Posted: Sun Nov 29, 2015 9:12 pm
Anyone have a particularly huge level of experience with Path of War? I mean, there is probably quite a few stuff that ain't worth it, but is it solid otherwise or not? All I know is that I got a character that dips heavily into the Martial Training for Solar Wind with my Archer Cleric. Does decent damage, but some of it's maneuvers just seem to be kind of meh. Maybe it's because I'm just fighting a lot of beholders and they have arrow reflection crap tho.
Level 1:
Quick overview of the Styles as they are listed on the PFD20 list. I only have direct experience with a few of them though. This is a specific to Solar Wind Maneuvers, but I might just give an impression to all of them. Meh.
Curving Ray Shot: Make a perception check against a target's AC. If successful you just straight up ignore the cover modifier. (Maneuver)
Rating: Pretty useful to get pass Total Cover. However I don't really see myself using this later on too much, and anything outside of Total Cover grants at max +8 AC. Which is fairly severe, however you only got one shot of this before you have to restock you maneuver, and that may take quite a damn while. Stands out more if you get yourself Improved Precise Shot later on actually. As that just ignores most cover modifiers.
Horizon Wind Lanclet: 1d6 damage to a shot. (Boost)
Rating: Scales poorly, and is rather bad even early on. You can probably one shot enemies either way. If you get Rapid Shot in.
Phantom Sun Stance: Generates ammo for your ranged weapons essentially. (Stance)
Rating: Pretty meh. I wouldn't really want to roll with a DM that is anal about ammunition either way.
Solar Sting: Generates 10x10 caltrops. (Maneuver)
Rating: I'd think this might be useful earlier on whenever enemies don't have freedom of movement. Hit or Miss. Not really worth the dip.
Stance of Piercing Rays: 1d6 fire damage per arrow that hits. +1d6 more fire damage per 8 levels after that. (Stance)
Rating: My stance of choice if you're just dipping into this school with Martial Training. If only because the other is lackluster, and if there is a situation that it is. Well I'll probably just not play that game anymore. Both are rather mediocre Stances though.
Steady Hand: 30ft extra on the range. (Boost)
Rating: Very questionable use. I never thought of any situation that would be improved by the extra 30ft mod. Combat ranges rarely needs to go on beyond the 100ft increment, and any ranged weapon that isn't a Composite Longbow is at best mediocre. Considering that it's a boost, not a stance. I would rate this poorly.
Level 2.
Feel The Wind: Ignores Weather Modifiers. (Boost)
Rating: Never seen this in use. Probably better as a stance if you are with a DM who is anal about details.
Intercepting Shade: Make an attack roll, against an another person's attack roll. If it beats their attack roll, then you block their attack (Counter)
Rating: Well there is the cool points that you get. Considering that it's just not ranged attacks that could be blocked, this might be pretty life saving, if situational. Would get if you are simply getting Martial Training. There is probably more useful Maneuvers to be had though.
Solar Lance: Bullrush an opponent and get 2d6 non-fire damage from afar. +2 to CMB for the Bullrush attempt. (Strike)
Rating: At this point, this is a total fucking wash. Bullrushing is worthless unless you're feeling clever. Even then I'd rather just full attack a fucker with all my arrows and be done with it.
Solar Flare: 2d6 non-fire damage. Ignore cover. (Strike)
Rating: Upgraded Curving ray shot. At lower levels just get both of 'em, if you're that worried about cover. Most useful against targets that have full cover.
Level 3:
Blinding Ray Shot: Blinds an opponent for 1d4 rounds. (Strike)
Rating: Pretty damn useful. Considering that there is no saving throws attached, this is going to hit if you're attack rolls aren't ass. Very good stuff.
Phantom Wind Ray: Perception check that must be countered by an opponent's attack roll. The target is flatfooted if they fail. (Boost)
Rating: Depending on the monster, this might just help out your vivisectionist do their extra damage good. Otherwise of questionable worth.
Solar Reflection: 4d6 damage on a target, after that deal 2d6 damage to another target. Merely a single shot may be fired though. (Strike)
Rating: I had some fun with this, clearing out rooms with a single shot, but it might not be really worth it in most situations. Good for minion slaying, not great for anything else.
Sunwalker Stance: May fire an attack during a move action. +4 AC against ranged attacks. (Stance)
Rating: Great in a setting that uses a fuck-ton of ranged attacks, and even in situations that don't use it that much. It's still worth you're time. Good stuff. Switch to this immediately, and only go back to Piercing Ray stance if you're up against the rare-non fire immune enemy.
Level 4.
