Witch Class - Am I Missing the Point?


Pathfinder Second Edition General Discussion

51 to 100 of 637 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | next > last >>

4 people marked this as a favorite.
Midnightoker wrote:
Quote:
When the primary focus of the class (Familiars and Patrons) sucks and the other focus that people wanted it to really be about (Hexes) went down the toilet bowl, it's no surprise people are jumping the gun and saying that Witches suck. It's not that you can't build a good Witch, or that a Witch isn't viable. It sucks because what it focuses on sucks and what made it good in the previous edition sucks now.

Honestly, this is really the whole thread.

Every person I see trash the witch was the same set of people that had a problem with the Playtest design of the Class.

I'm sorry you don't like Familiars or Patrons or Lessons, but it doesn't make it "weak", it just makes it not something you personally prefer.

As an example, I don't like the current design of the Gunslinger as it is in the Playtest at all. I find it bland, doesn't evoke any real "gunslinger vibes", doesn't have a true Grit system, and is basically Fighter with less options.

Does that make the Class weak? Not really. It's actually fine, it has some issues as far as being Streak-y when it comes to crits and some logistics issues at the moment, but it is not a "weak" Class.
_______________________________________

I'm all for adding more Hexibility, that sounds great, but I also recognize the Class isn't weak, Patrons and Familiars are incorporated elegantly into the Class and do provide meaningful returns on power, and Hex Cantrips/Focus Spells are solid (despite the sentiment some express here, compare them to other spells and it's pretty easy to see they are in fact just as good).

The more options that come, the less issues people are going to have with the whole "But I want Primal and I don't want Wildling Word but I also don't want Winter Witch", which is about as fair as saying "I want to be a Braggart but I don't want to use Demoralize!"

Witch was god in PF1, I really don't think there was ever going to be a world where PF2 Witch resembled anything that powerful.

It didn't need the power, though, it completely missed what made the Witch the Witch, which was Hexes, and a more encompassing Patron. The fact you can make one or two builds to be pretty strong doesn't make the class fine or properly balanced, it just makes those choices balanced, with the other choices being as they said, garbage. Barbarians suffer from this very problem, where Giant and Animal Barbarians are strong, but Dragon and Spirit Barbarians are sub-par, and Superstition is just plain unviable in most parties.

The hexes are hit or miss, or arbitrarily locked behind tradition barriers. Why should I have to be an Occult Witch to get Evil Eye? Why are hexes like Wilding Word so situational and trashy compared to Clinging Ice, when they are both Primal Traditions? Why am I only allowed one Hex Cantrip, can't I just exchange my Spell cantrips for more Hex Cantrips?

Familiars had use in PF1 for both in-combat and out-of-combat. In PF2, they are little chew toys for the big bad to munch on. And having played a Familiar Wizard for 13 levels, I had never had a reason or ability that the Familiar could do that my feat/spell choices or party members couldn't accomplish both better and more reliably. In fact, it was a non-existent party member that never came into play, even with master powers and such. It was even a suboptimal classic choice, a Bat!

The fact I could play a Wizard for 13 levels while being effectively denied a major class feature like a Thesis is more of a measure of how bad Familiars are than it is a measure of being able to still be a contributing party member despite the handicap.

And Hexes are just rebranded Wizard Schools, which are maybe a step up at best from what School Powers give you. Sure, they're better, but they are by no means a fair comparison to Domains or Bloodline powers, or even Ki abilities.


Salamileg wrote:
The Witch to me is a class with too much of a difference between their best and worst builds. On one hand, you have cantrip like Stoke the Heart, Evil Eye, and Nudge Fate which can be used every single encounter, and on the other hand you have ones like Shroud of Night, Wilding Word, and Discern Secrets which many witches will struggle to ever use effectively. From experience with a few different witches, hex selection will be the biggest factor on if a Witch enjoys their character or not.

Yes but thats the case with every class. There are builds and variants where the features are just not going to be used much. A bit depends on your local game. But IMO some builds are just inferior as their features are just not that important.

Probably the best balanced class is the Druid. Where all 4 variants work Ok.


Sidetrack on Clinging Ice - do other people find that focus spell strange? It's one I see brought up fairly often in defense of Witch, and 1-action damage + slowdown definitely seems welcome on a cantrip. The fact that you only get the damage on cast and not sustain seems like a pretty severe drawback to me, combined with the 1min immunity.

In practice I could see it play out differently than I expect it to, but it seems very hard to get long-term use out of it in a lot of encounters. If a solo monster makes the initial save the cantrip is basically dead for the rest of combat - is this a big issue for people using it or does it end up being fine in practice?


2 people marked this as a favorite.
Darksol the Painbringer wrote:
It didn't need the power, though, it completely missed what made the Witch the Witch, which was Hexes, and a more encompassing Patron.

To you it missed.

Quote:
The fact you can make one or two builds to be pretty strong doesn't make the class fine or properly balanced

It's far more than "one or two", but then I guess we are speaking in hyperboles?

Quote:
Barbarians suffer from this very problem, where Giant and Animal Barbarians are strong, but Dragon and Spirit Barbarians are sub-par, and Superstition is just plain unviable in most parties.

With the exception of your take on Superstition, which I think heavily plays into how your GM and Party are, I don't agree on your other takes of Barbarian.

I had it argued to me that Animal Barbarians are constricted completely due to not allowing Ranged, but hey we're still speaking in hyperboles, so I guess it doesn't matter.

Quote:
The hexes are hit or miss, or arbitrarily locked behind tradition barriers. Why should I have to be an Occult Witch to get Evil Eye? Why are hexes like Wilding Word so situational and trashy compared to Clinging Ice, when they are both Primal Traditions? Why am I only allowed one Hex Cantrip, can't I just exchange my Spell cantrips for more Hex Cantrips?

