Pathfinder: WOTR - Regill Blinking Hellknight Build for Unfair Difficulty (Patch 1.1)

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hi today we're back with pathfinder wrath of the righteous companion builds for unfair difficulty and today we're going to take a look at regio if you are new to the series and don't know how we do our builds they are all made for unfair difficulty and none of them exploit bugs so they should all remain viable despite any bug fixes or patches made to the game it's also worth mentioning that all my builds are tested from early to light levels they are not made just for the sake of youtube videos i do them firstly for my own unfair playthroughs and it's very important to me that they are actually effective at every level in the game so i can actually get through with my playthroughs and not just remain the helm of theory crafting because this is a turn-based system but the game is real time with pause sometimes builds don't go as i'd expect them and that's why i think the testing is important so i can both bring you the best builds and actually be able to beat the game on unfair difficulty which is my main goal with all that out of the way let's get to our builds radio very unfortunately is not the strongest companion there are few reasons for that one of them is because of build versatility he doesn't have a lot of roles to feel aside from a melee damage dealer he don't really have something else in which he can do well the other problem is the build he starts in his class is actually great in my opinion i do think hell knights are fairly strong and i did enjoy doing a deep dive in the hell night class when i got reggio and thinking of different builds we could try with that but he has a two weapon fighting build which in of itself is not a problem but it is a very fit intensive build so it needs to be well planned not only that he also uses weapon finesse which requires even more feats but not happy all cat gave him a weapon that doesn't work with weapon finesse so he requires an extra feat on top of that to be able to use his weapon with weapon finesse and because of all those feats that are required for his build it does make him a lot weaker than he could have been because it always feels like we are behind in terms of feats and even mythic feats because weapon finesse is gonna require us one extra mythic feat and two weapon fighting already takes one extra mythic fit so we are basically two mythic fits behind in terms of damage and also two feet behind because of the weapon finesse choice here and this is the main reason why he's not the strongest one of the options we could go here is either a scout or a blood rager i do think scott is better the reason is because he lacks a lot of mobility so getting pounds for from gritter beast toten would increase his damage output significantly um since he is a dexterity based character he doesn't have reach he doesn't go well with a large person or legendary proportions to increase his reach so moving around for him is a problem and pounce can solve that but that's not the path i chose to go i stuck with hell knight because hell knights can actually get a way to move around the battlefield and still do for round attacks which is kind of nice uh i like this better than the the pulse because pulse relies on mythic charge to do its damage and against the boss for example where you charge ons and you can't really get away and charge back in get away and charge back in you dual loot does a lot of damage on regular fights where you can charge every turn to different enemies the pounce build does really well but i think i found a middle of the road build which can still move around the battlefield and do reliable damage once you lock into an enemy we get rajo at level 6 and he is a first level hell knight we keep going hell night for now and we take the dazzling display and shatter defenses as our first feats i really think shatter defenses is needed for him as soon as possible because he might be able to hit enemies even on unfair but the tougher enemies he won't be able to hit reliably and shatter defenses will help with that we also get at level 8 a choice of hell knight discipline here we are going to take an cleric domain and we are going to take war for that bonus combat fit at level 8. here we have radio at level 9 we just got to level 9 and let's see how he does in combat i have committed here to demoralize enemies and leopard to thank for us let's go in let's cast order of the god claw it gives a moral bonus choice c which is not easy to come by at this level so it's quite nice for our animal companion helping tank and let's see if if we can hit the enemies for some damage here i'm gonna make amelia use the shutter defenses to demoralizing my aoe and you can see his damage is not bad but not until you really lock in an enemy that he starts to do good damage that's big why movement for him is so important otherwise he doesn't do much there you saw how many how long he stood without doing anything and if you want we can see his damage with smite increases by quite a lot as you can see just because his chances to hit also increased so camilla died here i did not care to micro her out of the way the point is just to show radius damage it's not bad but it does take a while from for him to lock into an enemy and sometimes to move from one to another like we'd have to do here here we can only get one hit and you can see how long he stays there without doing anything until he starts to do damage again and then we keep going for more hell night levels at level 11 we take out flank and we get yet another hell night discipline and we are going for travel domain i know this that seems a bit weird but i hope it will make more sense after we get to mythic abilities then we keep going how night until 13 where we get improved critical for non-hooked hammer and also our bonus feed from war domain which is going to be improved to weapon fighting and here we take our first multi-class when we get to 14 we are going for cleric instead of how night the reason for that is because of our requirement for one of the mythic abilities we need and the choices in cleric don't really matter i took channel negative energy and low domain but it really doesn't matter it's just because we need that one level for the prerequisite then we are back into hell night until we get to level 10 hell night so we were at 14 15 we get greater to weapon fighting then 16 17 is double slice as a fit and as our last how night discipline i took tracker just because i wanted to see the hellhound summon it's not that amazing if you don't have anyone with the nobility domain you can get that with regio as your last hell night discipline and now we are going to get our last levels into fighter armor we were a level fight fighter so our