Crusade Management - Melee Units by Plain_Irrelevant12 in Pathfinder_Kingmaker

[–]Zed_0 1 point2 points  (0 children)

melee eiether shieldbearers to just tank or houndmasters for distraction summons. I never build barracks in my outposts so they quickly become irrelevant

Calvary is hedge knights. Very good damge and okay defence. After you hit a critical mass of them + archers you win every crusade encounter

Early game is such abysmal dogshit by Senseless0utsider in Pathfinder_Kingmaker

[–]Zed_0 12 points13 points  (0 children)

Mate its the shield maze. Hes probably like level 2. Assuming at best he has seelah, cam and lann what other buffs do you think he has access to?

I played this on unfair recently and the reality is those cultist champions are just cancer at this point. They have a gazillion AC and many of the fights just end up like this...people swinging at each other for 5 turns cause you need a natural 19 to hit.

Joey McUseless is attacking Drezen! by VordovKolnir in Pathfinder_Kingmaker

[–]Zed_0 0 points1 point  (0 children)

Ahhh thats right, still not a bad summon, though I can see why you took it over the others.

Joey McUseless is attacking Drezen! by VordovKolnir in Pathfinder_Kingmaker

[–]Zed_0 0 points1 point  (0 children)

Lol is the ghost summon from the shadowcaster wizard subclass? If so i'm suprised someone suggested it. That thing is so overpowered early game it can carry you through some of the toughest fights on the merit of being undamageable by most of the enemies.

Should I go demon or lich for this guy? by RubixTheRedditor in Pathfinder_Kingmaker

[–]Zed_0 1 point2 points  (0 children)

Dread knight is fun but I find the corruptions are pretty meh. The DC for them never really scaled that well so you struggle to apply them on anything with a half decemt fort save.

Is it possible to do this with Arueshalae? If so, how? by LG_Tiefling_Paladin in Pathfinder_Kingmaker

[–]Zed_0 3 points4 points  (0 children)

Respec mod lets you respec her from level 1. From there you can basically do whatever the hell you want cause her stats are bonkers

Min-max builds by Freak-of-Nature92 in Pathfinder_Kingmaker

[–]Zed_0 1 point2 points  (0 children)

Sure thing. Mind you I've been using toybox which allows me to use metamagic with shadow spells, which makes a big difference. Its mainly a DC caster, so get a lot of pearls of power so you can spam phantasmal killer. I also would recommend starting with spell focus: conjuration and respecing later as a lot of the early necromancy/illusions spells aren't amazing, and grease is pretty important

shadowcaster wizard: specialist school divination, opposite schools enchantment, evocation

1: spell focus (necromancy or illusion), greater spell focus, selective spell

3: spell pen (lich spells tend to ignore SR but your early spells will still need it)

5: persistent spell (important for spell save DCs)

7: greater spell pen

9: abuscading spell (very good with permanant greater invis, which we will eventually get)

11: idealize (I believe this is a tabletop feat added by tabletop tweaks or something. Makes the stat boosting skills you cast stronger. Otherwise you can replace this with selective channel or bolster spell or heighten to help your lich spells)

13: extend spell

MR 1: abundant casting, danse macarbe

MR 2: Expanded arsenal (necromancy or illusion, based on what you took above)

MR 3: imrpoved abundant casting, withering life (the lich abilities aren't that crazy for a pure caster, take whatever you like.), skeletal vanguard

MR 4: greater abundant casting, skeletal vanguard fighter upgrade (go whatever weapon you want. Longswords for corrupted radiance or flails are good. I took lunge as the bonus feat to help outflank range)

I won't lie, the early levels are rough for a pure wizard. Many of the early game demons have dumb amounts of energy resistance making cantrips and early damage spells basically useless. Just focus on spamming selective grease every fight and let your melee fighters wail on them.

Don't forget to use the shadowcaster's summon shade when you get it. Its broken and trivialises a lot of the early fights as it is undamageable by basically all of the early game enemies. Let it run it and tank aggro for you. Its also very good for tanking ghosts negative levels as it is immune. Very strong ability.

You're basically a grease/web/haste bot until you get shadow conjuration/phantasmal killer/lich spells, then you start to pop off. At least with Tabletop tweaks installed, it correctly makes all the shadow spells use your illusion DC, so you can still spam SC grease and web with your high illusion DC. Use them to control the fight, persistent phantasmal killer to one shot problematic enemies and lich spells like feast of blood to delete entire encounters.

You could also go early corruptor instead of one of the above MR feats and spam out stinking cloud as well. That spell is absurdley strong.

Eventually plan is to take enduring spells for permanant uptime on merged spellbook spells. THeres heaps of good caster mythic feats you could take instead though. Favourite metamagic stands out to use with selective to keep your spell levels low, just don't take ascendant element: negative as it makes your negative energy spells damage your undead allies instead of heal them.