I mean the obvious answer is two Hex cantrips massively increases the power of the witch due to their ability to Sustain seperately.

Putting Evil Eye and Clinging Ice on the same target with 0 resource cost would be nuts. At best, we could potentially hope for a relatively mid-level Class Feat that expands it to two Hex Cantrips, but it's pretty clear where the power lies.

Quote:
Familiars had use in PF1 for both in-combat and out-of-combat. In PF2, they are little chew toys for the big bad to munch on.

Witch Familiars literally can't die and your assertion that they are reduced to chew toys is once again, hyperbole.

Quote:
And having played a Familiar Wizard for 13 levels, I had never had a reason or ability that the Familiar could do that my feat/spell choices or party members couldn't accomplish both better and more reliably. In fact, it was a non-existent party member that never came into play, even with master powers and such. It was even a suboptimal classic choice, a Bat!

So playing a Familiar Wizard and never using your Familiar (despite having the option to select things like Familiar Refocus, Cantrip Expansion, etc.) means Familiar is bad? Is that how it works?

Quote:
The fact I could play a Wizard for 13 levels while being effectively denied a major class feature like a Thesis is more of a measure of how bad Familiars are than it is a measure of being able to still be a contributing party member despite the handicap.

You can deny any Class their Class Feature if you don't use it. Rage costs an action. No one makes you attacked the Flat-footed as a Rogue.

What do you expect the game to do? Force you to use the choices you chose?

Quote:
And Hexes are just rebranded Wizard Schools, which are maybe a step up at best from what School Powers give you.

Except for being sustainable, some being Cantrips, and not being at all like Wizard School powers. Except for that.

Quote:
Sure, they're better, but they are by no means a fair comparison to Domains or Bloodline powers, or even Ki abilities.

Ah Yes, Ki Strike, the God tier Ki ability.

Or Soothing Words, the one round +1 Status bonus to Will saves, you know, a literal Focus point costing ability that for 9 levels of the game is practically weaker than Nudge Fate.

Or Share Burden, the "within 30ft reaction that works only against a harmful emotion effect saving throw that also makes you take the effects of the spell".

If you're going to act like the Witch has such wide variation on spells, then I task you with actually going and reading some of the Domain Spells, where "situational" almost doesn't cover the level of circumstances required to make it possible.
____________________________________

Does anyone here actually want to highlight what the Witch does differently from other Casters positively and makes it distinct or do you all just want to sit here and harp on how terrible the Witch is?

Because the thread was a question of what the Witch does differently, not a prompt "Explain why the witch sucks".

Either way, forgive me for intruding on the hate-parade. I'm not just going to defend an onslaught of complaints littered with hyperboles.

To each their own.


3 people marked this as a favorite.
Midnightoker wrote:
Does that make the Class weak? Not really. It's actually fine, it has some issues as far as being Streak-y when it comes to crits and some logistics issues at the moment, but it is not a "weak" Class.

The Playtest gunslinger is so problematic that you are often better off taking a proficiency dedication and never using a gun at all.

If that's really okay to you it informs a lot about your opinions regarding the Witch.


1 person marked this as a favorite.
Pathfinder Lost Omens, Rulebook Subscriber
Midnightoker wrote:
Garulo wrote:


Take the witch: The familiar with a couple extra abilities is one of those choices which REQUIRE a GMs assistance to be useful.

False. Familiar Refocus, Cantrip Expansion, Spell Battery, Skilled (which allows Aid), Vallet, etc. are all demonstrably valuable and require 0 assistance from the GM.

I don't think skilled allows Aid. Unless I'm missing something about witches in particular (I might be. Haven't yet played one), but familiars are Minions so don't get reactions unless explicitly given to them by a feat/ability

The Exchange

3 people marked this as a favorite.
Midnightoker wrote:
Darksol the Painbringer wrote:
It didn't need the power, though, it completely missed what made the Witch the Witch, which was Hexes, and a more encompassing Patron.

To you it missed.

Quote:
The fact you can make one or two builds to be pretty strong doesn't make the class fine or properly balanced

It's far more than "one or two", but then I guess we are speaking in hyperboles?

Quote:
Barbarians suffer from this very problem, where Giant and Animal Barbarians are strong, but Dragon and Spirit Barbarians are sub-par, and Superstition is just plain unviable in most parties.

With the exception of your take on Superstition, which I think heavily plays into how your GM and Party are, I don't agree on your other takes of Barbarian.

I had it argued to me that Animal Barbarians are constricted completely due to not allowing Ranged, but hey we're still speaking in hyperboles, so I guess it doesn't matter.

Quote:
The hexes are hit or miss, or arbitrarily locked behind tradition barriers. Why should I have to be an Occult Witch to get Evil Eye? Why are hexes like Wilding Word so situational and trashy compared to Clinging Ice, when they are both Primal Traditions? Why am I only allowed one Hex Cantrip, can't I just exchange my Spell cantrips for more Hex Cantrips?

I mean the obvious answer is two Hex cantrips massively increases the power of the witch due to their ability to Sustain seperately.

Putting Evil Eye and Clinging Ice on the same target with 0 resource cost would be nuts. At best, we could potentially hope for a relatively mid-level Class Feat that expands it to two Hex Cantrips, but it's pretty clear where the power lies.

Quote:
Familiars had use in PF1 for both in-combat and out-of-combat. In PF2, they are little chew toys for the big bad to munch on.

Witch Familiars literally can't die and your assertion that they are reduced to chew toys is once again, hyperbole.

