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One big benefit of Charge is that you can use it in the surprise round, even though you're normally only allowed a single move OR standard action in that round. Charge is the notable exception to that rule. So feel free to start combat by attacking with your archer(s), then send your frontline charging in before the enemy can move. Just make sure your paths are clear.
It often does not work right now in turn-based. Not sure if it is a bug or if turn-based it just using a stricter rule. ? EDIT: patch notes today read "Charge ability was getting interrupted randomly before starting [in Turn-based mode] - fixed." So maybe that is gone actually.
If you use charge during the surprise round, you can still charge, but you are only allowed to move up to your speed (instead of up to double your speed).
@@epicfailville4091 Yea some of the fights feel a bit long for turn-based. I have actually been doing some of the longer combat encounters half and half. Start off RTwP and then when I see I am getting my A$$ kicked, I switch to turn based lol
honestly if rtwp just showed the same info it would be alot more viable, doing both is def the best. I like to wait till my frontline gets into the enemy then switch to turn based, usually that happens before the enemy can cast any spells. Kinda cheecky but blackwater happened so no mercy
I turn off turn based for big battles, like protecting defender's heart. For some reason, that specific battle was easier in real time. If I'm storming a city or protecting from a horde of undead, it seems easier to just do real time
Speaking of Coup de Grace, IIRC Ember's(or another witch's) Slumber Hex lacks the Hit Dice limit found on Sleep. So she can lull even demons and other strong beasts into slumber. That's a good time to smash them with a Coup de Grace from your strongest melee damage dealer.
Fun fact: Fighting Defensively is a free action. If you are in Turn based mode. You can freely turn it on at the end of your turn, and back off again at the start without losing any actions. Basically giving you a free +2 to AC at all times.
Actually I am not sure this is correct right now (maybe was fixed in future patches) You need to make a physical hit(at least with melee) for the bonus defense to kick in while defensive stance is active. If you attack with it turned off and at the end of the turn you turn it on again you will not receive the defense bonus.
I read this comment initially thinking that it was going to be someone telling me I was saying it wrong.. but it wasn't! I did my research on it before making the video :-D
Well, properly for an English accent (in French the "r" would be different), but yes. It's so annoying to hear people talk about "coo day grah" (which would be "coup des gras", or "blow of those greasy" in French I mean, you probably _can_ kill an enemy with enough grease, but you'd need to feed it to them over years and then hope for an artery blockage.
Be careful where you charge to. It sucks to charge at one archer, and then the fog of war lifts, and there's five other melee mooks standing there, all of whom are going to flank you AND get that -2 to your AC as a bonus. I've gotten mauled that way.
You all gonna love Coupe de Grace by the time you reach Blackwater. Reason being - all enemies there have regeneration Same way as trolls do. and that regeneration can be only disabled by electricity or adamntium weapons. at first you can use electro wands and other stuff - but later you will get mooks that are immune to electricity. so considering that you probably do not have adamantium weapons at that point - they seem immortal. But this is where Coupe de Grace comes into play. It can kill regenerating enemy regardless. So this is one way to deal with that nightmare of a location
@@nickllama5296 they have specific regeneration weakness - electricity, same as fire and acid for trolls. first bunch of the mobs can be killed by electro just fine - but as i mentioned later part have mobs that still have regen electricity - but immune to electricity at the same time so it chancels out. that leaves only adamant and Coup de grace to deal with them
That place is also buggy AF, one of my companions came out of there with a permanent debuff that kept doing ticking lightning damage. Poor Greyboor was sitting at -400 hp in Drezen. Had to reload xD
I started playing this game yesterday. I was convinced that I kept misreading the description of Coup de Grace because of how insanely powerful it is. *I love it.*
For fun, some weapons do Critical Hits X3 or more... (those weapons require to roll 20, in comparison to weapons that do critical hits on a roll of 18 or 19 for example, but it is automatic with Coup de Grace [translate to Mercy Kill].)
Coup de Grace is also used to kill enemies that have immunities and can only be killed by certain damage e.g. Cold Iron, you down them and finish them of with Coup de Grace.
Here's a handy trick regarding Coup de Grace. If you are playing on Real-Time with Pause, you can let any of your characters automatically do Coup de Grace on a helpless opponent if you RIGHT-CLICK on the skill. If there are no helpless enemies in the battle, the AI will simply ignore the Coup de Grace auto-command and do an auto-attack instead.
Also fantastic to use this on channel positive/negative. You just right-click and your healer constantly heals until his ability per day runs out or the fight ends.
I have a tip. When you're in real-time (when you have all group selected) never click on a target to attack. Instead click on the ground next to it and let the Party AI do the rest for you. This way your group doesn't get "locked down" into attack speed/animation if you would click a target but instead they run to the spot where you clicked allowing you to close the gap way quicker. This tactic is also very useful your targets are running away. Just click the ground next to them to catch up quickly.
Great video. This is actually the wotr content I am looking for since I am struggling with the game mechanics and dont want to get spoilers on the story until I finish the game.
Love your videos so far man. A lot of this stuff I sort of "half" know from playing the game but hearing you explain it cements it in really well. Please keep making these!
don't forget to get you buckle upgrade from the storyteller when you enter act 2, A GAMECHANGING, item. the buckle provides an aura that makes all your teams, weapon attacks good aligend,cold iron dmg as well as +2 casting on all spells. The storyteller is next to where you zone in to act 2, before you speak to the queen. If you miss this opportunity you will have to wait til you rescue the storyteller from the dragon.
Yes... and make sure you have the parts on you when you speak to him, otherwise he leaves and you miss out on it.... Don't be a dumbass like I was and store it in your private chest =(
Learned how to use Coup De Grace on the first game cus it's extremely strong in the harder difficulties where fighters can't hit anything but mages can still sleep the enemies so you can oneshot the few early levels instead of dying with 5% chance to hit
Fighting defensively can be extremely powerful if you build for it. It can be very hard to have enough AC to tank things at higher levels, so you should consider taking the following talents on any tanking character to improve their defensive fighting. The following is slightly simplified. (Edit: You can also take these feats on pets to help make them super defensive tanks...) a) Dodge, and Improved Unarmed Strike: Not because they matter (although +1 AC is ok to have), but because they will unlock the next feat... b) Crane Style: This is a monk fighting style, but as long as a character has the above two feats, anyone can take it and toggle it on forever. It will increase your AC by a further +1 when fighting defensively, and also reduce the attack penalty to just -2. I take this on any tank I build, or anyone that is likely to be close to the front of battle. It can be handy on rogues and any melee really. c) Crane Wing: This is a straight upgrade on top of Crane Style. You gain a further +4 AC when fighting defensively, taking it to +7 or +8 AC (depending on if you have 3 ranks in mobility). d) Crane Wing Riposte: The final(ish) upgrade to your defensive fighting - you will gain a free attack of opportunity against an attacker that rolls close to your AC, but also have the penalties for fighting defensively reduced to -1. So for the cost of -1 attack, you are gaining around +8 AC and a chance to do an attack of opportunity per round. Pretty strong. Another route to do this is to take a single level in monk, which can be very powerful for a lot of frontline (or solo) characters. You will get Improved Unarmed Strike for free, and a free 'monk feat', which can include dodge or crane style. You will also get either wisdom or charisma added to your AC if you aren't wearing armor, which depending on your character can be a lot of free AC (you can wear bracers of armor that give about as much armor as actual armor, or use the mage or archmage armor spell for armor, and still benefit fully from the monk AC). A little side effect is that you will also 'flurry' with any monk weapon (such as staves, kama, sai, etc), meaning a single level dip gets you an extra attack per round on those weapons if you are using them one-handed with a free hand. Anyway I wrote way more than I meant to there, hopefully it is helpful to someone.
