Enduring Armor vs Mythic Mage Armor


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I've been looking at these two.

Enduring Armor:
Enduring Armor (Su): When preparing your spells you may leave a single arcane spell slot unfilled in order to grant yourself a lasting armor of force. This effect grants you an armor bonus equal to 3 + 1/2 the level of the empty spell slot (minimum 1). The armor persists as long as the spell slot remains empty. This ability is an abjuration effect with a level equal to the level of the spell slot. If it is dispelled or otherwise ended, it can be resumed as a standard action.

At the cost of giving up one of your most powerful spells, Enduring Armor gives you an AC bonus of:

1st level spell: +4
2nd level spell: +4
3rd level spell: +4
4th level spell: +5
5th level spell: +5
6th level spell: +6
7th level spell: +6
8th level spell: +7
9th level spell: +7

Compare to Mythic Mage Armor:

Mage Armor (Mythic):
Mage Armor (Mythic): This spell grants a +6 armor bonus to AC. In addition, there is a 50% chance that any critical hit or sneak attack made against the target is negated, and is instead treated as a normal hit. This chance does not stack with the fortification armor property or other similar abilities that negate critical hits or sneak attacks.

... which gets you a +6 AC bonus AND medium fortification.

Sure, the duration of Enduring Armor is better. But the actual AC bonus lags behind for most of your adventuring career. It doesn't exceed the one from Mythic Mage Armor until you get 8th level spells, and then it's only by a paltry +1.

Even the improved duration is largely pointless. By the time the Enduring Armor bonus hits +7, a single casting of Mythic Mage Armor is already lasting 15 or 16 hours, which is typically more than you need for a full day's adventuring. Double that duration if you care to pick up Extend Spell.

So, the question is ... who in their right mind would give up an 8th-level spell for a measly +1 AC?

Enduring Armor would be a lot more attractive if the AC bonus were 3 + the full spell level. Anyone who likes playing an Eldritch Knight or a Magus would be thrilled, and it's exactly the kind of "breaking the usual rules" that the mythic rule set seems to have been designed to do.

If you really think it's that big an issue to have wizards and witches running around with high AC bonuses, put a cap on it limiting the spell level you can use to power this ability -- probably 6th level, since Magi cap out there. That'd still leave 'em running around with the equivalent of Hellknight plate at the highest levels, but no better. They'd probably also wind up casting Mythic Mage Armor anyway for the fortification, even though the AC bonus wouldn't stack.

On an unrelated note, is Enduring Armor really supposed to be limited to prepared casters only? As written, there's no way for a Sorcerer (or Bard) to use this ability at all.


I agree it's terribly underwhelming. Especially when as an Archmage you can just get endless power and cast shield forever, only needing to pump the mythic point into it when you need to or want to get rid of crits/sneaks. Probably should be buffed slightly.

And even if it was buffed, Magi or Eldritch Knights would never take it. They'd just take Dual Path and select this once or twice.

Spoiler:
Armor Master (Ex): You do not suffer any armor check penalty or arcane spell failure chance when wearing light armor or using a shield. In addition, the maximum Dexterity does not apply so long as the armor you wear is light. This ability can be selected more than once. The second time it is selected, it also applies to medium armor. The third time it is selected, it also applies to heavy armor.

Then with Mithral Breastplate they can hit +11 armor or +14 with Mithral Full Plate and a second selection. Then they don't have waste any spells for considerably better ac. Granted, that's for potentially 2 path selections and a mythic feat; but for Gish's that'll be nasty.


Good point about the Armor Master approach, though it does have a fairly steep cost.


Completely agree that this ability is utterly underwhelming. Every spellcaster in my group took one look at it and laughed.


Tinalles wrote:
Good point about the Armor Master approach, though it does have a fairly steep cost.

Agreed, but even for only 1 path and a mythic feat you see an upswing of up to +5 AC; or evenm more if you weild a buckler/shield too.

Plus if you're a gish, you probably want some of the other Champion path abilities too so it's cost may not be so steep of a cost depending on the build.


I think its important to note that Enduring Armor says "armor of force". Depending on how literally you're supposed to read this, it would make Enduring Armor much better because it would keep incorporeal/ethereal creatures at bay.


Antariuk wrote:
I think its important to note that Enduring Armor says "armor of force". Depending on how literally you're supposed to read this, it would make Enduring Armor much better because it would keep incorporeal/ethereal creatures at bay.

It would still be underwhelming. You have to devote a 6th level spell slot and a mythic tier ability to get more out of this power than you receive from a 1st level spell (mage armor).