Quote:
And having played a Familiar
...

Might want to read up on the class (you seem to be missing a lot of the nuances for a class that you like). Witch familiars DO die, they get replaced the next day. But hey, since we are talking in hyperboles ...


3 people marked this as a favorite.
Midnightoker wrote:
Darksol the Painbringer wrote:
It didn't need the power, though, it completely missed what made the Witch the Witch, which was Hexes, and a more encompassing Patron.

To you it missed.

Quote:
The fact you can make one or two builds to be pretty strong doesn't make the class fine or properly balanced

It's far more than "one or two", but then I guess we are speaking in hyperboles?

Quote:
Barbarians suffer from this very problem, where Giant and Animal Barbarians are strong, but Dragon and Spirit Barbarians are sub-par, and Superstition is just plain unviable in most parties.

With the exception of your take on Superstition, which I think heavily plays into how your GM and Party are, I don't agree on your other takes of Barbarian.

I had it argued to me that Animal Barbarians are constricted completely due to not allowing Ranged, but hey we're still speaking in hyperboles, so I guess it doesn't matter.

Quote:
The hexes are hit or miss, or arbitrarily locked behind tradition barriers. Why should I have to be an Occult Witch to get Evil Eye? Why are hexes like Wilding Word so situational and trashy compared to Clinging Ice, when they are both Primal Traditions? Why am I only allowed one Hex Cantrip, can't I just exchange my Spell cantrips for more Hex Cantrips?

I mean the obvious answer is two Hex cantrips massively increases the power of the witch due to their ability to Sustain seperately.

Putting Evil Eye and Clinging Ice on the same target with 0 resource cost would be nuts. At best, we could potentially hope for a relatively mid-level Class Feat that expands it to two Hex Cantrips, but it's pretty clear where the power lies.

Quote:
Familiars had use in PF1 for both in-combat and out-of-combat. In PF2, they are little chew toys for the big bad to munch on.

Witch Familiars literally can't die and your assertion that they are reduced to chew toys is once again, hyperbole.

Quote:
And having played a Familiar
...

It did, but it's not all about me. To be fair, I did run a homebrew Evil Eye that gave a -1 Status Penalty to an attribute (attack rolls, saving throws, skill checks, AC) based on a Mental trait Will Save as an action, 1 round on a success, with a duration equal to Intelligence modifier on a failure, and the penalty increasing to -2 on a critical failure, not able to target the same attribute for 1 minute. It was true to the original Evil Eye while still fitting into the new paradigm, and the players loved it, even when it was used against them.

It depends on what constitutes a different build. Is a different ancestry choice, while technically a different build, an actually different build if it otherwise functions identically to the other? To me, it wouldn't. To others, it would. Set some rules here and we can maybe get an actual answer.

While that's true due to a lack of class and feat support, Barbarian in general doesn't have much viable avenues in the way of Ranged combat that doesn't require dedication feats of some sort. Same goes for Champions and their schtick with ranged combat.

Witch is already relatively underwhelming, boosting their power of the players' preferred schtick isn't going to break the game.

Actions are just as much of a resource cost as any focus point or spell slot. Plus, there is already a 1 hex limit per turn clause in effect, meaning combining both within the span of a round, much less two rounds, isn't nearly as effective or likely as it seems.

To be fair, it also implies that the BBEG is going to waste time on what is effectively a chew toy to them when there are other more credible threats around, this was more of a jab at how bad they are, not that they are able to die. Nice Strawman. Schrodinger's Familiar isn't a thing, trying to make it a thing to support your claim is grasping at straws considering how low on the totem pole they are already.

It is, because I had no apparent use for it. More focus spells were useless when my focus spells are trash, more low level spell slots takes too long to kick in, and when they do they are for barely useful utility spells, and heaven forbid the familiar abilities are relatively useful for the party, said no one ever. If Familiars are so dang good, why isn't everyone just clamoring for them when it's so easy to get them and power them up? Just takes a couple feats. And the easy answer is because "there are a trillion other better things for me to take besides a chew toy for the BBEG, even if it is immortal." Are they more useful for a Witch or other class? Probably. But a Wizard with a Familiar is both iconic and also around well before a Witch class was, and it was a Core choice, which was what I had. I also made the choice to see how Familiars would be post-playtest, and they just suck.

I expect the game to have incentive for me to use the choice I chose. Rage boosts damage. So does Sneak Attack. Setting up circumstances or capitalizing on existing circumstances for the schtick I chose is something that I should want to do with my choice. I had no incentive or desire to use a Familiar, or their powers/abilities, over any of the other abilities and feats I had chosen or access to. Therefore, it is bad game design by comparison.

Depends on the Hex or Hex Cantrip. Some are good. Some are middling. Some are situational or just plain suck. Not unlike School Powers. Just because some can be cast infinitely, sustained, or have differing effects, does not make them superior. Plus, I did say they were a step up anyway. But that's all it is, is a step.

There are plenty of useful Domain Spells and Ki Abilities and Bloodline Powers, though that the bad ones don't matter much (nor do they define your build for you). The ratio of good/bad powers from the former is superior to the Witch's ratio, which is what is really important here. They can have an equal amount of options, if one class has more bad options than another class, then it is indeed still bad class design by comparison.

The thread title is if they are missing the point of the class. Chances are, there will be discussions on what makes a Witch tick (or not tick, used as a control to base what the class should be "ticking" off of), or what should make a Witch tick. If you think clashing opinions on what defines the class is a hatred train, then sure, we're all haters crashing the thread and you should just bow out now.


1 person marked this as a favorite.

