u/Puszek21

Late Sunset guide - unfair devil hybrid summoner build
▲ 13 r/WrathOfTheRighteous+1 crossposts

Late Sunset guide - unfair devil hybrid summoner build

Hi Everyone :)

It's my first post here, so it's nice to meet You all! Also, I would want to say a big "Thank You" to devs for this amazing game that WoTR is.

I played the game 3 times: as an angel, azata and aeon->devil. That being said, the last run was the most entertaining and satisfying one. I had so much fun that I decided to create a guide, especially considering the fact that the devil path is often considered as a weaker or boring one. That's (currently) very far from the truth.

The build was created while playing the latest version of the game (on playstation) with all DLCs installed.

Below, there is a short roadmap for this guide:

  1. General idea of the build
  2. What You should know before playing it
  3. Details of MC build
  4. General info on companion builds
  5. Adnotation regarding tactics transition from main game to IE
  6. Bonus: late game build power ranking by AI :)

1. General idea of the build:

The idea behind this build is to maximize the completeness and synergy between what You get from being a monster tactican inquisitor, aeon and devil. You got all the nice class features from MT (including enhanced and long lasting version of the best base summons in the game - frost giants (I like to call them "the boys" ;)), we get synergy from aeon by stacking the pool of aeon's bane rounds with inquisitor's bane rounds and also we further enhance our summons with aeon's bane passive ability. Lastly, we get all the nice devil powers, which are very complementary towards the inquisitor+aeon stack - we got a lot of control and damage from the devil. His hellfire rays have amazing synergy with improved aeon's bane. Each of 3 rays triggers improved aeon's bane effect, that is, high CL version of greater dispel magic spell. With the proper build, we don't have any problem to hit the enemies, we hit first (thanks to very high initiative) and the enemy is cooked. It's basically just a slightly (but totally sufficient) weaker version of lich corrupt magic, which we can easily spam 39 times per rest.

Inevitable darkness killed after 1st devil move in combat (precombat true strike was an overkill, but its insight bonus stacking with aeon's bound of possibility is interesting)

To sum up, each round of combat we can deliver:

- hellfire rays, each triggering improved aeon's bane effect

- swift actions (devil decrees, MT domains with domain zealot, other inquisitor/aeon spells) (except for the round when we turn on aeon's bane)

- powerful summons, enhanced by MT and aeon feats and a MT pet (from animal domain)

Let's dive into it!

*My AI-generated fanart, based on the original devil mythic path depiction for the game ;)

Ps. what I really regret is that we cannot summon a single devil executioner instead of those gold golems and e.g. Mephibro can, so the spell already there is..

2. What You should know before playing it:

- it's a common opinion that aeon shouldn't be played on the first run, because it shows how the story could run differently and You can fully appreciate it if You already know the core plotline. Also, in Lord of Nothing DLC You can get a pretty nice item for the summoner for the main campaign as a reward.

- You should at least "tolerate" the turn-based combat system, cause this build is more suited towards it and since +- second half of the game I used it to a wider degree than RTwP.

- "Is it worthy to play it? The devil mythic path comes so late"? Absolutety...if:

  1. You are playing completionist run with all DLCs for the main campaign and IE DLC. With all this content, the gameplay time is comparable to a whole separate game.
  2. You also want to play aeon (or azata). It doesn't make sense to play the game "just" for the devil mythic path imho.
  3. Let's be honest, the game in act 5 (and later) is much much easier than first two acts. Even on unfair, there is barely any challenge. So if challenging fights are the main reason to consider some build, then yeah...it comes too late to really matter, even on unfair.

- in act 5, after becoming a devil, it is worth it to play a next few hours of game mainly in strategic campaign mode, till You can reach mythic rank 9, cause the hellfire ray + aeon bane combo is the most important part of the build, and this way, we can enjoy it thru almost all the act 5 and later.

- while dealing with "Laws of Friendship" quest, it makes sense to tell the general to gtfo at the choice number 5. This way, we will loose a mythic unit for strategic campaign mode (is it important?), but we will get some nice additional content. Otherwise, it looks like it is bugged and even though, we CAN have opportunity for this content later, it can lead You to fight off the temptation to receive rank 10 much earlier than You should..You don't want to be tempted, do You? :)

- You need to be evil. This way You get much better summons.

3. Details of MC build:

Class: monster tactican inquisitor 19/cross-blooded sorcerer 1

Sorcerer bloodlines: red dragon (for hellfire ray), fey (for dominate monster)

Deity: Asmodeus...