Dazzling Solar Flare: 4d6 Fire Damage + 1d4 dazes on a failed Fort 14 + Initiation Modifier. (Strike)
Rating: Good stuff. Bad damage type, but dazing knocks an opponent out of a fight really well. It's not dazing fireballs, but it's alright.
Disarm Gust: Make CMB (STR or DEX) check to disarm an opponent and deal 3d6 damage to them. (Strike)
Rating: At this point you'll probably not be passing CMB checks. So I'll give this a pass.
Searing Break: Adds 4d6 fire damage to all ranged attacks. (Boost)
Rating: Kills non-fire resistant things. Very iffy about though.
Solar Storm: For 1d6 rounds. You trap a target in a vortex that denies ranged attacks (not spells though), and the person inside can't make ranged attacks (though they can cast spells). Reflex to get out. (Strike)
Rating: Useful against enemy archers I guess? I always imagine them having good reflex saves, so even then it's kind of a wash. Defensively this might be alright buff for a wizard. Though that wizard is stuck in place presumably.
Level 5
Blinding The Bull: Confirms all critical strikes against an opponent. (Boosts)
Rating: Not particularly useful, unless you're using some high crit chance throwing weapon with a high critical modifiers. Pass.
Double Solar Reflection: Like solar reflection, but a third target receives normal damage. (Strike)
Rating: Questionable use, criting with this attack must really be fucking cool though.
Focused Solar Lance: Pins a target for +2 and deals 4d6 damage against them. (Strike)
Rating: Pretty worthless at this level. If you have solar lance for some reason, I wouldn't recommend the upgrade as the damage bonus isn't that great either way.
Solar Wind Lancet: 4d6 damage plus Prone against a DC 15 + Initiation Mod. (Strike)
Rating: Why would an archer would even want to give a +4 AC bonus to their enemy is beyond me. Unless they want to get their melee dudes a chance to gang up on them, or help catch a foe. Meh.
Level 6
Burning Break: 5d6 fire damage to all attacks. (Boost)
Rating: I ain't got no unique commentary. An extra d6 to your bows? Hurray. Good job running out of ideas.
Solar Meteor Blow: Either deal 6d6 against a target or strike the ground. Either way all within a 15ft radios must pass a DC fort save of 16 + Initiation Mod. With the struck target themselves getting a -4 to the saving throw. (Strike)
Rating: The use is probably limited, but it isn't a terrible technique in itself. I'd make a level 4 or 5 maneuver though.
True Shot Stance: Ignores partial concealment and cover and doubles the critical hit threshold like a keen weapon. (Stance)
Rating: Good stuffs to have around actually. Equal to Sunwalker stance in worth.
Twisting Wind Shot: Straight up critical hit someone with a shot. (Strike)
Rating: Eh. It's only a single shot. Again Full attacking is more appealing at this point, or hell even a simple Precise Shot combo would deal more damage. Unless you are heavily invested into crit fishing. Give it a pass.
Level 7.
Phantom Sunstorm: Attacks deal full damage if they hit. (Boost)
Rating: Ensure that all of your d8s that you get with your full attacks are all 8s. Might as well take it? If you hate rolling low. I can't really see this as particularly great, but +20 damage as a swift action isn't terrible. If not inspiring. At level 7 it is just mediocre though. Even with all the extra dice you get. Probably better with the Solar Reflections tho.
Stunning Solar Flare: deals an addition 8d6 and pass a Fort save 17 + initiation mod for or else be stunned. (Strike)
Rating: Stunning's neat. Something that is worth a damn after a few lackluster levels is surprising really.
Triple Solar Reflection: Previous solar reflections are bumped up by an extra 2d6 and a fourth target may be struck.
Rating: Minion clearing go. go. go. Better pray for that attack to hit tho.
Level 8.
Aurora Break: 8d6 fire damage to all ranged attacks. (Boost)
Rating: Man Fireball wizards that don't daze, must be rather salty that they just can't straight up off some fool can't they? Even if it's fire damage, this is just murder. I give it a meh. Kills things that can't take the heat though.
Solar Hailstorm Stance: When full attacking get two additional attacks and add that initiation modifier to the damage. (Stance)
Rating: Noice. About equal to the other stances though. Makes you murder things better than ever. Now you just make all the rangers envious of your archery prowess.
Solar Wind Tsunami: Deals 15d6+Initiator Level in a cone. Reflex save is DC 18 + Initiation Mod.
Rating: It's like a dragon's breath that isn't fire? Nifty I guess?
Level 9:
Solar Wind Nova: a close ranged burst around a creature that deals 10d6 normal damage and 10d6 fire damage. Reflex save of DC 19 + Initiation Mod for half.
Rating: Pretty pathetic for a grand finalee isn't it? A maximized empowered beefed up fireball is more impressive than this, and that is available 5 levels or so earlier on than this.
