am at threshold with our azata sorc and have learned a few new things along the way. there remains a number o' azata spells which continue to function wrong. example: believe in your self should provide a morale bonus to a single ability-- +1 for each 4 caster levels. unfortunate, is providing +1 for each four azata levels. also, the dc generated for azata spells is wonky and while the spells ignore sr, they frequent provide a save so those dcs are important. unfortunate, feats and abilities which ordinarily raise dc o' spells do not appear to work proper when generating azata dcs, but more on that in a minute. there is also azata spells which do not appear on most on-line guides for mythic spells. the aforementioned believe in your self shows up infrequent in lists which perhaps do little more than replicate the following:
https://forum.owlcatgames.com/t/complete-mythic-spell-lists-beta/36196
if you have discovered ways to exploit skill checks and you didn't go the trickster route, then azata offers nice bonuses. is a rest bonus from sleeping at the azata "stronghold" which provides a +2 luck bonus for one hour, but is functional permanent. is also a spell, moral support, one o' the spells not showing on many guides for azata, which provides a significant skill and saving throw bonus which stacks with everything. at release moral support was lasting seconds per mythic level as 'posed to minutes, but it now works as described.
waterfall sounds groovy, but in practice it is current a trap. when waterfall is cast, those who fail a fort save become vulnerable to cold damage for X minutes where X is the caster's mythic level. nice. waterfall is a conjuration spell and Gromnir took every mundane and mythic feat which impacted conjuration dcs, but those feats n' such do not impact azata spells as far as we can tell. nevertheless, we do not regret having sosiel taking one level of crossblood sorc for the cold spells. is a shield which provides +1 per die cold damage. is hide armour from wintersun which provides +1 per die elemental damage. take water and silver dragon for one level o' crossblood sorc and you benefit from conversion o' all energy spells to cold and another +1 cold damage per die. through mythic you may also add another bloodline, which should be another +1 per die cold damage. as such, sosiel's stormbolts is doing an additional +80 cold damage. sosiel doesn't have great dex, but is no reason you cannot boost his touch attacks so they hit even demon lords. hellfire rays, if such don't bother you too much from a rp pov, represent 45 hd o' damage, so that +4 per die mod becomes 180 bonus cold damage.
no doubt the following is a "duh" kinda observation anybody who played azata deep into the game, but aivu becomes an incredible late game healer. is one reason am able to switch sosiel's focus to damage output. in the beta we had aivu through act iv and the dragon was great for dealing sonic damage, but the last few tiers o' spellcasting genuine transform aivu into a fantastic healer, which gives the dragon something useful to do while its breath weapon recharges.
not an azata thing per se, but a divine hunter lann's velociraptor celestial animal companion is an absolute wrecker from midpoint o' the game onwards. the velociraptor is unique in that it gets a 14 charisma. why? *shrug* also, while the critter is 'posed to get one use of smite evil per day, the smite is actual usable once per encounter. with eagle splendor you are benefitting from a per encounter +4 smite ability, and is ways to raise further. the raptor gets a significant number o' attacks and on a charge attack is highly possible it functional renders a foe prone. we just completed the laughing caves encounter and lann's velociraptor dispatched the balor solo in one round, and only one attack were a successful critical.
HA! Good Fun!