I really just posted about mythic mage armor and monk dips because I knew Desiderius couldn’t resist dropping in to tell me they’re memes.Indeed, welcome back.
You've been missed, Desiderius.
Yeah, it’s probably bad habits of thinking that I’ve formed where in other D&D games, gishes of course become very strong, but a fighter putting on their first suit of full plate is also a significant change that allows toe-to-toe combat, at least at lower levels.Best defense is a good offense. And using offensive spells of level higher than one/the good Mythics that accentuate the strengths of your class. Grease isn't the end-all/be-all here that is in in other D&D games.
I might hire a merc skald and play on hard/unfair (I did an unfair run up to chapter 2 with an inquisitor/monk using quarterstaves for flurry alongside my paladin game on core/hard, but didn’t like the gamey-ness of the build).
There’s all kinds of non-combat skill utilization in P:K/Wrath. People fall for memes, neglect their skills, then whine about the skill checks they don’t even know they’re missing.
Many such cases.
Tabletop Tweaks has a pretty nice Two-Weapon Defense and its Mythic Version to add weapon enhancement bonus as shield. Mod also extends Fighter's Weapon and Armor training and adds Armor Focus for even more AC.
I had built Regill around it, with Two-Weapon Defense, Crane Style, Heavy Armor Focus and new mythic feats for armor he was nice and sturdy enough to reasonably tank on Hard.
Mod itself is a huge recommend from me. It is completely configurable so any fix/addition could be switched on/off separately in mod menu and incredibly stable too.
There’s all kinds of non-combat skill utilization in P:K/Wrath. People fall for memes, neglect their skills, then whine about the skill checks they don’t even know they’re missing.
Many such cases.
Nah in general the issue in the main game is that it doesn't provide big problem solving opportunity in consideration of the main plot's critical path. Having skills like Perception, Lore, etc usually results in you finding niftty things and all, but the game critical path (as in path that you absolutely must do to finish the game) are usually not gated or interacted much using non-combat skills. The only instance where I feel non-combat skills was absolutely useful on the critical path was I think Kenaberes Market with some Athletic/Acrobatic. I guess Sosiel first quest where you can use Athletic/Acrobatic to get to rooftop entrance to the church also counts.
Right now the DLC seems to be trying to focus on those non-combat instance which rarely happens past the first 2 chapters of the game. Well, I am not feeling confident. But if it is good then it is good.
the camping skills, high Stealth preventing ambushes while traveling, high Nature preventing fatigue (giving you more rests), likewise with Religion preventing corruption.
There's some explicit main path skills at the end but you've also got the Dragon fight that can get you killed if you don't pass some high Mobility/Nature Checks IIRC, there's a pretty important side quest gated behind 40 Religion,
You’re falling for the memes. This game is the same re: the first suit of Full Plate if you don’t neglect all the usual ways available to any character to protect themselves without having to resort to a Skald Merc, which will eat up a valuable slot that could be doing something else.
I said Skald Merc because that’s what I did for my Unfair QStaff Master run but it struggled to be relevant outside of the buffs. Really needs Azata Mythic to land its spells.
You’re not good enough for Hard yet, let alone Unfair. I wasn’t. No dishonor in that.
You’re falling for the memes. This game is the same re: the first suit of Full Plate if you don’t neglect all the usual ways available to any character to protect themselves without having to resort to a Skald Merc, which will eat up a valuable slot that could be doing something else.
I said Skald Merc because that’s what I did for my Unfair QStaff Master run but it struggled to be relevant outside of the buffs. Really needs Azata Mythic to land its spells.
You’re not good enough for Hard yet, let alone Unfair. I wasn’t. No dishonor in that.
Wrath of the Righteous is not like, for example, BG1 with respect to getting a suit of full plate. The amount of nasty creatures in WotR is way higher—I mean in the town square area alone are babu with long spears who will sneak attack crit you if you fail initiative (and probably one shot you at that level), incorporeal creatures that drain strength/dex, things that spam mass inflict light wounds and all other sorts of encounters which require more advanced tactics early on. I’m not opposed to that, but it’s a very different kind of game. It’s like if 70% of early fights were full of kobolds with flaming arrows or that knife-throwing guy instead of gibberlings and half-orc bandits or what have you.
I actually prefer the difficulty of WotR, but as I stated in my first post, I found core TOO easy, while I struggled with hard given the specific build I had (or rather it turned into pets tanking things while my paladin moved around the side to avoid more than one or two people attacking him at once, which is fine for beating the game, but just not what I was going for). I’m planning to start over since it has been about 8 months since I last played, which is why I posted here about the tabletop tweaks to see if it gave more options to armored characters.
I had my paladin using a greatsword last time, but maybe this time I’ll double grip longsword and use a shield in some circumstances or play a fully armored battle oracle to have some more defensive spell utility. I had less trouble with bosses than enemies between bosses because of smite evil. One of the last things I did wasthe siege of Drezen, and basically walked over that demon guy at the end on hard on the first try.
edit- to clarify that, I'm agreeing with you, my knowledge of builds and game mechanics was not good enough for Hard/Unfair and by that point of my last run I had probably relegated my paladin to sideline damage dealer for anything above core unless it was a smite evil target.