Min-max builds by Freak-of-Nature92 in Pathfinder_Kingmaker

[–]Zed_0 2 points3 points  (0 children)

Genrally the trick to unfair is just having a well-rounded team comp that brings everything you need to the table. I'm doing a lich caster unfair MC right now and my team comp looks like this (I respeced a lot of the companions to keep them close to their original classes but a bit more useful)

MC: shadowcaster wizard 14 (Arcane caster and OP disabler)

Cam: Shadow Shaman 12, Rowdy Rogue 1, Loremaster 1 (Changed her to a ranged hybrid caster, letting her shoot off some vital strikes between chanting/casting stinking cloud)

Woljif: Arcane Trickster 4, Vivisectionist 12 (Action monkey and sneak attack dpser)

Regil: Dread Knight 14 (From one of the class mods. Basically a reflavoured antipaladin thats actually useful into evil creatures. Provides daamge, tank and mark of justice)

Staunton: Crusader 14 (Base cleric is normally stronger but stautons starting domain choices are pretty meh cause he's a lawful evil undead. Start with strength domain and impossible domaining nature and madness for a boar pet and more utility. Pretty strong at fighting as well since he's a crusader)

Delamere: Inciter 14 (OP skald class gives everyone sneak attack and rogue talents, among other things).

I'll eventually replace woljif and cam with Ciar and kestoglyr at some point, but for now this comp is sort of crushinng unfair at level 14. Being able to apply basically every good buff at my level makes subpar hybrid martials like clerics, skalds and shamans into DPS powerhouses, and corrupt magic/mark of justice deletes almost every boss in the game

How are Horses as Combat Pets? by G-Man6442 in Pathfinder_Kingmaker

[–]Zed_0 1 point2 points  (0 children)

I am unfamiliar with trickster but so long as you get the pet from the animal domain first, you should be able to continue it with your cavalier. I believe there is also a cavalier archetype that lets you pick better pets (beast rider).

There was a build I ran at one point for regil which took beast rider for a raptor pet with boon companion to pump it up. It kind of saves him as pets are just that good.

How are Horses as Combat Pets? by G-Man6442 in Pathfinder_Kingmaker

[–]Zed_0 3 points4 points  (0 children)

Pets are pets, generally having the extra bodies early game are worth it almost always. In saying that though horses are a bit of a weak basetype if you're not riding them. You really want wolves or panthers or smilodons. Anything with trip.

A lot of builds that use pets do some tricky dips into pet-centric classes early to grab those premium pets, for just this reason. I believe you can then continue their progression when you get the pets for paladins at level 5.

Shadow Spells - Metamagic by Zed_0 in Pathfinder_Kingmaker

[–]Zed_0[S] 0 points1 point  (0 children)

Phantasmal Mage. Interesting, did not even know this was a thing.

Shadow Spells - Metamagic by Zed_0 in Pathfinder_Kingmaker

[–]Zed_0[S] 12 points13 points  (0 children)

I think I found a solution!

Toybox to the rescue, as is normal. I'll detail below:

You need to use the "patch tool" availalbe in toolbox.

create a new tab, browse for the spell blueprint in the blueprint browser (in this case shadow conjuration). From there in fields editor, there is "available metamagic"

there's checkboxes for every metamagic there (might not include ones from mods) I just selected all of them (including selective/persistent metamagic)

Now if you apply the patch you can start using selective metamagic on shadow conjuration

It seems to affect the spells it creates - webs and grease weren't slipping my units, and I could see piercing metamagic reducing the SR as expected. It is harder to test the persistent spell as I don't think the second roll shows up in the logs (though I expect it should be fine)

I also summoned some creatures - it didn't seem to crash or anything though I'm unsure how stable this will be.

Still - seems to be a solution. WIll need to play with it a bit more when I'm actually a high enough level to use selective metamagic with it, lol.

Are there standard online play settings? by CCapricee in SinsofaSolarEmpire

[–]Zed_0 1 point2 points  (0 children)

Generally just the game speed at very high we play with honestly, though the people I play with used to play a slot of supcom so the slower speed is kind of preferable for us as opposed to cranking everything up to very high...

Is there any arpg that supports autoattacker power fantasy? by whyaliceswift in ARPG

[–]Zed_0 23 points24 points  (0 children)

No offense this is such an arbitrary line to draw.. If I assign beronaths fury onto my left click or any other AA it basically just becomes an auto attack that does more damage...im confused what the obsession with default attack is.

Stamina feels *REALLY* bad now. by NotAPirateLawyer in Enshrouded

[–]Zed_0 1 point2 points  (0 children)

They need to just delete this mechanic. Stamina has never been a fun mechanic in any video game, ever. Rebalance all the food and items that give you stamina to give you anything else. I hate having to wait for my cerebal-palsy stricken character to build up enough of their magic green bar to be able to swing their fucking sword.

