The Pyromancer - Pathfinder: Wrath of the Righteous Build Video

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hey everybody it's bulshi here back with another pathfinder wrath of the righteous build video today we're going to be looking at the pyromancer this is a spell casting build that is a top tier damage dealer and crowd controller it's a ton of fun to play and it works with a variety of mythic paths one of the biggest advantages of having a caster that specializes in ray attacks is that rays target touch ac many of the most difficult enemies in the game have impossibly high normal ac so you need to be able to target their touch ac to really do any damage and by the end of the game this build has the potential to one shot some of the game's hardest enemies in a single round all right so let's jump right into the build now i'm not going to do every single level but i am going to show you how to build the first level because there are some important choices that you have to make here number one we're going to be taking the elemental specialist archetype of the wizard this is a prepared caster which means that you have to choose which spells you're going to cast every day and we want a prepared caster because this build is going to be dabbling heavily into meta magic pretty much towards the end of the game every single spell you cast is going to have meta magic applied and on a prepared caster when you apply metamagic the casting time for your spells stays one standard action a spontaneous caster like the sorcerer if you apply metamagic it becomes a full round action and we don't want that we want to cast as many spells as possible and we want to get them off quickly the other main reason we're going with elemental specialists is because starting at level one you get to choose an element and you can convert all of your elemental spell damage to that chosen element we're going to be going with fire because there's a lot of gear in the game that will really amp up our fire damage doing decent damage with the spell caster and wrath of the righteous is all about specializing in one element and allowing ascended element which is a mythic ability to bypass all spell immunities and elemental damage resistance choosing elemental specialist as our archetype will allow us to take full advantage of ascendant element by converting all of our damage spells into an unresistible damage source in this case fire the one minor drawback is we have to choose one more opposition school than we normally would with the standard wizard for race we're going to go with elf elf has the perfect racial abilities for this particular build we get a bonus to spell resistance checks we get bonuses to dexterity and intelligence which are two most important stats and for our background we're going to be going street urchin pickpocket this is going to give us a bonus to initiative and proficiency in trickery and stealth starting stats we're going to max intelligence all the way up to 20. we're going to take dexterity up to 17 dump our strength and have 12 constitution now as a spellcaster really you're all about your mental stat in this case intelligence so having seven strength doesn't doesn't hurt us at all for skills you can choose whatever you want i would stick with the the knowledge skills trickery stealth are good and use magic device is very helpful our starting feats now this eventually is going to be a damage dealing spellcaster but in the early game we're just not going to have the spell slots we're not going to have the class the mythic abilities to make that viable so we're going to start off by taking spell focus conjuration and we're going to focus on our early level cc our bonus wizard feed is also going to be greater spell focus conjuration and our arcane bond we're going to go with the hair now with our pickpocket background and our hair familiar that gives us a plus six bonus to initiative we have high dexterity in the early game you really get to go first all the time because you have such a high initiative bonus for our opposition schools we're going to go with necromancy enchantment and divination you could also maybe throw in abduration in there but i think these are the three best opposition schools because we're primarily going to be focused on evocation conjuration and also having some illusion spells in there like mirror image invisibility greater invis those things are really helpful as well and of course our focused element is going to be fire in the early levels far and away your best spell is going to be greece so make sure you pick that up you always get every level because you're an evocation specialist you get one bonus spell you can cast from the evocation school so you want to make sure that you pick up an evocation spell we'll pick up magic missile and burning hands snowball is another really great spell it benefits from first of all it bypasses spell resistance it's a range touch attack and if it hits they have to make a fortitude saving throw or be staggered so they could only take a move action or a standard action in a single round this is very helpful in the early levels but primarily you're going to be casting grease vanish is helpful but you have so few spell slots in the beginning of the game that really grease takes most of them any d80 works depending on which mythic path you go any alignment works as well now after we take our first level in elemental specialists we're going to take six total levels then we're going to go into eldritch knight for 10 one level in war master elemental specialists cross-blooded and elemental specialists now i'm going to break this down section by section so in the beginning of the game levels one through six we're going all elemental specialist um at level three is when we get our next selection we're going to take metamagic selective this is going to be huge it allows us to throw down grease and pits and glitter dust without affecting our allies this is going to be huge in the early game when we don't have the spell slots to really do damage it's just not effective trying to do damage as a low-level sorcerer you know you'll blow a spell slot on scorching