The witch is a class that is average. Its not the best, its not the worst, its there and its does its thing somewhat.

How it got here, well its best to look at the playtest forum and see the discussion being had back then and compare to what was released.

The four biggest points of debate:

1) Pick a list vs a single list, and how much power budget does pick a list take.
2) Hexes focus spells vs focus cantrips, and are focus cantrips worth losing 1 spell slot.
3) Lessons are weird.
4) Familiars are too frail for something that holds your spells, and a 1 week penalty for it dying is too much.


NemoNoName wrote:
WatersLethe wrote:
Witches are waiting for options to get more and better hex cantrips.

XD XD XD XD XD XD XD XD XD

Sounds very familiar to my issues with Wizards.

"Wait until Lost Omens Gods and Magic comes out and Wizards get more options."

"Wait until Gamemastery Guide comes out and Wizards get more options."

"Wait until few more Lost Omens books come out and Wizards get more options."

"Wait until Advanced Player's Guide comes out and Wizards get more options."

"Wait until Secrets of Magic comes out and Wizards get more options."

:D :D :D

to be fair I think staff nexus was a really nice get for wizards from the APG.


Temperans wrote:

1) Pick a list vs a single list, and how much power budget does pick a list take.

I honestly don't think pick-a-list took up a large portion of the class's budget. What I do think happened is that the balance was set as if they'd always pick Arcane. There is a definite pattern so far with the three classes that have access to the arcane list. We won't be able to confirm if that's a thing this year, as Summoners and Magi both also have access to the Arcane tradition, though I will note that the playtest Magus was missing a class feature compared to the Summoner, which is getting patched before release.


2 people marked this as a favorite.
Midnightoker wrote:
Putting Evil Eye and Clinging Ice on the same target with 0 resource cost would be nuts.

Am I missing something? This doesn't seem at all powerful. Do you think that Clinging Ice applies the damage on each sustain or something? Because nothing about how the spell is written implies that, but that's the only way I could see you thinking this combo was "nuts".


1 person marked this as a favorite.

I had a recent online conversation which made me warm up a little towards Clinging Ice. Previously I wrote it off because while it's very action-efficient, I thought it would run out of steam too quickly unless you face off against several foes (not dealing damage on sustain, coupled with temporary immunity, means you can only damage one particular creature once per combat.)

However, it was pointed out that the sustained -5/-10 movement speed can actually be really impactful in solo encounter, specifically against enemies with a 25ft speed, due to the fact that these enemies then become super easy to kite. Having that utility in solo fights (against 4+ enemies it's just plain old efficient damage), definitely got me past my poor first impression of the spell a little.

The Exchange

1 person marked this as a favorite.
Djinn71 wrote:
Midnightoker wrote:
Putting Evil Eye and Clinging Ice on the same target with 0 resource cost would be nuts.
Am I missing something? This doesn't seem at all powerful. Do you think that Clinging Ice applies the damage on each sustain or something? Because nothing about how the spell is written implies that, but that's the only way I could see you thinking this combo was "nuts".

Yes, a number of posters insist that every round you sustain Clinging Ice you inflict the damage. Otherwise, they claim it is a supremely weak hex cantrip which only inflicts a tiny bit of damage and a minor speed debuff (albeit one that is a circumstance debuff and thus stacks with status). While I am of the interpretation that sustaining only applies the speed debuff, you will find Witch fans who disagree with that interpretation.


Oh yeah, kiting slow enemies is a great tactic that a lot of groups overlook in favor of flanks.

As for situational cantrips, they are fine for spell lists with more generally useful cantrip options like Primal and Arcane.

The Exchange

1 person marked this as a favorite.
RexAliquid wrote:

Oh yeah, kiting slow enemies is a great tactic that a lot of groups overlook in favor of flanks.

As for situational cantrips, they are fine for spell lists with more generally useful cantrip options like Primal and Arcane.

Especially since it takes an action to sustain the slow impact. I have yet to see an encounter where spending an action EVERY round to maintain a 5' speed debuff is worth it. Remember also, this is a Witch FOCUS cantrip which is the special resource from your patron - it is not a general cantrip. This is a class feature which helps justify spell reduction for a witch. Back to the original point (excuse the pun), as to what is the point of the witch. I think it is a thematic attempt which produces a flavorful yet very weak wizard that is easy to hamstring.


2 people marked this as a favorite.
Temperans wrote:
The witch is a class that is average. Its not the best, its not the worst, its there and its does its thing somewhat.

That's a pretty low bar... *looks at alchemist*


5 people marked this as a favorite.
HumbleGamer wrote:

I agree.

Not allowing frozen heart would probably be a major nerf for a witch.

Since it is Rare, you cannot count on it.

And don't go down the path of GM blaming. Deciding Uncommon and Rare abilities are off limits is a perfectly reasonable decision.

Remember it is Paizo that decided the witch was playable without Frozen Heart, or they'd not make it rare.

I'm not saying you went down this path. I am saying that framing it as a nerf is not correct, when in fact, allowing Rare abilities is supposed to be a fun surprise for players but one they cannot count on.

Cheers


1 person marked this as a favorite.
Schreckstoff wrote:
to be fair I think staff nexus was a really nice get for wizards from the APG.

There's a few other stuff that APG brought positive to (some) Wizards, but overall, it's still a class that has no identity and struggles to maintain relevance.

Even the Staff Nexus really isn't noteable until later levels.

The Exchange

Remember that most tier list put the Witch at C tier (primarily due to two factors: Reduced spell slots coupled with being prepared caster which means higher percent of spells being useless for any encounter set and weak class features such as the lack of good hexes.


