Better not it might lead to some issues in translation like in polish we have saying "bob budowniczy wszystko spierniczy" which roughly translates to "bob the builder will fuckup anything" xD
I have to say I went with Dhampir and am currently using this build. A Dhampir gets a special interaction with Gemyl Hawkes at Defender's Heart. I found it amusing.
Actually, now I think about it, this is the perfect class for lich-> swarm. Can haste itself, can heal itself, has aoe's single targets, self buffs, summoning, and a negative level on bites... times 6 versions of yourself.
Might be a bit sloppy but here a written guide Bloodseeker Human Pickpocket Deity: any as long as it fits lich Alignment: any evil Weapon: Glaive till lvl 9 then switch to Falchion( or nonreach weapon of choice) and Bite Pre-mythic 8 Str - 19-24 Dex - 14 Con - 14 Int - 14 Wis - 8 Cha - 9 Mythic 8 Str - 19-24 Dex - 14 Con - 7 Int - 16 Wis - 7 Cha - 14 Skills: Mains: Athletics & World Spare: Mobility, Stealth & Perception Bloodseeker- Lv 1 - Power Attack & Cleave Lv 2 - Summon Dire Wolves Lv 3 - Cleaving Finish Lv 4 - Sense Vitals Lv 5 - Outflank Lv 6 - Predatory Might LV 7 - Lunge Lv 8 - Summon Bloody Bones Beast LV 9 - Improved Critical - Falchion ( or weapon of choice ) Lv 10 - Predatory Prowess Fighter - Mutation Warrior taken now or as the last 5 levels. Lv 11 - Great Cleave, Improved Cleaving Finish LV 12 - Combat Reflexes Lv 13 - Weapon Focus - Falchion ( or weapon of choice ) Lv 14 - Weapon Specialization Lv 15 - Armor Focus - Medium Armor, Weapon Training into your chosen weapon group Bloodseeker Lv 16 - Lv 17 - Heighten Spell, Blood Healing LV 18 - Lv 19 - Improved Initiative Lv 20 - Mythic: Lv 1 - Close to the Abyss, Last Stand Lv 2 - (more dps) Power Attack or Extra ability - Ascendant Summons Lv 3 - Ever Ready, Fear Control Lv 4 - Improved Critical of weapon of choice Lv 5 - Mythic Charge (if you have a skald party member), If not then Unrelenting Assault or Always a Chance Lv 6 - Armor Focus - Medium, Death Rush( if you took Mythic Charge) or Tainted Sneak Attack Lv 7 - Master Shapeshifter Lv 8 - Power Attack or Weapon Specialization or Improved Initiative Lv 9 - any ability, Tainted Sneak Attack(if you took death rush) or Deadly Magic Lv 10 - what ever you didn't choose for lvl 8 Skeleton Pet: MLv 3 - Skeletal Marksman Mlv 4 - Skeleton Fighter - Weapon Focus Longbow, Weapon Training Bows Mlv 8 - Skeleton Cleric, Inquisitor or Magus Gear: Amulet - Vellexia's Magnifying Amulet Armor - Chainmail of Comradery - Life Infuser Shirt - Robe of the Seven Sins or Source of Dividing Power (for summoners) Belts - Strength Belts - Belt of the Last of the First Humans Gloves - Fencer's Gift Boots - Any boots - Boots of Stampede if you took charge and have a skald Head - INT Headband - Darkness Caress Face - Broken Trickster - Goggles of Piercing Gaze(once you have Darkness Caress) Cloak - Cloaks of Resistance - The Bound of Possibility Ring - Triumphant Advance Ring - Imminent Demise Bracer - Bracers of Slaughter Weapon - Finnean(chapter 1), Jinx or Rumbling Falchion (chapter 2) Spell/Summon boosting weapons - Stormcaller, Sin Mage's Staff Quick Slots - Jharsygax, Brazen Whip, Signet of House Vespertilio, Metamagic rods for spells
Im doing a Bloodseeker 20/Weretouched 20 (maybe some mutation warrior or some such) Demon -> Legend run. Only just started tho. But the lvl 9 bite ability + shifter's fury will keep me in temp HP forever and nerf enemies into oblivion :)
Yeah I Definitely think that’s the play. The capstone doesn’t conflict with nocticulas gift cause she don’t like your ass, and your blood spells actually scale with your TOTAL level not your class level so they actually end up doing very decent damage. And of course making all of your attacks level drain bits is also very good.
Yep, with Legend it's also a lot more Bites due to higher BAB progression. It's just a pity that the Bite stacking only comes online at 15+ And ideally Trickster is the only previous path that would retain something going Legend, especially as all natural attacks lack the much welcome crit range boost.
@@cRPGBro Yeah, originally I was planning Trickster -> Demon. But for immersion/rp and the fact that i'm not a big fan of Trickster, i am going demon. I play on Core anyway, so it should do just fine.
I've been looking at what classes to play and it appears that Shadowcaster Wizard archetype has had a stealth buff. The mechanic of the shadows becoming hostile if they fail their will save is no longer a thing, neither in mechanics nor even in text, which is a surprise considering how many ability Owlcat has changed except for their descriptions.
My newest idea is for my upcoming 1st run of Gold Dragon. I'm wanting to do a Sword Saint multiclass that 1-hands the Death's Consonant Bardiche, for pure int scaling, and spellstrike with reach through a dip into Titan Fighter. I'm thinking of doing a mix of Titan Fighter, SS, and Arcane Trickster (possible something else), so that I can get reach on spellstrikes, ranged trickery, sneak attacks on my touch spells etc. Do this as Trickster -> Gold Dragon, so as to get the crit line of trickster feats (and possibly some reroll cheese with the trick that adds random effects to identified items, for the Bardiche), then Gold Dragon for the BAB bonus, stat buffs, and higher spell damage die
Great, another play through to line up :) Although looking forward to this one, might create a sidekick/merc Reanimator named Renfield! Thanks for making these new builds!
Hello! Thank yor for all your guides for Pathfinder and Rogue Trader! It would be great if you make a guide for the Swarm mythic path. All I could find on UA-cam is the one old Slayer Swarm guide. maybe some of new classes will fit with the Swarm too
Hi there! I have a main Swarm Guide here: ua-cam.com/video/HaZj83td4Bk/v-deo.html Ideally merged Angel or Lich, or Trickster into Swarm makes for the best Swarm characters.
excellent video as always! Do you intend to make a video for the magic deceiver? I tried playing with him, it was my first run as a spellcaster, but I didn't have a very pleasant experience, to say the least.
I felt the same as the OP. The class is far too limited to be viable. No metamagic, no bonus casts to spells with higher int, 6 lvl spells, and the bonus gear to make your class better comes far too late. Maybe if you have cantrips, but this class needs a lot of help.
@@SonAlexander It is quite viable though. I am currently going into Act 4 with it on unfair, and a couple other UA-camrs are having success with it on unfair as well.
@@SonAlexander Magic deceiver's base spells do more damage than maximized, empowered, bolstered level 9 spells, what are you talking about? And for control spells it gets higher DC than almost anyone, at a lower level, while inflicting 2 status effects at the same time. It is hands down the strongest spellcaster in the game. It is on the other hand, a complete, from the ground up, "build your own class" class. So if it sucks that's a skill issue. Kind of hard to do a build that can do or be anything. Also you're not getting extra casts from INT because it casts from CHR.
Regarding multiclassing with shifter, the recent patch broke the ability to get iterative attacks with both weapons and a natural attack using shifters fury. You will drop down to 1 attack with your weapon if you activate this.
I'm not a minmaxxer, and I've had a lot of fun playing a Bloodseeker. I need to make it feel more in line with what I'm expecting, but a Dhampir is difficult for me on core and above since necrotic healing is difficult to come by with party members. lol
Awesome build just starting a new run and this dropped as I got Camellia. I think I will full respec Camellia into this play her in the vein of the vampire Carmilla. Gonna probably stick with rapier though can you offer any idea to make it work better gonna stick full bloodseeker with the blood abilities probably and summons. Would you recommend dual wielding or sticking to one weapon or blade and shield.
