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what are good spell or skill combinations you use in combat
  • Sanctuary has had a pretty big buff from the Table Top, from "Wis Save to Attack Target" to "Can't Attack Target". It's so good in fact it has a permanent preperation slot on Shadowheart alongside Command, Guiding Bolt, and Healing Word.

  • what are good spell or skill combinations you use in combat
  • Not really an environmental thing but Hunger of Hadar(1/2 Movement & DOT) + Plant Growth (1/4 Movement) is basically a death trap covering a massive area for anything without Freedom of Movement.

    Just be careful of candles otherwise your Plant Growth will turn into a massive fire ground hazard rather than Difficult Terrain.

  • Question about team comp and synergies.
  • MC: GOO Bladelock 6/Paladin 6 - You need a frontliner and that comp noticeably doesn't have one.

    Shadowheart: Light or Tempest Cleric 11/Druid 1 - Druid lvl adds a ton of spells, Shillelagh, and only delays progression by one lvl. Polymorph the defining spell that made Trickery domain was pretty severely nerfed in game so you will want to change her subclass.

    Gale: Conjuration Wizard 12 - Wizards are great and Benign Transportation is super handy.

    Astarion: Thief Rogue 3/Swords Bard 7 - Sharpshooter Duel-wield Hand-crossbows. It's a Machinegun. Plus you end up with a ton skills and Expertise.

  • What party is everyone currently running?
  • I swap party members in and out a lot, mostly for story reasons, but here is how I built them:

    • MC: Ancients Paladin 7/Swords Bard 5 - Polearm Master, Sentinel - Lockdown Tank/Support
    • Karlach: Wolf Wildheart Barbarian 8/Thief Rogue 4 - Great Weapon Master, Tavern Brawler - Heavy Weapon Beatdown, Advantage Generator, Skill Monkey - MVP build
    • Astarion: Thief Rogue 3/Swords Bard 7 - Sharpshooter - Skill Monkey, Machinegun - MVP build
    • Gale: Conjuration Wizard 12 - Utility, Control, Haste-bot
    • Lae'zel: Eldritch Knight Fighter 11/Rogue 1 - Tavern Brawler, Sentinel - Gith Dragoon - MVP build
    • Shadowheart: Light Cleric 11/Druid 1 - Blaster, Support
    • Wyll: Fiend Warlock 6/Vengence Paladin 6 - SMITE
    • Halsin: Moon Druid 10/Monk 2 - Wildshape Tank
    • Jaheira: Land Druid 12 - Blaster, Control
    • Minsc: Gloomstalker Ranger 4/Bear Wildheart Barbarian 8 - Tavern Brawler - Improvised Weapons Control Tank
  • The Gith Dragoon

    The Gith Dragoon build draws from the lore of Githyanki Dragon Riders and how they would likely use thrown weapons from that vantage to fight effectively without dismounting. It also pulls on the class fantasy of a similar class from the Final Fantasy series.

    Origin: Gith Custom, Lae'zel

    17Str 10Dex 14Con 8Int 16Wis 8Cha

    Background: Outlander

    Athletics*, Perception*, Survival, Insight

    Party Role: Frontline, Lookout

    1. Fighter - Defense,Mage Hand(Gith)
    2. Fighter
    3. Fighter - Eldritch Knight - Blade Ward, Truestrike, Shield, Thunderwave, Find Familiar, Jump(Gith)
    4. Fighter - Tavern Brawler - Magic Missile, Longstrider(Thunderwave)
    5. Fighter - Misty Step(Gith)
    6. Fighter - +2 Str
    7. Fighter - Thunderwave
    8. Fighter - Sentinel - Enlarge/Reduce, Blur(Thunderwave)
    9. Rogue - Athletics*, Perception*, Animal Handling, Medicine
    10. Fighter
    11. Fighter - Thunderwave
    12. Fighter - Darkness, See Invisibility(Thunderwave)

    Important Items:

    • Weapons: Returning Pike, Nyrulna
    • Hands: Gloves of Uninhibited Kushigo
    • Ring: Ring of Flinging
    • Heavy Armor: Chainmail at the start from Damon and upgraded as you go along. Don't sell the Chainmail after upgrading as it still work incredibly well as a thrown weapon.
    • Potions: Elixir of the Colossus, Elixir of Bloodlust, Potion of Speed

    This is not a Solo run build. You will want a party Face at a minimum, a Haste caster would be nice too.

    A standard first round for a Dragoon is to move to near the enemies but not in threatened range, then Throwing something at the enemies until they run out of actions. The bonus action is open so it may be used for Jumping or Potions/Poisons as needed. Subsequent rounds will likely include Throwing/Shoving enemies that have closed with you.

    Defense Fighting Style since none of the others apply to Thrown Weapons. The Dragoon will always be wearing armor and extra AC is always nice.

    Eldritch Knight for the Shield spell and Weapon Bond. This is the point where the build pretty much stops taking damage as long as it has spell slots thanks to Shield. Arcane Weapon Bond is pretty much required to make the build work outside of a few enchanted items as it allows you to recall your bonded weapon as free action.

    Tavern Brawler is what breaks this build. +1 to Str rounding it up, but this also give you proficiency in and lets you apply your Str bonus to Attack and Damage rolls twice to Unarmed, Thrown, and Improvised Weapons. This means at lvl 4 you get +10 to thrown attacks and +8 to thrown damage.

    Thrown Weapons work with Extra Attack and Improved Extra Attack.

    +2 Str ASI after Tavern Brawler is effectively a +2 to Attack and Damage.

    Sentinel for Advantage on Opportunity Attacks and to lock down enemies nearby for throwing.