1 person marked this as a favorite.
graystone wrote:
Temperans wrote:
The witch is a class that is average. Its not the best, its not the worst, its there and its does its thing somewhat.
That's a pretty low bar... *looks at alchemist*

Yeah it just means they are at or above wizards. But below all the other casters.


Pathfinder Rulebook Subscriber
AnimatedPaper wrote:
What I do think happened is that the balance was set as if they'd always pick Arcane.

I'm not sure if I can agree with this. If anything I'd say Arcane is one of the less compelling Witch options in general and discern secrets is particularly uninspiring.

Though I also think people in general overstate the relative value of Arcane in these threads a lot.


3 people marked this as a favorite.
Squiggit wrote:
AnimatedPaper wrote:
What I do think happened is that the balance was set as if they'd always pick Arcane.

I'm not sure if I can agree with this. If anything I'd say Arcane is one of the less compelling Witch options in general and discern secrets is particularly uninspiring.

Though I also think people in general overstate the relative value of Arcane in these threads a lot.

I'm actually not arguing either way if the Arcane list is great for the witch. What I'm saying is that it was balanced as if it would select the Arcane list. Which effectively suggests that access to the Arcane list is valuable, I'll concede, but whether or not it is true, it is pretty clear that the designers weigh access to the Arcane list heavily. The 3 caster classes that have access to the Arcane list have extremely similar class design, almost point to point getting the same proficiencies and features at the same levels. The pattern between those three is nearly uniform, while the other casters have at least some variation.

They are all noticeably weaker than the other casters if you are counting proficiencies, skills, HP, and other similar aspects (including when they receive their class features). Whether or not they are actually weaker taken as a whole is not something I'm getting into, but the chassis itself clearly is. The only proficiency differences they have are to make the wizard even weaker by giving them worse skill and weapon proficiencies.


7 people marked this as a favorite.
Theconiel wrote:
I have been looking at the witch tables, and all I see is a wizard with fewer spells. In 1e, hexes were powerful at-will abilities, but now they are use focus points. What am I missing?

The new witch is way worse than the PF1 witch by a country mile.

But the occult witch isn't bad compared to other PF2 non-core classes. I don't think the witch is as good as a bard, cleric, or sorcerer, but maybe on par with a wizard.

Curse witch is pretty good. Evil Eye cantrip can be pretty useful, though it's basically a longer lasting intimidate requiring a sustain action each round if it lands.

Fervor isn't a bad healer. You're not a cleric, but stoke the heart can be a nice damage booster that works for anyone, caster or martial.

My buddy prefers the witch because it is more interesting to play than a wizard or cleric because he likes variety. The witch has a bit of variety to its play-style and can fill a few roles.

Fervor and Curse are the only two witch types that look interesting from a player who wants effective and useful abilities in the most situations. But the new witch has lousy feats, as bad as the wizard if not worse. We couldn't believe how terrible their feats are. The player always uses his feats to take multiclass feats because the witch feats are so terrible in combat. Goodness they are terrible for combat. They seem written more for NPCs than PCs for flavor abilities over effective abilities.

Just another example of how non-core RB book classes are generally inferior to core RB classes. I expect the Magus and Summoner to continue the PF2 tradition of versatility leading to lower combat effectiveness which amounts to an overall inferior class when it comes to combat effectiveness.


Pathfinder Rulebook Subscriber
AnimatedPaper wrote:
it is pretty clear that the designers weigh access to the Arcane list heavily.

Is it though? Two of the three classes you mention also receive more spell slots than other casters, which seems to be where the bulk of their power budget is attributed. Worth noting the Witch was designed that way originally too and didn't receive any substantive changes to its core chassis after the playtest.

The options within the class' don't seem to bear that out either. The Dragon Eidolon wasn't noticeably weaker than the beast. Some of the worst focus spells the Sorcerer can get are attached to the divine list. Discern Secrets is underwhelming conceptually, but fine if you build your character correctly and probably more useful than Wilding Word in a lot of campaigns.

Feels like you're making a lot of assumptions here.


"The new witch is way worse than the PF1 witch by a country mile." [/QUOTE wrote:

I've read this entire thread because we tried to play the Witch in 1st edition and was hoping the writers listened to the issues from the players and addressed them in second edition. I've been trying to create the witch I want based on the Fervor option and its nearly impossible for me to get what I want. In this case, I am trying to create a FATE witch - the witch with the crystal ball helping guide players towards their destiny. This build would never use Evocation, Necromancy or other spells that would harm others. Yet would hinder the enemy ins ways that would stop them from harming the party members including holding, redirecting mentally, or even transforming them temp into woodland animals. There are ways to stop a fight between living creatures without killing each other - except in certain situations.

The things that I am missing include:

1) Feat options are so incredibly weak:
Ride Broom Feat - Being skilled at riding a flying animated broom created by a witch. Guide with Knees, Fight on Broom, etc.
Witch Sense - Natural Ability for granting the witch the ability to detect other spell casters (witches, sorcerers and wizards) within 60 feet and via concentration getting an idea of how powerful they are.
Predict Weather
Future Site - Fate Feat - allowing to see into momentarily into someones past of future. Brief use seeing 10 sec but concentrating using a focus item to create a ritual using something like a crystal ball to see further gaining only images of their future or past.

2) List of Patrons is so limited - esp for someone wanting to go for the Occult like FATE which gives me TRUE STRIKE - are you kidding me! Is this the only option for a FATE Witch. I need more options for the granted spell for FATE or other FATE Patrons.