Someday I'll get that lich assassin build... But I could probably do this or I could swap out some blood seeker for demon slayer + knife master for the sneak attacks / finesse
I think this isnt a bad choice of legend. You could even combine with titan fighter to replace the loss strength based two weapon fighting from the loss of fighting styles and getting a whole lot more feats in general, which sures up one of the bloodseekers main drawback. Also, the profane bonuses are actually useful for the legend. Its still not a very good archetype, however. The powers are too weak. Whilst the capstone is a massive boost to damage, averaging 47.5 at level 19 and increasing to an average of 135 with the capstone at level 20, that is still really bad damage for a level 20 martial character who could do a full attack action in the same time. Whilst the summons are useful when first obtainable, they don't scale effectively.
So say if someone wants to build a Bloodseeker with a Multiclass in to Wizard (Nercomancer/Cruoromancer) how would they go about it to make it fun and powerful, but for fun mostly
just started, made my way into the army camp. so in general, how can you get party members with classes that you want? because honestly i don't understand most of them that i got.... its all very confusing atm....
You can recruit mercenaries that are fully customizable as party members from the Hilor NPC, he should be at your campsite. For actual story party members, they all have starter preset levels, but you can customize them afterwards in any way you see fit class wise, so long as it's allowed by their Alignment. For example, Seelah starts as Level 1 Paladin, but you can make her into almost whatever from level 2 onwards, same for Camellia, Lann, Wenduag. Other party members start at higher levels so it does kinda reduce customization a bit. You can still use mods to respec story party members from zero however, if you want.
cool build! I'm also working on a Bloodseeker video but instead of Strength going full Intelligence Deaths Consonant with Lich into Legend & some dips for 100+ AC and 80 INT.
After level 10 should cleave still be kept? If bite attacks need to be used? Why not respec at level 10 and replace it with something else that may be useful? If there is any. Noob here
Cleave is kept because it is a prerequisite for Cleaving Finish, which translates into +1 Attack when killing an enemy, and works regardless of Cleave being active. Ideally you want to turn Cleave off starting from level 5 when you get 2 attacks.
@@cRPGBro oooh thx so much dude. I am struggling because I followed the build but some options are not showing up like I can’t find the bite ability. I am lvl 10 now. Respected from the devil build you have that I been following but feel I wouldn’t get to experience till later so went with this one to then respec to that later (I was enjoying that Grease). But since respecing my character just hits with falchion and I don’t see the bite procs. It is not in my equipment tab and character spec shows it. But never seen it activated. Do I need to unequip weapons? Also, I didn’t get the skeletal summon options. I am just after drezen libration part. Playing on ps5
The blood pool abilities kind of only suck on unfair. No one knows this, unless you played sanctified slayer inquisitor, but studied target raises your attack and damage by 5. It also lowers all of the enemy's saves by 5 against your abilities. (hence why slayer's dispelling strike works way better than rogues'.) So it's really not hard to have 95% accuracy with them below Unfair. And on Unfair you can still get 70%ish, which is the same accuracy you would have in any non mythic game. And remember, as a lich, you can always put everything into INT and use Death's Consonant as a bardiche or heavy pick. I bet you never used a heavy pick.
The main issue is that their damage is also subpar, though. Mostly because unlike spells you have no Metamagic to enhance them until level 20, even then it's limited. 1d4/level is... very poor for a game like Wrath where enemies can have really high HP scores! And then you add a save for half...
The wording for cursed lineage is treated as undead for channeled abilities... not all pos/neg energy, like Dhampir. Is the wording wrong in the description?
I want to like it, but honestly, its very bad. The first two most immediate issues are the completely unnecessary removal of bonus spells from stat modifier, which leaves you with an absolutely pathetic number of casts per day at the start (its less of an issue later on with abundant casting) and a poor spell selection. The complete lack of buffs means you have to have another arcane caster in your party, for haste and heroism, mindblank, greater invisibility etc. No personal buffs like shield or mirror image either. The crowd control is also significantly weaker. CC does not benefit very much from fused spells, as the best CC are all AOE (the main advantage of fused spells is taking a good single target effect and making it AoE, plus the uncapped spellcaster level of level 6 fused spells). You miss out on some of the best CC spells in the game, like grease, stinking cloud, greater command and overwhelming presence. Basically, the only thing that you can really give to the magic deceiver is phantasmal killer combined with an AoE spell as early as level 13, which gives you somewhat accelerated access to a weird effect. Its not party friendly until chain lightening at level 16, which is only 1 level before other casters get weird with a significantly higher DC. Also, you cannot use rod of grandmastery to overcome spell immunity and mind immunity on fused spells, unlike with weird.
Whilst you might think if you push caster level, something like chain lightening/disintegrate combo is top tier, its not all that impressive in practice. Apologies for the rather lengthy explanation in advance. You cannot metamagic anything, including with rods. It also does not benefit either from the draconic bloodline damage bonus per damage dice, nor gear like the last azlanti amulet. With gear and a bloodline dip, you can potentially get as high as a +5 damage bonus per damage dice, which well over doubles the damage of a d6 spell per level. Lets be generous and say you got your caster level to 30 (doable with Aeon or demon, but not easy). Chain lightening and disintegrate will do a combined 90d6 damage. That might sound impressive, but its nothing special. It will average 315 damage per cast, which is somewhat less than what a lich can do with negative energy eruption (they can reach caster level 40 before threshold, for 400 damage). That spell will also heal your party and provide a useful buff. And you can do WAY more damage with the right build for an elemental blaster. Lets say you are an arcane trickster, have a crossblooded dip for elemental conversion and damage bonus and have last azlanti amulet, the arcane trickster specific robe from treasure of the midnight isle and the hide armour which also adds a bonus. You can easily hit the level cap for chain lightening with gear. Unfortunately, its bugged and intensify spell will not allow you to scale above caster level 20. 20d6 is obviously a lot less than 90d6. However, you can both maximise and empower chain lightening using favoured metamagic (and bolster if you dont mind losing surprise spells and intensify once its fixed). But lets be generous and say we are not bolstering and I will ignore sneak attack damage as a magic deceiver could take arcane trickster also (though I would say is a lot less likely to do so). So we are empowering to 30d6. d6+5 maximised is 11. 11x30 is 330, (plus sneak attack damage). That is actually slightly more damage than a magic deceiver at caster level 30 using its most powerful fused spell combo. Yes, it relies on gear, but you would need endgame gear to get caster level 30 also (fused spells cannot benefit from spell specialisation either, btw). Add in aspect of the brimorak, which I havent tested with fused spells, but if it works anything like other bonus damage per spell dice effects, will not work with fused spells, and bolster the spell also, and thats an extra +7 damage per dice. 18x30 is 540, far better than fused magic, even allowing for the fact that the magic deceiver might get the benefit of surprise spells, which a spell combo involving bolster cannot. Oh and you can take a greater quicken metamagic rod and double the damage you can do in a round, which a magic deceiver cannot do. If they ever fix intensify spell to work with chain lightening, the number of dice will scale up to 25, or 37.5 when empowered, buffing the damage by 25%. You magic deceivers lack hellfire ray, so your spells are never going to rival other arcane casters for single target damage. Hellfire ray DOES work with intensify spell, allowing an empowered, intensified hellfire ray to do 90d6 damage in total. With the admittedly very heavy investment of 4 favoured metamagics, you can bolster, intensify, empower and maximise your hellfire ray, for 13 damage per dice for a non demon or 18 per dice for a demon, meaning 1170 and 1620 damage respectively, before accounting for crits. A trickster, it should be noted, can guarantee x4 critical damage, which is 4680 per cast. This is compared with an average of 315 damage, I should remind you and that is your best single target damage as well as AoE as a magic deceiver. If you want the highest damage magic deceiver, it should be noted that the final revelation for say fire or air, which auto empowers spells with the right elemental descriptor, DOES work with fused spells, including on disintegrate even though its not elemental damage, if combined with a spell which has that descriptor. So Air mystery with disintegrate chain lightening works. Also, the legend mythic path, whilst normally capped at caster level 28 for other casters, seems to scale without limit for magic deceiver. If you go hellknight signifer and arcane trickster, you could get caster level 39 base. Add in ashmaker (sinmage staff is so late as to be irrelevant), robe of seven sins, and taking evocation mastery and ascendent element electricity as your mythic picks, and your caster level would be 45 for chain lightening/distintegrate