PF: WOTR - ALL NEW 11 ARCHETYPES from DANCE OF MASKS DLC Overview - BEST Features & More!

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Learn all about the NEW 11 ARCHETYPES from A DANCE OF MASKS DLC!
Truly the most UNIQUE ARCHETYPES yet with many fun skills & abilities.
Timestamps down below:

Chapters
00:00 Dance of Masks Archetypes Overview: MOST UNIQUE ones yet!
00:50 MANTIS ZEALOT Warpriest
02:03 Amazing AURA for Offenses/Defenses
03:23 OP AoE CC
04:55 Bleed + Free DMG Aura
06:23 Best CAPSTONE
07:32 INCITER Skald
10:24 TITAN FIGHTER Fighter
11:26 2x STR to Main/Offhand!
12:35 MAGIC DECEIVER Arcanist
13:41 FUSING/Combining SPELLS
15:19 FUSED Spell Combos
19:09 CHELAXIAN DIVA Bard
21:06 Many Unique Songs!
23:11 DRUNKEN MASTER Monk
25:02 Drunken Breaths
27:02 SABLE COMPANY MARINE Ranger
30:39 BLADEBOUND Magus
33:05 BLOODSEEKER Slayer
34:48 A great SUMMONER!
36:38 RAVEN Form & Level Drain BITE
40:11 KINETIC SHARPSHOOTER Kineticist
41:03 LIVING GRIMOIRE Inquisitor

BUILDS & CLASSES Playlist:
BEST Weapons, Armors, Items Playlist:
MECHANICS & GUIDES Playlist:
UNFAIR Bosses Playlist:

ANGEL Mythic Guide
AEON Mythic Guide:
AZATA Mythic Guide:
LICH Mythic Guide:
TRICKSTER Mythic Guide:
DEMON Mythic Guide:
PET Guide:
ATTACK & AB Stacking Guide:
Best DEFENSES & AC Guide:
MOUNTED COMBAT & CAVALIER Guide
BEST ARCANE Spells Guide:
BEST DIVINE Spells Guide:
DEBUFFING Guide:
CRUSADE Mode Guide:
Best MODS Guide:
SKALD Guide:
KINETICIST Guide:
ARCHER Guide:
MAGUS Guide:
WARPRIEST Guide
SHIELDBASHER Guide:
SHAPESHIFTER/DRUID Guide:
DRUID MELEE Guide:
CLERIC Angel Guide:
SLAYER Guide:
BLOODRAGER Guide:
INQUISITOR Guide:

COMPANION Builds:
SEELAH:
REGILL:
ARUESHALAE the Succubus:
CAMELLIA:
EMBER:
SOSIEL:
DAERAN:
WOLJIF:
LANN:
WENDUAG:
NENIO:
GREYBOR:
TREVER:

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"In the build I have prepared..." Yes, yes, I knew we can count on you. Both in build and explanation department.
Thank you for your effort and great vid!👍

Scierwa
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Few Notes on Chelaxian Diva:
1) It's attacks are rays, you need precise shot.
2) They added 2 new feats, one refunds bardic performance if you cast a spell the same round. The other gives 1d6 sonic damage to anyone hit by any song.
3) they also added 3 "Diva Style" feats that give you a free feint when you start a song, a free attack against anyone who gets Feinted, and I think extra AC.

So they seem to have developed the job as either A) cast spells while the song runs to regain performances to use on the active abilities or B) melee bard

Inciter to give everyone sneak attack+ Diva song to make everyone flat footed seems pretty good.

acrab
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Will you cover the changes of the Devil Mythic Path?

magosdominusplutos
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I think Arcane Deceiver is gonna be a top-tier Merc class. Not being able to merge spellbooks isn't an issue, and being able to refund the spells of a Merged MC is an INCREDIBLE amount of power. On top of tossing out Enchantment spells that force like, 4 saves against instakill.

zangatsubankai
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Regarding magic deceiver:

- Zippy magic + Favourable magic + chain lightening + phantasmal killer will force the enemy to save 4 times against your instant death, party friendly AOE ability for the magic deceiver. And some of the damage combos you mentioned are rather spectacular also. And you get a very nasty nuke with double greater dispel in an AOE. The offensive options are easily on a par with 9th level spells.