Martial Disciple background gives Improved Unarmed Strike feat, I used it on my Aldori Defender build, saves a feat slot that can be used for better feats.
This guy is the GOAT at simplifying the pathfinder rule set for me. I loved these games more than any other CRPG and this guys videos allowed me to love it on an even deeper level.
The biggest advantage of Charge is that it ends with an attack. That means no standing in range of the enemy while flat-footed or without Defensive Fighting benefits while they get to pound on you for a round.
Just commenting to boost the algorithm. Great video, very informative. I feel like I have been playing the game on hard mode without a lot of these. That defensive stance and charge is probably the only ability I have used. I'm excited to go back in and try some of this other stuff.
Uh, funny thing about Fighting Defensively: You can just deactivate it before attacking and then activate it again before ending your turn. You get the bonus to your AC but not the penalty to attack rolls.
2:18 - There also can't be an upturned root, a pamphlet on the floor, a mote of dust in the air, or a figment of the imagination in the way either, apparently. There have been _so many_ occasions where I can't tell what could possibly account for the "path to target is blocked" message in this game, particularly while scooting back and forth trying to line up an ambush vector. I can't complain overmuch because it's a cavalier charge that explodes whatever I hit with it when it works, which is often, but pathing obstructions have been truly baffling sometimes.
Yesterday I learned important detail about Fighting Defensively. Its not enough to just turn it on - you have to turn it on and actually make an attack and then it applies. So if you just turn it on and move, drink potion, cast spell or whatever but do not make melee (for range too?) attack it will not activate.
If you're in turn based mode and want to avoid the aoo to cast a spell or make a ranged attack, usually it is better to simply use 5ft step. There's no chance involved, it will always work (when conditions allow) and you'll still be able to take a full round action. The downside is you won't be able to do a normal move but you can use your move action for other things like that full round action or to cackle or whatever.
Just an add on to charge if your going to build this there is a mythic ability called mythic charge that adds 1d6 holy damage per mythic level onto your charge damage.
I use the demonic charge. Teleport with a 10' aoe of 2d6 unholy damage per mythic rank at both ends of the teleport. It has saved my bacon when fighting around active traps.
Late Thanks for this video! I am playing the Enhanced Edition now and I wanted to brush up on the base game mechanics! Your video is really nice and well explained :) thanks again
IMHO there is a lot more to be said about fighting defensively - you need 3 points in mobility (ignoring bonuses) to get the full effect of fighting defensively; you can improve the whole series with the crane style and the other crane style tree, just the basic crane style reduces your attack penalty by 2, you can reduce it to only 1 with the last of the crane feats. Making a character around fighting with fighting defensively and crane riposte is a very nice idea, especially if you have an aldori defender style with some extra parry. There is a lot to do around this ability. _________ Coup de grace was originally introduced because there were situations in kingmaker where you could get stuck - the main one being fighting a troll and not having a source of acid damage (there was a big segment about trolls with fire damage immunity in kingmaker), you would reduce the enemy HP to zero and he wouldn't die, and if you stopped attacking he would regenerate, but if you kept attacking, he stayed knocked out on the ground. In PNP you could just remove the head and other bits of the troll and call it a day, even if it came back, it would take days, but not in a videogame, so coup was the go to solution, a insta kill that can only be used on already pretty much dead enemies. Many times it's not really worth it using coup since you can finish that one last sleeping enemy by simply having the whole team attack him before he stand up and the extra attacks of opportunity.
Im still new to Pathfinder system, and Crowd Control is insanely helpful in the game. and learning very late that you should get 3 mobility for defensive fighting
This was really helpful. I’ve been playing kingmaker for about 100 hours and i simply forgot these abilities even existed 🤣. Hell i didn’t even use coup de grace or demorolize ever. Thanks man
4:50 "coup de grace" is a medieval thing ,, when knights fought each others in heavy armors,and when one enemy was badly wounded : his victor had to use a dagger called "misericorde" to deliver the deadly blow.
Actually, Coup de Grâce was originally used by Torturers in middle age to signifie they'll end the sufferings by killing the person. The Verb "Gracier" meaning to pardon or give a favor. In the context, stopping the suffering was the favor given. It only became a fighting expression in the Renaissance the late 17th century. As for the miséricorde, it's disputed whether the weapon was just a dagger sometimes called dagger sometimes miséricorde as the defending fighter would say "miséricorde" (have mercy) when the weapon was drawn.
Demoralize: just one level of Rogue Thug turns it into fear crowd control. Combine it with Dazzling Display, Power Attack, Shatter Defenses, Cornugon Smash and Dreadful Carnage and Yakety Sax starts playing.
Haha yes, coup de grace got me through so many troll fights in Kingmaker. I think the Branded trolls were the ones that regenerated? Regardless - learning about coup de grace was a lifesaver.
@@skyechang1309 every troll regenerates unless you hit them with fire/acid or acid if branded. But It CdG was very useful for non-mage characters. I've been testing now in WotR and Ember + CdG is really incredible.
I never used acrobatics mobility because five-foot move just seems better in most circumstances, but knowing that it allows spell-casters to get two concentration checks is making me re-think it. Thanks!
So much better then Kingmaker. This may be my all time favorite CRPG. So much depth, good story, options for building a character is absolutely crazy. Could use a video on crusade mode and if you turn on auto do you miss content? Thanks for the content.
Thanks for doing this. It's not just for beginners; all but the accept rage from skald stuff was in Kingmaker, and I didn't even know most of them. And I finished that game! So this isn't just for beginners.
It seems like it is really easy to overlook things in Pathfinder. I have been doing it a lot myself. Doing these videos force me to look a bit deeper which is nice. Thanks MOT
I have a question about defence: So if toggling defence is a free action, what keeps me from turning it off on my turn to attack, and turning it back on at the end of my turn to gain the bonus AC?
That's pretty damn helpful. Playing this along side bg3 because i like the more "straight forward" gaming experience when it comes to environments next to the decision fatigue i have in bg3 (also act 3 run like shit). Its a lot to take in here but i really like the game so far. Thanks wolf. Love your content. Much love peace and serenity from Germany!