Solar Wind. Like a fart in the desert sand. Uninspired with Level 3-4 being the best and reasonable level to invest in. Only a few maneuvers stand out, with decent stances. Overall not a fan. Must look into the other schools though.
Level 1:
Quick overview of the Styles as they are listed on the PFD20 list. I only have direct experience with a few of them though. This is a specific to Solar Wind Maneuvers, but I might just give an impression to all of them. Meh.
Curving Ray Shot: Make a perception check against a target's AC. If successful you just straight up ignore the cover modifier. (Maneuver)
Rating: Pretty useful to get pass Total Cover. However I don't really see myself using this later on too much, and anything outside of Total Cover grants at max +8 AC. Which is fairly severe, however you only got one shot of this before you have to restock you maneuver, and that may take quite a damn while. Stands out more if you get yourself Improved Precise Shot later on actually. As that just ignores most cover modifiers.
Horizon Wind Lanclet: 1d6 damage to a shot. (Boost)
Rating: Scales poorly, and is rather bad even early on. You can probably one shot enemies either way. If you get Rapid Shot in.
Phantom Sun Stance: Generates ammo for your ranged weapons essentially. (Stance)
Rating: Pretty meh. I wouldn't really want to roll with a DM that is anal about ammunition either way.
Solar Sting: Generates 10x10 caltrops. (Maneuver)
Rating: I'd think this might be useful earlier on whenever enemies don't have freedom of movement. Hit or Miss. Not really worth the dip.
Stance of Piercing Rays: 1d6 fire damage per arrow that hits. +1d6 more fire damage per 8 levels after that. (Stance)
Rating: My stance of choice if you're just dipping into this school with Martial Training. If only because the other is lackluster, and if there is a situation that it is. Well I'll probably just not play that game anymore. Both are rather mediocre Stances though.
Steady Hand: 30ft extra on the range. (Boost)
Rating: Very questionable use. I never thought of any situation that would be improved by the extra 30ft mod. Combat ranges rarely needs to go on beyond the 100ft increment, and any ranged weapon that isn't a Composite Longbow is at best mediocre. Considering that it's a boost, not a stance. I would rate this poorly.
Level 2.
Feel The Wind: Ignores Weather Modifiers. (Boost)
Rating: Never seen this in use. Probably better as a stance if you are with a DM who is anal about details.
Intercepting Shade: Make an attack roll, against an another person's attack roll. If it beats their attack roll, then you block their attack (Counter)
Rating: Well there is the cool points that you get. Considering that it's just not ranged attacks that could be blocked, this might be pretty life saving, if situational. Would get if you are simply getting Martial Training. There is probably more useful Maneuvers to be had though.
Solar Lance: Bullrush an opponent and get 2d6 non-fire damage from afar. +2 to CMB for the Bullrush attempt. (Strike)
Rating: At this point, this is a total fucking wash. Bullrushing is worthless unless you're feeling clever. Even then I'd rather just full attack a fucker with all my arrows and be done with it.
Solar Flare: 2d6 non-fire damage. Ignore cover. (Strike)
Rating: Upgraded Curving ray shot. At lower levels just get both of 'em, if you're that worried about cover. Most useful against targets that have full cover.
Level 3:
Blinding Ray Shot: Blinds an opponent for 1d4 rounds. (Strike)
Rating: Pretty damn useful. Considering that there is no saving throws attached, this is going to hit if you're attack rolls aren't ass. Very good stuff.
Phantom Wind Ray: Perception check that must be countered by an opponent's attack roll. The target is flatfooted if they fail. (Boost)
Rating: Depending on the monster, this might just help out your vivisectionist do their extra damage good. Otherwise of questionable worth.
Solar Reflection: 4d6 damage on a target, after that deal 2d6 damage to another target. Merely a single shot may be fired though. (Strike)
Rating: I had some fun with this, clearing out rooms with a single shot, but it might not be really worth it in most situations. Good for minion slaying, not great for anything else.
Sunwalker Stance: May fire an attack during a move action. +4 AC against ranged attacks. (Stance)
Rating: Great in a setting that uses a fuck-ton of ranged attacks, and even in situations that don't use it that much. It's still worth you're time. Good stuff. Switch to this immediately, and only go back to Piercing Ray stance if you're up against the rare-non fire immune enemy.
Level 4.
Dazzling Solar Flare: 4d6 Fire Damage + 1d4 dazes on a failed Fort 14 + Initiation Modifier. (Strike)
Rating: Good stuff. Bad damage type, but dazing knocks an opponent out of a fight really well. It's not dazing fireballs, but it's alright.