- Azata will also compliment the archetype very nicely by resetting a huge number of uses of fabricate magic/chronomancy, as well as their entire spellbook with heroes never surrender. If they would ever relent on the placement of mythic rank 10 (seems unlikely at this point), a lategame change to devil would also be good. You still get 2 uses of second wind for spell restoration abilities, access to hellfire as a cantrip and spammable dominate monster and overwhelming presence on a high charisma character. With sword of heaven and demonic rage, you can increase the damage or DCs of your spells enormously.

- Converting the spell school of fused spells will allow better use of school specific gear and spell focus feats. Evocation actually is quite good with bracers of blasting and cloak of carnage both adding +2 school specific. Enchantment would be good but for the lack of good combos involving enchantment. The spells still retain all the tags, so you can buff mind affecting DCs with the googles and necklace, for example, whilst still using the evocation gear.

- Its also good use case for elemental barrage, though the mythic ability investment will be rather heavy. Still, with the almost complete lack of buffs and max spell level of 6, you dont need enduring spells are the 3rd abundant casting, and you wont take any favoured metamagics either, so that does free up a fair number of picks.

The biggest drawback are:

- Low levels its simply trash. The lack of bonus spells from attributes makes it utterly anaemic and spell fusion doesnt solve the problem. Low level spell casters are far more limited by spell slots than action economy.

- The lack of buffs. I think the concern here was fusing AOE buffs with single target or even personal buffs. Whatever the cause, this is really rather crippling. You dont get haste, heroism line spells, any of the enhancement bonuses to stat buffs, magic weapon etc. You are a pure arcane caster that still needs another arcane caster in the party to provide essential buffs. It does create a problem with party composition. Haste and greater heroism for skill checks and saves are mandatory and arcane only. Mindblank and heroic inspiration are very good, though Daeran can provide the latter.

notalefty
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Running a Bloodseeker Dhampir now. Feels very oriented towards single target damage. The feat starvation is pretty real, so I chose to go with a 2h STR build. Starting with a 19 str, 20 at lvl 4, and getting that Profane bonus at level 6, along with Bite, Studied Target, Sense Vitals, and Sneak Attack damage, will be giving a genuinely devastating midgame single target damage. On paper, it seems comparable to a Smiting Paladin, basically all the time.

Without any bonus feats, the build is locked to a pretty monobuild feat progression w/ Weapon Focus at 1, Power Attack at 3, Dazzling Display at 5, Outflank at 7, Improved Crits at 9, Shatter Defenses at 11. You really feel the feat starvation and lack of options. Two Weapon Fighting on a dex build will be in a similar situation.

I dont usually run level 20 builds, but Bloodseeker seems to really scale into itself. While i'm still early in the game now, I am worried about durability as time goes on and enemies scale up, which probably warrants this being an enlarge reach build (but fuck that, we ballin with a greatsword like a pimp).

Julian-cney
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Started a new playthrough as a titan fighter, dual wielding scythes with trickster crit buffs? Yes pls

figuures
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Looking forward for more PF:WOTR build ideas from crpgBro 🎉🎉

dazzleman
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31:20 Bad news Bro, Bane of Spirit got nerfed. It now uses a swift action to activate. I mean, I guess fixed is a better word because the description always said it used a swift action. What this means though is that abilities that do what it does really are worth something, and a lot of things that only work (e.g. magus extra elemental damage) because of it now have a more significant opportunity cost.

josephdouglas
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insane that you made this video already, keep up the grind bro

thakydd
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Just finished my first playthrough, can't wait to try some new archtypes covered by your videos. As always your videos are so great, thanks!