    Rogue lvl for Athletics Expertise. This is the point from which you will be able to Throw most enemies. This is pretty good since it effectively lets you either kill an enemy outright by tossing them off a stage or attack two enemies at once by tossing them into each other.

    Eldritch Knight is limited to Abjuration and Evocation for most of their spell selections, but they get to select a few from any school. Also When you swap a spell out the new spell learned isn’t restricted to those two schools. That’s why the build takes and swaps Thunderwave so many times to gain access to the useful Transmutation and Illusion spells.

    1
    Charger: Weapon Attack…
  • It's certainly a niche ability, but it does effectively function as a Dash action + bonus action Attack with a +5 bonus to the damage roll and an unlimited # of uses. For races with reduced mobility this is almost the equivalent of gaining Cunning Action Dash with a feat. It can be about as good as the +2 ASI on certain builds.

    The bigger issue is that it's competing with feats like GWM, Sharpshooter, and Tavern Brawler. So it just isn't worth picking up until much later in the game and only on builds with at least 3 feat selections.

  • What builds has everyone been using so far? Which are the most fun?
  • You go Thief Rogue 3 for Athletics Expertise, Cunning Action, and Fast Hands.

    The extra bonus action is super handy when paired with GWM, Reckless Attack, and Rage. Your first round is: pop Rage, run up and Reckless Attack, and hopefully you crit (happens ~2/3rds of the time, almost every time if Hasted) for the bonus action attack. Berzerker insures you have that BA attack every round, but you get one so often from GWM that I don't really bother so I would actually recommend Wildheart or Wild Magic instead.

    Not procing SA damage doesn't even matter since the build generally puts out so much damage (80-160/round at lvl 8) that nothing in their vicinity really survives.

  • [SPOILER] How did you handle the fight at the end of Act 1?
  • The fight is doable. A Control Wizard/Sorc, Repelling Blast Warlock, or Tavern Brawler Barbarian/Stronk/Fighter/Druid make pretty short work of it by tossing all but 4 (Nere, Thrinn, the Merchant, and the Archer on the high ground) into the lava or off the stage.

  • [Spoiler] Act 2 - Last Light Inn | Discussion
  • Since I got a good Initiative roll my first playthrough, I decided to go back and reload until I got a bad one for this encounter. I didn't change any of my party, their equipment, or their prepared spells ie the closest I could come to a blind run. Isobel only had 3hp left by the time my party's initiative came up on the reload I decided to go with.

    The encounter was saved entirely by one spell, Sanctuary. Larian changed it from "Wis save to attack targeted creature" to "targeted creature can't be attacked" and when she tripped on Jahera's ice it bought me 2 rounds that she couldn't be targeted. I had been using this busted change to keep Gale alive prior to this.

    Party: MC Paladin, Shadowheart, Gale, Karlach.

  • What builds has everyone been using so far? Which are the most fun?
  • Current party

    • MC: Ancients Paladin 5/Swords Bard 3 - Polearm Master - Tank/Support
    • Karlach: Berserker Barbarian 5/Thief Rogue 3 - GWM - Fontline DPR
    • Shadowheart: Cleric 8 - Magic Initiate Druid - Support/Control
    • Gale: Conjuration Wizard 8 - Control/Blaster
    • Wyll: Fiend Warlock 6/Vengence Paladin 2 - SMITE
    • Astarion: Thief Rogue 3/Swords Bard 5 - Sharpshooter - Ranged Ambush DPR
    • Lae'zel: Eldritch Knight 8 - Tavern Brawler, Sentinel - Thrown Weapon DPR/Zone Control

    Karlach's build is nuts. She's dealing 80-160 dmg per round when hasted and there just isn't much that can survive a round next to her. That said I'm considering respecing her to Wild Magic or Wildheart since I'm not using Frenzied Strike that much. She Crits so much that I've mostly been using GWM's bonus action attack and the Jump AOE thunder dmg from the maul I have her using.

    Astarion's is almost as good but CBE's nerf really hurt. Though with the current stealth mechanics this build could probably solo the game.

    Edit: Respeced Lae'zel and just about doubled her DPR. Also adjusted Astarion as Gloomstalker was nerfed from tabletop.

  • [Spoiler] Act 2 - Last Light Inn | Discussion
  • So I managed to do it on my first attempt in Tactician, but I'm a veteran of WotR and Kingmaker's Unfair difficulty so I know when I have to focus a mage.

    Karlach was clutch in this fight. I picked up GWM for her at 4 and kitted her out for move speed/momentum and wisdom saves. She is basically a juggernaut. Between GWM, Frenzy, Haste, and Reckless Attack she deals an average of 60-120 damage per round. There is a maul that applies the Chilled status on hit so he was never even able to heal and went down at the start of round 2. I did get kind of lucky though as she rolled well on initiative and landed two crits.

  • Can someone give me a quick tldr why everyone is losing their mind over this?
  • I’ve played my fair share of PC RPGs (BioWare games, Fallout,…) but never something like this. Is there anything that compares to it? I can imagine it’s a slow pace kind of game?

    Pathfinder Kingmaker & WotR, Solasta, Pillars of Eternity, and Planescape Torment to name a few. Nevermind the fact that BG1 and BG2 are also some of the best ever produced in the genre. Oh, and Larian has their own finger on the landscape with Divinity Original Sin 1 & 2, the games which got them the license.

  • What guides have you been using?
  • First run I hate using guides.

    After that though Wikis, like the pretty damn good BG3.wiki, are greate for designing builds and finding hidden items. Just be aware that they are in the process of updating right now.

    Fextralife and it's ilk can burn as they are fucking awful. Their Pathfinder WotR guide is almost worthless as they don't update their wikis after their launch refresh.

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    pyrflie @lemmy.world
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