Disarm Gust: Make CMB (STR or DEX) check to disarm an opponent and deal 3d6 damage to them. (Strike)
Rating: At this point you'll probably not be passing CMB checks. So I'll give this a pass.
Searing Break: Adds 4d6 fire damage to all ranged attacks. (Boost)
Rating: Kills non-fire resistant things. Very iffy about though.
Solar Storm: For 1d6 rounds. You trap a target in a vortex that denies ranged attacks (not spells though), and the person inside can't make ranged attacks (though they can cast spells). Reflex to get out. (Strike)
Rating: Useful against enemy archers I guess? I always imagine them having good reflex saves, so even then it's kind of a wash. Defensively this might be alright buff for a wizard. Though that wizard is stuck in place presumably.
Level 5
Blinding The Bull: Confirms all critical strikes against an opponent. (Boosts)
Rating: Not particularly useful, unless you're using some high crit chance throwing weapon with a high critical modifiers. Pass.
Double Solar Reflection: Like solar reflection, but a third target receives normal damage. (Strike)
Rating: Questionable use, criting with this attack must really be fucking cool though.
Focused Solar Lance: Pins a target for +2 and deals 4d6 damage against them. (Strike)
Rating: Pretty worthless at this level. If you have solar lance for some reason, I wouldn't recommend the upgrade as the damage bonus isn't that great either way.
Solar Wind Lancet: 4d6 damage plus Prone against a DC 15 + Initiation Mod. (Strike)
Rating: Why would an archer would even want to give a +4 AC bonus to their enemy is beyond me. Unless they want to get their melee dudes a chance to gang up on them, or help catch a foe. Meh.
Level 6
Burning Break: 5d6 fire damage to all attacks. (Boost)
Rating: I ain't got no unique commentary. An extra d6 to your bows? Hurray. Good job running out of ideas.
Solar Meteor Blow: Either deal 6d6 against a target or strike the ground. Either way all within a 15ft radios must pass a DC fort save of 16 + Initiation Mod. With the struck target themselves getting a -4 to the saving throw. (Strike)
Rating: The use is probably limited, but it isn't a terrible technique in itself. I'd make a level 4 or 5 maneuver though.
True Shot Stance: Ignores partial concealment and cover and doubles the critical hit threshold like a keen weapon. (Stance)
Rating: Good stuffs to have around actually. Equal to Sunwalker stance in worth.
Twisting Wind Shot: Straight up critical hit someone with a shot. (Strike)
Rating: Eh. It's only a single shot. Again Full attacking is more appealing at this point, or hell even a simple Precise Shot combo would deal more damage. Unless you are heavily invested into crit fishing. Give it a pass.
Level 7.
Phantom Sunstorm: Attacks deal full damage if they hit. (Boost)
Rating: Ensure that all of your d8s that you get with your full attacks are all 8s. Might as well take it? If you hate rolling low. I can't really see this as particularly great, but +20 damage as a swift action isn't terrible. If not inspiring. At level 7 it is just mediocre though. Even with all the extra dice you get. Probably better with the Solar Reflections tho.
Stunning Solar Flare: deals an addition 8d6 and pass a Fort save 17 + initiation mod for or else be stunned. (Strike)
Rating: Stunning's neat. Something that is worth a damn after a few lackluster levels is surprising really.
Triple Solar Reflection: Previous solar reflections are bumped up by an extra 2d6 and a fourth target may be struck.
Rating: Minion clearing go. go. go. Better pray for that attack to hit tho.
Level 8.
Aurora Break: 8d6 fire damage to all ranged attacks. (Boost)
Rating: Man Fireball wizards that don't daze, must be rather salty that they just can't straight up off some fool can't they? Even if it's fire damage, this is just murder. I give it a meh. Kills things that can't take the heat though.
Solar Hailstorm Stance: When full attacking get two additional attacks and add that initiation modifier to the damage. (Stance)
Rating: Noice. About equal to the other stances though. Makes you murder things better than ever. Now you just make all the rangers envious of your archery prowess.
Solar Wind Tsunami: Deals 15d6+Initiator Level in a cone. Reflex save is DC 18 + Initiation Mod.
Rating: It's like a dragon's breath that isn't fire? Nifty I guess?
Level 9:
Solar Wind Nova: a close ranged burst around a creature that deals 10d6 normal damage and 10d6 fire damage. Reflex save of DC 19 + Initiation Mod for half.
Rating: Pretty pathetic for a grand finalee isn't it? A maximized empowered beefed up fireball is more impressive than this, and that is available 5 levels or so earlier on than this.
Solar Wind. Like a fart in the desert sand. Uninspired with Level 3-4 being the best and reasonable level to invest in. Only a few maneuvers stand out, with decent stances. Overall not a fan. Must look into the other schools though.