Sira's page

Organized Play Member. 5 posts. No reviews. No lists. No wishlists. 3 Organized Play characters.


RSS


Another way of dealing with summons is to place fights in tight corridors or other choke points. In these situations summons can start hindering the party more than the enemy since they can block routes for meleers in the party to reach the enemy. Casters also need to be able to see where they are summoning the creature, so cover and terrain can limit placement of the summons.


I'll be interested if there is still a slot left, but it seems as if I'm a bit late to the party. UCa seems interesting.


One thing I can observe with mythic rules, is that at higher tier the glass cannon characters only get worse.

In my group, we ran a spontaneous playtest when I was going through some old files and found an old 3.5 epic level boss and asked if anyone was interested in challenging it. Now, this battle pushed the limits of the playtest to the limits, since my boss was roughly a CR 34 encounter by itself, so the one player with a character ready quickly added at +3 template on. Being that we were both martials (the character was Fighter 20/Champion 10, duel pathed Guardian), I expected this would be an interesting fight of see both the offense and endurance of a mythic compared to a 3.5 level 30 character.

The results were not what we expected. A quick look at the character revealed that even surging, the fighter had to roll a 18 or higher to make a save against any of my boss's special attacks. I was also coming in with 3 times his HP, and my AC was such that he had to roll a 7 to hit me with his primary attacks. My first attack was a blast attack, basically a sonic fireball, which ate 1/3 of his HP right there. He spent his turn charging me, where he landed a few hits using the power to move and full attack. One full attack by my boss later and the mythic was down. Absorb blow worked against one attack, but as a creature with several natural attacks it couldn't keep up with the sheer number of attacks I had, especially when combined with poison and bleed (And this was allowing the Guardian's DR to work against my attacks, since I didn't have 'mythic' levels despite my CR I wasn't a mythic monster). As one person who watched the playtest put it. "Forget Mythic, just give me 10 levels in a normal class"

The biggest downfall of high level mythic that we are seeing in my group is lack of save progression. The mythic saves ability is nice, but it ends up being worthless when you can't make the save in the first place. Surging barely helps, since if you roll poorly on the d20 even if you roll well on the d12 it isn't enough, and you've basically just wasted your swift action for your turn.

Needless to say, from our playtests we're seeing mythic character being far more fragile than normal characters at all levels of play.


Just throwing in a few things I've noticed making mythic characters.

First of all, especially for melee characters, they feel vary much like a glass cannon. I, and everyone so far that has tested champion, has duel pathed to guardian to get absorb blow and the DR. In fact, in a recent playtest with an Inquisitor 16/Champion 8 vs an orc army (200 level 9 ish orcs) we found that yes, while they could only hit me on a 20, the one that managed to get a lucky crit still hit for 1/3 of my health even after Epic DR.

The bonuses from Mythic Power and the extra HP from the tiers seem almost a joke. The average bonus you get from Mythic Power starts at 3.5, which is nice at low level, but at tier 10 the average is still only 6.5, which at high levels really isn't worth spending a point for at all (especially compared to the bonuses a well built mythic can do).

The bonus hit points, especially for champion and guardian, could also use help. Most of the time the wizard is gaining an average of 5 HP per level, while a fighter is usually at 8 or 9. Over the course of the tiers, a champion only gains 50 HP, which compared roughly to the damage increase from monsters at +10 CR means a frontliner would usually crumple unless they dipped into Guardian for defenses.

All it all, it seems the offensive power of mythic is far out pacing the defenses a mythic character needs to fight things of an appropriate CR.


Indeed. I was the Wizard 3/Rogue 2, with a build stated as such to go into Arcane Trickster. My first actions were to cast Enlarge Person on the Barb and the Paladin, giving them exceptional reach. After that I was plenty content just to acid splash the last round. The Mythic Wolf's breath weapon hit hard, but that was about it. As said before, it seemed like the wolves were glass cannons: Able to hit hard, but could be killed in 1 hit. All in all, it felt like the dire wolves were tougher than the mythic wolf.