ray and do half the damage that say land could pump out every single round it's just a waste of time so metamagic selective allows us to put down these really great cc spells without causing trouble for your party at third level we get our second level spells uh the spells i'm going to take would be glitter dust to start and scorching ray you want to take one evocation spell because you have a bonus slot and then we can now also with with selected metamagic we can bump up grease to a second level spell by applying the metamagic at level four we take a increase in our intelligence score all of our increases except the last one are all going to be on intelligence at level 5 we're going to take martial weapons martial weapons proficiency for our feet because that's a prerequisite to get into the eldritch knight prestige class and that with our bonus wizard feet we're going to take spell penetration at this level we also get third level spells so we're going to take fireball and actually haste i would take fireball and haste here but also we're going to slap on a selective metamagic to create pit and that's a really deadly combo having create pit and grease both selective so your party can fight on top of it your enemies get dragged into the holes okay let's take a look at some gameplay from this point in the game now as i said in the early game casting your damage spells is just not worth it it's just not efficient so a well-placed grease can really trivialize what would be a normally really challenging encounter like here you can see i drop a grease before the enemy gets a chance to act and because i have such high initiative i actually get a glitter dust off as well now that's probably overkill for this pack here i just needed one grease and you know my team could sweep up the rest but it just goes to show how valuable those spells can be and you can see this is a selective grease so my my allies don't have to worry about walking over the top of it and they can clean up the rest of this pack and by the way all these recordings are done on either core or hard in the early game and then everything else is going to be on unfair and you can see that these saving throws my dc's are are so high that they really don't have much of a chance to save in the early game we're looking at 18 and 19. difficulty class another great strategy is pre-casting grease on a choke point and if you really want to go overkill you can toss a selective pit on top of that like i'm doing here this is the oatharubo fight in grey garrison which is normally pretty challenging on core and above but you can see that these two spells almost entirely trivialize the encounter so we drop the grease we drop the pit everybody falls in except for the boss because he has the highest the highest saves and then the rest of my team pretty much you can see makes really short work of him because they can focus on him and that's it moving on at level 7 we take point blank shot and precise shot as a bonus combat fee at level eight you get a plus one to intelligence at level nine we pick up greater spell penetration at level eleven we pick up spell focus evocation and improved initiative as a bonus combat feat at level 12 we take another point in intelligence at level 13 we take up spell specialization and we choose hellfire ray from now until the end of the game and at level 15 you take skill focus knowledge arcana and improve critical ray as a bonus combat fee i'll go over spells in a separate section here now in the mid game this is where our damage ability starts to come online uh we still do great cc with our conjuration spells but we get the option of doing damage with scorching ray we get ascendant element at mythic rank 3 we get items that start boosting our spell resistance checks we start getting gear that really synergizes well with fire damage including mallinder's insole a relic item and the ring of pyromania i'll go over those in the um the gear section here you can see us doing what is this about 180 or so damage with one scorching ray not bad so pretty pretty respectable damage at this point and also very reliable the high attack bonus of the um of the eldritch knight allows us to land these spells like here we landed what is this that's about 90 about 270 damage or maybe 250 or so per ray which is really not bad at all at this level and in a single round with the swift action from our draven's hat we almost one shot the dirac knee devastator with a single round of damage lan gets to take the credit though once we pick up this in the element we also have some really great aoe in the form of fireball here you can see me dropping a fireball in this ancient treant fight blowing up the mooks with a single shot and then taking a significant chunk of the tree in its health with a scorching ray as well at this point in the game we also have abundant casting for first second third level spell slots so you've got a lot more room to let fireballs fly and actually do some damage here now it didn't hurt that he was vulnerable to fire damage either but you can see here i get the killing blow with the demonic charge ability which is a really fun ability if you happen to go the demon mythic path but this guy has 31 spell resistance and at this point in the game we have enough gear to make spell resistance checks relatively easily so that's another big reason why our damage really kicks off at this point in the game moving on at level 16 we take our last level on elder tonight at level 17 we take a level in lore master metamagic bolster as our feet and combat secret improved improved critical ray at level 18 we take another level in elemental specialists this gives us our ninth level spells at level 19 now that we have ninth level spells we dip around to get some more powerful abilities here we take a level one cross-blooded and i take two of the draconic bloodlines that give me an increase to fire damage i choose weapon focus ray you could also choose metamagic heighten here on second thought that's what i went with and then as a bonus source for feet metamagic empower and finally level 20 is elemental specialist and we improve our dexterity by one so