combo if you select evocation as the spell school. This means no abundant casting, and the living god variant you have to take will not have access to any spell slot restoration mechanics unlike the other variants, so you get 5 level 6 fused spells per rest, meaning this is VERY limited. However, it is 135d6 damage, empowered, meaning 202.5d6 effectively. That is about 710 damage, which is quite strong, undoubtedly, but its 5 times per rest. A demon chain lightening specialist (even before aspect of the colloxus) can do 540 damage per cast and quicken for a second cast in a round. You have aspect of the colloxus for a 3rd caster per round. I am honestly not confident this would work with fused magic, given so many other things don't. but lets assume it does. 3x540 is 1620, which is more than 2x710, 1420. And the demon is not more limited by resources. You can easily get 10+ level 9 slots and more than 1 greater quicken metamagic rod. And then there are all the other advantages a wizard has. It has far better lower level slots. For the magic deceiver, with caster level 40 and only the level 6 spells being uncapped and only level 6 slots scaling at 3d6 per caster level, whereas everything else will be 2d6 with a a cap of 20 or less, lower level slots will be nowhere near as powerful, whereas the wizard's lower level spells will be devastating. A level 7 empowered and bolstered chain lightening or hellfire ray will still hit like a truck (with a stack bonus of +12, maximise doesnt actually boost damage that much). It has far more spell slots overall. And it has a vastly better spell selection, much more versatility and a far better start. It can get +4 initiative with the familiar, which is a big deal. It also doesn't rely on a level 20 capstone for 50% of its damage. Finally, fused spells actually cast far slower than other standard action spells, which in real time with pause is fairly significant. edit: I forgot the obvious Azata zippy magic combo, which has some major advantages. You could get caster level 26 with gear and feats, and with two hits from chain lightening, that is 52 caster level effectively, plus moderate boosts from zippy magic and incredible might to damage. But the main issues are that you can reset your entire spellbook twice per day and take abundant spellcasting, going from 5 to 27 slots effectively for your 6th level spells. Favourable magic also helps beat enemy saves. You will lose the sneak attack damage as you have to be pure magic deceiver to get final revelation and cannot therefore take arcane trickster as anything other than a legend. For single target damage, it will be weaker than legend per cast, as you need a second target to get the double damage from zippy magic. So azata magic deceiver actually is competitive damage with the demon chain lightening specialist and does have a lot of resources. Chain lightening/phantasmal killer fused, combined with zippy magic and favourable magic also forces the enemy to make their saves 4 times in total in order not to die and still does a lot of damage if they do save, so its strong substitute for weird. So caster level 16+ specifically (without chain lightening's interaction with zippy magic, magic deceiver azata gets no significant bonus as it lacks other good targets for zippy magic like scorching ray, burning arc and hellfire ray), the azata magic deceiver is a good offensive caster, though mediocre CCer and still really bad buffer. I still prefer the wizard. Chain lightening, empowered and maximised with 2 lots of sneak attack damage can still do 700+ damage per cast with the right gear when used by an azata with zippy magic, and you can use a greater metamagic rod to quicken and 2nd cast per round.
@@notalefty999 I disagree with some of your assessments. This class is not a damage dealer because, as you correctly pointed out, fused damage spells will never compete with other casters due to a lack of metamagic and damage/dice effects. However, I believe this is potentially one of the best DC casters in the game. Let me explain. Being able to fuse spells allows you to bypass targeting immunities. What do I mean by this? If you attach Hold Person to something like Slow, you effectively create Mass Hold Monster because it will affect every kind of creature, not just humanoids. This spell is the equivalent of a level 9 spell, and as a Magic Deceiver, you get this at level 7! In fact, it’s even better than Mass Hold Monster because if enemies manage to pass the subsequent saves, they'll continue to be slowed. Another benefit is attaching control spells to another spell that ignores spell resistances. This can allow you to target creatures normally immune to magic, such as golems. For example, you can use Baleful Polymorph on a golem if you attach it to something like Exploding Runes. The spell-fusing system also lets you choose which save to target. If you're playing an Enchanter, you can, from level 1, target each of the saves with a spell that ignores Spell Resistance: Snowball for Fortitude, Incendiary Runes for Reflex, and any Enchantment spell for Will. Being able to choose which save to target is huge because the difference between an enemy's weakest and strongest save can be as large as 20 points. For example, Areshkagal has around 70 in Fortitude and 50 in Will. Finally, you can choose the fused spell's school, giving you access to a myriad of control effects such as stun, polymorph, paralysis, and slow, letting you attach them to whichever school you decided to focus on. Being able to turn PK into an Enchantment spell is significant because of all the extra DC gear Enchantment gets. Additionally, there is a way to cast fused spells with metamagic using the Plague of Madness quarterstaff. If you cast three of the same spell (which can be cantrips outside of combat), your next spell will be Empowered and Maximized, and this works with fused spells. I did not know about that Legend trick to get such high CL. The problem with going Legend is that your DCs will be much lower compared to a Demon, for example, so your Chain Lightning combo might be resisted more often. All in all, I think you misunderstood this class's strengths and focused too much on something that is not really its specialty. In my opinion, this is a DC caster, not a damage dealer. You are a DC caster who can always target the enemies' weakest save, ignore spell resistance and magic immunity, and turn normally single-target spells into massive area effects. The class is extremely flexible and quite potent when played to its strengths.
@@LB7-l6z If the fused spells ignore immunities as you describe, I can only assume its a bug. The spells are supposed to inherit all descriptors of the combines spells, so this should mean they are more susceptible to immunities, not less. If you add phantasmal killer, for example, fear and mind immune enemies should block the spell. As for being a DC caster, magic deceivers lose a lot of potential DC. The highest spell DCs can be achieved by demon, who get a large int but not charisma bonus. You can finish with 32 int before other modifiers as a demon, vs 27 charisma, a 3 modifier difference. A potential further 3 DC is lost by virtue of spell levels alone. A sage sorcerer can add a further 2 DC with their bloodline power and lategame, the sinmage staff adds another 3 modifier to intelligence. If you take favoured persistent metamagic, you will have up to 10 more spell DC and the enemy has to roll twice. You can also make your spells selective. It is not common to have disparities in saves large enough that it is going to be worth a difference of 10 DC and the persistent spell effect, particularly given you are not targeting just one enemy, but entire packs. Also, you can bypass immunities with the rod of grandmastery, something a magic deceiver cannot do. Also, CC is strongest early game. You aren't likely to CC your way through Areshkagal who has extremely high saves and needs to be killed 5 times. Its much better early game where enemies are much harder to kill almost instantly. And you are lose some of the best early game spells. You can cast grease at level 1 or selective grease at level 3. You can cast stinking cloud and selective stinking cloud with corruptor at level 7 or 8 with a sorc. These both ignore spell resist also and grease is really only affected by wings. I am not sure what is immune to stinking cloud with corruptor. Is the fused slow/hold person combo really going to be better than selective stinking cloud with corruptor even if it allows you to target hold on everything you can slow? You can say its as good as mass hold monster (ignoring the 6 lower DC), but who actually uses that spell? The real question is whether its better than the options a mage of the same level would have, and the answer is no. Selective stinking cloud ignores SR is a hard incapacitate does not allow further saves once failed AND forces repeated saves if you initially succeed. And unlike the magic deceiver, you can heighten spell and persistent spell this to make it far harder to resist. I cannot see any reason to prefer slow/hold person. Turning PK into enchantment is only an attractive option with serenity, as no other enchantment spell the magic deceiver has is a decent sized AoE. That is barely before others are getting weird. You also would be better off taking chain lightening as a spell to fuse it with, taking elemental focus and spell focus, and using bracers of blasting and cloak of carnage, which can be achieved earlier and requires fewer slots than getting the same DC bonus as enchantment. It also works dramatically better with Azata. As for the class being extremely flexible, that is certainly not true. Its clearly significantly less flexible than other pure arcane casters. It may have some very niche edges over the other arcane casters, but it has some huge, gaping holes in its arsenal. No sirocco, no scorching ray, battering blast, no hellfire ray, no grease, no stinking cloud, no haste, no greater invisibility, no mindblank, no heroism spells, no legendary proportions, none of the personal buffs that you would use as an eldritch knight and many other spells I haven't mentioned, no metamagic, no spellbook merging, no loremaster.
