| ElementalofCuteness |
This is a question I been pondering since I been reading through the War of Immortals. How best would you add Mythic to a Magus anyways sine they get both weapons and spells unlike the Kineticist, is there a proper or effective way to Magus or is it best to choose a different class for a Mythic Campaign?
| Xenocrat |
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There's plenty of general martial stuff that works fine with the magus between spellstrikes or just to enhance your survival, one of the magus's weak points.
If you're a targe magus the defensive stuff works fine, mythic strikes work on a "strike, move, and recharge" round to set up a big spell slot spellstrike next round, etc.
Everyone who relies on metastrikes like fighter, ranger, and magus will lag a bit if they want to use the mythic strike options heavily, but the defenses, debuffs, and mobility works just fine.
The focus pool refresh feat works great with magus, plenty of fuel for both imaginary weapon or your offensive focus spell of choice and your conflux spells to recharge spellstrike.
There's plenty of stuff to get from the various destinies to benefit you, and in many cases destinies are kind of a side thing of new options that don't have to be directly on point with your existing class abilities - they're just good things to have generally, or give a strong time limited fire and forget buff/debuff.
For example, I haven't seen all the apocalypse rider feats, but the dedication gives you a full mount companion with a free action to strike or stride if you don't command it, so you get either extra mobility or offense. Ascended Celestial has some great buffs/debuffs. Broken Chain also has some. Eternal Legend has some very strong general combat stuff that you can use between or on top of spellstrikes - level 18 Legend of Combat gives a minute of extra reaction per turn plus a special stride or strike reaction where the first strike per encounter per target is at mythic proficiency.
| Calliope5431 |
There's plenty of general martial stuff that works fine with the magus between spellstrikes or just to enhance your survival, one of the magus's weak points.
If you're a targe magus the defensive stuff works fine, mythic strikes work on a "strike, move, and recharge" round to set up a big spell slot spellstrike next round, etc.
Everyone who relies on metastrikes like fighter, ranger, and magus will lag a bit if they want to use the mythic strike options heavily, but the defenses, debuffs, and mobility works just fine.
The focus pool refresh feat works great with magus, plenty of fuel for both imaginary weapon or your offensive focus spell of choice and your conflux spells to recharge spellstrike.
There's plenty of stuff to get from the various destinies to benefit you, and in many cases destinies are kind of a side thing of new options that don't have to be directly on point with your existing class abilities - they're just good things to have generally, or give a strong time limited fire and forget buff/debuff.
For example, I haven't seen all the apocalypse rider feats, but the dedication gives you a full mount companion with a free action to strike or stride if you don't command it, so you get either extra mobility or offense. Ascended Celestial has some great buffs/debuffs. Broken Chain also has some. Eternal Legend has some very strong general combat stuff that you can use between or on top of spellstrikes - level 18 Legend of Combat gives a minute of extra reaction per turn plus a special stride or strike reaction where the first strike per encounter per target is at mythic proficiency.
As someone who has seen all the apocalypse rider feats - the dedication is decent, as are some of the mount boosts and some of the reactions (one of them decreases an ally's doomed value whenever it would tick, for instance, which is extremely strong for mythic PCs). A lot of the other stuff is pseudo-spells like "spend two actions to deal 14d6 void damage and enfeebled 1 to a living creature within 60 feet of you on a basic Fortitude save once per ten minutes" or "spend two actions to force a creature within 30 feet to make a Will save. On failure, the target takes 12d8 mental damage whenever they take a 2-action activity for the next 3 rounds". This is obviously not very friendly towards spellstriking though it's also not awful in and of itself.