I think the companion quests may actually be the best-written parts of the game. I do hope and wish that someone makes an extra toolbars mod for these games some day though.įurther Trickery 2 shenanigans on my Archaeologist Trickster, lvl 19, nearing the end sadly (I must say, I've rather been enjoying the game post-Alushinyrra, tidying up the companion quests, seeing the remaining sights, etc. It has a few other neat tricks like autocasting from the group icon, etc.ĭoesn't make a huge difference, but as everyone (who likes using toolbars) knows, even one toolbar space can be precious in the later game. Power Attack in the early stages), or the ranged feats where you have to do the same (like switching on Deadly Aim only when you have some extra buffage from the team). Like for instance you could group your most-used buffs plus their metamagicked higher level versions, or group your more rarely used control spells of all levels, or group your melee feats where you have to switch some of them off and on sometimes (e.g. It enables you to group anything by holding SHIFT and dragging/dropping one icon on top of another you then get the in-game option to give the Group a name, and a new icon with a grey border that "contains" whatever icons you've put in there (with the usual arrowhead-opener thingy) appears in the Abilities tray, which you can then drag to the toolbars anywhere. Here's a new mod that might possibly alleviate that a bit for WOTR:. I'm sure some of us (with spellcasters, who like to use lots and lots of toolbars as a hangover from the MMO days, especially) feel the pinch of only having 4 toolbars in the PF games. You have some crusade/mythic events in Drezen that are supposed to give you abilities and buffs (to you) but obviously they don't work.Īh right, lot of issues with skillchecks too as I wasn't a skillmonkey and you are suddendly alone without a party.įound another potentially handy-dandy little mod. Pharasma congraluting to me at the end seemed not very appropriate. Ironically enemies that gave me more problems were the swarms, and the final fight, as I had no way to dispell the final boss (I did not even try to do the second stage as it would be painful).Īs I wrote before I lost all the mythic abilties and the mythic spellbook I had before (demon). It's terribly unbalanced as before mythic 9 you are weak as fuck, I had to cheese fights and even the mythic quest, and then you become much much stronger as I did the ineluctable prison without resting and threeshold was super easy (martial build, not caster). The final fight seems bugged too, but I won't spoiler why. Some bugs as I didn't recruit Lann and Arushalae became evil in the Abyss but both were there condeming me (Arushalae the uncorrupted version). In exchange for that and -2 on CON and attack roll, all your spell are quickened and got a +1d12 damage added.įor converting energy, either use the storm lord resolve or a dip into sorcerer, which will also grant you the opportunity for spending a mythic level in bloodline ascendance, which will grant you immunity to sneak, crit and electricity.Īpart from that, you can either bite the bullet and pick elemental ascendance, suffer 2d4 damage per round and gain the extra electricity damage, and also got a nice synergy with the elemental absorber shirt which will give the equivalent of a free bolster, or use whatever you want by carefully microing/using TB because converting ability is a free action, which mean you can turn it off at the beginning of the round after the damage from acid arrow, and turn it back on before the hand of the round.įinished swarm, surprisingly enough unique content. You have to burn a feat to wear padded armor, and convert the damage to electricity. Currently I'm using it with first retriever relic. I'm playing around synergy with acid arrow, wo end up being quite an incredible spell because it's a shitty one.ĭealing 2d4d is never going to put a dent on anyone pas the shield maze, but it's extremely good to use with item that proc on damage.
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