Esoteric evocation feat +1 caster lvl https://www.aonprd.com/FeatDisplay.aspx?ItemName=Esoteric%20Evocation
https://paizo.com/threads/rzs2pwg7&page=1
- Where is the BLOCKBUSTER WIZARD guide? It's hard to find.
- Claims he forgot orc bloodline
- Claims optimized fireball is better than firesnake from CasterLeve 6 - 19.
- He's obviously not totally up on things but, this next point matters
- fire-immune foes - all their traits/feats that apply to a single spell don't work, and the only bloodline they've got working for them is the Orc bloodline [[[aka, the fire dragon wouldnt work, so yeah, I NEED TO CONSIDER ACID DRAGON and the 1 dip sorc wiz build in order to keep doing +2 per dice teh whole time]]]
- AND half-orc or orc race does give 1/2pt of dmg per dice every level. Basically, they're going to have to use a bad blast with suboptimal damage when that happens.
- Eldritch Researcher really needs to me acknowledged, as does Mage's (Varisian) Tattoo.
https://www.reddit.com/r/Pathfinder_RPG/comments/b2ltab/is_it_possible_to_build_a_blaster_type_wizard/
- Makes a good point to WIZARD instagib bosses with a tport to elemental plane of fire or turn into stone. I guess you can still do that in pathfinder, even tho they took it away in 5e DnD.
- COUNTER POINT The problem is ending encounters like that is just boring... The fighter might be itching for battle but suddenly the bbeg is instagibbed and there's no challenge for anyone. Alternatively the bbeg makes his saves and the wizard spends the battle being basically useless while the fighters and rangers are doing all the work, wondering why their magical demigod can't get it up today. At least blasting spells usually do half on save. That's something at least.
https://paizo.com/threads/rzs2tt9f?Blow-them-to-smithereens-AKA-There-WAS-a-Boss
(is it 1e, i think hope so).
Good points like
- ??? Was there a way to get +3 dmg per dice??? Thought I read that somewhere.
- Maybe ELF instead of human, to get +2 DC whole game. A lot of these builds are level 20 endgame builds only.
Sorcerers can get +3 damage per dice, which is insane. (It's also why I originally argued for Bloodline Mutations to apply to Blood Arcanists.) But, as I've described in the very beginning, it fails against Resistant/Immune enemies, [[[But ISNT There a feat to change it to another Energy? I think metamagic to make it one higher, but doesnt the other thing counter that???]]]
For Elf, the +2 Spell Penetration becomes wasted by the endgame, and you'll have more than enough with the likes of Spell Specialization and Mage's Tattoo adding +3 to your caster level, which applies to SR checks, and the eventual Spell Penetration feats. In fact, by the endgame, you bypass all Spell Resistance checks (except for 1s, which I believe are auto-fails).
I have to say that when my lvl 8 fire kineticist had a crit and solo'd the black dragon that the GM seemed to think was too hard as it was CR 11, it was a little bit fun.
And the sorceress does far too much damage against almost everyone, even though she has all of the "mandatory" utility spells. This is especially the case because so many guides say blasting is misguided, when that is clearly not the case.
Some argue wizard, incl bcuz They’ll also have more skill points for Knowledges, so you’ll know what enemies are vulnerable to which element the most.
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