I might hire a merc skald and play on hard/unfair (I did an unfair run up to chapter 2 with an inquisitor/monk using quarterstaves for flurry alongside my paladin game on core/hard, but didn’t like the gamey-ness of the build).
I did not play past act 3 (although I highly doubt the situation changes later), but in wrath tanking in the very classical meaning of the word (plate and a shield, get stuck in and facetank) is definitely not gonna work particularly well on higher difficulty levels. The difference is quite noticeable compared to the previous game. If you want a lore friendly tank without dips and re-casting buffs from the available options, your best bet is Camelia. Get ice hex at the first level up, buy the ice hex ring as soon as you reach the inn, do the tower asap to get the enchanted chainshirt. That's already very decent for early game and she can cast barkskin, vest and whatnot on herself.
I have to yet check how pet tanking works here as it was super good in km as far as non-meme options go. I assume with the addition of turning that annoying whatshisname into vivi for a shield spell it should be gud for early game. I also kinda want to try invulnerable rager with endless rage, but I don't think it's going to be very good and the +dr items I saw in the game previously were literally all bugged.
Oh, and I guess that's very obvious at this point, but the double-roll defensive hex from your friendly neighborhood witch is very good for early game tanking.
If the guy wants to have a tank then he wants to have a tank, I don't think 'roided snowballs are a relevant point here. You can get the hex at first lvl up, you can get the ring as soon as you're out of tutorial. Up until the moment I played I didn't see anything that would come close to offering +4ac for one ring slot. That's permanent and fully stackable. No spell slots, no casting, no turns wasted, no saving throws, no dispell/ignore, no duration, no nothing. Yeah, I'm not passing on that if I want to have a legal, lore-friendly tank that doesn't rely on buffs and debuffs to go to a toilet.
I'm planning to get back to the game once the new dlc/patch hits so I will check pet tanking (probably return to my initial idea of playing a hunter), but I expect char dex tank will go ahead, pre-buff, once you do the initial item setup. The real question is how long can you maintain it, I expect you start needing to heavily lean on buffs/debuffs p soon.
The visual bugs that allowed you to play a monstrous centaur by increasing your horse's size was (is?) pretty fun.I was super pumped for playing a mounted, charging char in wrath, but I tried that in the initial build and I think it scarred me for life.
Sounds cool. I had one leg overboard as soon as I saw all the epilepsy attacks my char was suffering when I asked him to do the one thing he was supposed to do. I was already past the "abandon ship!" threshold when I learned that all the mounted feats just flat out don't work.The visual bugs that allowed you to play a monstrous centaur by increasing your horse's size was (is?) pretty fun.
From my experience - convenient tanking works and works well up until the last dungeon of Chapter 3. And many things, from Camelia to horses and leopards could do it.No spell slots, no casting, no turns wasted, no saving throws, no dispell/ignore, no duration, no nothing. Yeah, I'm not passing on that if I want to have a legal, lore-friendly tank that doesn't rely on buffs and debuffs to go to a toilet.
If the guy wants to have a tank then he wants to have a tank, I don't think 'roided snowballs are a relevant point here. You can get the hex at first lvl up, you can get the ring as soon as you're out of tutorial. Up until the moment I played I didn't see anything that would come close to offering +4ac for one ring slot. That's permanent and fully stackable. No spell slots, no casting, no turns wasted, no saving throws, no dispell/ignore, no duration, no nothing. Yeah, I'm not passing on that if I want to have a legal, lore-friendly tank that doesn't rely on buffs and debuffs to go to a toilet.
I'm planning to get back to the game once the new dlc/patch hits so I will check pet tanking (probably return to my initial idea of playing a hunter), but I expect char dex tank will go ahead, pre-buff, once you do the initial item setup. The real question is how long can you maintain it, I expect you start needing to heavily lean on buffs/debuffs p soon.
From my experience - convenient tanking works and works well up until the last dungeon of Chapter 3. And many things, from Camelia to horses and leopards could do it.No spell slots, no casting, no turns wasted, no saving throws, no dispell/ignore, no duration, no nothing. Yeah, I'm not passing on that if I want to have a legal, lore-friendly tank that doesn't rely on buffs and debuffs to go to a toilet.
But second half of the game is a different - enemies AB jumps up, but what is more important, battlefield changes. There are just so many archers, teleporting babaus, stunning vroks, compulsion-spamming succubi and true-seeing enemies (with a shitton of other buffs) that imho, AC becomes the least of the problems. And all those nice things often spawned all around party and not exactly interested at hitting one particular target built specifically for eating melee attacks.
So I usually abandon all attempts to rely at defense and just go for Wierd, Hellfire Rays and uber damage from melees/archers.
So you're saying, pre-buff, leopard is a much better tank than someone with 20dex, tower chainshirt, ice hex ring and a shield? Not saying it's not, but citation needed.Leopard class and you'll tank (much) better