3) Key things I want seem to be missing including:
Circle magic - rituals that the witch can do that are defined (yes I read rituals but they are extremely under developed in my option).
Candle Magic - the ability to place spells in candles created and release the spell as it is burned - ending when the candle is fully burned out.
Craft Charms - To both protect and benefit characters - including covering them with illusions, improving their abilities or protecting them from evil and other forces. Crafting seems totally setup for ARCANE expert casters only vs Expert OCCULT casters.

4) Rules for a Coven - Coven is mentioned under the witch class but I cant find anywhere where it outlines the Covens Book of Shadows (shared Spells for Coven members) and how Coven Sisters can join to cast more powerful spells. Coven Joining - fighting with witches of a coven within 30 feet from one another empowers their spells and gives +X on attacks and damage.

5) Types of Witches are differentiated well enough through the patrons. Most of the witches are focused around evil based witches (Dark Witches) without an equal focus on other types. Forest Witches seem to be pushed towards being a Druid, Guardian Witches (Gray Witches) or the protectors and bounty hunters of the coven - Focusing on hunting and punishing those who have wronged other witches- such as killing a coven, dealing with Dark Witches that have gone "off the rails" and defending witches from those who would do them harm - they are more of a ranger/witch multiclass and the Good Witches (sometime pacifists) are extremely badly represented in all feats, spells and abilities. If properly done can be extremely powerful and differentiated from other classes.

6) Familiars - while I am good with Familiars and Patrons concept - I am not going to put more and more feats into a familiar. They are there to be friend, guide, spells mentor and protector when needed. A friend who holds your spells - but the witch gets so few feats that putting them into a familiar is just a waste. The familiar should advance on his own as the witches level increases.

Maybe the rules are there and I just cant find them but I am trying to create that Witch who looks at you and says "You might want to answer the door - that might be important" then 10 sec later there is a knock at the door. Seeing into the future as a normal sense - like a player about to open a door and getting a sense of danger like a spider sense and saying "Stop - you better look closer at that door" Using these abilities to both guide the players and use them in combat knowing that the enemy is about to do - in vague terms. In later levels using this to improve their armor class per level as they get better. Her focus is all in Fate - divination, understanding and speaking with spirits, enchanting objects and magic circles to help the players, create candles and rocks to give players to help them throughout the game.

Its very frustrating that I can't create what I have been trying to create with Pathfinder 2. To add, I really like alot of the changes in Pathfinder 2 - its far better than other systems available and the recent create of https://pathbuilder2e.com/app.html is so nice. (Yes it should be a Paizo product like D&D Beyond. Yet the improvements are clearly seen there and I hope the writers really listen to the players to improve and provide more options here moving forward. Those are my thoughts.


5 people marked this as a favorite.

I'm not sure that resuscitating this thread is the best plan. May be better to start a new one on the Advice subforum.

I have never actually played a PF1 Witch, so I can't do a direct comparison. But my suspicion is that, like most spellcasters, the PF2 Witch is going to be less powerful than its PF1 counterpart. So if you are wanting a character that feels as powerful as it was previously, you are probably going to ultimately be disappointed.

Embrace the new balance and adjust your expectations accordingly.

Also, some of what you are describing (such as the minor precognition) is flavor and role-playing. If it doesn't mechanically change anything, just have it be something that the character does.


3 people marked this as a favorite.
Salamileg wrote:
The Witch to me is a class with too much of a difference between their best and worst builds. On one hand, you have cantrip like Stoke the Heart, Evil Eye, and Nudge Fate which can be used every single encounter, and on the other hand you have ones like Shroud of Night, Wilding Word, and Discern Secrets which many witches will struggle to ever use effectively. From experience with a few different witches, hex selection will be the biggest factor on if a Witch enjoys their character or not.

There are very few classes that are like the Druid where all four of the orders work reasonably well. Lets see if they can keep that up with Secrets of Magic

Only half of the Sorcerers Bloodline magic spells are good, 3 of the Barbarians Instinct are much better than the others (Draconic, Animal, Giant) (Fury is terrible, and Superstition is almost unplayable). Almost nothing in Wizard Schools is worth taking at all - many are so bad even if you had them you wouldn't waste the action on using them. Three of the Oracle Mysteries are massive negatives (Ancestors/Bones/Lore).

Be thankful that you like a few witch builds. I haven't found one I like yet. The flavour is good, I'm just not seeing the mechanics that make me want to try it.

I guess I'm trying to say if I like half the options in a class then I'm happy, my expectation is met.

Dataphiles

Pathfinder Rulebook, Starfinder Roleplaying Game Subscriber
Gortle wrote:
Salamileg wrote:
The Witch to me is a class with too much of a difference between their best and worst builds. On one hand, you have cantrip like Stoke the Heart, Evil Eye, and Nudge Fate which can be used every single encounter, and on the other hand you have ones like Shroud of Night, Wilding Word, and Discern Secrets which many witches will struggle to ever use effectively. From experience with a few different witches, hex selection will be the biggest factor on if a Witch enjoys their character or not.

There are very few classes that are like the Druid where all four of the orders work reasonably well. Lets see if they can keep that up with Secrets of Magic

Only half of the Sorcerers Bloodline magic spells are good, 3 of the Barbarians Instinct are much better than the others (Draconic, Animal, Giant) (Fury is terrible, and Superstition is almost unplayable). Almost nothing in Wizard Schools is worth taking at all - many are so bad even if you had them you wouldn't waste the action on using them. Three of the Oracle Mysteries are massive negatives (Ancestors/Bones/Lore).

Be thankful that you like a few witch builds. I haven't found one I like yet. The flavour is good, I'm just not seeing the mechanics that make me want to try it.

I guess I'm trying to say if I like half the options in a class then I'm happy, my expectation is met.

