Gavri3l
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My gaming group just completed AD1 for WotR and I'm having some trouble deciding upon my mythic path.
I'm playing Seelah, and our group consists of myself, Adowyn, Enora, and Alain. Due to the lack of either Kyra or Shardra, we've generally found our healing resources to be pretty taxed. To alleviate this, my friends have been pushing me to take the Heirophant path for the healing when spending charges, access to raise dead, and bonus to recharging the cure spell when cast. I don't mind doing this, but I worry about not being able to gain a d20 on my strength checks as we continue through the campaign. The Marshal seems almost built for Seelah, as strength is her combat ability and Charisma allows her to succeed on before you act checks. For those who are playing with her without one of the primary healers in your group, which path did you pick and why?
As a general question, how important has having the d20 been in handling random combat encounters with non-villains in AD2+? And has access to healing remained a major priority later in the game, or do you find that tooled decks later on don't rely on it as much?
One last bit of information, I do plan on taking the Inheritor's Blade role card and putting power feats into the damage reduction ability.
ryric
RPG Superstar 2011 Top 32
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I'm playing solo Seelah (well now she has Arushelae), and I went with Guardian. If you intend to fight villains and henchmen later on, you will miss not being able to put d20s in your combat rolls. Given your group you may have combat covered, so if you're okay with a more support role Heirophant would be fine.
| Zenarius |
Just my opinion - given that party composition healing is less priority. Adowyn can take a couple of cures and be healer in a pinch. Alain is a tank and if go lancer path is self healing. Enora becomes a time manipulating scout later if she takes scholar.
Heck with adowyn alone nobody should be dying as she scouts all the bad stuff.
The d20 usually gets dumped on the final villain.
Marshal helps on constitution checks later but if you want to do damage consider the champion. With the double AD scaling monsters a single mythic charge can be worth +6 at endgame as it cancels the effects that increase difficulty.
Again .. Just my humble opinion. It does depend on your group balance and playstyle.
Theryon Stormrune
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Since I'm playing the OP scenarios, I can't comment on the regular AP scenarios further on.
But I can say this about party make-up and playing styles. RPG experience plays into this just as much as ACG. First, play the character you want to play. Nothing makes a character driven game drag than playing a character you aren't interested in playing. That said, don't make others force your character to take feats, spells, boons, that you really don't want. They should have considered that as a party when you (collectively) realize that you're healing-light. And that needs to be part of their play style. If they thought you were playing your paladin as a healer, then you needed to speak up.
Now if you're flexible and don't mind adjusting, fine. But the posting of this thread makes it seem like you really don't want to become the de facto healer of the party.
| Kolasi |
I am playing Seelah right now and I am in a party with my wife who is playing her as well. We just finished AD2 for both parties and took different mythic paths when we could. I took Marshal and she took Guardian. I have found that I having the bonus to combat helps me feel pretty comfortable when I am at a location ridden with monsters. I wanted the bonus to my charisma for any BYA checks which is why I chose Marshal. I have found that I typically do not spend my charges for anything but a villain because of the bonuses to my combat. Every once in a while, I may need it for a barrier.
Personally, I think agree with Theryon. Play the character that you're wanting to play. Work as a team and collaborate with each other. I've seen people play characters they aren't interested in and it isn't that much fun for them or the rest of the party. Hope this helps and have fun!
| Joshua Birk 898 |
My advice, take Marshall.
1) You want to be able to boost your combat stat. With her low base die, seelah needs both the additional static boost AND the ability to get d20s.
2) Marshall gives a charisma bump (not con), and that should ensure that seelah can shrug off a host of before combat effects.
3) Alain should also take marshal. Having Multiple marshal's is a significant asset, because you can pass mythic charges back and forth to each other.
4) Having Adowyn and Seelah both care cures should be plenty of healing
and, finally
| philosorapt0r |
Adowyn can/probably should recharge 90% of her otherwise-unused cards in hand every round for additional scouting, so if she grabs a third spell slot and carries Cures, she'll see them quite often.
In general, you're better off holding onto most of your mythic charges for the static bonus, so I wouldn't take Hierophant anticipating lots of healing from it.
Alain will have some options for self-healing post-role (see: Lancer threads). Adowyn has an option to self-heal one card on her turn (if she's discarded an animal), and can make playing allies heal her, post-role.
Also, in AD2, regardless of your mythic path,
| Dave Riley |
For us it's not even about the d20s, that's something you almost exclusively use on the final villain encounter, but that +1-4(and now 5 and eventually 6) to your primary combat stat is too crucial to pass up. Rolling upwards of +10 before you have to recharge a card or use a blessing makes most combat trivial, then you can spend your blessings on other things (even recharging Cure, if you really need to!) That's before you factor that Seelah actually gets to make use of the +Charisma bonus in a totally major way, as you mention. Getting to double down on primary stat bonuses makes Marshall a no brainer, I'd say. If you and/or Adowyn double up on Cures, your healing game will probably be more than fine and you'll still get to enjoy the huge pluses to your Strength rolls.
| Keith Richmond Pathfinder ACG Developer |
Healing remains important throughout the path, but I don't feel that Hierophant is a necessary call for you there (or if it is necessary, Adowyn could get it just as easily).
Marshal is really really good for Seelah, especially if you're protecting others so you'll usually have a character in the same location. Guardian is probably the one I'd consider second.
| Apophenia |
You could take Hierophant and then add one combat spell to deck. That way when you really need to roll a bunch of d20s then you can still do that.
Our Adowyn took Hierophant which makes certain she recharges all her spells and made sure we could actually succeed at Rallying Cry. While she is less good at combat then the other members of the party we just spend blessings when she runs into anything nasty.
| zeroth_hour |
Apophenia: I feel that we use our main stat enough that the static bonus is amazing and too much to give up for any other benefits of the Mythic Path. Is it possible to do? Sure.
I'm also interested to see how Koren fares since he gets Divine: Charisma, so he does get Melee and Divine boosted with Marshal.