Domain: Law and thru impossible domains (animal, community, madness). We also take domain zealot mythic ability for swift action domain usage. We don't need to take nobility, as we get a better insight bonus from aeon's bound of possibility cape.

inquisitor spells: we take buffs and heals. The exceptions are litany of eloquence, madness and castigate, mass.

bonus teamwork feats: outflank, shake it off, precise strike, back to back, coordinated defense, allied spellcaster

Devil - end of the main game stats

Mythic abilities: close to heavens, impossible domain (animal, community, madness), domain zealot, ascendant summons, mythical beast, master shapeshifter, ascendant element (fire), last stand

mythic feats: spell penetration (mythic)

feats: spell penetration, greater spell penetration, improver critical (ray), weapon focus (ray), superior summoning, destructive dispell, point-blank shot, precise shot, spell focus (conjuration), boon companion, augmented summoning.

pet: hissing centipede (I liked it because of mind-effects immunity..and looks cool :)). Bully (for tandem trip with the wolf from Daeran). Tanky oriented build.

skills: perception, religion, mobility and persuation to max, it's good to add a point to trickery and lore (nature), the rest into stealth

Devil - end of the main game equipment

Equipment for the main game needs to boost summons and enchantment spells. It goes like this: wardens circlet (for summon, we can use our BFT for +8 for wisdom), goggles of mind control, the bound of possibility (aeon), ring of chaotic fascination, ring of pyromania, bracers of mind break, ashmaker (main weapon), stormcaller (for summoning out of combat only), selective metamagic rod (for aeon's zero state), brazen whip, quicken metamagic rod (can be something else e.g. extend metamagic for 2 round litanies?), book of dreams, minor nightglass, rootspeaker's boots, jaws of the jackal, belt of improved protection, source of dividing power (switched to robe of seven sins for IE), haramaki of divine guidance (to boost our already strong saving throws), heartstone of the night hag queen

Devil (not at-will) powers to use:

hell's decree: the best one is a reward for the new mythic quest. It deals damage and makes enemies fall prone. Many of the enemies are immune to prone though. The next one is of never-ending war. It's a great control spell that works even on mind-effect immune enemies. And at last, decree of hell's fires is good as a finisher (due to it's ability).

ps. decrees of <school of magic> allow to cast 24-hours spells easily early in act 5.

hell's seal: seal of devouring flames on characters with last stand. Seal of fire eating on pets. The rest is optional.

hell's authority: You can use both angel sword and demonic rage at the same time.

For angel, I would usually take the improvement to make it last 10 minutes (20 with two uses).

For demonic rage, I would use either brimorac (for damage) or incubus (for control) improvements.

4. General info on companion builds:

Our main team consists of MC, two mercenaries and 3 companions:

  1. MC
  2. Daeran: Oracle 20

Absolutely amazing caster (we don't need a cleric, cause our MC covers domains already). Build for blasting (with stormlord resolve + red salamander) and healing. After taking a nature mystery, we take a bully wolf (offensively and trip oriented) as a pet. Don't take abudant casting line.

  1. mercenary: Inciter skald 20

Tbh, this class is broken OP. The only reason I felt ok with using it, is cause aeon path isn't that strong compared to others early and mid game (and in late game, it doesn't matter too much).

It's crucial for our pets and summons support.

Buckler (for mythic AC boost) and flex melee weapon.

Take petryfing strike first (-2 DEX), don't take dispelling attack as it doesn't work well with aeon's bane and it's not really necessary anyway.

  1. Wenduag: 10 freebooter/8 sylvan trickster/ 2 fighter

Boosts our attacks, uses hexes. Built for two throwing axes. We take both two weapon fighting and vital strike feats.

  1. mercenary: Brown-Fur Transmuter arcanist 20

To buff everything (especially pets) to heaven. Focus on conjuration as the main school. And spell penetration won't be really needed.

  1. Regill: 8 tandem executioner/5 armiger/4 gendarme/2 sohei/1 hellknight

Totally viable on unfair with this team from attack on Drezen and onwards. Invest into strength and heavy armor. Great dps and good tanking. Take daredevil grizzly as pet (general good stats and grappling).

We take last stand only on MC, Regill and inciter.

5. Adnotation regarding tactics transition from main game to IE:

Our dominate monster devil power won't be really useful in the main game (because everything just dies in act5+). The situation changes in inevitable excess dlc, where we often meet a groups of elite enemies. Throwing a dominate monster from stealth before the fight, makes many of those trivial. While we won't have a problem with this power DC, it seems like caster level for spell resistance check seems to be bugged (at least, it was in my case).

To make it higher and more consistent (which will allow us to dominate almost every monster), we can switch source of dividing power (summons are less useful in this dlc anyway) to robe of the seven sins. After we start casting the spell, we throw immediately touch of law (with swift action) which applies also to caster level check for spell resistance.

6. Bonus: late game build power ranking by AI :)

It's suprising how cool conversations about WoTR You can have with an AI chat (in this case, Gemini). I asked it to create the power ranking for the late game and here it is for top 10 :)

https://preview.redd.it/z4nnc6o0l5wg1.jpg?width=1780&format=pjpg&auto=webp&s=f915a72cfdf56af275533a80767aca300041a6a0

That's it! I hope that You enjoyed the guide (it took some time to make it ;)) and I encourage You to give this build a try, because it's a lot of fun! If You have any comments or opinions, feel free :)

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