Patch notes today read "Charge ability was getting interrupted randomly before starting [in Turn-based mode] - fixed." So maybe that is gone now... maybe.
@@ceno10101 Hehe. I play really slowly, even more so in this case, as I get patches while completing Act 1. I reached Act 2 just yesterday (i.e. the more important bugs being later in the game).
@@Baraz_Red I play pretty slowly too, making sure i don't miss anything, item wise and story wise. I am one of those researcher players. I have maybe 5 hours played, but about 40 hours of watching videos on builds, how to get mythic paths, and tips. I already know i want to play again trying different mythic paths and companion stories.
7:14 - character will disappear to Avernus. :) I think that is the wrong world right? Tee hee. I love these videos. Being new myself (and quite confused), they are very helpful!!
Great stuff, yeah I gradually discovered the utility of these things myself over a period. But wrt the Inspire Rage thing, are you accepting rage when you have the square spinning (on) or are you accepting rage when the square is dead (off)?
I have defensive fighting on at all times with my tank, there's also a feat that reduce the attack penalty (Crane Style). As far as acrobatics though, I hardly ever use it. I'll only use it when an enemy manages to threaten a backline character (and most of the time the enemy chases the person down so unless your tank isn't already busy or you have another tank/off tank in your party ready to stand between the character trying to get away and the enemy, then acrobatics wont really do much for you. Definitely good for melee casters though) As for my tank, he never uses acrobatics since his AC is so high that most attacks miss unless its a crit or he's flatfooted or its a stupid swarm(Level 7 and 50-52 AC buffed but flatfooted is like 29 AC and touch is like 30 somthing since its a no armor, dodge/dex based tank).
Question, is there a way to make my archers hold fire? I keep putting people to sleep with Ember and can't figure out how to make Lann hold his damned fire without manually switching him to a dagger. I was trying to creep in for the coup de grace and Lann is like LOL pew pew.
Mage armor on a "Plate wearer" is still good if you fight Ghosts or other incorporeal opppnents since ''force" defenses blocks incorporeal attacks (up to it's value) and spells like magic missiles do full damage to Incorporeal opppnents.
I knew about most of these, but I forgot about the 3 ranks in Acrobatics (Mobility here) that gives you the extra dodge bonus. Thank you for that! I'll be sure to give that to my tanks.
Hey does someone have some tipps for elemental builds. I want to make a flame warden and a stormwalker for sure. But i am not sure about the Bard Flame Dancer and Thundercaller. Maybe a elemental witch/winter witch?
Well, the only tips I can think of at the moment are the following: If you are gonna make the Bard or Ranger do melee, have at least 13 intelligence so that you can get the combat expertise feat for them Stick to one element, and when you get your first mythic level, go for the Element Feat and pick your element (I think it's called ascendant element or something like that). This feat is good since it lets you overcome DR and immunities so you can burn all them demons to a crisp (or freeze, electrocute, etc) even though they have high immunity to elemental attacks. This is what I use with Ember (fire element) so that she can actually do damage to things lol. As for other feats (if making elemental witch/wizard/sorc etc) you're gonna probably want Spell Focus Evocation feats, and the Spell Penetration Feats as well since many enemies have SR in this game (you could also go elf they get +2 spell pen for free, or half-elf also gets a background choice that gives spell pen +2), and you could also get the regular elemental feats which increase DC of certain element by 1. Final Tip: if you see that your elemental witch/wiz/sorc etc has alot of "Ranged Touch Attacks" get Point Blank Shot and Precise Shot feats so that you don't get the -4 penalty when attacking people engaged in melee Thats all I can think of at the moment lol have fun building your character man
@@chaotic_intent thanks for the tips. My finall party main char armored hulk angel path, paladin, flame warden in the front and stormwalker, elemental witch and angelfire apostle in the back. I keep your tipps in mind. I never thought about the spell pen.
Does "Fight defensively" also count when enemy has his turn and attacks you? Because then you could just activate it everytime before you end your turn and deactivate it at the start of your next turn...
I think it takes a round to activate, so if I toggled it as I'm making an attack, it wont be active until the the start of your next round (6 seconds). Best is to activate it before you make your attack (I could be wrong and maybe it does activate immediately, I'm only assuming no because in TB I tried it once activating at the end of my turn, after action and movement, and the attack log did not display the +4 from defensive fighting when I was attacked.)
rage gives a +2 str and con but a - 2 to ac. this is with any rage effect. note the con boost is temporary and if the rage ends and you have taken more damage than you have normal con than you die. for example if you have 10 con but got rage (making it 12 con) and you took enough damage to go down to -11 you will die. as the rage effect ends when you go unconscious and since the rage was all that you keeping you alive with that gone now you die. keep in mind death happens at -your con. so Camellia who has a who has a 14 con dies a -14 hp.
I seem to have a problem with my characters missing. A LOT. Maybe 3 out of 4 times they miss. I'm using some different builds but no one can seem to hit anything.
I have a question about coup de grace. How come my game never let's me pull it off? Let's say I put an enemy to sleep, I go to try to coup them and get the message "enemy is helpless,blind" and it won't let me do it so I have to pick somthing else. Is it because of turn based mode ? Maybe I should try again in real time wirh pause? Because I have yet to pull off a coup in straight up turn based. I see even in this video, you are pulling it off in real time with pause. What am I doing wrong for thr game to not let me do the coup de grace ?
Remember that coup de grace is a full round action. So if you use your move action to move up to the opponent that is sleeping, you won’t be able to coup de grace until next turn when you have both your move action and standard action available (which is a full round action)
@@WolfheartFPS absolutely wolf, I remember that it's a full round action. I was within touch range of the sleeping enemy. The way I remember it, I didn't even need to move anywhere near the enemy, he was practically at my feet. I'm almost positive I didn't spend my move action, I just clicked coup, moused over thr enemy and the icon even looked fine, meaning no red x on it. So it looks like it should've worked. But then when I click, the characters voice line plays but nothing happens. Just to make sure, you should definitely be able to coup de grace an opponent that you put to sleep, yes? Have you ever seen that message that pops up that says "target is helpless, blind"? I wonder what that means ? Is it saying that the enemy has too many statuses? Like helpless and blind ? I will gest it out again in a little while but so far I've been unable to get it to work in TBM.
@@systemrecords9708 hmmm if its not a bug the only other thing I can think of is the enemy being immune to critical hits, and therefore you cannot use it. I don't recall seeing that message pop up.
