Cancermantis's page

Organized Play Member. 3 posts. No reviews. No lists. No wishlists. 2 Organized Play characters.


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Dude, Kando, you can use the incorporeal form to deliver melee touch attacks at range, and it's not nearly as risky as doing the same with a familiar. Having the eidolon's "come back the next day if you die" ability alone goes well with that, but on top of that a lot of things can't fight back against incorporeal creatures. That's pretty powerful. Not to mention the scouting abilities could be used to ambush as well. Or retrieve objects from behind sealed doors, through the use of Phantom Recall. Its individual abilities might not be impressive on their own, but there's a lot of potential synergies there.

There's way more this thing can do that what me or Rogar mentioned, too. Don't focus on the small number of examples we brought up. Think of the big picture.


DreamGoddessLindsey wrote:

I dunno if this has been brought up (by me or others), but...

When you edit skills for monsters, it'll only accept the results of the first edit. If you open the monster again, it'll look like your edits stick, but the next time you open Combat Manager, it'll change back.

I haven't noticed the INT score issue so I don't know if that's been resolved or not, but I have noticed the skill editing problems with some of the custom monsters I created using 1.5.3, with the exception that I can't get it to behave consistently. Sometimes it erases the changes I make. Other it doesn't, even if the process is ended prematurely (via task manager or forced shutdown) instead of exited normally. Not sure what I did differently each time

Skill data also seems to be lost during the process of exporting and importing creature data


Don't know if this is still going to help you, since it's been a month, but this thread comes up first when I search for mythic summoner advice via google, so here's what I've determined so far (haven't put anything into practice yet)

I've been looking over the different options carefully since I found out this stuff was out. As I read the dual path feat (which could be wrong), you first get one of the three basic abilities from the other path, and then thereafter whenever you achieve a new mythic tier you can take path abilities from either path that you meet the prerequisites for (or from the universal path abilities list). Meaning if you were an archmage and took that feat at tier one for Marshal, you could choose a tier three Archmage or Marshal path ability once you reached tier three. You'd also get to pick one of the Marshal's Order powers when you first picked the feat.

Now, at this point the main thing you'd want to look at are the tier 10 powers that each path grants (assuming you expect to get to tier 10) and how much hp per tier they grant. Whichever seems better for your character should probably be the primary path. As a summoner you'd probably want to go for the one with higher hp/rank (Marshal in this case) since dual path doesn't grant hp for the second path.

So I'd say archmage should be the secondary path gained through Dual Path. The 15+ character level spell resistance tier 10 archmages get is nice, but it only works against arcane spells - divine spells can still screw you over. You can also get 11+summoner level SR against all spells with Greater Aspect. Meanwhile the Marshal's tier 10 power of getting a use of mythic power back whenever allies close to you score a critical hit could work really well for you regardless of your build.

As a side note, you can take a normal feat in place of a mythic feat if none of the mythic feats are available or more suitable for your character.