Heighten spell and spell specialization chain lightning + abundant casting feats. My arcane support merc is underground chemist/sage sorcerer/arcane trickster in this game. The only rogue archetype I can see being useful is Thug Vivi mutagens can provide +2 to hit for your ray attacks, but only for 10 minutes per rest unless you buy greater enduring spells, which is costly and generally unnecessary for an AT (let someone else buff). Your bloodlines at level 5 through 9 probably won't offer much and you probably don't care about those spells, especially if you are running this build for 3 dragon bloodlines.Īs for rogue vs vivisectionist, I'm using rogue in the above builds as a placeholder. Seeker Sorcerer 4/Rogue 1/Arcane Trickster 10/Loremaster 5 would replace 2 "seeker" feats and 1 "bloodline" feat with 3 "secrets", but you would need to spend one of your other feats on Skill Focus.Ĭrossblooded Sorcerer 4/Rogue 1/Arcane Trickster 10/Loremaster 5 would grant 2 additional feats compared to crossblooded 9, which is overall a straight upgrade. ![]() Might be best for a merc, or if you use respec. So if you want to take loremaster it could be useful for the increased crit chance for rays, unless you are on trickster path, than this class has neglectable uses for your arcane trickster Elemental Specialist can be effectively replaced by the bracers Stormlord's Resolve from blackwater, though it does mean you have to choose Lightning and are even more useless than usual for an AT until halfway into act 3. Loremaster can't give you 2 sneak dices for arcane trickster, so you still need to dip into a sneak attack class and take accomplished sneak attacker feat, most versatile would be vivisectionist Sorcerer on the other hand has spontaneous casting ![]() 引用自 Conquista:you can choose between wizard or sorcererīiggest advantage for wizard is being able to go elemental specialist and dip into crossblooded Especially for a ray caster build, the one level of earlier access to spells does NOT ever make up for the challenges you'll face as the game progresses and you find yourself lacking enough damaging spells to make up for the all the failed SR attempts, or enemies saving against your attacks, or you just missing their touch AC or them having mirror image and or displacement and you attack missing because of those. Playing a wizard is much more difficult than playing a sorcerer. Do NOT fall into the disintergrate trap, its a fort save, and it will only do 5d6 damage if the person hit by it makes it, the trade off is NOT worth a 6th lv spell slot unless you are focused on transmutation school, since most rays that deal damage are evocation I would highly suggest avoiding school hoping, Again if you're going to go wizard, and in a game like this i would suggest NOT going that route though it is doable, if this is your first playthrough and you don't know where every encounter is, you'll want to be spontaneous with the spells you wish to use the most.
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