I'm going to be taking a break for Wrath of the Righteous for a while, but if that's what you're going through then awesome! Let me know how the revamp is.
I'm glad you like the build! The only change that made a difference to this build was the nerf to shatter defenses. Even the, I'd probably still stick with shatter defenses feat because this character gets a lot of attacks and if he hits with his first attack (which he should with his AB being so high) then all of the subsequent attacks will still benefit. If I were to make a change then it would be to switch dazzling display and shatter defenses for combat reflexes and seize the moment (assuming other characters will be taking seize the moment teamwork feat as well). This change would be more to support the party as a whole rather than to make the damage of the character better.
Heya! It's a combination of several things. 10 points from level 19, 6 from the capstone ability, 14 from wisdom (gear seems to affect the total but am not sure if spells will), and 8 from mythic level because of Abundant Ki. So 10 + 6 + 14 +8 gets my character to 38. I got to rank 9 recently which brings the new total to 40. Additionally, if you wanted you could take the feats that give you more Ki points as well, but I didn't take that.
@@cassiusvictus7838 ahh, thanks, i didn't realize wisdom was affecting it, tbh. i was even pretty sure it wasn't. cool. unfortunately, you can't take the ki feats on drunken master (well, apart from the mythic one), otherwise it would have been an even bigger monster in early-game :)
I've been lurking and watching the VODs and they have been a lot of fun. I have a question though, how are you dealing full weapon damage on the swarms? I usually kill them with magic because they seem to resist even blunt magic weapons, so I imagine there is a buff I'm missing lol.
I'm glad you've been enjoying the playthrough! To do full damage to swarms with regular attacks there are 2 ways to do it. The first is to get a necklace called the Swarmbane Clasp which comes along with the DLC that Ulbrig is a part of. The other way is to change the type of damage that your physical attacks to some other kind, such as Fire or Force for example (I recommend force since nothing really resists it). One way to change a weapon's damage to Force is to get the Bane of Spirit ring from the relics of the Crusade in chapter 3. It will allow you to convert all of 1 character's physical attack damage to force damage instead for single round.
@@cassiusvictus7838 I completely forgot about the Bane of Spirit ring! Ever since Owlcat changed it to not work with spells anymore I stopped using it. Man, I'm on my 4th run in this game and never tought about using it to handle the swarms lol. Thanks for the answer!
Heya! It will indeed work with an Aeon mythic path. You'll have to get other characters to cast some of the buffs you would normally get from the Angel spellbook, but otherwise it will work fine. Even better in some aspects.
Heya! For this specific build I would say it's essential since it provides 2 things. The first is that it gives Vital strike at 1st level when you would normally need to get to a 6 base attack bonus (minimum level 6) to unlock, which makes the beginning of the game much easier. The 2nd, and more important thing for the long term of the build, is that it provides Vital Force which adds 2d6 sneak attack damage to each sneak attack die that's being rolled. At level 10 with this build you could have up to 8 sneak attack dice being rolled when using vital strike. With Vital Force that comes out to 24d6 added damage instead of 8d6 extra damage per sneak attack hit without it.
@@cassiusvictus7838Wow. I didn't know. Next week I start a race, I only have experience of the Pillars of Eternity. By the way, is there much difference between choosing Slayer or Spawn Slayer? Or Bloodseeker?
@@jaime2683 Spawn Slayer is typically considered to be superior to base slayer because you get bonuses to hit and damage for larger targets with the only downside being losing upgrading the Study ability from a Move action to a Swift action. Bloodseeker is new with the most recent patch so I don't have any experience with it, but at first glance I'd still say the other two are better for a build like this.
@@cassiusvictus7838 Perfect then. I think I'll do this build, just replacing Slayer for Spawn Slayer and the human race with a Dhampir or a Tiefling, because I like roleplaying them more XD. I'll probably end up doing the Legend Mythic Path, so I'll put some Demonslayer levels in there to have a pet. Thanks, sir.