jinwei
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Kinetic sharpshooter is quite good actually. Instead of gather power they can take hundreds of burn through quiver mechanics, which makes it the only archetype that can actually make a good use of quicken without resting after each encounter. So it's twice per round, not once, while for other kineticists it can even realistically be once per two rounds for really loaded blasts. And while the archetype has no access to deadly earth, chain arrows are great too. It's more tricky to land than DE but it can deliver aoe crits without relying on demon mythic powers. I think that makes it a perfect match for trickster. The only big downside I see is that it comes online relatively late. You need lvl 17 for your main aoe infusion and ideally trick fate for truly apocalyptic damage that doesn't even require (other) buffs.

Also, critical range and/or multiplier of a weapon are taken into account, but the multiplier is still capped at 4x for some reason, not sure if it's a bug or not. Because of that, crossbows are preferable.

alanna_weiss
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This game is such a good conversion (and complete) CRPG Pathfinder 1e. I’m tempted to play this again with a Titan fighter. Thanks for the review.

solomani
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I think rank 10 azata to devil magic deceivers might be the best nukers in the game, although granted this is inevitable excess only (azata in the base game can achieve still very impressive results). The magic deceiver having uncapped caster level scaling for its 6th level fused spells, and allowing the conversion of any spells to chain lightening's targeting, which is double AOE with zippy magic does enormous work.

If you take the zippy magic/chain lightening/disintegrate combo, its 4 hits of spells per cast, with a total of 6 damage dice per caster level. With demonic rage, its +4 caster level (and spell DC) and with sword of heaven, you get +2 damage dice per spell, so the total damage dice increase is 32 per cast. With brimorak, you are getting +4 damage per damage dice and with your sword of heaven improvement, potentially a 50% multiplier (you can select the improvement on the fly as a devil, so getting an improvement specific to an enemy is quite likely).

Lets assume you are using ashmaker and robe of seven sins. You can also take Charlatan for the +2 spell caster level and DC capstone and school mastery evocation and spell mastery chain lightening (disintegrate is better for this spell combo, but chain lightening will be used in more combos and in any case, you will likely want spell focus evocation, not transmutation). So your caster level will be 32 for disintegrate and 34 for chain lightening. We can also use the last azlanti amulet. Disintegrate is 2d6+8 per caster level, and chain lightening is 1d6+6 per caster level. Sword of heaven adds 2 extra dice to each cast.

So the damage dice will be Disintegrate 2(66d6 +264) + Chain Lightening 2(36d6 +216) = 204d6 + 960, averaging 1674 I believe, which can be multiplied by 50% with the right sword of heaven improvement. This is party friendly and AOE. Since the nerf to uncapped chain lightening and bloodline stacking, other blaster casters outside of deadly earth kalavakus cheese wont be able to compete with this I dont think.

It does require two targets to do this damage, and would be a mere 837 average damage against 1 target, which joking aside, is respectable, but somewhat less than what a decent martial build can do in a full attack action. The disintegrate damage will be massively reduced if the enemy saves, and whilst your DC is likely to be high, if there is any likelihood of saving, you are better off with fusing with ki shout to convert it to a fort save to negate evasion and do 3/4 damage on a successful save due to favourable magic. It also requires 2 saves to not be stunned each cast, which is a nice benefit.

notalefty
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Aspect of the Mantis doesn't limit to once per turn, which is scary if you can set up a method to one shot enemies you hit. Maybe Trickster MP has some shenanigans it could do with that? If nothing else, Legends could 100% class into Rowdy Rogue for Vital Striking everything in sight.

EvanFarshadow
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Yes finally I was waiting for this video 😅🙌🏻

Zeus-wwgj
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Seeing Book Inquisitor makes me want to play Thaumaturge in PF2E xD hitting people with big book.