next level is level 6 we get a bonus fit i took combat reflexes then at level 7 there's no choice at level 8 we get piranha strike and at the same time we get greater weapon focus for gnome hook hammer and at level 20 we get to take another weapon training into double weapons and now also took fighter reflex though this is not that relevant if you want something else feel free to take and now we are done with our regular levels let's see our mythic so in our mythic levels we start off with less than we are a melee damage dealer that doesn't have reach so we really want less than then we go into two weapon fighting mythic so we can actually hit things because our attack is not high at this point then we go into unrelenting assault for the extra damage weapon finesse for even more damage and at mythic level 5 we we already have it taken our cleric level and we need our cleric level for domain zealot even though we are able to access domains with the hell night class it doesn't allow us to take the main zealot because the main zealot has the domain selection class feature as a prerequisite and when we get a cleric domain with how night it is through a hell night discipline which doesn't have the same name as the main zealot so it doesn't give us the prerequisite for domain zealot and that's why we needed 11 cleric i don't think this is a bug but i think this might have been an oversight by the deaths and might be a worth a bug report as a suggestion to add the hell night discipline which gives access to cleric domains as one of the prerequisites for domain zealot this way we wouldn't need the leveling cleric and we could take a level later in something like ranger demons layer for extra bonus to attack and damage against demons later we keep going for damage so improved critical mythic ever ready for those insane bonus on both attacking of opportunity attacks and damage rows then we go into weapon focus mythic for non-hooked hammer since we have weapon focus and greater weapon focus this is a plus two to attack for us abundance might chaos i took this late because it's only one smite for two mythic levels so i don't think it's true impactful early on that's why i only took it at level 9 and we finish it with pyrenees strike mythic for equipment there's not much you want you can of course give him an armor some glasses capes amulet anything you want but i'm just going to highlight the most important ones you really want a headband of charisma with the highest bonus you can so we can better use our smites you want a plus six belt of dexterity doesn't have to be a silence belt but just a plastics your dexterity is fine fencer's gift is very important this is going to give us a plus 2 bonus to our weapon training as well as some extra damage because we are using a a double weapon we also have bracers of happy hand also gives extra damage because we are using a double weapon and for weapon i actually think the best option for him in this build we are doing is finnian this is the first time i recommend finning as a weapon i don't think he's always the best we have some very nice options but um because hell knight can already give the axiomatic property to a weapon and the others the second best option is already axiomatic i actually think fenian is better because it adds some force damage and will also be axiomatic in the hands of our hell knight so you can use this one if you have someone else using finn already but i do think pin is the best option and if you don't choose to go the build i showed and do a scout or a blood rager to get that possibility like i mentioned earlier in the video then wrecking devil probably is a better option for you than finna now let's see how raiju performs in high level combat we have the board to tank for us and come media to use demoralizes into enemies and of course raju so we can do some damage we jump in and we can get to full round attacking you can see our hits are decent but without the demoralize our chances to hit are not that good now that she is shaking we get smite we can get some bigger hits in strong criticals and the enemy goes down quickly i'm going to show our chances to hit here in a bit um we you can see a 41 but this is not a full bab attack let's search for one at full baby this is also not a full baby but it is a 46 here a full baby attack is a 51 we don't have that many buffs just heroism greater and reduce person so we can easily get this to the 70s 80s with things like guarded hearth mobility domain and all those other buffs we can get from other party members and the good part of this build is that we no longer have downtime we can immediately teleport go back to attacking here you can see he's already attacking even though his turn did not reset yet and without this downtime our damage per turn increases quite significantly and another enemy down we can also use this to teleport to backline in fights where there's some priority targets we wouldn't be able to get to without teleporting which is quite nice and he has less 10 so he can do that last for at least two turns with less than and jump back to safety once the target is dead so it opens up some nice options in in some fight should take down some enemies you wouldn't be able to otherwise and yeah it's extremely fun to play in my opinion i like the action economy that we have options to do with our swift actions in dimensional hop and smite i like that this build is strong against bosses once you lock in a target use might chaos you get the 20 bonus damage to attacks here we are missing a lot of buffs like crusader's edge which would increase our damage by 2d6 and our weapon enchantment by 2 and a lot of other things as well we could get a lot of damage from socio's destruction domain to and yeah at the end of the day he can do some pretty nice damage i still think he's not the strongest companion he doesn't have any versatility in terms of his builds every build just ends up being a melee damage dealer but he does get there it does do a good job as a melee damage dealer so this is it for our regio build i did enjoy playing him and also building him i learned a lot about the hell night class and i do have some very interesting ideas for a hell night main character and i'd like to hear from from the comments if anyone has played red you in a different build maybe as i scout as or a blood rager with the greater beast totem for charging and if it did well for you if you like the results but until the next video i hope you have a good time
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Channel: TurnBasedTactics
Views: 7,490
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Id: 8Z9O8ABNvcs
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Length: 18min 29sec (1109 seconds)
Published: Tue Nov 02 2021
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