@@jaime2683 Happy to help and I hope you enjoy the run! Just to note, not going with Human you will be behind by 1 Feat since they get a bonus feat in the beginning. I wanted to throw that out there so you can plan around it.
Thank you for this video, very well detailled ! :) I just have a question as i just started the game : in which DLC have you find your items ? I have started the main campain, is it preferable to do some DLS first ? (in order to unlock bonus, quest, items etc ...)
Thanks for the comment and I hope you enjoy the game! Most of the items that I use for this build are found in the main campaign. The exceptions are the +7 resistance cloak, +7 protection ring, +8 belt, and the sword I was using. The first 3 won't be available to use in the main campaign until after completing the Inevitable Excess DLC (which items will appear will depend on what difficulty you complete the DLC on). To get the sword in the campaign you would need to complete the Through The Ashes DLC. I do not recommend completing either of these before the main campaign, partially because those items are only upgrades over things you can get in the game. You can find several Rings of Protect +5 and Cloaks of Resistance +5 (and some +6) throughout the game. As for the belt, there are some that will give +6 to physical stats late in the game. If you have a Brown Fur Transmuter mercenary companion you get him to buff the party with +6 or +8 (once they get to level 20) stats which will make up for the belt almost completely. To replace the sword there are many one handed weapons you can get throughout the game that will serve just fine. I hope this helped. If you have additional questions let me know.
@@cassiusvictus7838 Thank you for your quick and very detailed response! This helps me a lot given the amount of things I need to know and/or understand ! This game is truly a gold mine for optimizers! Thank you again for your help ! :)
did u actually play this on unfair or just assume it to be viable? notably for start of game till drezen. cus even a leopard pet with 28-30ac is hard to survive the labyrinthe without protective luck spamed on it...and that build early game have nowhere close of the leopard ac..also how is the shield considered a offhand weapon? played on unfair not long ago and no rememebr seeing a shield have damage.
I did play through with this build and it does work. The beginning is harder than with other builds as I find animal companions are better tanks at the beginning of the game because of both AC and mobility, but it will work. By the time you get to the camp you can hit 25 AC (7 from armor and 1 from dex if you take seelah's armor, 2 shield, 2 fighting defensively, 1 dodge, 1 combat expertise, and 1 crane style). In the labyrinth you can get +2 from a potion of barkskin that should last throughout, bringing the total to 27. This will work for the area with the help of protective luck. Not as good as an animal companion, but will still work. If you decide to utilize the only active members get experience option then you can get to level 3 about halfway through the labyrinth and get 4 more AC from Wtich (2 from icplant hex, 1 from lizard familiar, and 1 more from fighting defensively with 3 points in mobility) making the tanking even easier at the beginning. As for the shield as a weapon, you'll want to invest in spiked shields which will allow them to count as an OH weapon and the video shows feats like Shield Master to help make fighting with two weapons more convenient.
I haven't put a lot of thought into Legend yet with this build, but it should work (definitely on Hard, not %100 sure on unfair). You would get less AC from the skald due to fewer levels for the mythic inspiration ability and also from the loss of the Angel mythic abilities. For the extra levels you would probably want to focus on classes that can help improve your AC further such as Slayer Arcane Enforcer for the wooden flesh ability or Inquisitor for the Judgement bonus to AC. Another potentially useful one would be Armored Hulk Barbarian to get the increase to movement speed while wearing heavy armor since that is a weakness of this build. You might also consider having tranquil caller bard on standby just in case since I'm not positive what the final AC will look like without the mythic abilities.
If you don't a 1 level monk then in order to take Crane Style you need to have both the Improved Unarmed Strike and Dodge feats along with a base attack bonus of at least 2 (and an Intelligence of 3 if you want to get it on your animal companion).
@terriblechatgptvideos I'm not entirely sure what you mean by picking different feats, but I am going to assume you mean the lack of me taking improved unarmed strike. The reason is that I chose the martial discipline background, which provided that feat for free.