@@WolfheartFPS thanks man, next time it happens what I'll do is screenshot the message. It was weird snd I've only ever seen that when trying to do coup. It says "target is helpless,blind". I'll screenshot it and make a reddit post about it to see if other people experimced that too. Remember, the icon even looked fine when I moused over the sleeping enemy on the floor, the icon didn't have a red x on it so it looked like it should work. Then I click, I hear the voice line, but nothing happens. It doesn't let me pull it off. And then thr message pops up. BTW the enemy I tried coup on last night was the faxon guy in the tower of Esrod, act 1. When you go to the tower after the tavern attack , the guy in the red shawl. The main bad guy in the tower after thr attack on defenders heart. I doubt he's immune to Critcs. So it's either a bug. Someone else suggested maybe someone hit the sleeping enemy before I tried to use coup, so it didn't work because thr hit woke the enemy up but he's still laying on the ground. Basically even if an animal wakes up, it doesn't stand up till its own turn. So maybe the guy got hit. But I'm almost positive that's not the case. I'll test it out again in a few. I'm gonna make sure I have a full round action, make sure the enemy is sleeping.
@@WolfheartFPS hey wolf. OK I finally got it to work in turn based, but it didn't work the first time I tried it because my character was 10 feet away from the sleeping target. So even if it let's you click on the guy, your guy will walk towards him like he's about to do a coup, and then stop right in front of his sleeping body. Then next turn you click coup and he actually attacks the guy laying down. Coup is definitely supposed to work if you have your entire action left and the enemy is within 3o ft of you right? In your video you do it with stompy, and stompy is like a good 20 feet away from the sleeper. He runs over to him and does the coup in one movement. For some reason it takes me 2 separate turns to pull off a coup.
I'm playing a similar character, primal druid, went azata, way fun. Full on strength and wis. Same companion. I went a different race. Cleave is great w/the triceratops w/its heavy handed single attack, turns its one attack on a single target into one attack on multiple targets. I plum forgot until act 2 that the primal version of the druid can change any spell into an enhanced version of enlarge person (if used on yourself), the tooltip just shows the normal text, but when used on yourself its double the normal benefits. Also, can use it on others as a normal enlarge person which can still be handy. And u still retain the ability to change any spell into a summon spell. Truly a jack of all trades. W/abundant casting one can spam summons and buffs. And w/the mythic paths ya can easily make up for the trade off that a jack of all trades usually has to make. Like in azata can go 'incredible might' to make up for the less than full BAB progression a druid gets. And it procs special effects on charge, so if one uses the tips in the vid and remembers to use charge, they get a ton of extra benefit from it (any azata of any class would, not just a primal druid, but a primal druid in smilodon form w/its inherent pounce ability gets 5 attacks after their charge + the incredible might proc, plus it also procs on crits and w/a charge netting u 5 attacks you have a good chance of critting somewhere in there for an additional proc of incredible might). Fun as hell.
Great tips, the mobility toggle and more so the five foot move you can use to avoid attacks of opportunities have been game changers for me. Feels a little overpowered coming from D&D 5e, like a free disengage. Love it!
The elite way of charging? Line up all your melee outside of detection, pause, issue the charge command on all of them, unpause, watch the glorious murder race. And you can switch to turn based once the charge hits home.
@@WolfheartFPS there is a feat that gives you double damage when mounted on a charge its really good. it's basically like a free critical hit that the beginning of battle.
Thanks Wolf, good few tips I've learnt there! I just need to stop making characters and play the actual game more :) Keep up the fab content & 100K subs coming your way soon!
There are so many things, it happened to me with kingmaker a lot, that you found out later and it make you think:"what the hell?!!! I wish i knew it before" 😆
For Fighting Defensively, once you get level 5-6 and your attack bonus is no longer puny, just leave it on and never take it off. The bonus to AC is much more valuable than the penalty to attack rolls
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One big benefit of Charge is that you can use it in the surprise round, even though you're normally only allowed a single move OR standard action in that round. Charge is the notable exception to that rule.
So feel free to start combat by attacking with your archer(s), then send your frontline charging in before the enemy can move. Just make sure your paths are clear.
Most definitely
It often does not work right now in turn-based. Not sure if it is a bug or if turn-based it just using a stricter rule. ?
EDIT: patch notes today read "Charge ability was getting interrupted randomly before starting [in Turn-based mode] - fixed." So maybe that is gone actually.
@@Baraz_Red From a few hours play after the patch, if the bug isn't completely removed, the occurrence rate is drastically reduced.
If you use charge during the surprise round, you can still charge, but you are only allowed to move up to your speed (instead of up to double your speed).
important to note you can only charge your regular speed in a surprise round, instead of the usual double movement speed.
So glad there is a turn-based mode, I like being able to actually see what's happening.
I had to speed up all the animations for turn based because everything was way too slow for me, but now I can’t play without it.
@@epicfailville4091 Yea some of the fights feel a bit long for turn-based. I have actually been doing some of the longer combat encounters half and half. Start off RTwP and then when I see I am getting my A$$ kicked, I switch to turn based lol
honestly if rtwp just showed the same info it would be alot more viable, doing both is def the best. I like to wait till my frontline gets into the enemy then switch to turn based, usually that happens before the enemy can cast any spells. Kinda cheecky but blackwater happened so no mercy
Turn based is p worthless so long as ur pausing when need be or if spells are coming out there’s no reason not to play in real time
I turn off turn based for big battles, like protecting defender's heart. For some reason, that specific battle was easier in real time.
If I'm storming a city or protecting from a horde of undead, it seems easier to just do real time
Speaking of Coup de Grace, IIRC Ember's(or another witch's) Slumber Hex lacks the Hit Dice limit found on Sleep. So she can lull even demons and other strong beasts into slumber. That's a good time to smash them with a Coup de Grace from your strongest melee damage dealer.
Great tip!
I don't even know if the game is winnable without Slumber Hex. Its so broken
Slumber is one of the best sleep effects in the entire game, and something that any hex-using class NEEDS to run
Slumber + coup de grace is amazing
@@bobbarkerswag6989 It is, it's ridiculous.
Fun fact: Fighting Defensively is a free action. If you are in Turn based mode. You can freely turn it on at the end of your turn, and back off again at the start without losing any actions. Basically giving you a free +2 to AC at all times.
wow, one more reason to play turn based lol
It seems kind of broken and I try not to abuse it in core difficulty.
Actually I am not sure this is correct right now (maybe was fixed in future patches)
You need to make a physical hit(at least with melee) for the bonus defense to kick in while defensive stance is active.
If you attack with it turned off and at the end of the turn you turn it on again you will not receive the defense bonus.
I just wanted to mention that you may be the first person I've heard pronounce coup de grace properly in like 10 years, and I really appreciate that.
I read this comment initially thinking that it was going to be someone telling me I was saying it wrong.. but it wasn't! I did my research on it before making the video :-D
Well, properly for an English accent (in French the "r" would be different), but yes. It's so annoying to hear people talk about "coo day grah" (which would be "coup des gras", or "blow of those greasy" in French
I mean, you probably _can_ kill an enemy with enough grease, but you'd need to feed it to them over years and then hope for an artery blockage.
Be careful where you charge to. It sucks to charge at one archer, and then the fog of war lifts, and there's five other melee mooks standing there, all of whom are going to flank you AND get that -2 to your AC as a bonus. I've gotten mauled that way.