this is some in-game footage here this is level 20 mythic rank 9 all the gear all the abilities and things one of the things i forgot to mention is that at level 10 of eldritch knight your capstone ability is when you crit you get to cast a swift action spell as if using the quick and meta magic so every time we shoot a ray if one of those rays crits we get a free spell that round which is pretty awesome all right take a look all right so here we go a little combat demo here now this is late act five this is a pretty challenging fight and i believe this is unfair let me just check real quick yep it's on unfair and i'm gonna try and solo this thing or at least do all the damage with my main uh sorcerer character so we're gonna pop demonic rage we're gonna go ahead and teleport in here onto this guy this is the surprise run so i only get one action but i think i'm actually going to go ahead and quicken something i'm going to quick in a cc spell how about a mass icy prism here here and let's see you can see that our dc is 51 which isn't bad but they also get a penalty their reflex saves so let's see if i can land this and there we go we hit it on everybody you see these saving throws they also have to take the worst result oh no no i'm not i'm not mythic rank 10 in this in this clip here so even the fact that they only get to roll once and this being on unfair we still got just about everybody here now one really cool interaction that you have as a ray blaster is if you have a paladin to cast mark of justice which gives you bonus damage equal to the paladin level of the person that cast it so i'll cast it here on this bailor that gets applied to every one of her ray damage um instances so we'll see that in just a second here oh i'm gonna have to kill that thing i think i'll kill them both all right so this guy has smite evil on them so i'm going to go ahead and cast a bolstered and empowered hellfire array and you can see what i mean boom all right so that does a little bit more damage than it should but at the same time you can see that every single ray and we have three of them every single ray is one two three four five six seven eight nine instances of damage and every one of those gets to add seal as paladin level which in this case is 13. so that's a ton of extra damage and with just one crit we uh we one shot a bailor on on unfair so pretty nice let's see that was my swift action unfortunately so i'm going to go ahead and kill this person here darn she'll kill this one here but that's the beauty about demon is you get three spells per round if you if you get a crit and you get a swift action but i think i'm going to go ahead and do a why don't i do i'll do a selective sirocco here i'll do a heightened selective sirocco on these and that's pretty much it i mean the the fight is pretty much over i just need to kill these two and everybody else is cc permanently but i think you get the idea of just the power that this thing has when it reaches its max level for our mythic path here i'm going to start off with the demon there's really three mythic paths that work very well with this build demon azada and trickster they all are kind of unique and they need to be built different ways but anyway starting with demon i'll just go over the mythic feats and the abilities here which are kind of the same for for all the mythic paths number one we want to get abundant casting we definitely want to have more spell slots as soon as possible now i made some mistakes on this so i'll correct them as i go and mythic rank 2 definitely takes spell penetration that should go here spell penetration first if you're going demon or trickster at mythic rank 3 we're going to choose ascendant element so now that our fire spells will not be resisted and they'll pierce immunities at mythic rank four we're going to take expanded arsenal evocation so all of those investments we've made into spell focus for conjuration will now apply to our evocation spells at mythic rank 5 we're going to take improved abundant casting mythic rank 6 spell focus mythic conjuration that will double the bonuses for conjuration and since we took expanded arsenal it will also double them for evocation as well at mythic rank 7 we take greater abundant casting now we have as many spell slots as we're really gonna get in the game at mythic rank eight here actually would take improved initiative take improved initiative here that's more important than criticals for rey you can take this at mythic rank 10. at mythic rank 9 i like favorite metamagic bolstered because bolstered him increases the spell level by one and if you take this you can bolster everything without increasing the spell level so this is very nice at mythic rank 10 i went with extra mythic ability favorite metamagic and power but you could also go with improved critical ray here if you went with improved initiative at level eight of the mythic paths i think that this build works really well with three of them demon azada and trickster you could also do a zotta into devil but those three primarily i'm gonna start with demon demon gives you a lot of really tremendous things the demonic rage increases the dc of your spells so unlike um you know regular barbarian rage this improves your attack role and your dc's so it makes it more difficult for enemies to save against your spells you also get demonic charge as a movement action which is just really cool you can every single round outside of demonic rage and inside of demonic ranch you can teleport which does damage to a built to enemies around you and cast a spell which is really nice um some of the aspects the first three that i have here are really amazing right now this is this is glitch the aspect of rimmer act you know from release has not been working they say that in patch 1.2 this will be fixed so hopefully in a month or so when that comes out this will be fixed but this is going to add an additional plus two points of damage per die rolled on all of your spells which increases to three and four at mythic rank nine to put that in perspective like this is such a huge increase to your damage um getting plus four damage per die rolled with an