Does Tandem Trip require your pet to have 3 INT? I mean that might explain why also how do you even manage to take that feat in the first place? Maybe a nerf to the dog?
Tandem Trip does require your pet's INT to be at least 3. The good news is that the game takes the enhancement bonus of items you're wearing into account when selecting feats during level up. So if your pet has a headband of Intellect on while leveling up then you can select any of the teamwork feats they are eligible for. An easy one to get would be the bookworm headband from the spells camp vendor at the start of chapter 2.
No problem at all, glad you liked it! I just updated the description to include a couple of things I forgot to mention in the video so please check that out if you want additional details.
This build should also work for the Demon mythic path (definitely on hard, probably on Unfair), but it will sacrifice the inherent defensiveness that comes with the Angel path. Your AC will be a little lower and your resistances significantly so and you'll also be more reliant on spells from allies for buffs, but there are plenty of bonuses from the Demon path that will help this work, such as aspect of the Vavakia for bonus STR and Kalavakus for Natural Armor.
Merged lich/angel spellbooks are higher caster level aren't they? becoming caster class + mythic rank so you get to rank 30 by being a merged angel/lich, Quarterstaff of the war mage gives +2 caster level and now since the DLC's are out the Robe of the Seven Sins gives +3, so those combined is 35 off the bat which should be able to do any spell with the extend metamagic.
Indeed, the caster level for the merged lich/angel spellbooks brings your MC to caster level 30. Since you only need to get to level 25 to get every extended buff spell to 24 hours, this is the simplest way to do that. This only works for the Main character though so for everyone else you'll need to rely on gear and feats/mythic feats. The robe you mentioned is a great way to get those caster levels since it gives +3. However, The Quarterstaff of the War Mage doesn't give +2 to caster level, but instead gives +2 to DC saves for spells that are cast and +4 to caster level checks made to overcome spell resistance, so sadly it is not helpful for this purpose.
I do like the heavier focus on vivi and slayer better. The main advantage of taking 11 in rowdy is to get the vital stike feats earlier than usual and not needing to use any feats on them, but you lose out on utility and power that the other classes bring. The only 3 downsides to only having 1 level in rowdy are fewer skill points per level, slower progression of vital strike, and needing to use feats to get vital strike upgrades.
Unless they updated it in a recent patch then enduring spells and greater enduring does not work with Mutagen. It used to but somewhere around patch 1.2 or 1.3 they updated the enduring spells ability to only work on spells and not abilities.
There are a number of actions that cause an AoO to trigger. Standing up from prone, spell casting in melee can cause it, ranged attack in melee, if someone in melee moves more than 5 feet while within threat range then it will provoke one as well. There are also ways to trigger an AoO through teamwork feats as well. For the melee threat range options, weapons with reach and spells that make the character bigger will help trigger AoO more often since they will have a wider area of threat.
Thanks for the comment! I just tested it and the charisma stacking still works for Scaled Fist and Oracle Nature's Whispers. There was an update recently to make it so a monk's WIS bonus would not stack with other classes that have the same type of bonus, such as an Instinctual Warrior's bonus to AC through WIS as well. The bonus to AC from an Oracle with Nature's Whisper ability is dexterity based since it's just replacing the dex modifier with the charisma instead.
Hello, thanks a lot for the video, I would like to ask a question regarding outflank feat; does it work on range touch attacks? Like if I'm casting a scorching ray to a flanked monster and have this feat, will outflank bonus be added? Thank you
Thanks for the comment! The bonus to attack rolls will not be added to any ranged attacks, however a ranged character can still support a melee by taking this feat since someone in melee can still proc the attack of opportunity if the character using ranged attacks has this feat.
I dunno, this build doesn't seem all that great. Once you hit chapter 3, you're better off tanking with a Wild Boar pet with the Bulwark pet build. AC of around 35 without any equipment, while this build at the same level has only about AC 23-26 sans gear.
