no ingame negatives for the use of powers but lore wise mind flayers dont have souls, or ilithids dont have souls, so being half ilithid, does that eat up half your soul too?, what are the lore negatives looking like no details there either
On the subject of Luck of the Far Realms (auto-crit once per long rest) we used it to kill Sarevok before he could attack us at all. Our Rogue was using the ring with Paralyzing Critical (when you crit, the target is paralyzed for 2 turns) and he gave himself an automatic crit at the start of the fight. Sarevok died before he unparalyzed. Legendary Resistance does nothing against this, because a critical hit automatically succeeds with no saving throws, including Paralyzing Crit apparently. Delicious cheese.
Thanks for the great video. two questions: what route do you take to the selunite outpost. I think you said at LVL3? Normally i wait to LVL 4 because you have to fight your way to get there. Also it would be great to see parts of your 0-1 long rest runs in Act 3. I don’t doubt you but i cannot imagine how to do that especially if using your cleric spells. I can think of Angelic slumber and Angelic repireve, the bath in House of Hope, staff of spellpower, markoheskir, spellcrux amulet, and pearl of power amulet. but I can’t see how thats enough given how frequently I use cleric spells. maybe because i use tempest or light cleric for damage as well as buffs, which eats spell slots fast.t
My favorite thing with Sleet Storm and my team, is that I used me as a Sorcerer to cast it, Wyll to Hunger of Hadar on my Ice Surface, and Shadowheart to use Planar Ally to summon a Djinni. Now with all of that, Wyll with Repelling Blast and the Djinni with infinite Thunderwaves, I was essentially stunlocking countless enemies by booping them back into the middle of the Hunger/Ice over and over again. Super funny to see lol
Wanted to say I just got my golden dice today with this set up. I'd never tried HM before and I did it first try thanks to your youtube-coaching along the way. I didn't cheese a single fight or cheat the save scum system either. Damn does that feel good. Thank you!
I am... so mad. I'm not familiar with dnd so I went into bg3 blind. I beat the whole game without realizing how there are quite a few ritual spells. Like longstrider for example, never used it, ever. On the level up screen it just says it's a spell and so I thought, why in the hell would I expend a spell slot to cast a very small buff. WHY DOESN'T THE GAME TELL YOU ITS A RITUAL SPELL ON THE LEVEL UP SCREEN AHHHH.
Earth elemental normal attack knocks enemies prone if it hits. There is no saving throw. Nothing in game mentions that you can prone enemies with melee so people might be under rating it. It's multi attack the first is normal physical and the second is magic physical (again nothing in game tells you that).
Psionoc overload - take damage to slightly buff an attack which can miss. For a boss on tactician, attacks hit with about 25% accuracy, so on average you take more damage than the bonus you deal. For minor mobs, the 1d4 extra damage is likely to overkill and doesn't matter. Is there nothing better to do with an action? Like just hit for 19-36 mid game?
If Elemental Adept works like it does in the tabletop, then it's worse than it looks: the part that says "you cannot roll a 1" with that damage type, it doesn't mean it rerolls the 1. It means it turns the 1 into a 2. I'm not joking
duergar monk/rogue is absolutely insane 8/4 m/r split if you max out your dex, you'll have a +13 to slight of hand, and with cat's grace clothing you also get advantage on al SoH checks
You mentioned that crusader's mantle can be built around with a lot of fighters or monks. The spell effect only triggers on weapons so unless the monk is holding a weapon it will not trigger crusader's mantle.
Cloud of daggers is best single-target lvl spell even if it only stays on target for 1 turn. 10 damage average on cast + 10 at the beginning of opponent's turn. So casting cloud of daggers into concentrated blast next turn gives you very efficient damage. Also Ice wall into bonus action concentrated blast for ridiculous amount of burst damage.
I use calm emotion every time I meet the harpies in the beginning. It applies on the whole groupe and prevent charms which makes the fight very easy. I've wiped in honor mode against them in having 3 of my char get charm on the first round.
What i do is I don’t take any tadpoles before the Astral one. After I take the astral tadpole it gives me all the inner tier for free. Then I use the the eight tadpoles I have collected at this point to fill out the outer powers. Also if you survive the machine in the gith crèche it gives you tadpole powers as bonus actions rather than actions.
Thanks for the video! :) Very informative. Personally I would think necromancy would be S tier but I'm biased. :P I think it stands above the others for me because of how valuable it is from a resource standpoint and the raw power it provides. I always play a necromancy wizard on harder difficulties because once they can summon, they become extremely powerful from a resource standpoint. At level 12 I was running around with...10 undead minions, I think? The paralysis from 5-9 ghoul attacks per turn outside of your own turns is pretty bonkers, and their attack bonus is pretty high. (Also the AI of the game tends to avoid hitting the skeleton archers, which makes them very very high value since they do 15-20 damage each per turn - even if they hit once every second turn, one fourth level spell is dealing 30-40 damage every turn for...well, they usually survived for at least half a long rest/a few combats. I think I had all four skeleton archers survive for the entire Raphael fight! (also the lack of piercing resistance helps...)
Concentrated blast was great on my tav because I didn’t usually use my concentration, so it was always just already on mind reading. Great damage early, and niche tool in the box
@@Aestus_RPG oh, i heard about that on reddit and some people say it works while others say it doesn’t work for them, some also said it only works if you physically shut down your pc. So i really wasn’t sure lol
7 months later but idc. I agree with the longstrider placement just because I did two full playthroughs without using it because I just didn't think about it and I never encountered a situation where I was like damn if only I had longstrider here I would have lived. Those situations just don't happen so it's hard to say it's one of the best spells when you have other crazy shit that's much more impactful.
Wait wait wait dual wielder should be at least a tier as you can use them on mages who can benefit from getting two spells affixed to two non light weapons so I can have more freedom with leveled up spells and abilities? Right? One could organize a whole unique build around a dual wielder mage. Shouldn't that make it S tier?
@@Aestus_RPG By the way, I'm already in act three and I want to switch to this construction, where do you recommend I find or create the strength exlires to compensate for the base 8?
Monks have big dpr (and reliable DPR like if they rolled 1s on all their damage dice they still do 190ish damage without extra actions) They have crowd control (reduce the size of the crowd) They have damage mitigation (killing an enemy is mitigating future damage) Being serious for a moment you can use flurry of blows (push) to do bug damage and still boss people around.
Monk is S+ tier because you only really need one level in monk and an elixir and any class suddenly becomes a melee monster. Running 1 monk on my abjuration wizard and this is my favorite character so far, it's so much fun.
Literally destroying everything in Honor mode with an heavy melee setup. Throwing Barbarian (he is NOT a B tier lol) Battlemaster Warrior and a Pure Smite Paladin are monsters. In Honor mode doing burst damage make difference. Killed the Inquisitor in 1 turn lol. Plus i got the Gytanky sword from the Patrol early. Melee class are king in BG3 imo