@@LB7-l6z Meh, my comment has disappeared. Regarding CC potential, there are some serious shortcomings. Firstly, the lack of heighten spell, selective spell and persistent spell significantly hurt the effectiveness of CC effects. For spell DC, a max spell level being 3 levels lower and being charisma rather than int hurts alot. Demons get the best DCs and their highest int modifier is 3 higher. Lategame, the sinmage staff adds a further +6 int only, so we are already trailing by 9. Sage sorc can get bloodline powers buffing a further 2 to chosen spell school. With favoured persistent spell and selective spell, coupled with heightened, that is +10 DC AND the persistent spell effect over magic deceiver. Even taking out the very lategame sinmage staff, its still +7 DC. Also, you mention slow/hold being psuedo mass hold spell being equivalent to a 9th level spell at level 7 (I tried this firing up inevitable excess, its immuned by free movement), but even granting that this is true and ignoring -6 DC, its a BAD 9th level spell. At level 5, another mage can get stinking cloud. At level 7, it can get stinking cloud selective spell and have take corruptor. That bypasses SR, immunities and is a far better effect. Stinking cloud, like slow, allows no further saves if the enemies fail, but nauseated is a full incapacitate unlike slow. And even better, not only does it not allow further saves on a failed save, it requires an additional save each round on a success. This is FAR better than the slow/hold combo, which is subject to SR, blocked by freedom of movement requires only 1 save and allows repeated saves against the hard incapacitate effect. And there is the exceptionally useful grease at level 1, selective at level 3. Again, far better than the options a magic deceiver has. And any spell another mage gets can be scaled all the way up to level 9 for DCs and have the persistent magic effect applied. That version of stinking cloud is far better than anything a magic deceiver can do for CC. And its definitely not "extremely" versatile. Its obviously far less versatile than other mages. Maybe there are some very niche advantages it has, but look what its missing. Aside from the aforementioned potential DC, metamagic, grease, stinking cloud, sirocco, mindfog (useful if you really want to focus on enchantment), there is also the good ray spells (scorching ray, battering blast, hellfire ray) for the best single target damage and a huge range of essential buffs. No haste, heroism, greater invisibility, mindblank etc. No personal buffs like frightful aspect, sense vitals and mirror image, which are really handy for eldritch knights. No loremaster. No option to use intelligence and wisdom as casting stats (which you can with access to the full mage spell list) and far more limited interaction with gear as previously mentioned. Playing a magic deceiver still requires that you have another full arcane caster to cover all the essential bases in terms of buffs. And given that its not clearly better and in my view, clearly worse as an offensive caster, why not just play a sorcerer or wizard? As an aside, to maximise DCs as magic deceiver, combine with chain lightening (particularly good with zippy magic but large, party friendly AoE makes it good to combine with any spell) choose evocation as the spell school for the fused spell, use the scorching ray bracers and cloak of carnage and take both spell focus and elemental focus for a combined +8 DC, equivalent to enchantment DCs with the best gear, but achievable earlier and combining with a spell school that you will use all the time with fused spells.
can this work somewhat sub-optimized with Azata path at all? or would that be so weak in comparison? I really want to play with the pet dragon this playthrough, if possible
Was looking for a buils for my Dhampir playthrough, and I gotta disagree, even though you're a vampire as a Dhampir, there isnt much vampiric flavour, so going bloodseeker feels like a way of correcting that.
I have mixed feelings about this archetype in terms of roleplay. Like wortr gives you option to choose vampire advisor when playing lich but you end up becoming skeleton. Why would full blown vampie refuse love, wealth and I forgot the last thing if he already has immortality and all that staff.
Honestly, some thematic builds builds are worth failing the lich questline for. Mythic 8 instead of 9, but you get to keep your flesh. I love playing as skeletons, but the one in this game is so scuffed. Not displaying boots for some reason, randomly removing bits and pieces of clothes. Just looks annoying.
I find this class underwhelming. For me at least, losing the extra feats for very questionable 'blood powers' is a red flag. Repurpose is the strongest summon of the game, and the profane bonus after act4 is useless. Not to mention losing slayer talents like opportunist, wearying strike or dispelling attacks. Anyway, I think you made a good build and that's what matters if someone want to try this subclass.
What would i do without you mate. But after all these time... Still (trying) but cant play this game on core or unfair difficulty, have no idea what im doing wrong :(
What builds are you using? Core wise for example, something like Hunter with Leopard Pet & Reach weapons like Glaive is very strong even early and later you can respec into something else if you prefer, while the Leopard will tank for you.
@@cRPGBro Generaly using experimental builds. Trying to combine things with alchemist or mutant warrior or monk for high dc or other attributes. But cant use pets, fells to macro for me :( even with all those AC enemy always Roll that HIT :D i think i must focus on those pets, (u love them so there must be a reason) thx mate definitely gonna try that.
@@violau8550 Exactly, aside from the Profane STR/DEX, this IS the best spell for the class! Oddly the duration DOES scale with class level. So I don't know what's going on. Very disappointing, though.
@@BalasariusX1 I look at all those spells, 1d4 per level, really not impressive, plus there aren't any equipment to boost their attack and spells damage isn't it? At the end of the day, melee and sneak attack is the king in this game, so if sense vital is not working, then this class is...well, kinda meh. Unlike Mantis zealot, TONS of good sawtooth saber to choose, not those weapon with DC save shit, but with good utilities. I dare say sawtooth is consider best light weapon in the game right now
Honestly, just don't bother getting Heighten Spell since the character won't have the Lich spellbook, rest stays the same. So go for Blind Fight & Improved Initiative at 17-19.
I really love your builds but I cannot understand why you value cleave feats line so much. I can understand the value of Cleave for first levels on unfair since it gives you 2 attack before level 6. But even on Unfair, you will reach a point (after Drezen I say) where you steamroll enemies in 1/2 rounds max, the extra attack from cleave finish really doesn't change anything.
Cleave is also needed for Cleaving Finish & Improved Cleaving Finish, both of which actually help you do that: steamroll enemies in 1/2 rounds even faster!
Yes, it did surprise me it's locked to Evil as I felt it was going to be the classic Dhampir style class (who tend to be more Neutral or Good in fiction like Blade/Alucard etc.)
You shall no longer be known as CRPG BRO. From this day forward, you shall simply be know as THE BUILDER.
Also known as Bob.
Better not it might lead to some issues in translation like in polish we have saying "bob budowniczy wszystko spierniczy" which roughly translates to "bob the builder will fuckup anything" xD
Jason Asano disapproves.
I love you. I hate you. Every time I get into a build, I look at the site and go "Ooo, shiney..." Seven hundred hours in. Never finished the game.
I have to say I went with Dhampir and am currently using this build. A Dhampir gets a special interaction with Gemyl Hawkes at Defender's Heart. I found it amusing.
About time. I’ve been trying to wrap my head around this this archetype
Actually, now I think about it, this is the perfect class for lich-> swarm. Can haste itself, can heal itself, has aoe's single targets, self buffs, summoning, and a negative level on bites... times 6 versions of yourself.
I’m in the 0.01% of your fan base. I think I’m legit your biggest fan.
Might be a bit sloppy but here a written guide
Bloodseeker
Human
Pickpocket
Deity: any as long as it fits lich
Alignment: any evil
Weapon: Glaive till lvl 9 then switch to Falchion( or nonreach weapon of choice) and Bite
Pre-mythic 8
Str - 19-24
Dex - 14
Con - 14
Int - 14
Wis - 8
Cha - 9
Mythic 8
Str - 19-24
Dex - 14
Con - 7
Int - 16
Wis - 7
Cha - 14
Skills:
Mains: Athletics & World
Spare: Mobility, Stealth & Perception
Bloodseeker-
Lv 1 - Power Attack & Cleave
Lv 2 - Summon Dire Wolves
Lv 3 - Cleaving Finish
Lv 4 - Sense Vitals
Lv 5 - Outflank
Lv 6 - Predatory Might
LV 7 - Lunge
Lv 8 - Summon Bloody Bones Beast
LV 9 - Improved Critical - Falchion ( or weapon of choice )
Lv 10 - Predatory Prowess
Fighter - Mutation Warrior taken now or as the last 5 levels.