Amdor
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My experiences with the living grimoire in Act I:
I'm coming to the end of Act I, and have found it passably useful. Not strong, but able to hold its own, more or less. While you don't get judgements, I'd argue you get something just as good in return, which is effectively bane weapon virtually on demand, with the additional ability to add magus-like enhancements to your tome. At high levels you could presumably add holy, axiomatic, flaming, for 5d6 extra damage, and since every spellcast gets you 2 free rounds of bane, that would bring it to 7d6 extra damage. That's significantly more damage than judgements would be able to give you. Another small thing that might not be obvious, is that when you hit an enemy with your tome you get a DC and caster level boost that goes up to +3 when you are high level; this enables you to extend per-round spells to 24h, meaning resounding weapon can be permanently up for another +1d6 sonic, so ultimately you could be looking at +8d6 extra damage, fairly consistently active, which seems like a decent tradeoff for judgement.
On top of all this, I'd argue that overall, the living Grimoire probably gets the best DC boosts in the game. You can take the new Spell Bane feat for +2 DC while bane is active; hitting an enemy with your tome grants your next spell up to +3 DC and CL, and using your 7x per day smite power (if I understand how it works) grants you +4 DC for the next round, so you can boost your DCs by at least +7 over a class that has no boosts. You also automatically apply crushing despair to enemies you hit with your tome, for another effective +2 to your DCs (by reducing their saves by -2).
What spells would you use it on? I suggest holy word - it shuts down entire pulls of demons by paralyzing them, and of course overwhelming presence. But it's worth remembering that it's not just big (or small) CCs that use saves; Crusader's Edge, for example, nauseates enemies that fail their saves, and with all your DC boosts you could make it pretty hard for enemies to fail their fortitude save against this. If you were prepared to forego the 7x/day capstone ability (which you might, since it's not really the greatest ability ever), you could loremaster dip for whatever nasty spell you wanted, or alternatively, go legend and pick up a second caster class which would still benefit from all the DC boosts you get, or even be a trickster and take a wizard spellbook. (Heck, whatever mythic path you take will still benefit from your DC boosts, so there's that too).
Being int-based is both a blessing and a curse at the same time, as unlike maguses they have no obvious way to convert int into combat effectiveness, unless you consider your domain powers. While I'm still in act I, your domain powers are supposed to be powered off your int score, meaning guarded hearth would add your int to your attack (I'm not quite high enough level to confirm that it works, but it is the case that I am getting uses-per-day from int, so that is working at least). With domain zealot, you could also have on-demand visions of madness, touch of good, luck, teleport, whatever else you wanted, which are at least to some extent powered by your int score. High int also lends itself to you being a skill-monkey; inquisitors have all skills as class skills, so you can go to town taking every skill in the game. As a human I took 7 skills from L1, and as my int goes up that will go to 8, and you could theoretically take the human feat to get a 9th, or go legend for more skills, meaning if you care about skills, the living grimoire probably gets the most in the game.
My overall take is that it's not a 'strong' class, but it's kind of cute/funny to be running around smacking everything with a book, and certain combos of actions will give you large boosts to power. I'm playing it as more of a generalist/ skill-monkey/ support class to give myself a chance to play with some of the other new archetypes as mercs, and give them a chance to shine, by letting them hyper focus on their builds' strengths while my generalist build covers everything else.

Alister
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Tested Marine asap and fly attack dont work with a lot of charge multy"s aka spirited charge or mythic divine charge which is huge bummer ( spear is untested ). So bird main appeal is easy charges with no pathfinding and flat footed thing. Probably good enough but i prefer something else, not even 1 lvl dip. Maybe i missing something.

hoshiEboshi
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might be a bug but when I use the quiver ability, infusions have a lowered burn cost equal to the charges. Even after you use that discounted blast the charge only goes down by one. this apparently also works on wild talents, so the kinetic healing ability becomes ranged and free.

Joseph-vcuk