Thanks for the comment! This was one of the first builds that I did that made me feel really powerful in the game, but it is weaker than many of the things I have done since. I also agree that a animal companion tank is the better option since they can tank while you do damage, however I do have a couple of points. Firstly, your numbers are incorrect. Without gear or buffs by level 4 you'll be able to get 28 AC (12 from Cha, 3 fighting defensively, 1 dodge, 1 crane style, 1 combat expertise) and good saves. The other thing is that you're comparing a 4 level starter build to 10 levels by the start of chapter 3. As I stated in the video there are many paths you can take this build from here. You could go Oracle Angel to get big 10th level spell casting by end game, or you could do what I did and go full tank with it and by the end of game get well over 100 AC (I think I maxed out at 137 against Inevitable Darkness in the DLC).
Hi! Mostly yes, but the first point I put into dex since I was using the dog as the main tank in the beginning. I don't think this was strictly necessary, but it is what I did with this build.
Hi! This is not strongest ranged build. It is a solid build for beginners on normal or lower difficulties, and can even work decently on Core, that will do good damage without having to worry about a lot extra abilities. This build is missing some key feats that synergize with the group, has no additional damage abilities (for example: sneak attack) and has no spellcasting. So there are a number of ways to increase the efficiency of this build.
@@matsu11177 I haven't played around with the eldritch archer class enough for me to put a build together for it, but from a pure theoretical perspective it looks like it would be one of the highest ranged damage dealers. Rowdy rogue build can be exceptionally powerful as well, however the only downside is you will have a low base attack bonus, so it would probably be better to add other classes in to fix that. Off the top of my head, I would say 3 Rowdy, 3 Vivisectionist, and 14 Spawn Slayer. This will give you a BAB of 18 by the end, and a good amount of sneak attack dice (8) before feats. If you want to have more sneak attack damage then I recommend looking at my vital strike build which is similar to this, but instead is 1 Rowdy, 7 slayer, 12 vivisectionist. However if you go with this build then you would not get Greater Vital Strike until max level unless you were on the Trickster mythic path and focused on Athletics.
Hi! That would be from the Brown-Fur Transmuter subclass of the Arcanist. That subclass gets an ability called powerful change at 3rd level to increase the ability score adjustment of any spell by an additional +2 (after using 1 arcanist point) and at 20th level that bonus increases to +4, hence the +8 to charisma. This bonus also works for the other bonuses besides enhancement as well (such as size or polymorph).
Circumstance bonuses and dodge bonuses are the only types of bonuses but that doesn't matter for your rings. One is competence and the other is circumstance. Good build though. A suggestion for any future builds you do (if you ever get around to doing more) is just do them straight 1 - 20 and then suggest mythic paths / powers that can work well with it unless of course it is specifically a Trickster build like this one since Tricksters unlock the extra feats that are usually required to run them. Good build overall though, love how in depth it goes. I like theory crafting my own builds but it really is always a lot of fun to see what others come up with since the build diversity in Pathfinder is so large
Ah, thanks for pointing that out! I had been recording for about an hour at that point so my mind must've been frazzled and not noticed the difference. Thanks for the suggestion on how to structure the builds. I can see how that would flow better. I will get around to doing at least one more build some time down the line since there are so many possibilities I don't see how I couldn't. But I have basically been playing WOTR for 1.5 years (including Beta) and have decided to take a break from it for now. I'll probably come back to check out the new Shifter class and maybe make a test build on that.
Thanks! Easily one of the best weapons in the game, and considering I was mounted for most of the game I would probably use that instead of the Fauchard if I were to do it again.
@@cassiusvictus7838 there is also the rather new feat "Lunge" which can give you an additional 5 feet of range, very useful for a mounted toon using the grave singer.