Lv 11 - Great Cleave, Improved Cleaving Finish
LV 12 - Combat Reflexes
Lv 13 - Weapon Focus - Falchion ( or weapon of choice )
Lv 14 - Weapon Specialization
Lv 15 - Armor Focus - Medium Armor, Weapon Training into your chosen weapon group
Bloodseeker
Lv 16 -
Lv 17 - Heighten Spell, Blood Healing
LV 18 -
Lv 19 - Improved Initiative
Lv 20 -
Mythic:
Lv 1 - Close to the Abyss, Last Stand
Lv 2 - (more dps) Power Attack or Extra ability - Ascendant Summons
Lv 3 - Ever Ready, Fear Control
Lv 4 - Improved Critical of weapon of choice
Lv 5 - Mythic Charge (if you have a skald party member), If not then Unrelenting Assault or Always a Chance
Lv 6 - Armor Focus - Medium, Death Rush( if you took Mythic Charge) or Tainted Sneak Attack
Lv 7 - Master Shapeshifter
Lv 8 - Power Attack or Weapon Specialization or Improved Initiative
Lv 9 - any ability, Tainted Sneak Attack(if you took death rush) or Deadly Magic
Lv 10 - what ever you didn't choose for lvl 8
Skeleton Pet:
MLv 3 - Skeletal Marksman
Mlv 4 - Skeleton Fighter - Weapon Focus Longbow, Weapon Training Bows
Mlv 8 - Skeleton Cleric, Inquisitor or Magus
Gear:
Amulet - Vellexia's Magnifying Amulet
Armor - Chainmail of Comradery - Life Infuser
Shirt - Robe of the Seven Sins or Source of Dividing Power (for summoners)
Belts - Strength Belts - Belt of the Last of the First Humans
Gloves - Fencer's Gift
Boots - Any boots - Boots of Stampede if you took charge and have a skald
Head - INT Headband - Darkness Caress
Face - Broken Trickster - Goggles of Piercing Gaze(once you have Darkness Caress)
Cloak - Cloaks of Resistance - The Bound of Possibility
Ring - Triumphant Advance
Ring - Imminent Demise
Bracer - Bracers of Slaughter
Weapon - Finnean(chapter 1), Jinx or Rumbling Falchion (chapter 2)
Spell/Summon boosting weapons - Stormcaller, Sin Mage's Staff
Quick Slots - Jharsygax, Brazen Whip, Signet of House Vespertilio, Metamagic rods for spells
Im doing a Bloodseeker 20/Weretouched 20 (maybe some mutation warrior or some such) Demon -> Legend run. Only just started tho. But the lvl 9 bite ability + shifter's fury will keep me in temp HP forever and nerf enemies into oblivion :)
Yeah I Definitely think that’s the play. The capstone doesn’t conflict with nocticulas gift cause she don’t like your ass, and your blood spells actually scale with your TOTAL level not your class level so they actually end up doing very decent damage. And of course making all of your attacks level drain bits is also very good.
Yep, with Legend it's also a lot more Bites due to higher BAB progression.
It's just a pity that the Bite stacking only comes online at 15+
And ideally Trickster is the only previous path that would retain something going Legend, especially as all natural attacks lack the much welcome crit range boost.
@@cRPGBro Yeah, originally I was planning Trickster -> Demon. But for immersion/rp and the fact that i'm not a big fan of Trickster, i am going demon. I play on Core anyway, so it should do just fine.
Great video mate, been wanting to know how that archetype played out. Hoping for some Kinetic Sharpshooter next 🙏
Thank you! I'll see what I can do about the Kinetic Sharpshooter.
I've been looking at what classes to play and it appears that Shadowcaster Wizard archetype has had a stealth buff. The mechanic of the shadows becoming hostile if they fail their will save is no longer a thing, neither in mechanics nor even in text, which is a surprise considering how many ability Owlcat has changed except for their descriptions.
My newest idea is for my upcoming 1st run of Gold Dragon. I'm wanting to do a Sword Saint multiclass that 1-hands the Death's Consonant Bardiche, for pure int scaling, and spellstrike with reach through a dip into Titan Fighter.
I'm thinking of doing a mix of Titan Fighter, SS, and Arcane Trickster (possible something else), so that I can get reach on spellstrikes, ranged trickery, sneak attacks on my touch spells etc. Do this as Trickster -> Gold Dragon, so as to get the crit line of trickster feats (and possibly some reroll cheese with the trick that adds random effects to identified items, for the Bardiche), then Gold Dragon for the BAB bonus, stat buffs, and higher spell damage die
Bloodseeker build :D now i can play the game :D thx man
Always glad to help, mate!
Great, another play through to line up :) Although looking forward to this one, might create a sidekick/merc Reanimator named Renfield! Thanks for making these new builds!
Thank you, from the bottom of my heart, thank you
You're very welcome, friend!
Here it is, the builder has delivered!
Any Chance on a Reanimator necro summoner build in the future? And thanks for all your hard work and great builds.
would love this video as well please :D
Hello! Thank yor for all your guides for Pathfinder and Rogue Trader! It would be great if you make a guide for the Swarm mythic path. All I could find on UA-cam is the one old Slayer Swarm guide. maybe some of new classes will fit with the Swarm too
Hi there!
I have a main Swarm Guide here: ua-cam.com/video/HaZj83td4Bk/v-deo.html
Ideally merged Angel or Lich, or Trickster into Swarm makes for the best Swarm characters.
excellent video as always! Do you intend to make a video for the magic deceiver? I tried playing with him, it was my first run as a spellcaster, but I didn't have a very pleasant experience, to say the least.
Playing one now with a court poet skald merc, it's great. All my gripes with the archetype are gone by the time I finished Act1.
I felt the same as the OP.
The class is far too limited to be viable. No metamagic, no bonus casts to spells with higher int, 6 lvl spells, and the bonus gear to make your class better comes far too late.
Maybe if you have cantrips, but this class needs a lot of help.
@@SonAlexander It is quite viable though. I am currently going into Act 4 with it on unfair, and a couple other UA-camrs are having success with it on unfair as well.
It's planned, for sure.
But yeah, I kinda hate a lot of the limitations it has, which is probably why I've been delaying it 😅
@@SonAlexander Magic deceiver's base spells do more damage than maximized, empowered, bolstered level 9 spells, what are you talking about? And for control spells it gets higher DC than almost anyone, at a lower level, while inflicting 2 status effects at the same time. It is hands down the strongest spellcaster in the game.
It is on the other hand, a complete, from the ground up, "build your own class" class. So if it sucks that's a skill issue. Kind of hard to do a build that can do or be anything.
Also you're not getting extra casts from INT because it casts from CHR.
Hey man are you going to do a new series of updated companion builds or do you think that the ones already up are still good enough?
Thanks in advance
Most of the older ones for Enhanced Edition are fine, but I think some could use updates like Seelah now that we have Mythic Heavy Armor etc.
Regarding multiclassing with shifter, the recent patch broke the ability to get iterative attacks with both weapons and a natural attack using shifters fury. You will drop down to 1 attack with your weapon if you activate this.
I'm not a minmaxxer, and I've had a lot of fun playing a Bloodseeker. I need to make it feel more in line with what I'm expecting, but a Dhampir is difficult for me on core and above since necrotic healing is difficult to come by with party members. lol
Awesome build just starting a new run and this dropped as I got Camellia. I think I will full respec Camellia into this play her in the vein of the vampire Carmilla. Gonna probably stick with rapier though can you offer any idea to make it work better gonna stick full bloodseeker with the blood abilities probably and summons. Would you recommend dual wielding or sticking to one weapon or blade and shield.
Would a different legend path make sense if I don't want to become a lich? I find this build very interesting to play as a blood knight
This + shifter is insane
Is there a need to update party member builds after the updates or has not much changed?
Amazing build, Got any Azata builds in the works?
Someday I'll get that lich assassin build... But I could probably do this or I could swap out some blood seeker for demon slayer + knife master for the sneak attacks / finesse
Lord Ruthven? Very classy.
I caught that too. Was an English major and learned about Polidori and his writing during a class on the English Romantics.
Gotta do it in style!
What about lich to legend with mutation warrior and shifter. Between bite and vamp blade your never die
Já chego dando like. Eu AMO os builds desse canal
Valeu, brother 😁
I think this isnt a bad choice of legend. You could even combine with titan fighter to replace the loss strength based two weapon fighting from the loss of fighting styles and getting a whole lot more feats in general, which sures up one of the bloodseekers main drawback. Also, the profane bonuses are actually useful for the legend.
Its still not a very good archetype, however. The powers are too weak. Whilst the capstone is a massive boost to damage, averaging 47.5 at level 19 and increasing to an average of 135 with the capstone at level 20, that is still really bad damage for a level 20 martial character who could do a full attack action in the same time. Whilst the summons are useful when first obtainable, they don't scale effectively.
So say if someone wants to build a Bloodseeker with a Multiclass in to Wizard (Nercomancer/Cruoromancer) how would they go about it to make it fun and powerful, but for fun mostly
It's better t combine this class with shifter after 9. Juct pick tiger form and use bite attack as the main attack of shapeshifting.