empowered hellfire array would be an extra 270 damage per hellfire per cast so that's tremendous and the fact that this isn't working really um is unfortunate but uh when it's fixed the damage will really be improved aspect of incubus increases your dc's by one and aspect of the rock increases your ranged attack bonus and also gives enemies a penalty to reflex save so that's really good for us because we have all of our you know big blasting spells have reflex saves and also your mass ic prison which is the best cc spell in the game so towards the end of the game you get to have three of these active and these are the three that i would choose at mythic rank 5 which is pretty early in the game this is right at the beginning of act four you get a major demonic aspect and the one that we're going to be choosing is the aspect of the colossus this first of all just flat gives you an an increase to your intelligence score which is perfect for us because that's going to improve the dc of our spells and also it allows us to cast spells as a movement action during demonic rage so when demonic rage is active and this is about the time where we hit level 16 or so so at this point in the game you get during demonic rage you get to cast a standard action spell a movement action spell and if either of those crit you get a swift action spell so we're talking three spells per round and i don't think there's really anything in the game that can match this kind of one-shot potential uh casting three hellfire three empowered maximized bolstered hellfire arrays in a single round um that's pretty much it which is kind of cool because this is really one of those abilities that you would think you'd only get at like level 20 but you get this at level uh mythic rank 5 which is you know about halfway through the game or so maybe 60 through the game um and then your next really cool ability is the um what are they called the demon lord aspects and i like the aspect of kaufman auth which makes enemies roll twice on their saving throws and take the worst result which is basically like persistent metamagic you get that on every one of your spells so it it makes our our spells very difficult to save against and also aspect of gnocticula you can as a free action during your rage give one of your companions all the benefits of your demonic rage so the demon even though the positives for the demon you get tremendous burst and crowd control potential during your demonic rage being able to cast you know two or three spells per round and having insanely high difficulty classes is kind of unmatched for the other mythic paths the downside is that this is a very limited ability you only get i think you get to use this like half of your mythic rank so you'd only get to use it twice a day at mythic rank four something like that i can't remember exactly i think towards the end of the game you only get five uses so it's very good it's very bursty but outside of demonic rage it's a little bit weak also the demonic spell book is is a little weak as well probably the strongest mythic path overall for this build would be azada uh it has a lot of synergy with the superpowers that the azada has to offer so one of the cool things that you get to do with his audit is take a life bonding friendship and you kind of have a 50-foot aura around you where if your allies take get taken down to zero health they continue to fight until they've taken a number of hits equal to your charisma modifier now we don't have really high charisma in this build so that's not really the greatest thing about this you also share all your teamwork feats and you get to choose two teamwork feats um at mythic ranks four and five so at mythic rank four if you take a life bonding friendship and you choose allied spellcaster it gives this feat to every one of your allies and this stacks so whenever you're adjacent to an ally who has this feat you receive plus two bonus on concentration checks and level checks made to overcome spell resistance so at this point in the game all of your allies all of your pets all of your summons they get this feat and for every one of them you get plus two to spell resistance basically this is the only thing you ever need to to never have to worry about spell resistance ever again which is really nice because if you've played a caster um losing spells to spell resistance is really frustrating so it also free it frees up two feats and it also frees up a mythic feat as well if you're going a zada you don't need to take mythic spell penetration uh the other two really great superpowers are zippy magic this is gonna clone your single target spells so every hellfire ray you cast gets doubled and attacks you know you every time you cast a hellfire it attacks two different enemies um so essentially doubling your damage output also doubling your chance to get a crit and with the eldritch knight get a free swift action uh it works really well with chain lightning chain lightning gets cloned as well so this is a massive increase to your damage output and then we also have favorable magic which makes everything um every time you cast a spell that has a saving throw the enemy has to roll twice and take the worst result so it's very effective for landing your cc also concentration checks and spell resistance you get to roll twice so with live bonding friendship and favorable magic you never have to worry about spell resistance incredible that might is pretty nice for the extra attack bonus as well you get plus one do attack and damage for every mythic rank um all in all i'd say azada is the strongest for damage dealing um because you know unlike the demon you don't have to be in a special demonic rage to get the the most out of your mythic path the trickster mythic path is a bit of a wild card here now it can't really compete with the sustained damage of azada or the burst potential of the demon mythic path but it's got some quirky things you can do when you get rank 4 if you take mythic trick perception rank 2 you can apply your trickster improved critical feats to your raise giving you a much higher individual crit chance and then at mythic rank seven if you take your