@@kurtbrisch5776 Indeed there is. This run through was finished the day of the patch that introduced that feat and I didn't notice it until after making this video. You're right, with that feat it makes grave singer even better than the fauchard for this build.
Been really impressed by the game. It really hits everything right on the nail. The only thing was at first I wasn't sure how I felt about the portraits of everyone, but got used to it after a little while
I agree! I'm further in now and I have been really enjoying the game so far. I still think that the dialogue is the weakest part and the story feels a little rushed in a few places, but they're minor complaints on what I think is a great classic feeling JRPG.
You found the one big issue with this build. I went with both fencing grace and dual wield forgetting that they're mutually exclusive. My apologies for not catching that in the video, I will go ahead and update it in the description. To fix this you can either just use one rapier and not take any dual wielding feats or you can swap out fencing grace with another feat and change flawless attacks with mythic weapon finesse. If you want you can move the mythic finesse up the list since it's level 10, but for most of the run this build's role is support and to facilitate the AOOs of the big hitters rather than to do big damage.
good build 👍. For my own unfair build for sealah. I went with one level of scaled fist and 2 level on Stigmatized Witch. I chose Iceplant (+2ac as hex) together with Icy Protector ring you get in ch.2 you get +4 ac and ability to cast mage armor. honest quite an op tank!!
Thanks! Yep, that would make for a very solid tank build for Seelah. Did you happen to also take 1 level in Oracle so you could Nature's Whispers as well to double dip on the charisma to AC?
Blind fight provides 2 bonuses that make it so useful. The first, and most important, reason is the chance to reroll the percentage check for any attack that misses because of concealment (blur, displacement, etc.). Most of these concealment bonuses can be countered with true seeing, but there are a few that aren't which makes it useful throughout the game. The second bit that I consider a big bonus is that it protects against gaze attacks, such as a Nabasu's level drain. It also provides a defensive buff against invisible enemy attacks as well, which is situational, but still handy to have.
@@cassiusvictus7838 but that´s only the nabasu and without deathward you still have to deal with all the attribute damage anyway. not saying it´s useless, but i think you could get something more useful
nice build. i personally would probably go for a reach weapon (trading dex for str) as skalds defense isn´t great and with lunge and cleave can cause some problems for the enemy. like to see that you also have YT channel now as i had trouble to catch you on twitch lately😁
Thanks, and looking back on the whole thing you're probably right. He did become much more useful as soon as I could cast Legendary Proportions on him to get the extra reach. If I could do it again I'd give either MC or the skald the Grave Singer great axe and lunge while the other gets the fauchards. I should probably do a better job of promoting my content on other platforms too.
I don't have them written down anywhere. I used to keep an excel spreadsheet of the builds back when I was doing my Lich playthrough, but ever since then I've mostly just been getting an idea for a build (either from another creator's video or a from a forum) and then just sort of winging it as I go through the game. If you would like a more detailed video on a build that I use for a character I don't mind making another video for it, but sadly no I don't have them available in word format.
It looks very fun! It’s just sad that buffing on consoles is so tedious, as I’m a console player. How would you build an Azata MC? That’s the only mythic path I have left.
I can see how buffing so much would be a pain on the console. As for the Azata it really depends on how you want to play. If you can take a class that has an animal companion then I would say go with that so when you get the gloves that give your animal companion a +6 bonus to Strength it will benefit both your companion and your mythic companion. If you would like what is probably the most useful, I would say a Skald. They can do some really good damage and support a melee party really well which works well with the Azata superpowers and mythic spells that restore the use of your spells and abilities. Bard would also work for this if you want to be more of a support character.
That's a good point that I hadn't thought of. Spell Master would make it really easy to get 3 of the 1 round/level buffs to 24 hours. It's a little more limited than arcanist in terms of the potential number of those shorter buffs it can get to 24 hours, but realistically how many of those will you need to cast. Thanks!