Spirit instinct is so bad you forgot it existed


Spirit instinct and fury instinct are absolutely great if you're comparing the difference between them and other instincts to the difference between a witch and a wizard.

I think you are being harsh on bones though, it's great as an option for evil Oracle's or Oracle's in an undead party or even when facing undead. I consider it a lot more playable than flames which makes being a healer challenging with concealment


Spirit is balanced around its reliability; it does less damage than dragon because the dragon barb will sometimes get no rage damage at all. I don't think there's anything that resists both positive and negative damage.

Not to argue that it's an especially good instinct or anything but it definitely isn't as bad as Fury or Superstition.


1 person marked this as a favorite.
Exocist wrote:


Spirit instinct is so bad you forgot it existed

Yeah it falls into a grey area for me. If I really wanted that power, I'd probably prefer to be a Duskwalker. Yes it is useful, I just don't see it as that strong. I can't imagine ever wanting it over Dragon.


Spirit is a bit campaign specific. In a normal campaign it will underperform compared to the big 3 instincts.

In an Undead heavy campaign it will be amazing though, with easy weakness triggering and resistance to all damages from undead.


Exocist wrote:
Spirit instinct is so bad you forgot it existed

Their level 12 feat is nuts, though.


16 people marked this as a favorite.
Pathfinder Lost Omens, Rulebook Subscriber

How easily we slip into the langauge of "bad", "useless", "garbage" when in PF1 we had archetypes that literally did nothing.

At worst, things in PF2 are niche or campaign dependent. Even witches can be shined up and function well in the right circumstances.


1 person marked this as a favorite.
WatersLethe wrote:

How easily we slip into the langauge of "bad", "useless", "garbage" when in PF1 we had archetypes that literally did nothing.

At worst, things in PF2 are niche or campaign dependent. Even witches can be shined up and function well in the right circumstances.

I think that's the problem people are having, many options require a lot of effort to make functional and that takes away from the fun of using the option. It's certainly the problem I'm having. Some options take a lot of setup to feel competent and some things are just flat out not supported.


1 person marked this as a favorite.

My problem with the witch is it could of and should of been so much better than what we got. We had the 1e class to look back on to see what people wanted, We had the core classes (especially the bard) to baseline the power level of the hexes.

What we got was a bit of a jumble. Nobody who looked back at the 1e witch thought it was a familiar focus class but that's what we got. The hex power level and the amount is nowhere near what it should be for missing out on the 4 spell slots a level. The trend of making spellcasters more interesting by allowing them the choice of all four spell lists needs to finish after the summoner as its becoming a tad overdone and take away from the flavour of the sorcerer.

Finally, So many of the feats are just generic spellcaster feats and the ones that have the witch flavour like eldritch nails and living hair are abysmal.


1 person marked this as a favorite.

Witch is going to feel bad if you play them as a wizard, vecause, well, of course the wizard is a better wizard.

The advantage of the witch is that most of their hexes are 1 actions, or are sustained effects, which may as well be the same thing in many cases. They have "filler" actions that the wizard does not.

If you're in a campaign that doesn't have a lot of rests, this can be a big deal early on, to have these free use and renewable use abilities. I've also found players that are gunshy about using important resources will end up being better witches than wizards, because a wizard using mostly cantrips and focus spells is a hell of a lot less impactful than a witch doing the same (though neither of them are peticularly good in an optimization standpoint)

Imo though, I still favor the wizard, but that's more a personal taste thing. Not many witch abilities excite me as much as extra spell slots, and wizard, especially spell blending wizard, can't be beat for that


The only thing I liked in Witch is using it as a "summoner" because of Cackle Focus Spell allows to control 2 summoned creatures at same time, allowing the player to be a good pokemon master since the beginning.

Alchemic_Genius wrote:
Witch is going to feel bad if you play them as a wizard, vecause, well, of course the wizard is a better wizard.

You give a interesting point of view here.

In the playtest was considered that the Witch could be a Occult only prepared caster. Maybe if that's happened as a dedicated occult spellcaster it could be more interesting and usefull having more occult focused abilities.


1 person marked this as a favorite.

I think the problem with the witch is psychological- you go into it looking like the hex cantrip you get is going to be your bread and butter, but for most of them there are situations where your hex cantrip isn't going to be useful.

If you just let a witch get a second one somehow, so you can cover more bases, the class would feel a lot better.

Like the essential problem with a prepared caster with low slots is that "what do I do if nothing in my toolkit is useful here"?


PossibleCabbage wrote:
Like the essential problem with a prepared caster with low slots is that "what do I do if nothing in my toolkit is useful here"?

Usually this make the player to choose the most all-rounder spells that he could have (that's the why I think in a summoner witch, it's a one kind of spell only spell caster).

This situation occurs for all prepared spellcasters, maybe except for Spell Substitution wizards.


4 people marked this as a favorite.
wegrata wrote:
many options require a lot of effort to make functional and that takes away from the fun of using the option.

One of the reasons why PF2 is a better game than other RPGs is the unbelievable number of options. With that, inherently, is the problem of multidimensional optimization.

It's the reason poker is more durable than Go Fish and Settlers of Catan is more durable than Life - the struggle in navigating the uncertainty makes for good replay value.

So you don't build a witch perfectly - there's nothing wrong with that in PF2. In PF1, the gaps between optimized and unoptimized were huge; the gaps have closed in PF2. Play a divine witch if you want, it'll be mechanically worse than a cleric, but it will be fine.