You all gonna love Coupe de Grace by the time you reach Blackwater. Reason being - all enemies there have regeneration Same way as trolls do. and that regeneration can be only disabled by electricity or adamntium weapons. at first you can use electro wands and other stuff - but later you will get mooks that are immune to electricity. so considering that you probably do not have adamantium weapons at that point - they seem immortal. But this is where Coupe de Grace comes into play. It can kill regenerating enemy regardless. So this is one way to deal with that nightmare of a location
nice. I will be sure to keep it handy
Fire or Acid don't work against it? That's odd.
@@nickllama5296 they have specific regeneration weakness - electricity, same as fire and acid for trolls. first bunch of the mobs can be killed by electro just fine - but as i mentioned later part have mobs that still have regen electricity - but immune to electricity at the same time so it chancels out. that leaves only adamant and Coup de grace to deal with them
That place is also buggy AF, one of my companions came out of there with a permanent debuff that kept doing ticking lightning damage. Poor Greyboor was sitting at -400 hp in Drezen. Had to reload xD
Man I hate Blackwater they should include this in the stip or clue in some quest.
I started playing this game yesterday. I was convinced that I kept misreading the description of Coup de Grace because of how insanely powerful it is. *I love it.*
hahah yea if you can really figure out good combos to set up for it, it is game changing!
For fun, some weapons do Critical Hits X3 or more...
(those weapons require to roll 20, in comparison to weapons that do critical hits on a roll of 18 or 19 for example, but it is automatic with Coup de Grace [translate to Mercy Kill].)
@@WolfheartFPS you can just auto select with ember the sleep ability and use one of your mele to cup of grace
@@Baraz_Red technically the strongest weapon in Pathfinder is the falcata, just due to the 19-20 x3 crit
@@Dryxxxa you forgot it a reach weaoin
This is probably the best Pathfinder WotR video I've ever seen. Kudos!
Thanks for watching! Happy to help
Coup de Grace is also used to kill enemies that have immunities and can only be killed by certain damage e.g. Cold Iron, you down them and finish them of with Coup de Grace.
Here's a handy trick regarding Coup de Grace. If you are playing on Real-Time with Pause, you can let any of your characters automatically do Coup de Grace on a helpless opponent if you RIGHT-CLICK on the skill. If there are no helpless enemies in the battle, the AI will simply ignore the Coup de Grace auto-command and do an auto-attack instead.
I may have to try doing this alongside right clicking on Slumber with Ember. Auto coup de grace's all day!
:0
Also fantastic to use this on channel positive/negative. You just right-click and your healer constantly heals until his ability per day runs out or the fight ends.
Less great if the helpless enemy is on the other side of the battle and your party member runs through a wall of AoO's to get there...
I have a tip. When you're in real-time (when you have all group selected) never click on a target to attack. Instead click on the ground next to it and let the Party AI do the rest for you. This way your group doesn't get "locked down" into attack speed/animation if you would click a target but instead they run to the spot where you clicked allowing you to close the gap way quicker.
This tactic is also very useful your targets are running away. Just click the ground next to them to catch up quickly.
Coup we grace also kills off enemies with Regeneration. Useful when you don't have the abilities to disable them. Helpful in Blackwater.
Jesus Blackwater was hell with my lineup.
Great video. This is actually the wotr content I am looking for since I am struggling with the game mechanics and dont want to get spoilers on the story until I finish the game.
Great to hear. Thanks for watching.
Ember's Hex/Sleep ability with Woljif's coup de gras is a death dealing combo.
This combination got me though *so* much content
I'm running a kineticist so I usually coup de grace with them because they use their kinetic blast instead of a weapon.
Make sure to regularly water your Coup de Grass and don't trample all over it so it remains green and lush.
I like to watch degrassi in my coupe.. fancy like that
Love your videos so far man. A lot of this stuff I sort of "half" know from playing the game but hearing you explain it cements it in really well. Please keep making these!
don't forget to get you buckle upgrade from the storyteller when you enter act 2, A GAMECHANGING, item. the buckle provides an aura that makes all your teams, weapon attacks good aligend,cold iron dmg as well as +2 casting on all spells. The storyteller is next to where you zone in to act 2, before you speak to the queen. If you miss this opportunity you will have to wait til you rescue the storyteller from the dragon.
Yes... and make sure you have the parts on you when you speak to him, otherwise he leaves and you miss out on it.... Don't be a dumbass like I was and store it in your private chest =(
@@chrispetersen4863 big oof
You help make this game accessible to everyone. Keep it up. Love the content!!
thanks for watching
Everyone is a beginner in pathfinder. I've been playing the tabletop for years and still find these guides informative.
Learned how to use Coup De Grace on the first game cus it's extremely strong in the harder difficulties where fighters can't hit anything but mages can still sleep the enemies so you can oneshot the few early levels instead of dying with 5% chance to hit
Fighting defensively can be extremely powerful if you build for it. It can be very hard to have enough AC to tank things at higher levels, so you should consider taking the following talents on any tanking character to improve their defensive fighting. The following is slightly simplified. (Edit: You can also take these feats on pets to help make them super defensive tanks...)
a) Dodge, and Improved Unarmed Strike: Not because they matter (although +1 AC is ok to have), but because they will unlock the next feat...
b) Crane Style: This is a monk fighting style, but as long as a character has the above two feats, anyone can take it and toggle it on forever. It will increase your AC by a further +1 when fighting defensively, and also reduce the attack penalty to just -2. I take this on any tank I build, or anyone that is likely to be close to the front of battle. It can be handy on rogues and any melee really.
c) Crane Wing: This is a straight upgrade on top of Crane Style. You gain a further +4 AC when fighting defensively, taking it to +7 or +8 AC (depending on if you have 3 ranks in mobility).
d) Crane Wing Riposte: The final(ish) upgrade to your defensive fighting - you will gain a free attack of opportunity against an attacker that rolls close to your AC, but also have the penalties for fighting defensively reduced to -1. So for the cost of -1 attack, you are gaining around +8 AC and a chance to do an attack of opportunity per round. Pretty strong.
Another route to do this is to take a single level in monk, which can be very powerful for a lot of frontline (or solo) characters. You will get Improved Unarmed Strike for free, and a free 'monk feat', which can include dodge or crane style. You will also get either wisdom or charisma added to your AC if you aren't wearing armor, which depending on your character can be a lot of free AC (you can wear bracers of armor that give about as much armor as actual armor, or use the mage or archmage armor spell for armor, and still benefit fully from the monk AC). A little side effect is that you will also 'flurry' with any monk weapon (such as staves, kama, sai, etc), meaning a single level dip gets you an extra attack per round on those weapons if you are using them one-handed with a free hand.
Anyway I wrote way more than I meant to there, hopefully it is helpful to someone.
Martial Disciple background gives Improved Unarmed Strike feat, I used it on my Aldori Defender build, saves a feat slot that can be used for better feats.
