gurugeorge
Arcane
More Archaeologist Trickster shenanigans - if you have lots of crit stuff (I've got the amazing shortsword Blitz Cut at 15-20 x3 with the shield Blinding Light at 18-20 x2) and the feat (shield-) Bashing Finish, then if you cast the lvl 7 Trickster spell, Trick Fate, it forces d20 rolls, so you can get into an endless loop of shield bashes until a thing is dead. Fun, but hilariously game-breaking tbh, although it does come right at the last trickster caster level. (Also, amusing side note: the last Trickster summon, Hog of Desolation, which arrives with a spectacular bang, is hostile to everything, including you and your team, but it rips through enemies like nobody's business. )
Ima post my build soon - still undecided as to whether to just bite the bullet and do spell focus enchantments and spell penetrations, incl mythic versions, etc., etc., with an Expanded Arsenal into Illusion, seeing as there just is so much Enchantment/Illusion crap in the combination of Archaeologist and Trickster spellbooks, or whether to just concentrate more on the melee featage (I can squeeze in the crit stuff with those magic aspects, but I'm thinking of foregoing some of that investment in magic for the sake of more out-of-the-way melee feats, i.e. opening up un-prereq'ed access to things llke greater cleave and cleavinng finish via the relevant Trickster ability, which would seem to a good way of making good use of the synergy). The spells are nice and all, but my team and my character are just so busily devastating in melee that I don't really have time to cast any fancy-schmancy spells. Hell, maybe the good Lord is just telling me to up the difficulty from Core
If I were to play solo, then there would definitely be a use for that type of Enchantment/Illusion build with decent melee, but in a team, it seems pointless, so I'm wondering if I should just basically have the buffs and any enemy-only mass spells (like Slow) in my tray, so I don't have to think about them that much, maybe even with some investment in Transmutation (the two foci, the two pens, and leave it at that). Another option would be Conjuration - I could see summons being useful, again, if soloing, but that would also require some investment (augment) and it seems pointless faff in core, when around lvl 18 I'm just mowing down mythic demons (don't get me wrong, I'm loving it, and it's a suitable reward just at the end of the game, but apart from the occasional summon to start and grab attention (which doesn't really need supporting feats), it seems like pointless busywork).
(Something else I've often been curious about: supposing I do invest in Conjuration, does that have any impact on cure spells? Are they more effective with that investment? In which case Conjuration probably is the most useful all-round if I'm just going to be bashing away at things. Maybe get that ranged heal mythic thing for secondary spot healing.)
Basically, I suppose what I'm curious about (from anybody with the relevant experience) is just what are the best spells (apart from buffs+ the mythic enduring spells and some heals obvs) to go with a melee centric bard/trickster type of character, in team?
Ima post my build soon - still undecided as to whether to just bite the bullet and do spell focus enchantments and spell penetrations, incl mythic versions, etc., etc., with an Expanded Arsenal into Illusion, seeing as there just is so much Enchantment/Illusion crap in the combination of Archaeologist and Trickster spellbooks, or whether to just concentrate more on the melee featage (I can squeeze in the crit stuff with those magic aspects, but I'm thinking of foregoing some of that investment in magic for the sake of more out-of-the-way melee feats, i.e. opening up un-prereq'ed access to things llke greater cleave and cleavinng finish via the relevant Trickster ability, which would seem to a good way of making good use of the synergy). The spells are nice and all, but my team and my character are just so busily devastating in melee that I don't really have time to cast any fancy-schmancy spells. Hell, maybe the good Lord is just telling me to up the difficulty from Core
If I were to play solo, then there would definitely be a use for that type of Enchantment/Illusion build with decent melee, but in a team, it seems pointless, so I'm wondering if I should just basically have the buffs and any enemy-only mass spells (like Slow) in my tray, so I don't have to think about them that much, maybe even with some investment in Transmutation (the two foci, the two pens, and leave it at that). Another option would be Conjuration - I could see summons being useful, again, if soloing, but that would also require some investment (augment) and it seems pointless faff in core, when around lvl 18 I'm just mowing down mythic demons (don't get me wrong, I'm loving it, and it's a suitable reward just at the end of the game, but apart from the occasional summon to start and grab attention (which doesn't really need supporting feats), it seems like pointless busywork).
(Something else I've often been curious about: supposing I do invest in Conjuration, does that have any impact on cure spells? Are they more effective with that investment? In which case Conjuration probably is the most useful all-round if I'm just going to be bashing away at things. Maybe get that ranged heal mythic thing for secondary spot healing.)
Basically, I suppose what I'm curious about (from anybody with the relevant experience) is just what are the best spells (apart from buffs+ the mythic enduring spells and some heals obvs) to go with a melee centric bard/trickster type of character, in team?