Yep, it's why I say going Shifter past 10 can be really fun, especially for the higher amount of Bites.
Is it just me, or does the lvl 9 vampire bite not work when you sneak attack? Been experimenting, and cant get it to proc when i Sneak Attack.
Yep. I figured this out when trying to make a shifter vampire. It makes the ability pretty much useless.
Would you do a guide for building the ideal party for Through the Ashes/Lord of Nothing to beat chained darkness on unfair?
just started, made my way into the army camp. so in general, how can you get party members with classes that you want? because honestly i don't understand most of them that i got.... its all very confusing atm....
You can recruit mercenaries that are fully customizable as party members from the Hilor NPC, he should be at your campsite.
For actual story party members, they all have starter preset levels, but you can customize them afterwards in any way you see fit class wise, so long as it's allowed by their Alignment. For example, Seelah starts as Level 1 Paladin, but you can make her into almost whatever from level 2 onwards, same for Camellia, Lann, Wenduag. Other party members start at higher levels so it does kinda reduce customization a bit.
You can still use mods to respec story party members from zero however, if you want.
@cRPGBro cheers man, this game gave me a headache lol. info / option overload.
Great video as always🎉, we're waiting for what you have in store for us with magic deceiver and how to break the game😅
cool build! I'm also working on a Bloodseeker video but instead of Strength going full Intelligence Deaths Consonant with Lich into Legend & some dips for 100+ AC and 80 INT.
INT focus can be really nice with the special INT Bardiche weapon!
After level 10 should cleave still be kept? If bite attacks need to be used? Why not respec at level 10 and replace it with something else that may be useful? If there is any. Noob here
Cleave is kept because it is a prerequisite for Cleaving Finish, which translates into +1 Attack when killing an enemy, and works regardless of Cleave being active.
Ideally you want to turn Cleave off starting from level 5 when you get 2 attacks.
@@cRPGBro oooh thx so much dude. I am struggling because I followed the build but some options are not showing up like I can’t find the bite ability. I am lvl 10 now. Respected from the devil build you have that I been following but feel I wouldn’t get to experience till later so went with this one to then respec to that later (I was enjoying that Grease). But since respecing my character just hits with falchion and I don’t see the bite procs. It is not in my equipment tab and character spec shows it. But never seen it activated. Do I need to unequip weapons? Also, I didn’t get the skeletal summon options. I am just after drezen libration part. Playing on ps5
Any chance for a living grimoire build?
The blood pool abilities kind of only suck on unfair. No one knows this, unless you played sanctified slayer inquisitor, but studied target raises your attack and damage by 5. It also lowers all of the enemy's saves by 5 against your abilities. (hence why slayer's dispelling strike works way better than rogues'.)
So it's really not hard to have 95% accuracy with them below Unfair. And on Unfair you can still get 70%ish, which is the same accuracy you would have in any non mythic game.
And remember, as a lich, you can always put everything into INT and use Death's Consonant as a bardiche or heavy pick. I bet you never used a heavy pick.
The main issue is that their damage is also subpar, though. Mostly because unlike spells you have no Metamagic to enhance them until level 20, even then it's limited.
1d4/level is... very poor for a game like Wrath where enemies can have really high HP scores! And then you add a save for half...
@@cRPGBro well the cone is just for swarms.
Please do a Sable Company Marine+ Sohei build with Aeon Mythic path
The wording for cursed lineage is treated as undead for channeled abilities... not all pos/neg energy, like Dhampir. Is the wording wrong in the description?
Never mind I answered my own question. The wording is still wiggy.
this made me wonder what a legend with 20 levels in this + 20 levels in ceuromancer
lich is probably better but interesting to consider
Are you making a Magic Deceiver guide? I'd like to see your thoughts on the class.
I want to like it, but honestly, its very bad. The first two most immediate issues are the completely unnecessary removal of bonus spells from stat modifier, which leaves you with an absolutely pathetic number of casts per day at the start (its less of an issue later on with abundant casting) and a poor spell selection.
The complete lack of buffs means you have to have another arcane caster in your party, for haste and heroism, mindblank, greater invisibility etc. No personal buffs like shield or mirror image either.
The crowd control is also significantly weaker. CC does not benefit very much from fused spells, as the best CC are all AOE (the main advantage of fused spells is taking a good single target effect and making it AoE, plus the uncapped spellcaster level of level 6 fused spells). You miss out on some of the best CC spells in the game, like grease, stinking cloud, greater command and overwhelming presence.
Basically, the only thing that you can really give to the magic deceiver is phantasmal killer combined with an AoE spell as early as level 13, which gives you somewhat accelerated access to a weird effect. Its not party friendly until chain lightening at level 16, which is only 1 level before other casters get weird with a significantly higher DC. Also, you cannot use rod of grandmastery to overcome spell immunity and mind immunity on fused spells, unlike with weird.
Whilst you might think if you push caster level, something like chain lightening/disintegrate combo is top tier, its not all that impressive in practice. Apologies for the rather lengthy explanation in advance.
You cannot metamagic anything, including with rods. It also does not benefit either from the draconic bloodline damage bonus per damage dice, nor gear like the last azlanti amulet. With gear and a bloodline dip, you can potentially get as high as a +5 damage bonus per damage dice, which well over doubles the damage of a d6 spell per level.
Lets be generous and say you got your caster level to 30 (doable with Aeon or demon, but not easy). Chain lightening and disintegrate will do a combined 90d6 damage. That might sound impressive, but its nothing special. It will average 315 damage per cast, which is somewhat less than what a lich can do with negative energy eruption (they can reach caster level 40 before threshold, for 400 damage). That spell will also heal your party and provide a useful buff.
And you can do WAY more damage with the right build for an elemental blaster. Lets say you are an arcane trickster, have a crossblooded dip for elemental conversion and damage bonus and have last azlanti amulet, the arcane trickster specific robe from treasure of the midnight isle and the hide armour which also adds a bonus. You can easily hit the level cap for chain lightening with gear. Unfortunately, its bugged and intensify spell will not allow you to scale above caster level 20. 20d6 is obviously a lot less than 90d6. However, you can both maximise and empower chain lightening using favoured metamagic (and bolster if you dont mind losing surprise spells and intensify once its fixed). But lets be generous and say we are not bolstering and I will ignore sneak attack damage as a magic deceiver could take arcane trickster also (though I would say is a lot less likely to do so).
So we are empowering to 30d6. d6+5 maximised is 11. 11x30 is 330, (plus sneak attack damage). That is actually slightly more damage than a magic deceiver at caster level 30 using its most powerful fused spell combo. Yes, it relies on gear, but you would need endgame gear to get caster level 30 also (fused spells cannot benefit from spell specialisation either, btw).
Add in aspect of the brimorak, which I havent tested with fused spells, but if it works anything like other bonus damage per spell dice effects, will not work with fused spells, and bolster the spell also, and thats an extra +7 damage per dice. 18x30 is 540, far better than fused magic, even allowing for the fact that the magic deceiver might get the benefit of surprise spells, which a spell combo involving bolster cannot. Oh and you can take a greater quicken metamagic rod and double the damage you can do in a round, which a magic deceiver cannot do. If they ever fix intensify spell to work with chain lightening, the number of dice will scale up to 25, or 37.5 when empowered, buffing the damage by 25%.
You magic deceivers lack hellfire ray, so your spells are never going to rival other arcane casters for single target damage. Hellfire ray DOES work with intensify spell, allowing an empowered, intensified hellfire ray to do 90d6 damage in total. With the admittedly very heavy investment of 4 favoured metamagics, you can bolster, intensify, empower and maximise your hellfire ray, for 13 damage per dice for a non demon or 18 per dice for a demon, meaning 1170 and 1620 damage respectively, before accounting for crits. A trickster, it should be noted, can guarantee x4 critical damage, which is 4680 per cast. This is compared with an average of 315 damage, I should remind you and that is your best single target damage as well as AoE as a magic deceiver.
If you want the highest damage magic deceiver, it should be noted that the final revelation for say fire or air, which auto empowers spells with the right elemental descriptor, DOES work with fused spells, including on disintegrate even though its not elemental damage, if combined with a spell which has that descriptor. So Air mystery with disintegrate chain lightening works.