This guy is the GOAT at simplifying the pathfinder rule set for me. I loved these games more than any other CRPG and this guys videos allowed me to love it on an even deeper level.
Thanks a lot !
In addition, coup de grace can be used to kill enemies that regen like the trolls and linnorms from kingmaker.
The biggest advantage of Charge is that it ends with an attack. That means no standing in range of the enemy while flat-footed or without Defensive Fighting benefits while they get to pound on you for a round.
Just commenting to boost the algorithm. Great video, very informative. I feel like I have been playing the game on hard mode without a lot of these. That defensive stance and charge is probably the only ability I have used. I'm excited to go back in and try some of this other stuff.
Coup De Grace can also be used on regenerating enemies who are on the ground to finish them off, if you don't have the means to stop the regeneration.
Thanks for the tip. I'll definitely keep that in mind.
Uh, funny thing about Fighting Defensively:
You can just deactivate it before attacking and then activate it again before ending your turn. You get the bonus to your AC but not the penalty to attack rolls.
2:18 - There also can't be an upturned root, a pamphlet on the floor, a mote of dust in the air, or a figment of the imagination in the way either, apparently. There have been _so many_ occasions where I can't tell what could possibly account for the "path to target is blocked" message in this game, particularly while scooting back and forth trying to line up an ambush vector. I can't complain overmuch because it's a cavalier charge that explodes whatever I hit with it when it works, which is often, but pathing obstructions have been truly baffling sometimes.
Yesterday I learned important detail about Fighting Defensively. Its not enough to just turn it on - you have to turn it on and actually make an attack and then it applies. So if you just turn it on and move, drink potion, cast spell or whatever but do not make melee (for range too?) attack it will not activate.
Wow, thanks for the great video! I had never even noticed the added Coup de Grace skill in this game before! This changes everything
No problem thanks for watching
If you're in turn based mode and want to avoid the aoo to cast a spell or make a ranged attack, usually it is better to simply use 5ft step. There's no chance involved, it will always work (when conditions allow) and you'll still be able to take a full round action. The downside is you won't be able to do a normal move but you can use your move action for other things like that full round action or to cackle or whatever.
I have no table top background and trying to get into Kingmaker atm. Thanks for the tips!
Just an add on to charge if your going to build this there is a mythic ability called mythic charge that adds 1d6 holy damage per mythic level onto your charge damage.
I use the demonic charge. Teleport with a 10' aoe of 2d6 unholy damage per mythic rank at both ends of the teleport. It has saved my bacon when fighting around active traps.
Another great video wolf. Definitely some tips I can incorporate in my own game play.
thanks FatBob!
So glad there is a RTwAP mode, I like being able to actually see real time battles like in BG 1&2, IWD, DA:O etc..
Late Thanks for this video!
I am playing the Enhanced Edition now and I wanted to brush up on the base game mechanics!
Your video is really nice and well explained :)
thanks again
Well explained video for those new to the genre and how it's implemented in game
That tip on acrobatics with spell casters made this totally worth it. I had no idea.
IMHO there is a lot more to be said about fighting defensively - you need 3 points in mobility (ignoring bonuses) to get the full effect of fighting defensively; you can improve the whole series with the crane style and the other crane style tree, just the basic crane style reduces your attack penalty by 2, you can reduce it to only 1 with the last of the crane feats.
Making a character around fighting with fighting defensively and crane riposte is a very nice idea, especially if you have an aldori defender style with some extra parry.
There is a lot to do around this ability.
_________
Coup de grace was originally introduced because there were situations in kingmaker where you could get stuck - the main one being fighting a troll and not having a source of acid damage (there was a big segment about trolls with fire damage immunity in kingmaker), you would reduce the enemy HP to zero and he wouldn't die, and if you stopped attacking he would regenerate, but if you kept attacking, he stayed knocked out on the ground. In PNP you could just remove the head and other bits of the troll and call it a day, even if it came back, it would take days, but not in a videogame, so coup was the go to solution, a insta kill that can only be used on already pretty much dead enemies.
Many times it's not really worth it using coup since you can finish that one last sleeping enemy by simply having the whole team attack him before he stand up and the extra attacks of opportunity.
thanks for the extra info!
That was quite pro !
I often forget Coup de Grace, which is a single attack.
Thanks Baraz. I forget also. Hoping to change that.
Thank you for another well thought out and presented video, very informative.
Thanks for watching
Im still new to Pathfinder system, and Crowd Control is insanely helpful in the game.
and learning very late that you should get 3 mobility for defensive fighting
This was really helpful. I’ve been playing kingmaker for about 100 hours and i simply forgot these abilities even existed 🤣. Hell i didn’t even use coup de grace or demorolize ever. Thanks man
4:50 "coup de grace" is a medieval thing ,, when knights fought each others in heavy armors,and when one enemy was badly wounded : his victor had to use a dagger called "misericorde" to deliver the deadly blow.
Actually, Coup de Grâce was originally used by Torturers in middle age to signifie they'll end the sufferings by killing the person. The Verb "Gracier" meaning to pardon or give a favor. In the context, stopping the suffering was the favor given. It only became a fighting expression in the Renaissance the late 17th century.
As for the miséricorde, it's disputed whether the weapon was just a dagger sometimes called dagger sometimes miséricorde as the defending fighter would say "miséricorde" (have mercy) when the weapon was drawn.
@@Deadknight67 , ty for the precision dear follower of the Kyaputen Fyūchā xD
@@redcapetimetraveler7688 Oof, you got me here I have no idea what Kyaputen Fyūchā is xD
Very well done! You are to the point no fluff all business....perfect IMO.
Crane style monks can fight defensively pretty much permanently due to the reduction in attack penalty they get
Thanks Wolf! Never knew that there were so many hidden abilities.
No problem. Thanks for watching Aaron
Demoralize: just one level of Rogue Thug turns it into fear crowd control. Combine it with Dazzling Display, Power Attack, Shatter Defenses, Cornugon Smash and Dreadful Carnage and Yakety Sax starts playing.
New to the game, just wanted to say thank you for these videos man, very helpful.
Veteran pathfinder:KINGMAKER here that only used Coup de Grace for regenerating creatures. Thanks for your video!
Haha yes, coup de grace got me through so many troll fights in Kingmaker. I think the Branded trolls were the ones that regenerated? Regardless - learning about coup de grace was a lifesaver.
@@skyechang1309 every troll regenerates unless you hit them with fire/acid or acid if branded. But It CdG was very useful for non-mage characters.
I've been testing now in WotR and Ember + CdG is really incredible.
Great video, thanks for taking the time as always Wolf!
🙏 🙏
Another well done, informative video. I'm aware of most of these and how to use but some not so much. Thanks for clarifying.
Thanks Ron
Great video as always Wolf! ❤
Thanks The Author
I never used acrobatics mobility because five-foot move just seems better in most circumstances, but knowing that it allows spell-casters to get two concentration checks is making me re-think it. Thanks!
