift action, possibly increasing the usefulness of the Bladebound's force infusion, though it still seems like a pretty underwhelming class.
"I’ll be blunt" counter broke
Titan fighter looks great, can you make a dual wield titan fighter with legend mythic path build
Hi can you do sword saint magus build? My first playthrough was just magus/angel build and it was truly terrible.I wonder how you do good magus build.
Looking forward to trying the Sable company marine, but it does seem kind of immersion breaking, why wouldn’t you just fly your pet out of the ravine and bypass all of the first dungeon?
Its injured itself protecting you before getting to the city and can't fly for long periods of time
Any suggestion for starting stats for the titan slayer class?
You underestimate the power of the book.
Bane weapon with absolute stupid amounts of damage > whatever minor buff Judgement gives you.
Trying to build a sable company marine titan fighter dual wielding big weapon. Any tips? is this even useful?
Does hippogriff’s flying charge work with spirited charge and other abilities? Could be awesome as a dip for cavalier charger, since flying charge is much easier to consistently pull off in combat than regular charge.
As of now, no. None of the charge bonuses are working with flying attack (longspear bonus, spirited charge, mythic charge, the natural attack bonus kneepads).
I'm hopeful this get's fixed soon.