greater mythic trick use magic device three you get an entirely new wizard spell book so you basically double your number of spells that you can cast per day and um this spell book unlike other mythic spell books all of your spell focus feats apply to this so it's just as good actually better than your regular wizard spell book because it's level 20 it's your character level whereas we took a couple of dips which decreased our caster level so your hellfire arrays that are cast from this spell book will actually be stronger than your 18th level wizard spell book all right so let's take a look at gear now for the most part your goal is to maximize intelligence spell damage per die rolled if possible there's very few items in the game that give you that but if you find them make sure you use those and uh caster level that's pretty much it so always going to have an intelligence helm this is the one you get at the end of the game gives you plus eight to your intelligence you've got goggles of pearson gays for insight bonus to attack and damage cloak of carnage you can pick up in the ivory sanctum this gives you an additional plus 2 to dc for all your evocation spells this is important the ring of pyromania is available early in the game in act 3 from arsenal the vendor in dresden you want to pick this up as soon as possible this is going to give you an additional 1d6 plus 5 damage to every fire spell and that's for every ray you cast so with a scorching ray with three rays you get this bonus three times and it also gives you a really nice plus two bonus to castrol checks to overcome spell resistance so all good things here ring of guiding star for initiative racers of rough landing because i didn't run with a bard so having a competence bonus to ac and attack and damage is really nice and a lot of things in the game count as flying enemies basically anything you see that has wings valexia's magnifying amulet for more intelligence you can see we have a pretty massive intelligence boost here 52 intelligence is kind of hard to to get with any other class honorable mention to this necklace here the aspect of the asp this is currently broken i think i i don't see this but this would give you an additional 1d6 plus 5 points of acid damage to all of your rays i don't see that being applied but this would really synergize well with the build it's just currently not working deadly raise is a haramaki that gives you plus sight inside bonus plus four inside bonus to rey attacks call of the fiery things this is a relic item you pick this up by doing the um titan conspiracy quest in act four you get an item that you can do a crusade quest and you get this amazing shirt this gives you an additional 46 fire damage on every fire spell you cast and again this counts for every single one of our rays so when you see me in the demos casting rays and getting like nine um instances of damage per ray this is why because we've got our ring of pyromania called fiery things and then this belt mounders insult this is available early in the game act three again uh i ca i think it's a mounder's crest it's a crusade item you pick up and then you have to do a little crusade quest and you can get this item it's really amazing it's permanent you just have to toggle it on all of your spells your fire spells are going to do an additional 2d6 unholy damage and again this gets counted for every single one of our rays gloves of arcane eradication for more bonus to attack boots of arcane persistence this is these are available from vendors in um the flesh markets in act 4. speaking of vendors you always want to make sure you're checking out vendors for the metamagic rods having a good spellcaster is all about getting good metamagic rods you want to make sure you get the maximize and power quicken and in act five you can get the grandmaster's rod from the bladesmith weapons during the game probably start off with purple stone knife for plus 1 dc to evocation later on in act 4 you have to save the halfling in a leper smile but when you do in act 4 you can pick up this staff flaming ashmaker which gives you plus two to attack and caster level for your evocation school so this is really important greyborough's quest in act 5 gives you the fiery spell weaver plus 1 to caster level plus four to overcome spell resistance all good stuff and in act three in the i believe it is the ivory sanctum you can pick up the quarter staff the warm age which gives you plus two dc plus four to spell resistance and some plus five to use magic very good weapons available kind of spread out throughout the game here that's one of the great things about this build is that a lot of your end game gear you pick up relatively early in the game in act three act three is when your damage really comes online we've got things like cloak of carnage we get the ring of pyromania we get this belt also i forgot to mention this one the elemental imbuement is a nice shirt that you can wear if you take fire damage this will give you an additional plus two damage per die so you can hit yourself with a molten orb and really blast somebody with your next spell this is a nice thing um the quarter chef the warm age is available in act 3. there's a ton of stuff in act 3 that's available that makes this the damage aspect of this build really come online all right that's the build i hope you enjoyed it you know it's been a long time since i've made a video a lot of real life things going on so i hope you all understand actually the only reason why i'm able to make this video right now is because i've got covid so i have to quarantine i've got some time on my hands anyway if you did like this please like comment subscribe and i'll see you next time bye you
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Channel: BolshyPlays
Views: 34,067
Rating: undefined out of 5
Keywords: pathfinder, kingmaker, Wrath of the Righteous, WotR, Build, Guide, Classes, Companion, Lore, Story, Witch, Cold, Frost, Winter Witch, Elsa, fireball, fire, crowd control
Id: 78wupg_FFQU
Channel Id: undefined
Length: 30min 37sec (1837 seconds)
Published: Wed Feb 23 2022
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