Lambach
Arcane
Our local mentally handicapped autist seems a wee bit upset about getting called out on all of his ridiculous bullshit, it seems to me.
Swift pots isn’t something I’ve looked at yet.
You got me. Life is pretty good tho and I’ve got a couple pics on Hard I can post when I get home illustrating it if you want.
Life Spirit you imbecile.You got me. Life is pretty good tho and I’ve got a couple pics on Hard I can post when I get home illustrating it if you want.
Hey, you know, I genuinely wish that your good life continues for you as long as possible and you enjoy everything it has to offer and then some.
That said, how about you just go on and enjoy your good life instead of pretending to be an expert on things Pathfinder-related, hm? Because, as we've seen, that you are clearly not.
Where do the heads in the main hero's chest come from?"Hey, you! Yes, you! You're completely fucking retarded!"
Where do the heads in the main hero's chest come from?
Cam Second Spirits broken down:Obviously, when I am asking for a build it means that I do not want to think about it. No amount of your inspiring speeches can sway me if I want a ready-to-use answer which I don't want to look for myself.
See above. How many non-spellcasting melees do you have tho? I have trouble fitting in one if my MC isn't one. Greybor has Defensive Study and Reg Domain Zealot (Trevel/Nobility or both) and it's the perfect place to put Inspirational Leader. At your difficulties don't you want Last Stand as well? Ever Ready is better on two-handers but it isn't exactly bad for them. Mods give you additional choices. Greybor and Regill:I need to fill all 5 Mythic Abilities with something not completely useless on the non-spellcasting melees.
I'm probably still going to stick with Stone, Metal Curse is just too good to skip. Air Barrier is nice but you can just have your arcane buffer cast Displacement on her then cast Mind Blank for the same effect, albeit short duration until you get 24h EnduringShe can't slot her Spirit's spells into her ordinary spell slots anyway, so she can't have more than one Magical Vestment, but she can get the second cast of Magical Vestment from restoring it with Object Bond.All of that, actually, begs the question: I was going to build Camellia as an Elemental Barrage master; now what is the best (if any) second spirit for a melee Spirit Hunter with a rapier? Will it be Air? Or is it better to forget about the second spirit and concentrate on crits from the rapier and Abundant Casting for more buffs and Magical Vestments?
Air is my choice too for Air Barrier and one Hex that gives 50% miss chance for range attacks. Nature is nice for pet (too late) and 1d6 sound, that is least resisted element. Anyway, she is lvl 1 and got excellent DEX, so multiclassing her is always an option. And she is still one, if not the most, competent tank with Hexes and High Crit Range weapon even if she stays a pure shaman.
Well, as some people have already mentioned, I have a huge dilemma too each time when I need to fill all 5 Mythic Abilities with something not completely useless on the non-spellcasting melees.
I mean that's a bit harsh. Desi knows the game well and his focus (sometimes edging on fixation) on less commonly known and sometimes even a bit exotic mechanics/abilities leads to some nice discoveries.
Tl;DR, if you want actually worthwhile advice, ask Haplo for it and tell Desiderius to suck your dick.
That is some crazy HP.Most elusive boss of DLC 3.
Only my Mutation Warrior was able to scratch it with Sensei Advice, but Angel's Bolt of Justice + Rod
Were blowing her up twice per round for 547 damage. Boss died before Last Stand had run out on my Monk.
Metal Curse is great, though. Also Stone also gives Acid enchant - which is great for EB.Actually now that I think about it, Wind Ward and Air Barrier are pretty powerful and probably better than Metal Curse on balance
Wait whatThe hidden trump of Hampering is that supposedly Chant works with it.
This is exactly accurate. Glad you've come around.
Things that work for voltronning are different than things that work for a full team once you take into account opportunity costs. With multiple attackers you can forgo some of the marginal damage-only stuff that's necessary if you've only got one attacker for AoE/AB/versatility/survivability/staying power/whatever else that's stopping you from smoothly getting through fights. Looks like I'm going to have to demonstrate doing that on high difficulties again if people are going to believe it.power-gaming choices that just work