28:55 for the vorpal property, if you land a crit on a target with a head, they die instantly with no save. so for example, if you hit deskari with a natural 20 or within your crit range for your vorpal weapon, he instantly dies with no save
bolt of justice doesn't just do damage and knocks prone. It also debuffs the enemy's ac , saving throws and attack rolls (they take -4 to all of those , meaning they are easier to hit with attacks and spells , and they have a harder time hitting themself). On top of that , it scales infinetly with your caster level , it does more damage the "more evil" the enemy is , as well as it's simply impossible to resist or dodge. It WILL ALWAYS hit
If you have a merged Angel with a caster level of 28 or above and Greater Enduring spells, you can have Sun Form active for 24 hours. This is awesome by default, because you're incorporeal for a whole day. But the swift action Ray that comes with it is also a huge boost to damage, every round you begin your attack sequence by basically shooting off a Hellfire Ray for free.
Strongest mythic spell is the Storm of Justice. With the correct metamagic and rods there is no boss in game that cannot be destroyed with it, even on unfair. Some late game bosses and enemies are absolutely immune to critical hits (and even have absolute 50% miss chance), Storm of Justice never misses (except a few swarm types), which makes it superior to the Trickfate spell.
Angel and Lich are definitely the best just because they got so many. But I would say Azata is a close third, they get some outstanding buffing stuff and of course being able to basically long rest as a spell. Edit: you also missed a few Azata spells, basically depending on your choices regarding a lot of the Azata stuff in act 3, you will learn a few unique spells based on whether you were more good or chaotic. Specifically if you were more good, you get believe in yourself which at max level is a plus 5 morale bonus to an attribute which can be doubled with the ring of triumphant advance. Really powerful stuff.
True although Believe in Yourself you can kinda see in Chaotic Healing, it's one of the "random" options. The better one in fact! Lich and Angel are also great due to merge DC. Wish unmerged used stat bonus!
I never realized there were so many mythic spells! 🧙♂
28:55 for the vorpal property, if you land a crit on a target with a head, they die instantly with no save.
so for example, if you hit deskari with a natural 20 or within your crit range for your vorpal weapon, he instantly dies with no save
@@Kaelifer awesome! And it actually works? Pretty cool if so.
bolt of justice doesn't just do damage and knocks prone. It also debuffs the enemy's ac , saving throws and attack rolls (they take -4 to all of those , meaning they are easier to hit with attacks and spells , and they have a harder time hitting themself). On top of that , it scales infinetly with your caster level , it does more damage the "more evil" the enemy is , as well as it's simply impossible to resist or dodge. It WILL ALWAYS hit
Greatest feature of Sun Form - it makes you incorporeal. Ray is kind of not important.
If you have a merged Angel with a caster level of 28 or above and Greater Enduring spells, you can have Sun Form active for 24 hours. This is awesome by default, because you're incorporeal for a whole day. But the swift action Ray that comes with it is also a huge boost to damage, every round you begin your attack sequence by basically shooting off a Hellfire Ray for free.
Pathfinder WofR is a rich game and a joy for RPG fans.. thanks for putting together this compilation of mythic spells..
Strongest mythic spell is the Storm of Justice. With the correct metamagic and rods there is no boss in game that cannot be destroyed with it, even on unfair. Some late game bosses and enemies are absolutely immune to critical hits (and even have absolute 50% miss chance), Storm of Justice never misses (except a few swarm types), which makes it superior to the Trickfate spell.
Excellent idea!
Angel and Lich are definitely the best just because they got so many. But I would say Azata is a close third, they get some outstanding buffing stuff and of course being able to basically long rest as a spell.
Edit: you also missed a few Azata spells, basically depending on your choices regarding a lot of the Azata stuff in act 3, you will learn a few unique spells based on whether you were more good or chaotic. Specifically if you were more good, you get believe in yourself which at max level is a plus 5 morale bonus to an attribute which can be doubled with the ring of triumphant advance. Really powerful stuff.
True although Believe in Yourself you can kinda see in Chaotic Healing, it's one of the "random" options. The better one in fact!
Lich and Angel are also great due to merge DC. Wish unmerged used stat bonus!