That's ridiculous.

Scarab Sages Contributor

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Actually, Enduring Armor is a great ability, and underztanding why is the difference between designing characters and designing games so other people can design characters. When designing a game, you have to create different paths to similar affects to allow players to customize builds. The game can't be designed around a few peoples' ideas on optimization. Someone will want to do something different and if they can't they won't buy the game.

Mythic Mage Armor is an mythic feat and/or a mythic spell - you only get five of those. Maybe a player more likes his armor from one of ten choices than one of five.

Maybe in a highly magical, dispel heavy campaign, renewable force armor is badass.

Maybe a character doesn't have mage armor on his known spell list.

Suppose as a sorcerer keeps enduring armor and builds around force effects. Then he takes an ability where anyone that takes damage from his force spells might be knocked prone, using his caster level + Cha for his CMD. Note spell level doesn't figure in, so magic missile becomes his goto mythic spell instead of mage armor. Now he knocks enemies prone from a distance ( up to los) and in combat his fighter buddies takes AoOs every time they try to stand. His armor is renewable, capable and expendable if he stays at range.

Best to look for how an ability can be useful than to look at how it's "laughable" from one perspective.


Peter Stewart wrote:
Antariuk wrote:
I think its important to note that Enduring Armor says "armor of force". Depending on how literally you're supposed to read this, it would make Enduring Armor much better because it would keep incorporeal/ethereal creatures at bay.

It would still be underwhelming. You have to devote a 6th level spell slot and a mythic tier ability to get more out of this power than you receive from a 1st level spell (mage armor).

That's ridiculous.

I don't think ridiculous is the right word... But I agree it's not very good. Especially when, as I said, mythic mage armor(Added bonus of negating crits and sneaks) & endless power makes it all a moot point for staying power and effectiveness.

Paizo Employee Lead Designer

Thanks for the look folks. I will be giving Enduring Armor another look. It is clearly not meeting expectations.

This thread is moved to the Player Feedback Forum.

Jason Bulmahn
Lead Designer


Steven T. Helt wrote:
Actually, Enduring Armor is a great ability, and underztanding why is the difference between designing characters and designing games so other people can design characters. When designing a game, you have to create different paths to similar affects to allow players to customize builds. The game can't be designed around a few peoples' ideas on optimization. Someone will want to do something different and if they can't they won't buy the game.

I completely agree that you cannot design around one person's view of optimization, nor can you design the game to work around optimizers. That isn't my point at all.

Steven T. Helt wrote:
Mythic Mage Armor is an mythic feat and/or a mythic spell - you only get five of those. Maybe a player more likes his armor from one of ten choices than one of five.

1. You don't only receive 5 mythic spells. You can take one feat to increase that number to 15. You can take that same feat 5 times - for up to 55 mythic spells. Please do your homework before commenting.

2. My point is not that Enduring Armor is bad compared to Mythic Mage Armor. My point is that Enduring Armor is bad compared to Mage Armor. We're talking about a mythic path ability and a 6th level spell slot to exceed the benefit of a 1st level spell. No matter how dispel happy your world is I have trouble seeing that as a reasonable measure of meaningfulness.

Steven T. Helt wrote:
Maybe in a highly magical, dispel heavy campaign, renewable force armor is badass.

Sure, in a highly specific case it could be better. The problem is in every other example it falls flat, and even in that dispel heavy world it is a marginal ability. A very small armor bonus is not meaningful to a character who already has the worst AC in the party.

If you are going to leave this as an option - and I have no problem with it remaining an option relative to mythic mage armor - it needs to at least be better than Mage Armor. For starters, I think the bonus could be 4 (or 5) + 1/2 spell level, which would mean from the beginning it is better than mage armor.

Steven T. Helt wrote:
Maybe a character doesn't have mage armor on his known spell list.

Maybe he doesn't - and that's a rarity - but even if he doesn't the ability which costs 1 of 10 mythic ability slots should still be better than a 1st level spell.

Steven T. Helt wrote:
Suppose as a sorcerer keeps enduring armor and builds around force effects. Then he takes an ability where anyone that takes damage from his force spells might be knocked prone, using his caster level + Cha for his CMD. Note spell level doesn't figure in, so magic missile becomes his goto mythic spell instead of mage armor. Now he knocks enemies prone from a distance ( up to los) and in combat his fighter buddies takes AoOs every time they try to stand. His armor is renewable, capable and expendable if he stays at range.

Huh? I don't have any idea what you are getting at here. Are you suggesting the sorcerer needs to save his 1st level slots for magic missile based on a theoretical ability and tactic, and using that hypothetical to support the idea that this ability is not under-powered? Please clarify for me.

