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Thinking about making an Oracle for a game (I played a lot of Sorcerers in 3.x, and it seemed like an easy shift), but I can't decide on a Mystery. This group needs pretty much everything, and I know simple things (Take battle if you want to heavily mix in Fighter, Flame if you want want to mix in the classic boom-boom mage), but I am literally blind to the advantages of the others. Apparently, just from reading the boards, Heavens could get by on color spray alone, and Waves is apparently bad (although I don't know why), but how are the others? Any shining stars? Bones seems interesting, since someone stole my usual role of summoner, and Necromancer seems like a decent substitute. I also think wind seems interesting from a battlefield control standpoint. Any other strengths that anyone can provide?
tl:dr version: What mystery do you like, and why?
calagnar
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Mysterys
Heavens: Lots of crowed control and flow of battle abilitys. The weak side of it is some monsters are immune to illusions.
Lore: One very usefull mystery. It alows you to be a knowlage master.
Nature: A very powerfull mystery if your in a out door seting.
Stone: Works kind of like Fire. In that is a boom boom caster type.
Waves: The reason for waves being weak is lack of divine spells that use the cold damage type.
Wind: After reading the mysterys. This mystery adds so much to what a divine caster can do. With abilitys that work like some of the best arcane divination spells.
My personl favorets
1. Battle (mainly becous I like melee divine casters.)
2. Wind (Realy good abilitys. They alow a casting base oracle to expand what they can do.)
3. Lore (same as Wind.)
Deadmanwalking
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More or less what calagnar said.
Battle is phenomenal for a frontliner. Combat Healer even lets you imitate a Paladin's combat use of Lay on Hands to some degree, and Weapon and Maneuver Mastery are great.
Nature is great if you want to play a Druid sans Wild Shape, and can be very effective. Also, note Nature's Whispers and how cool that is.
Wind is indeed quite badass. Invisibility is particularly nice for a support caster.
Stone is good as a blasty-type, and can give you a couple of decent defensive boosts too. It's also the Mystery to pick as a thrown weapon specialist (2d4 plus Str time 1.5 is a really nice amount of damage on thrown rocks).
Lore is really good. The spells are only alright, but the Revelations are just great (Sidestep Secret is particularly fun if you want to go pure caster and not worry about Dex...or jack your Strength all the way up and be Conan the Librarian).
Life makes some of the best healers in the game (along with Healing Domain Clerics), and Bones some of the best necromancers.
Heavens has the Awesome Display + Color Spray badassness as well as being generally decent otherwise.
And I don't think Waves is too bad. Freezing Spell is useless, but a lot of the other spells are cool. In fact, Obscuring Mist plus Water Sight is a nasty combination, just off the top of my head.
Miryam
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And I don't think Waves is too bad. Freezing Spell is useless, but a lot of the other spells are cool. In fact, Obscuring Mist plus Water Sight is a nasty combination, just off the top of my head.
Optimizers may cringe, but I think that a Waves Oracle/Rogue would make an excellent combo.
There's the Obscuring Mist/Water Sight trick, for starters. But here's where I would take the Deaf curse. Yes, your Initiative suffers, but you do get that penalty refunded over levels. So, thematically, you become a member of the dreaded Mist Assassins, who go into combat with both Obscuring Mist and Silence up. The better Waves mysteries for this would be Fluid Nature, Fluid Travel, Ice Armor, Water Sight, and eventually Watery Form and Punitive Transformation. The extra spells Slipstream and Wall of Ice are key for this.