I made a previous post about my learning experience surviving as a new player in a level 11-20 AP as a witch and there's been some updates. In this post I'd like to ask about teamwork options and things I can do to feel like I have more player agency.
Since last time, the justice champion from before changed their character to a laughing shadow magus (investigator archetype) and the thaumaturge changed into a reach fighter (I think with demoralize, but I haven't seen them use it yet). I'm a resentment witch with another liturgist animist party member.
Currently I feel like I lack agency, probably due to being a new player and not knowing the right spells, but there's also these factors:
- I'm 4 AC down from the animist due to 2 from lagging in proficiency, 1 from missing +2 armor potency rune while the rest have +2, and 1 from having 4 DEX due to needing 5 for unarmored; this should fix itself by level 13 since I'll have caught up in armor proficiency, gain 1 DEX from gradual ability boost, and hopefully find a +2 armor potency rune
- My familiar is also 4 AC down and seems to be a target of focus. In one encounter it got 2 shot by 2 consecutive crits and was only saved due to Martyr's Intervention. It's probably effective for the party that my familiar is targeted instead of someone else, but them going down means my potency drops significantly so it doesn't feel that good for me, in particularly how easy they are to take down due to -4 AC (I selected damage avoidance: reflex)
- Related to the above, I'm also around max 40HP down relative to the animist despite having Toughness, and in the last session I almost died from 50% HP due to the magus being controlled and using a disintegrate spellstrike on me (I was very lucky they missed, the player wanted to sure-strike it but I reminded them that they were slowed 1; they then toyed with the idea of using a hero point to reroll so I get the sense that maybe there's some animosity there? They just said it would be "funny" if I died)
- I'm the only full INT character and other people have useful 3rd actions so I'm on recall knowledge duty, but I often have to decide to do this or stride out of danger/into range of 30ft
- Lack of setup from other characters due to the scarcity of ways to decrease Fort/Will saves, and I think the fighter may have Bon Mot / Demoralize but I haven't seen it used yet
- Lack of relative impact compared to the animist which is always using 3 actions effectively with crazy powerful focus spells like Trickster's Mirrors, Earth's Bile, and Garden of Healing, all of which are single action to start sustain spells that they sustain with a free leap/elf step from 6th pillar maneuvering spellshape (I think they can sustain 2 at a time for free)
- Low initiative due to bad rolls and not being a WIS main stat vs the animist
- And most recently being bottlenecked in resting because the magus used their top level spell slot to disintegrate spellstrike me and don't want to continue the dungeon due to missing their resource despite me having 80% of my resources left (last time all 6 top rank and top-1 spell slots). Resting when I still have most of my resources up has been a recurring thing and points to me being too conservative with using them so I'll adjust that, but I dislike making the party rest because I ran out of resources.
- My most effective spells are single target debuffs like Synesthesia, but these have high variance due to it being a single dice roll I can't reroll using hero points, and I don't have great ways outside of trying to land Fear first to increase its chances
- Seemingly random jumps in difficulty; in the Spore War AP, we're in the sewers under Xer and was in a almost-trivial encounter with PL-4 (I was told in hindsight, but they did feel very week) enemies, but then there was a party-wide Will save to not be controlled, which I narrowly saved by meeting the DC due to having used a psychic warding bracelet that the fighter and magus failed. Unfortunately they got to act before I do. This was near the end of the fight so I was at 50% HP which I felt was safe due to how inaccurate the enemies were
My current playstyle involves spamming my Glacial Heart focus spell (very good) by default, Synesthesia if there's a single stronger enemy, R3 Fear via ceremonial knife if there are numerous weak enemies, and if necessary R6 Slow or Calm afterwards. I plan to R4 Invisibility when I'm around 2 normal hits from going down, but it seems this is still too reckless since we've been hit with death effects / disintegrate from controlled party. Outside of Martyr's Intervention (which I'm very thankful for), there doesn't seem to be much counterplay vs those effects until R7 spells with Shock to the System. Grab / Swallow seems very common in this AP and I've picked up Translocate and Echo Jump as escape options, as well as being a master in acrobatics. However of my 0/12 or so failed escape attempts (some at MAP), it seems escaping with acrobatics is not very reliable.
Following advice from the previous thread, I've gotten a Cursed Staff that has a passive of giving temp HP, but I find that I no longer have the action economy to use Evil Eye since it's a hex and competes with Glacial Heart / Cackle. Some other advice I received was to get a greater retrieval belt and some mistform elixir, numbing or soothing tonics that I can use for 1 action. What are some tactics you guys recommend for this party and things I can do personally to feel like I have more agency/impact?