Also, the legend mythic path, whilst normally capped at caster level 28 for other casters, seems to scale without limit for magic deceiver. If you go hellknight signifer and arcane trickster, you could get caster level 39 base. Add in ashmaker (sinmage staff is so late as to be irrelevant), robe of seven sins, and taking evocation mastery and ascendent element electricity as your mythic picks, and your caster level would be 45 for chain lightening/distintegrate combo if you select evocation as the spell school.
This means no abundant casting, and the living god variant you have to take will not have access to any spell slot restoration mechanics unlike the other variants, so you get 5 level 6 fused spells per rest, meaning this is VERY limited.
However, it is 135d6 damage, empowered, meaning 202.5d6 effectively. That is about 710 damage, which is quite strong, undoubtedly, but its 5 times per rest. A demon chain lightening specialist (even before aspect of the colloxus) can do 540 damage per cast and quicken for a second cast in a round. You have aspect of the colloxus for a 3rd caster per round. I am honestly not confident this would work with fused magic, given so many other things don't. but lets assume it does. 3x540 is 1620, which is more than 2x710, 1420. And the demon is not more limited by resources. You can easily get 10+ level 9 slots and more than 1 greater quicken metamagic rod.
And then there are all the other advantages a wizard has. It has far better lower level slots. For the magic deceiver, with caster level 40 and only the level 6 spells being uncapped and only level 6 slots scaling at 3d6 per caster level, whereas everything else will be 2d6 with a a cap of 20 or less, lower level slots will be nowhere near as powerful, whereas the wizard's lower level spells will be devastating. A level 7 empowered and bolstered chain lightening or hellfire ray will still hit like a truck (with a stack bonus of +12, maximise doesnt actually boost damage that much). It has far more spell slots overall. And it has a vastly better spell selection, much more versatility and a far better start. It can get +4 initiative with the familiar, which is a big deal. It also doesn't rely on a level 20 capstone for 50% of its damage. Finally, fused spells actually cast far slower than other standard action spells, which in real time with pause is fairly significant.
edit: I forgot the obvious Azata zippy magic combo, which has some major advantages. You could get caster level 26 with gear and feats, and with two hits from chain lightening, that is 52 caster level effectively, plus moderate boosts from zippy magic and incredible might to damage. But the main issues are that you can reset your entire spellbook twice per day and take abundant spellcasting, going from 5 to 27 slots effectively for your 6th level spells. Favourable magic also helps beat enemy saves. You will lose the sneak attack damage as you have to be pure magic deceiver to get final revelation and cannot therefore take arcane trickster as anything other than a legend. For single target damage, it will be weaker than legend per cast, as you need a second target to get the double damage from zippy magic. So azata magic deceiver actually is competitive damage with the demon chain lightening specialist and does have a lot of resources. Chain lightening/phantasmal killer fused, combined with zippy magic and favourable magic also forces the enemy to make their saves 4 times in total in order not to die and still does a lot of damage if they do save, so its strong substitute for weird.
So caster level 16+ specifically (without chain lightening's interaction with zippy magic, magic deceiver azata gets no significant bonus as it lacks other good targets for zippy magic like scorching ray, burning arc and hellfire ray), the azata magic deceiver is a good offensive caster, though mediocre CCer and still really bad buffer. I still prefer the wizard. Chain lightening, empowered and maximised with 2 lots of sneak attack damage can still do 700+ damage per cast with the right gear when used by an azata with zippy magic, and you can use a greater metamagic rod to quicken and 2nd cast per round.
@@notalefty999
I disagree with some of your assessments. This class is not a damage dealer because, as you correctly pointed out, fused damage spells will never compete with other casters due to a lack of metamagic and damage/dice effects. However, I believe this is potentially one of the best DC casters in the game. Let me explain.
Being able to fuse spells allows you to bypass targeting immunities. What do I mean by this? If you attach Hold Person to something like Slow, you effectively create Mass Hold Monster because it will affect every kind of creature, not just humanoids. This spell is the equivalent of a level 9 spell, and as a Magic Deceiver, you get this at level 7! In fact, it’s even better than Mass Hold Monster because if enemies manage to pass the subsequent saves, they'll continue to be slowed.
Another benefit is attaching control spells to another spell that ignores spell resistances. This can allow you to target creatures normally immune to magic, such as golems. For example, you can use Baleful Polymorph on a golem if you attach it to something like Exploding Runes.
The spell-fusing system also lets you choose which save to target. If you're playing an Enchanter, you can, from level 1, target each of the saves with a spell that ignores Spell Resistance: Snowball for Fortitude, Incendiary Runes for Reflex, and any Enchantment spell for Will. Being able to choose which save to target is huge because the difference between an enemy's weakest and strongest save can be as large as 20 points. For example, Areshkagal has around 70 in Fortitude and 50 in Will.
Finally, you can choose the fused spell's school, giving you access to a myriad of control effects such as stun, polymorph, paralysis, and slow, letting you attach them to whichever school you decided to focus on. Being able to turn PK into an Enchantment spell is significant because of all the extra DC gear Enchantment gets.
Additionally, there is a way to cast fused spells with metamagic using the Plague of Madness quarterstaff. If you cast three of the same spell (which can be cantrips outside of combat), your next spell will be Empowered and Maximized, and this works with fused spells. I did not know about that Legend trick to get such high CL. The problem with going Legend is that your DCs will be much lower compared to a Demon, for example, so your Chain Lightning combo might be resisted more often.
All in all, I think you misunderstood this class's strengths and focused too much on something that is not really its specialty. In my opinion, this is a DC caster, not a damage dealer. You are a DC caster who can always target the enemies' weakest save, ignore spell resistance and magic immunity, and turn normally single-target spells into massive area effects. The class is extremely flexible and quite potent when played to its strengths.
@@LB7-l6z If the fused spells ignore immunities as you describe, I can only assume its a bug. The spells are supposed to inherit all descriptors of the combines spells, so this should mean they are more susceptible to immunities, not less. If you add phantasmal killer, for example, fear and mind immune enemies should block the spell.
As for being a DC caster, magic deceivers lose a lot of potential DC. The highest spell DCs can be achieved by demon, who get a large int but not charisma bonus. You can finish with 32 int before other modifiers as a demon, vs 27 charisma, a 3 modifier difference. A potential further 3 DC is lost by virtue of spell levels alone. A sage sorcerer can add a further 2 DC with their bloodline power and lategame, the sinmage staff adds another 3 modifier to intelligence. If you take favoured persistent metamagic, you will have up to 10 more spell DC and the enemy has to roll twice. You can also make your spells selective. It is not common to have disparities in saves large enough that it is going to be worth a difference of 10 DC and the persistent spell effect, particularly given you are not targeting just one enemy, but entire packs.
Also, you can bypass immunities with the rod of grandmastery, something a magic deceiver cannot do.
Also, CC is strongest early game. You aren't likely to CC your way through Areshkagal who has extremely high saves and needs to be killed 5 times. Its much better early game where enemies are much harder to kill almost instantly.
And you are lose some of the best early game spells. You can cast grease at level 1 or selective grease at level 3. You can cast stinking cloud and selective stinking cloud with corruptor at level 7 or 8 with a sorc. These both ignore spell resist also and grease is really only affected by wings. I am not sure what is immune to stinking cloud with corruptor.
Is the fused slow/hold person combo really going to be better than selective stinking cloud with corruptor even if it allows you to target hold on everything you can slow? You can say its as good as mass hold monster (ignoring the 6 lower DC), but who actually uses that spell? The real question is whether its better than the options a mage of the same level would have, and the answer is no. Selective stinking cloud ignores SR is a hard incapacitate does not allow further saves once failed AND forces repeated saves if you initially succeed. And unlike the magic deceiver, you can heighten spell and persistent spell this to make it far harder to resist. I cannot see any reason to prefer slow/hold person.
Turning PK into enchantment is only an attractive option with serenity, as no other enchantment spell the magic deceiver has is a decent sized AoE. That is barely before others are getting weird. You also would be better off taking chain lightening as a spell to fuse it with, taking elemental focus and spell focus, and using bracers of blasting and cloak of carnage, which can be achieved earlier and requires fewer slots than getting the same DC bonus as enchantment. It also works dramatically better with Azata.
As for the class being extremely flexible, that is certainly not true. Its clearly significantly less flexible than other pure arcane casters. It may have some very niche edges over the other arcane casters, but it has some huge, gaping holes in its arsenal. No sirocco, no scorching ray, battering blast, no hellfire ray, no grease, no stinking cloud, no haste, no greater invisibility, no mindblank, no heroism spells, no legendary proportions, none of the personal buffs that you would use as an eldritch knight and many other spells I haven't mentioned, no metamagic, no spellbook merging, no loremaster.