So much better then Kingmaker. This may be my all time favorite CRPG. So much depth, good story, options for building a character is absolutely crazy.
Could use a video on crusade mode and if you turn on auto do you miss content? Thanks for the content.
120 hrs plus in Kingmaker, 25 in Wrath and I didn't know of half of these. Great job man.
Thanks Bharat.
Thank you for sharing this information.
Thanks for doing this. It's not just for beginners; all but the accept rage from skald stuff was in Kingmaker, and I didn't even know most of them. And I finished that game! So this isn't just for beginners.
It seems like it is really easy to overlook things in Pathfinder. I have been doing it a lot myself. Doing these videos force me to look a bit deeper which is nice. Thanks MOT
This is the best explanations I have seen!
Thanks much
I have a question about defence: So if toggling defence is a free action, what keeps me from turning it off on my turn to attack, and turning it back on at the end of my turn to gain the bonus AC?
Someone told me that it takes a full turn to actually activate. I haven not confirmed this myself yet though.
This was super helpful, thanks!
Great info, to the point. Subbed!
That's pretty damn helpful. Playing this along side bg3 because i like the more "straight forward" gaming experience when it comes to environments next to the decision fatigue i have in bg3 (also act 3 run like shit). Its a lot to take in here but i really like the game so far. Thanks wolf. Love your content. Much love peace and serenity from Germany!
4:16
"If I sneak up here and don't let them actually spot me..."
A fucking triceratops entered the room lol
at the moment, sometimes charge doesn't work in turn based mode. the character will move to the enemy but not attack.
Patch notes today read "Charge ability was getting interrupted randomly before starting [in Turn-based mode] - fixed." So maybe that is gone now... maybe.
@@Baraz_Red ohhh! i haven't looked at the newest update. I played a few hours last week and was going to try the game again after some more patches.
@@ceno10101 Hehe. I play really slowly, even more so in this case, as I get patches while completing Act 1. I reached Act 2 just yesterday (i.e. the more important bugs being later in the game).
@@Baraz_Red I play pretty slowly too, making sure i don't miss anything, item wise and story wise. I am one of those researcher players. I have maybe 5 hours played, but about 40 hours of watching videos on builds, how to get mythic paths, and tips. I already know i want to play again trying different mythic paths and companion stories.
7:14 - character will disappear to Avernus. :) I think that is the wrong world right? Tee hee. I love these videos. Being new myself (and quite confused), they are very helpful!!
lol yup wrong world. Always fear Avernus though..
Great stuff, yeah I gradually discovered the utility of these things myself over a period. But wrt the Inspire Rage thing, are you accepting rage when you have the square spinning (on) or are you accepting rage when the square is dead (off)?
You accept rage when it is spinning. Thanks!
Thanks for adding the time stamps.
no problem
I have defensive fighting on at all times with my tank, there's also a feat that reduce the attack penalty (Crane Style). As far as acrobatics though, I hardly ever use it. I'll only use it when an enemy manages to threaten a backline character (and most of the time the enemy chases the person down so unless your tank isn't already busy or you have another tank/off tank in your party ready to stand between the character trying to get away and the enemy, then acrobatics wont really do much for you. Definitely good for melee casters though) As for my tank, he never uses acrobatics since his AC is so high that most attacks miss unless its a crit or he's flatfooted or its a stupid swarm(Level 7 and 50-52 AC buffed but flatfooted is like 29 AC and touch is like 30 somthing since its a no armor, dodge/dex based tank).
Question, is there a way to make my archers hold fire? I keep putting people to sleep with Ember and can't figure out how to make Lann hold his damned fire without manually switching him to a dagger. I was trying to creep in for the coup de grace and Lann is like LOL pew pew.
You can turn off the ai for that character its a button in the form of a head to the right of the character icons on the bottom of the screen
Have you guys seen the mounted combat feat work? My mount always seems to just get smashed even though my mobility is over 20 at level 10
Mage armor on a "Plate wearer" is still good if you fight Ghosts or other incorporeal opppnents since ''force" defenses blocks incorporeal attacks (up to it's value) and spells like magic missiles do full damage to Incorporeal opppnents.
Hey, how do you use call lightning each round after you've cast it?
Call Lightning adds a new spell to your next open quickbar slot, so keep one open on your main quickbar, preferably next to the spell itself.
@@kyrthan3214 it isn't happening with my shaman. I left a blank spot too.
it shows up in the ability tab. it's not a great spell though to be honest its damage is bad.
Wow This was super useful, I have been ignoring all the other abilities except charge
Cheers
I knew about most of these, but I forgot about the 3 ranks in Acrobatics (Mobility here) that gives you the extra dodge bonus. Thank you for that! I'll be sure to give that to my tanks.
Great! Happy to help if even only a little
Hey does someone have some tipps for elemental builds. I want to make a flame warden and a stormwalker for sure. But i am not sure about the Bard Flame Dancer and Thundercaller. Maybe a elemental witch/winter witch?
Well, the only tips I can think of at the moment are the following:
If you are gonna make the Bard or Ranger do melee, have at least 13 intelligence so that you can get the combat expertise feat for them
Stick to one element, and when you get your first mythic level, go for the Element Feat and pick your element (I think it's called ascendant element or something like that). This feat is good since it lets you overcome DR and immunities so you can burn all them demons to a crisp (or freeze, electrocute, etc) even though they have high immunity to elemental attacks. This is what I use with Ember (fire element) so that she can actually do damage to things lol.
As for other feats (if making elemental witch/wizard/sorc etc) you're gonna probably want Spell Focus Evocation feats, and the Spell Penetration Feats as well since many enemies have SR in this game (you could also go elf they get +2 spell pen for free, or half-elf also gets a background choice that gives spell pen +2), and you could also get the regular elemental feats which increase DC of certain element by 1.
Final Tip: if you see that your elemental witch/wiz/sorc etc has alot of "Ranged Touch Attacks" get Point Blank Shot and Precise Shot feats so that you don't get the -4 penalty when attacking people engaged in melee
Thats all I can think of at the moment lol have fun building your character man
@@chaotic_intent thanks for the tips. My finall party main char armored hulk angel path, paladin, flame warden in the front and stormwalker, elemental witch and angelfire apostle in the back. I keep your tipps in mind. I never thought about the spell pen.
Does "Fight defensively" also count when enemy has his turn and attacks you?
Because then you could just activate it everytime before you end your turn and deactivate it at the start of your next turn...
I think it takes a round to activate, so if I toggled it as I'm making an attack, it wont be active until the the start of your next round (6 seconds). Best is to activate it before you make your attack (I could be wrong and maybe it does activate immediately, I'm only assuming no because in TB I tried it once activating at the end of my turn, after action and movement, and the attack log did not display the +4 from defensive fighting when I was attacked.)
rage gives a +2 str and con but a - 2 to ac. this is with any rage effect. note the con boost is temporary and if the rage ends and you have taken more damage than you have normal con than you die. for example if you have 10 con but got rage (making it 12 con) and you took enough damage to go down to -11 you will die. as the rage effect ends when you go unconscious and since the rage was all that you keeping you alive with that gone now you die. keep in mind death happens at -your con. so Camellia who has a who has a 14 con dies a -14 hp.
