Best PARTY MEMBERS: ru-vid.com/video/%D0%B2%D0%B8%D0%B4%D0%B5%D0%BE-x8Sc_Op3bdA.html How to get MAX ATTACK BONUS: ru-vid.com/video/%D0%B2%D0%B8%D0%B4%D0%B5%D0%BE-omfTstdpBdw.html Best MODS & Modding Guide: ru-vid.com/video/%D0%B2%D0%B8%D0%B4%D0%B5%D0%BE-4VZC8nK4mNQ.html BUFFs Guide for OP STATS: ru-vid.com/video/%D0%B2%D0%B8%D0%B4%D0%B5%D0%BE-fmO5ENUIi1g.html Weapon ENCHANT/UPGRADES Guide: ru-vid.com/video/%D0%B2%D0%B8%D0%B4%D0%B5%D0%BE-Drd16T4z1Ns.html
Thanks a lot. Also, wanted to say that I would really appreciate it if you make an updated debuffing guide with class abilities like foretell, alchemical sickness sources and aura of despair for us spellcaster loving blokes.
Another great thing about resist energy and protection from energy is that on unfair, it's a lot more powerful. The damage reduction is applied before the X2 damage to party so only the residual damage is multiplied so mitigation is the way to survive.
Excellent guide as always! Couple of my own notes and observations: Aspect of Falcon - critical range (for bows) indeed does not stack with improved critical, but the multiplier (for crossbows) does stack with mythic improved critical! Lesser Restoration - it does not say it, but it downgrades exhaustion to fatigue - so 2 casts actually remove exhaustion too, also it is a lvl1 spell on Paladin and thus Trickster's completely normal spell makes it for free on Seelah - this made my Sa***tic Game Design achievement much easier (together with free Cure light wounds) Remove Disease - on higher difficulties the DC for removal is way too high for this spell to be useful, Treat affliction universal ability works much better for disease removal Remove Curse - same as above (unless Angel or Lich), I usually end up killing cursed characters and reviving with Breath of Life. Or just reload. Breath of life is actually stronger then Inspiring recovery: at CL 12: 5d8 + 12 ~ 5*4.5 +12 = 34.5 vs 6d8 ~ 6*4.5 = 27, Inspiring recovery catches up only at CL18 when average for both is 40.5 and with CL23+ Breath of life is again slightly better. Additional party benefits from Inspiring recovery are morale and therefore don't stack with Heroism/Good hope. However, Maximized via metamagic Inspiring recovery is better since CL14 and and stays better to the end. Eaglesoul - causes different debuff for neutral and evil characters - evil needs freedom of movement (lvl4 divine) to counter, neutral needs remove sickness (lvl1 divine) Winds of Vengeance - also makes character immune to breath attacks, VERY useful against a certain dragon in Colyphyr mines at the end of act4
Level 7 cleric also has destruction which can one shot most enemies. Even on fail it still deals damage roughly equal to that of scorching ray. Also, you can use Healing spells like Heal and Greater heal to destroy undead, especially when you have boundless healing mythic ability which makes your healing spells ranged.
Oh neat, I just made an Oracle I'm taking to Angel. Just so I could see what the whole fuss about it being better than Cleric is all about. I played Cleric before, and I really appreciate getting every divine spell possible to learn every other level and with every mythic rank up. Thanks to you I know what I need for Oracle spell selections.
Inspiring Recovery and Breath of Life are both Cure spells so will benefit from the the Healing domain and Priest of Balance Energy Equilibrium. It should also benefit from the Boundless Healing Mythic ability.
Hi cRPG Bro! As always love your guides and the love you give to the game! Is there any posibility of making a stream doing a fresh campaign? Would love to see that!
I'm a huge fan of Protection from Evil (Communal). When you first unlock it at level 3/4, it provides more AC and resistance than most sources, and it's efficient with your spell slots since it works on the whole party. It falls off once you get more CL for Shield of Faith and increased duration on the lvl 1 version, but it gives tons of power in the early game when you need it the most. Another advantage of Barkskin is that is scales with CL very quickly, capping at +5 at level 12 (compared to Shield of Faith, which hits +5 at CL 18).
I think that fire storm spell is a one of the few divine damage spells that can be good, particularly if you stacks elemental damage bonuses per dice(cold have most synergy, because cleric can use shield with extra damage bonus and because most casters don't use armour at all, armour of elemental carnage become very nice for him). Cleric builded around it can deal massive amounts of AOE damage, hitting all enemies, using 7 and 8 circle spells slots that almost useless for anything else from safety, because range of spell is very long. This is of course is not a storm of justice, but not everyone is angel.
Owlcat dropped the ball HARD when it comes to 9th level spells. Like some of the easy ones they could have given us would be Spell Immunity Greater Communal, Massacre, Implosion, Symbol of Strife and Symbol of Vulnerability. I'm not saying they should've added all of those, but those are the ones that would be pretty easy to implement in a game. Instead we got completely useless shit like Winds of Vengeance.
Can we get more videos related to companion quests like your All EMBER QUESTS? Especially for some least used characters? I don't have time to play all mythic paths, and would never pick some companions, but are still interested at knowing how my action would affect them.
Can't help but notice that very few of these spells are Druid spells... what's a full-caster Druid to do? Their spell list esp at the first 3 levels seems very weak... I actually find myself unsure of how to use my spell slots
Druids have some overlap with arcane casters (especially if you go feyspeaker and dip into loremaster later in the game), so you could check video on arcane spells for your druid caster build. It seems, that you can still do buffing (acid maw + magic fang for pets in your party and bull strengh, etc later on) + focus on some conjuration\evocation spells for damage or enchantment for mass control. I'm not very good at the game tho, so , hopefully, crpg bro will answer.xd
Very helpful video. I didn't know Crusader's Edge worked on animal companion attacks. I discovered that it does NOT work on unarmed or natural weapons for my PC rageshifter. If I cast it after transforming to demon form I get the effect on the weapon though.
Hopefully its just a misunderstanding/mod conflict/weird rageshaper outlier on my part. I know it definitely SHOULD work. Thankfully, anyone in their own game can use 1 cast to see if the interaction is working appropriately for them.
I am surprised that cave fangs is left out. I know the whole turn based with mark of justice thing can be called an exploit, but even if you don't use that, cave fangs are still deadly just by placing a bunch of them on the ground as trap for the enemy (surely that cannot be called an exploit).
More Builds coming soon, I just wanted to do an updated version of Best Arcane & Divine Spells Guides as we got some new spells and the audio quality for the last versions wasn't as good.