@@LB7-l6z Meh, my comment has disappeared.
Regarding CC potential, there are some serious shortcomings. Firstly, the lack of heighten spell, selective spell and persistent spell significantly hurt the effectiveness of CC effects. For spell DC, a max spell level being 3 levels lower and being charisma rather than int hurts alot. Demons get the best DCs and their highest int modifier is 3 higher. Lategame, the sinmage staff adds a further +6 int only, so we are already trailing by 9. Sage sorc can get bloodline powers buffing a further 2 to chosen spell school. With favoured persistent spell and selective spell, coupled with heightened, that is +10 DC AND the persistent spell effect over magic deceiver. Even taking out the very lategame sinmage staff, its still +7 DC.
Also, you mention slow/hold being psuedo mass hold spell being equivalent to a 9th level spell at level 7 (I tried this firing up inevitable excess, its immuned by free movement), but even granting that this is true and ignoring -6 DC, its a BAD 9th level spell. At level 5, another mage can get stinking cloud. At level 7, it can get stinking cloud selective spell and have take corruptor. That bypasses SR, immunities and is a far better effect. Stinking cloud, like slow, allows no further saves if the enemies fail, but nauseated is a full incapacitate unlike slow. And even better, not only does it not allow further saves on a failed save, it requires an additional save each round on a success. This is FAR better than the slow/hold combo, which is subject to SR, blocked by freedom of movement requires only 1 save and allows repeated saves against the hard incapacitate effect.
And there is the exceptionally useful grease at level 1, selective at level 3. Again, far better than the options a magic deceiver has. And any spell another mage gets can be scaled all the way up to level 9 for DCs and have the persistent magic effect applied. That version of stinking cloud is far better than anything a magic deceiver can do for CC.
And its definitely not "extremely" versatile. Its obviously far less versatile than other mages. Maybe there are some very niche advantages it has, but look what its missing. Aside from the aforementioned potential DC, metamagic, grease, stinking cloud, sirocco, mindfog (useful if you really want to focus on enchantment), there is also the good ray spells (scorching ray, battering blast, hellfire ray) for the best single target damage and a huge range of essential buffs. No haste, heroism, greater invisibility, mindblank etc. No personal buffs like frightful aspect, sense vitals and mirror image, which are really handy for eldritch knights. No loremaster. No option to use intelligence and wisdom as casting stats (which you can with access to the full mage spell list) and far more limited interaction with gear as previously mentioned.
Playing a magic deceiver still requires that you have another full arcane caster to cover all the essential bases in terms of buffs. And given that its not clearly better and in my view, clearly worse as an offensive caster, why not just play a sorcerer or wizard?
As an aside, to maximise DCs as magic deceiver, combine with chain lightening (particularly good with zippy magic but large, party friendly AoE makes it good to combine with any spell) choose evocation as the spell school for the fused spell, use the scorching ray bracers and cloak of carnage and take both spell focus and elemental focus for a combined +8 DC, equivalent to enchantment DCs with the best gear, but achievable earlier and combining with a spell school that you will use all the time with fused spells.
can this work somewhat sub-optimized with Azata path at all? or would that be so weak in comparison? I really want to play with the pet dragon this playthrough, if possible
There would be some alignment incompatibilities during Chapter 3 since Bloodseeker must be any Evil Alignment, and Azata can't be any Evil.
@@cRPGBro darn, didn’t think of that. Any decent build for azata on the new dlc classes on the top of your head?
As much as I love to watch your build videos I hate how they have the same common things like mutation warrior dips.
Have you not figured it out yet. These are meant to be optimized. Not Role play based. There will always be the same set of choices because of this.
I'd say if you want more role play based builds simply play on an easier difficulty and build what is thematic and fun for you.
It's mostly that it's the optimal strat, but frankly after level 10 you can really go with anything or just remain pure, but ideally a high BAB class.
You’re a hero man 😂
Thank you so much!
Was looking for a buils for my Dhampir playthrough, and I gotta disagree, even though you're a vampire as a Dhampir, there isnt much vampiric flavour, so going bloodseeker feels like a way of correcting that.
Thank you!! You know, in case there is time, we would love classes from mod vuilds as well.
That would make for some fun ideas!
Nice guide
Thank you!
I have mixed feelings about this archetype in terms of roleplay. Like wortr gives you option to choose vampire advisor when playing lich but you end up becoming skeleton. Why would full blown vampie refuse love, wealth and I forgot the last thing if he already has immortality and all that staff.
It's a bit disappointing, but it does feel like the Vampire Advisor path was cut content.
Honestly, some thematic builds builds are worth failing the lich questline for. Mythic 8 instead of 9, but you get to keep your flesh.
I love playing as skeletons, but the one in this game is so scuffed. Not displaying boots for some reason, randomly removing bits and pieces of clothes. Just looks annoying.
The M9 Lich Spells are really good though, but yeah, I understand.
different. Nice.
Thanks!
I find this class underwhelming. For me at least, losing the extra feats for very questionable 'blood powers' is a red flag. Repurpose is the strongest summon of the game, and the profane bonus after act4 is useless. Not to mention losing slayer talents like opportunist, wearying strike or dispelling attacks. Anyway, I think you made a good build and that's what matters if someone want to try this subclass.
What is so far the best class in your opinion?
@@RingoStarr-gz4mz Deliverer is ok, but I prefer spawn slayer. The bonus to hit against larger enemies is very handy late game.
I wonder if anyone decided to NOT go with the lich mythic path for this.
Well, Trickster is still amazing for it, Demon & Aeon can be great as well!
But Lich definitely is the most fitting and very powerful.
What would i do without you mate. But after all these time... Still (trying) but cant play this game on core or unfair difficulty, have no idea what im doing wrong :(
What builds are you using?
Core wise for example, something like Hunter with Leopard Pet & Reach weapons like Glaive is very strong even early and later you can respec into something else if you prefer, while the Leopard will tank for you.
@@cRPGBro Generaly using experimental builds. Trying to combine things with alchemist or mutant warrior or monk for high dc or other attributes. But cant use pets, fells to macro for me :( even with all those AC enemy always Roll that HIT :D i think i must focus on those pets, (u love them so there must be a reason) thx mate definitely gonna try that.
Sense vitals is bugged and only adds 1d6 no matter your level. :(
Maybe they forgot code spell caster level scaling on that spell.
Which is shame since it would be the best "spell" for this class.
@@violau8550 Exactly, aside from the Profane STR/DEX, this IS the best spell for the class! Oddly the duration DOES scale with class level. So I don't know what's going on. Very disappointing, though.
@@BalasariusX1 I look at all those spells, 1d4 per level, really not impressive, plus there aren't any equipment to boost their attack and spells damage isn't it? At the end of the day, melee and sneak attack is the king in this game, so if sense vital is not working, then this class is...well, kinda meh.
Unlike Mantis zealot, TONS of good sawtooth saber to choose, not those weapon with DC save shit, but with good utilities. I dare say sawtooth is consider best light weapon in the game right now
…changes as a companion? =P
Honestly, just don't bother getting Heighten Spell since the character won't have the Lich spellbook, rest stays the same.
So go for Blind Fight & Improved Initiative at 17-19.
@@cRPGBro thanks =)
I really love your builds but I cannot understand why you value cleave feats line so much. I can understand the value of Cleave for first levels on unfair since it gives you 2 attack before level 6.
But even on Unfair, you will reach a point (after Drezen I say) where you steamroll enemies in 1/2 rounds max, the extra attack from cleave finish really doesn't change anything.
Cleave is also needed for Cleaving Finish & Improved Cleaving Finish, both of which actually help you do that: steamroll enemies in 1/2 rounds even faster!
This class was the one I was more interested to play... But the Evil alignement restriction is a huge turn off...
Yes, it did surprise me it's locked to Evil as I felt it was going to be the classic Dhampir style class (who tend to be more Neutral or Good in fiction like Blade/Alucard etc.)
❤
Mythic Initiative!
Owlcats nerfed Jinx to oblivion. Its now double only base damage.
Yep, but Falchions don't get many other options, besides Finnean, unfortunately.
you mean it does exactly what it has always said in the description?
смотрел ролик от марса, архетип так себе.
I refuse to be a lich.
Lopez Robert Young Laura Thomas Thomas