Let's also keep bracers of armor in mind - which are also likely a better investment than this ability - especially when you compare the cost of a bracer of armor vs. pearls of power to make up for the high level spell slot you are sacrificing to power this ability (along with an archmage ability).

There is no way you can spin this ability to make it look good numerically, and while absolute balance is a lost cause, we can at least aim for some parity.

Steven T. Helt wrote:
Best to look for how an ability can be useful than to look at how it's "laughable" from one perspective.

Right, and I'm telling you it doesn't look particularly useful. The only time I could conceive of using it is at very low levels (1-5) - and then as a poor stand in for mage armor. That doesn't seem very mythic to me. I don't understand the process that went into deciding on 3 + 1/2 spell level as the bonus. Were the designers honestly afraid this ability might be overpowered?

Scarab Sages Contributor

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"do your homework before you post"

Well crap, dude. I don't know why Paizo bothered with this whole playtest thing. They should just ask you. Anyone who disagrees is wrong and hasn't done their homework.

Since you missed it - again - I'll try one more time. If I don't want to spend mythic feats on mythic spells, or plan more mythic spells besides mage armor, I might like the other choice. If I don't want to approach it your way, I might like having another option. If anyone that doesn't do it the way you would is wrong, you're a bad designer. Which is why they dezign the game and we play it.

You don't need to respond, man. The thread isn't served by you showing of f or me ignoring you, which I'm doing
...now.


There are a lot of spells and feats that are "purely fluff". Some people like to build around a concept vs. building around a combat. The term "valid" is purely subjective use in that response. What is valid for some are not valid for others.

Having said that, Jason is already going to take a look at it. What more really needs to be discussed?


Pendin Fust wrote:
There are a lot of spells and feats that are "purely fluff". Some people like to build around a concept vs. building around a combat. The term "valid" is purely subjective use in that response. What is valid for some are not valid for others.

Come on now. We aren't talking about some interesting fluff based ability, or some obscure spell that has an obscure nitch. We are talking about something that provides very little other than a simple numerical bonus to a core statistic.

Lets not turn this into a discussion of how building towards fluff instead of towards absolute power is valid or invalid.


There is one reason I would consider this to be equivalent or better than Mage Armor. Specifically, for players that were already planning on leaving a spell slot open to prep situational spells later in the day, this is really a good thing to have prior to Endless Power. So, basically, it's good from Tiers 1-5, then bad afterwards when you inevitably select Endless Power.

Sovereign Court

Everyone, let's not forget that not all spellcaster have Mage armor. For some magus, Enduring Armor can be quite usefull!

And please, stop insulting each others. We are here to help in the development of new rules, not to shout at everyone.

Every opinion is interesting, and can give you a new point of view, we are not the one to judge which opinions/ideas are better.

Assistant Software Developer

I removed a post and the replies to it. Don't be a jerk.


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Darkorin wrote:
And please, stop insulting each others. We are here to help in the development of new rules, not to shout at everyone.

This is excellent advice.

Peter Stewart, you are correct that Enduring Armor is substantially inferior to Mage Armor as an option. You are also evincing a bad attitude about it, or at least you come off that way in your posts. If you mean good advice, that's fine and, in fact good. The problem here, I think, is the tone that you're using (intentionally or not) comes off as arrogant, dismissive, and unpleasant, and that's going to generate a lot of hostile reaction as a result.

My suggestion is to keep on making your (good) suggestions, but to tone the apparent hostility down a notch or two. It'll likely make things easier on everyone. :)


Tacticslion - You'll note my hostility began when someone responded that not only was the ability a great ability (opinions vary) but that understanding why it was a great ability was a mark of a designer, while an apparent failure to do so was the (implied) mark of someone not qualified to design. They then went on to cite highly specified examples of when such an ability might be used that relied on baselines far outside of the assumed norm.

Don't tell me I'm not qualified to pass judgment and wrong - especially not after the designer himself just popped in and admitted that the ability needed a tweak.

RPG Superstar 2009 Top 16, 2012 Top 32

Peter Stewart wrote:

Don't tell me I'm not qualified to pass judgment...

Pass judgment? I was under the impression we came here to conduct a playtest.

Paizo Employee Lead Designer

Folks,

This ability is going to get a change. We recognize that it has issues. Since there still seems to be bickering in this thread, I think we will just call it a day and move. Please be civil to your fellow playtesters.

This thread is locked.

Jason Bulmahn
Lead Designer

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