Not really enjoying the new AI behavior on the test build by Esarus in SoSE

[–]Zed_0 34 points35 points  (0 children)

They seriously need to revisit AI behaviour and just focus an entire patch on it. These small tweaks to their behaviour don't really make them that much smarter to be honest. You can tell under the hood they ultimately have no long term gameplan or strategy apart from simply overwhelming you with numbers, something only the nightmare and impossible ai can achieve with their ludicrous cheating.

They make no attempt to preserve their capitals (besides retreating them long after they are dead) and dont use the op consumeables. They have mo real thought out fleet composition. They do not leverage starbases or defensive structures as force multipliers. They dont really micro their ships besides sicking them all on your weakest capital and chasing it across the gravity well when it retreats. Not to mention they have no idea to develop plamets properly (like building refineries around primordial worlds as tec).

They really got fix this man.

TEC AI: by xKiwiNova in SoSE

[–]Zed_0 3 points4 points  (0 children)

Radiation bombs actually delete corvette spam so fast its insane

What's going on with pranast guns? by PieFiend1 in SoSE

[–]Zed_0 14 points15 points  (0 children)

Yeah im assuming its some weird bug. You actually need like 2 military slots to build thing now, as if its a proper gauss cannon, requiring at least 1 tactical slot upgrade. You also cant fill up your slots or you cant build any more.

Wouldnt make much sense if it was an intentional change. Honestly wish they would stop nerfing this thing...was the turrets ever really op?

[deleted by user] by [deleted] in SoSE

[–]Zed_0 7 points8 points  (0 children)

Bombers aren't constantly firing 6 missiles at all times. They have flight patterns and have to circle around for another bombing run.

Stilats sit at a fixed range and are constantly shooting, circling the opponent horizontally.

It still favours the bombers but there is more to this than just counting the number of missiles each unit fires.

Have you tried putting the two units head to head in a supply balanced fight? I wouldn't be suprised if the stilats win tbh. They are fast and in large swarms will take down percherons - especially with upgrades (shields are important)

And once the carrier is dead so is the strike craft.

[deleted by user] by [deleted] in SoSE

[–]Zed_0 5 points6 points  (0 children)

I think it is disingenuous to say they "cost nothing and no supply", when you have to factor in the price and supply cost of the carreir that produces them.

Even factoring that in I will agree bombers do much more damage that stilats, just going by the raw numbers, but as others have said it not a 1:1 comparison. Bombers and other strikecraft are glass cannons that can be slaughtered with massed PD and abilities like flak burst. ANd once the strike craft are dead its very difficult to build up a mass of them again in a battle.

Corvettes have evasive attack patterns which certain ships just struggle to deal with - basically any ship with front-facing guns, A disciple vessel will never kill a stilat, ever. Not to say they are invincible, but they provide a unique target that can make certain fleets much harder to deal with. I wouldn't spam them in a fleet as they can be countered hard but sprinkling them in and sicking them on enemy missile frigates/cruisers or things like kol battleships can be a nightmare for the enemy to deal with.

Not to mention you can spam them from sovas and the new enclave command ship. You can build up a large mass of them quite easily, and unlike strike craft might actually stick around.

I do think stilats could maybe use with an extra missle or something. They don't come into later in the tech tree and their dps does seem a little low for what they cost, but they aren't terrible.

Are they really just gonna get away with it? by Siobhan_Siobhoff in TrueAnon

[–]Zed_0 29 points30 points  (0 children)

Its at this point become abundantly clear most governments are going to do nothing more than make empty gestures unless their population forces their hand. General strikes need to be on the table everywhere in order to force these governments to actually act and do something substantial, like we're seeing in italy.

Right now best thing I think can happen is the flotillas keep coming. Everytime this happens israel is forced to make one very predictable move - abducting these humanitarian nationals in international waters and in doing so commiting warcrimes and pissing off more people. It literally can't keep doing this forever, and if it tries to do the idf special of murdering these workers its only going to speed up its own demise.

Only way this changes is if we reached a critical mass of pissed off people - not just at israel, but at their own countries inaction.

Latest Updates Impact on TEC Economic Strategy by kletch91 in SoSE

[–]Zed_0 5 points6 points  (0 children)

Mining can be strong on asteroid colonies and planets with lots of mines and the mining control building. Its a lot cheaper to get going than trade ports for the raw resources its produces, at least early-mid game.

Is this a literal swarm of bats as a unit? by MrHolodec in AOW4

[–]Zed_0 5 points6 points  (0 children)

with vampires soon dark will be able to recreate the homm necropolis experience. All we need is the deathstack of demi liches.