Thanks for the nice explanation!
no problem thanks for watching
This is insanely helpful thank you.
You’re welcome
Great guide. Please also make a video on mutation warrior like the witcher.
Interesting. I don’t know much about that but it sounds cool.
@@WolfheartFPS it's fighter archetype. Mechanics is kind of similar that of vivisectionist minus sneak attack.
off topic but have you ran into a bug chapter 2 where you can not rest anymore i stopped playing because i can not continue because of it.
I seem to have a problem with my characters missing. A LOT. Maybe 3 out of 4 times they miss. I'm using some different builds but no one can seem to hit anything.
Excellent stuff, thank you!
Thanks for watching
I have a question about coup de grace. How come my game never let's me pull it off? Let's say I put an enemy to sleep, I go to try to coup them and get the message "enemy is helpless,blind" and it won't let me do it so I have to pick somthing else. Is it because of turn based mode ? Maybe I should try again in real time wirh pause? Because I have yet to pull off a coup in straight up turn based. I see even in this video, you are pulling it off in real time with pause.
What am I doing wrong for thr game to not let me do the coup de grace ?
Remember that coup de grace is a full round action. So if you use your move action to move up to the opponent that is sleeping, you won’t be able to coup de grace until next turn when you have both your move action and standard action available (which is a full round action)
@@WolfheartFPS absolutely wolf, I remember that it's a full round action. I was within touch range of the sleeping enemy.
The way I remember it, I didn't even need to move anywhere near the enemy, he was practically at my feet. I'm almost positive I didn't spend my move action, I just clicked coup, moused over thr enemy and the icon even looked fine, meaning no red x on it. So it looks like it should've worked. But then when I click, the characters voice line plays but nothing happens.
Just to make sure, you should definitely be able to coup de grace an opponent that you put to sleep, yes?
Have you ever seen that message that pops up that says "target is helpless, blind"? I wonder what that means ? Is it saying that the enemy has too many statuses? Like helpless and blind ?
I will gest it out again in a little while but so far I've been unable to get it to work in TBM.
@@systemrecords9708 hmmm if its not a bug the only other thing I can think of is the enemy being immune to critical hits, and therefore you cannot use it. I don't recall seeing that message pop up.
@@WolfheartFPS thanks man, next time it happens what I'll do is screenshot the message. It was weird snd I've only ever seen that when trying to do coup. It says "target is helpless,blind". I'll screenshot it and make a reddit post about it to see if other people experimced that too. Remember, the icon even looked fine when I moused over the sleeping enemy on the floor, the icon didn't have a red x on it so it looked like it should work. Then I click, I hear the voice line, but nothing happens. It doesn't let me pull it off. And then thr message pops up.
BTW the enemy I tried coup on last night was the faxon guy in the tower of Esrod, act 1. When you go to the tower after the tavern attack , the guy in the red shawl. The main bad guy in the tower after thr attack on defenders heart. I doubt he's immune to Critcs.
So it's either a bug. Someone else suggested maybe someone hit the sleeping enemy before I tried to use coup, so it didn't work because thr hit woke the enemy up but he's still laying on the ground. Basically even if an animal wakes up, it doesn't stand up till its own turn. So maybe the guy got hit. But I'm almost positive that's not the case.
I'll test it out again in a few. I'm gonna make sure I have a full round action, make sure the enemy is sleeping.
@@WolfheartFPS hey wolf. OK I finally got it to work in turn based, but it didn't work the first time I tried it because my character was 10 feet away from the sleeping target.
So even if it let's you click on the guy, your guy will walk towards him like he's about to do a coup, and then stop right in front of his sleeping body. Then next turn you click coup and he actually attacks the guy laying down.
Coup is definitely supposed to work if you have your entire action left and the enemy is within 3o ft of you right? In your video you do it with stompy, and stompy is like a good 20 feet away from the sleeper. He runs over to him and does the coup in one movement. For some reason it takes me 2 separate turns to pull off a coup.
What is the exact roll for demoralize in terms of persuasion and charisma...?
I'm playing a similar character, primal druid, went azata, way fun. Full on strength and wis. Same companion. I went a different race. Cleave is great w/the triceratops w/its heavy handed single attack, turns its one attack on a single target into one attack on multiple targets. I plum forgot until act 2 that the primal version of the druid can change any spell into an enhanced version of enlarge person (if used on yourself), the tooltip just shows the normal text, but when used on yourself its double the normal benefits. Also, can use it on others as a normal enlarge person which can still be handy. And u still retain the ability to change any spell into a summon spell. Truly a jack of all trades. W/abundant casting one can spam summons and buffs. And w/the mythic paths ya can easily make up for the trade off that a jack of all trades usually has to make. Like in azata can go 'incredible might' to make up for the less than full BAB progression a druid gets. And it procs special effects on charge, so if one uses the tips in the vid and remembers to use charge, they get a ton of extra benefit from it (any azata of any class would, not just a primal druid, but a primal druid in smilodon form w/its inherent pounce ability gets 5 attacks after their charge + the incredible might proc, plus it also procs on crits and w/a charge netting u 5 attacks you have a good chance of critting somewhere in there for an additional proc of incredible might). Fun as hell.
Great tips, the mobility toggle and more so the five foot move you can use to avoid attacks of opportunities have been game changers for me. Feels a little overpowered coming from D&D 5e, like a free disengage. Love it!
Hey! Demoralize is cool too!
Love this, I've always wondered what these do
Great to hear. Thanks Brandon.
can you use coup the grace with claw attacks?
The elite way of charging? Line up all your melee outside of detection, pause, issue the charge command on all of them, unpause, watch the glorious murder race. And you can switch to turn based once the charge hits home.
I’m going to try this lol
@@WolfheartFPS there is a feat that gives you double damage when mounted on a charge its really good. it's basically like a free critical hit that the beginning of battle.
Yep, can confirm that this is highly effective
Thanks Wolf, good few tips I've learnt there! I just need to stop making characters and play the actual game more :) Keep up the fab content & 100K subs coming your way soon!
Haha I feel ya Phil. Thanks!
In turn-based combat its better to press shift and move safely without checks (unless enemy is big, like some bosses, and has wider reach)
Thank you, some of those skills were confusing me.
No problem. Thanks for watching.
fantastic video
There are so many things, it happened to me with kingmaker a lot, that you found out later and it make you think:"what the hell?!!! I wish i knew it before" 😆
For Fighting Defensively, once you get level 5-6 and your attack bonus is no longer puny, just leave it on and never take it off. The bonus to AC is much more valuable than the penalty to attack rolls
great tip. I shall give that a try