How a player plays a character matters a lot. If you're going to play a witch with the idea that you're going to stand back and just blast for damage, there will be way fewer options than if you consider borderline heresy like grabbing a whip and flanking (seriously ... consider it). On the plus side, fewer options means easier optimization, but the local maximum you find through a limited optimization is going to be much worse than the global maximum from complex, multidimensional optimization.


2 people marked this as a favorite.
Watery Soup wrote:
wegrata wrote:
many options require a lot of effort to make functional and that takes away from the fun of using the option.

One of the reasons why PF2 is a better game than other RPGs is the unbelievable number of options. With that, inherently, is the problem of multidimensional optimization.

It's the reason poker is more durable than Go Fish and Settlers of Catan is more durable than Life - the struggle in navigating the uncertainty makes for good replay value.

So you don't build a witch perfectly - there's nothing wrong with that in PF2. In PF1, the gaps between optimized and unoptimized were huge; the gaps have closed in PF2. Play a divine witch if you want, it'll be mechanically worse than a cleric, but it will be fine.

How a player plays a character matters a lot. If you're going to play a witch with the idea that you're going to stand back and just blast for damage, there will be way fewer options than if you consider borderline heresy like grabbing a whip and flanking (seriously ... consider it). On the plus side, fewer options means easier optimization, but the local maximum you find through a limited optimization is going to be much worse than the global maximum from complex, multidimensional optimization.

What are you referring to as the global maximum? I'm seeing a lot of choices but they don't seem to expand the way you play a class tactically. It's usually lore to identify the weak save, find a blast or debuff that targets that, next round move or sustain then cast another spell that targets the weakest defence. Repeat until the end of the encounter.


I think that wegrate want to say that the most options require a lot of effort to make functional compared to other spellcasting classes.

Something like "too much effort, planning and combinations" to do just a some of things compared what we could do with other classes combinations.

That's is main sense that Witch pass to me. A too much harder class to build something comparable to other classes with less good options.


1 person marked this as a favorite.

Exactly yurip. The IMO situational options are good, but being situational needs to be offset by being more effective when that situation comes up. I don't see that happening with a lot of options.

It would also be nice to have more ways of creating those situations yourself.

More things like sneak attack for casters. Where they have a one action ability that can setup a bigger payoff. Something like that would be great for witches imo

Horizon Hunters

1 person marked this as a favorite.

My experience: witch class works just fine but playing one feels to me like something was off and it is hard to say but when i played as a wizard and as a oracle in others games theses two classes seemed more complete to me. Maybe is just a feeling but thats what i was thinking that time.

I played as a witch till level 5, so i had a solid familiar and two or three hexes (i don't remember exactly) and even with all that stuffs i was hoping to change to another class hahaha

(I still think in playing a witch with a gun when guns and gears shows up)


That's the point of most criticism of witch. Different from a barbarian superstition the some people joke above. It's not like a bad class. It's just too suboptimal in most of the cenários and builds.


1 person marked this as a favorite.

That and feat tree (archtype) lock-in are my two main complaints about the system. We need more options not tied to a specific archtype or class, that help out the builds that have problems.


1 person marked this as a favorite.
Watery Soup wrote:
So you don't build a witch perfectly - there's nothing wrong with that in PF2. In PF1, the gaps between optimized and unoptimized were huge; the gaps have closed in PF2. Play a divine witch if you want, it'll be mechanically worse than a cleric, but it will be fine.

It will be mechanically different than a Cleric. Better or worse depends on the rest of the party.

I think that is the problem that I see with people in analyzing the Witch. Witch is a very subtle class, not a big flashy powerful one. It takes a bit of coordination with the other characters in the party. And it takes some coordination with the GM on the theme for the game too.

Someone else was ragging on Flame Oracle earlier. How about a Fervor Witch with a Flame Oracle. Stoke the Heart on the Oracle (the bonus damage should apply to spell damage rolls too). Elemental Betrayal on an enemy the next round. That is going to be a very non-trivial amount of damage caused by a couple of focus spells that look weak when doing a whiteroom DPR calculation. Especially if the Oracle adds in Incendiary Aura and lights the Elemental Betrayal target on fire. Sure fire immunity exists, but every build can be countered. This particular build can be had as early as level 2. Not many things are immune to fire at level 2.


1 person marked this as a favorite.
breithauptclan wrote:
Watery Soup wrote:
So you don't build a witch perfectly - there's nothing wrong with that in PF2. In PF1, the gaps between optimized and unoptimized were huge; the gaps have closed in PF2. Play a divine witch if you want, it'll be mechanically worse than a cleric, but it will be fine.

It will be mechanically different than a Cleric. Better or worse depends on the rest of the party.

I think that is the problem that I see with people in analyzing the Witch. Witch is a very subtle class, not a big flashy powerful one. It takes a bit of coordination with the other characters in the party. And it takes some coordination with the GM on the theme for the game too.

Someone else was ragging on Flame Oracle earlier. How about a Fervor Witch with a Flame Oracle. Stoke the Heart on the Oracle (the bonus damage should apply to spell damage rolls too). Elemental Betrayal on an enemy the next round. That is going to be a very non-trivial amount of damage caused by a couple of focus spells that look weak when doing a whiteroom DPR calculation. Especially if the Oracle adds in Incendiary Aura and lights the Elemental Betrayal target on fire. Sure fire immunity exists, but every build can be countered. This particular build can be had as early as level 2. Not many things are immune to fire at level 2.

Are you talking multi-classing or 2 characters?

Going from sub-par to very strong with a single build or party composition is very limiting, especially thematically.

51 to 100 of 637 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | next > last >>
Community / Forums / Pathfinder / Pathfinder Second Edition / General Discussion / Witch Class - Am I Missing the Point? All Messageboards

Want to post a reply? Sign in.