I'm not sure to be honest. I haven't really thought about how to get this to work for a solo run. It's a very glass cannon build and the only form of spell casting it has comes from the mythic path (which can be fixed via mythic trick, but not until the end of chapter 4). Because of this my initial thought is that it isn't something I would recommend for solo play, but I will give it some thought.
Reeeeeaaaaly been looking for a Eldritch Archer/Rowdy (or Eldritch Scoundrel) guide. If you have the time or it seems interesting, would love to see spin on it.
Those particular classes are a couple that I haven't dabbled too much in, but I'll take a look and see if I can come up with something. No promises though.
Just to follow up. I take it based on the classes involved you are wanting to combine a the Eldritch Archer Magus subclass with a rogue (preferably Rowdy) to get vital strike and/or sneak attack as well. Does that sound like the basis you were going for?
Took me a while to finally find a good tank build that doesn't require you to shift alignment or other bs!. Thanks a lot Cassius, I shall follow this one every step of the way, including the Xmas birthday! I know this is like asking a lot, but if you'll ever make a tank build that goes towards the heavy armor+shield fantasy I'll watch it in a heartbeat, since in the party I plan to have nobody uses those and they'd go to waste :'(
I'm glad that you like it! I could come up with a decent tank build that wears armor, but the system is designed in a way that makes using armor more limited than not wearing it. In terms of pure Armor Class anyway. The AC you can get from armor maxes out with a +5 full plate which comes out to 14AC and allows for an additional +1 AC from dex. When you aren't wearing armor and you take 1 level in monk then you can get anywhere from 10-15 AC from the Wisdom/Charisma and 10-15+ more from Dex/Cha (if oracle nature) by the end of the game. In addition there are spells that can be used on the character to give them an armor bonus as though you were wearing armor. Mage Armor gives +4 armor bonus to AC, and if you take the Archmage Armor mythic ability then you will get a bonus equal to your mythic level, up to a total bonus of 14 AC by the end of the game. So just by using a single spell/potion and taking one mythic ability you can get all the AC bonus from the most powerful armor you could wear. This isn't to say that armor is useless, because there are a lot of armors with useful abilities and character builds to make use of them. It's just that if you are trying to make the best tank possible then armor will hold the character back.
Hey! Thanks a bunch for the build, I'm considering it for my first playthrough! Are there any changes you would make to it now from when you first made it? Also, what kind of gear are you using, mostly which armor type and what kind of weapon/shield. Subscribed btw!
No problem at all and thanks for the sub! I hope you will enjoy the game! The biggest thing that I would consider changing with this build is taking a curse other than Wolf-scared face for the oracle and witch classes. This is because Owlcat recently updated that ability to give you a set percentage chance of spell failure, which is a bit of a problem since the Angel build gets some very powerful spells. For armor, since you taking 1 level in monk you won't actually be wearing anything in the armor slot. The weapon you choose does not really matter other than to pick a one handed weapon and stick with that weapon type. If you go with a monk weapon (such as a kama or nunchucks) then you will get an additional attack from the monk class. Shields also won't be used with this build because of feats that you would take that would make it more useful to use without it. I suppose I should put a video together explaining that a bit more. Be on the lookout for it!
If you want to keep it as simple as possible, like this build, then either Slayer or Slayer: Deliverer (if you're Lawful Good) would work well. This will give you 20 more Base Attack Bonus (for a total of 40), study target, a chunk of sneak attack dice, and access to some rogue talents like Slippery Mind (helps with Will saves). 40 attack bonus is good for normal difficulty, and that's before any gear, spells, or abilities to make it easier to hit enemies. You're looking at a 60+ or 70+ attack bonus if buffed properly which will hit anything on normal difficulty. Basically you would attack a lot, hit a lot, and do high damage whenever you hit. If you don't mind complicating it a little you could go with a caster class. They would give you lower BAB but you would also gain some additional party utility and self buffing spells. Beyond that are a bunch of multiclassing options that I won't go into. Hope this helps!