Spiritual weapon is even better when you have a rogue in the party since you can cast it next to their target to allow sneak attacks without having to move another character next to them
I’ve had my quasit sitting invisible and walking around during my combat encounters without any restrictions and enabling all my sneak attacks on anything I want.
@@bullroarer-took the whole point of having a party and summons is to work as a team, why not use summons for advantage when they also add damage and in the case of spiritual weapon can be placed next to the enemy without having to move anyone else. Sure your rogue can generate advantage themselves but usually the easiest way to do that themselves is to hide which wastes a bonus action that could be used for offhand damage.
@@Shindia wasn't saying it doesn't work, just didn't think it was like a main draw of using it, since again advantage is easy to come by. Play your way bro
@@lightsnow123 Nah he usually revives. I usually just have him as backup with my Tav since it's a full melee build, and use Sanctuary on him with Shadowheart as a bonus action so that he doesn't get killed. He still has a good bit of HP tho with Aid which helps.
Just like in DnD, the action economy is king. Being able to flood a batllefield and just drown your enemies in actions, even from low threat summons is easily the most broken thing you can do in BG3.
Yeah I went through the game with a necromancer the first time, and I tried to get all of my party members to have at least some Undead summoning as well, which is probably the only reason I never had to long rest because the game is not set up to assume you will have 30 attacks per round not even counting your party (or 60 once I found the haste spore armor, of course)
One key thing you missed about the earth elemental is the normal attack is actually an AOE prone, which in BG3 is an amazing way to interrupt caster's concentration since the concentration ends automatically when they fall prone. not to mention the aoe part of the skill is very useful
i personally think scratch is SO useful, i have him sit in the back and wait. he's really good for helping party members back up, has definitely came in clutch so many times
SPOILER: Not part of any spellbook, but you forgot the locked grimoire invocation (a long quest starting at act 1 and ending at act 3). It raises 6 high level ghouls, they dont hit strong but give very high control over the battlefield thanks to paralyze on hit (works on bosses). Not only is it the most powerfull summon but also the most powerfull spell in the game.
Hello! Thanks for pointing it out, I did mention it when speaking about animate dead! I haven't gotten to that part of the game yet, i'm taking my sweet time with it! >.
@@warthoggoulags1679 bit of spoilers: Act 1, in the first gobelins camp, near the 3 big trolls there's a hatch you need to take. Explore the basement and you'll find a stange tome that requires some saving throws to turn the pages. It will then take you on a very long quest that ends in act 3.
Yeah, I missed Us in the story because it died on my nautiloid so I wasn't even aware that it was a summon at the time >.< Ty for the input and for watching! :)) where would you rank it?
1 - Scratch is the only summon that has the help skill, so it can get someone out of prone or pull up a downed character 2 - You didn't touch on the beast master hunter pets which are fairly useful
This is true , it probably makes him better than find familiar as it's also a bonus action to summon him in combat! I totally missed that, I was thinking about it but legit forgot to talk about it >.< anything else I missed? Maybe j can do a part 2 !
POTENTIAL SPOILER! I actually managed to make amazing use with Scratch in the phase 2 of Kethric Thorm boss fight. Spawned him on top of Nightsong to free her immediately by letting the good doggo pick her up haha
That sounds so good! I had a shadoemonk so he did double dash in 1 turn and got there with unarmoured movement instantly :p But yeah dogo is definitely better because of that ability!
I had my team in sneak going into the fight and they didn't count as being in the fight, which gives them unlimited movement until they are in the fight. Astarion just walked across the whole battlefield and freed her, which finally brought him into the fight
Yeah the rogue early game is really good as a beast master as you always get 2 more members on your team that are free to cast. Scouting with the raven is very fun and the bear is a terrific tank. Made act 1 and early act 2 way easy.
@uncreativeusername8598 yeah they're pretty legit, and u can also cast haste on the raven and have it cover the entire map in darkness in 1 turn, very good for darkness party, I even made a video about it ! Ty for watching:)
No one yells at you for having a Deva because they're handsome AF and walk around shirtless. If anyone tried to throw them out of a town all the women in town would riot
Mah gawd yes! slipping in BG3 and generally divinity original sin games is soooo overpowered, it's like a stun that makes you lose 2 turns, just for trying to move, and the AI doesn't really process that very well!! Ty for watching mah dood!
he's probably better yes, I didn't realise he had the help action , that makes him better than find familiar! Scratch good boy indeed! Also he's a bonus action to cast!
The water myrmidon has an AOE heal that is situationally amazing. It also heals enemies, so you have to be careful, but it can be an incredible way to keep your whole party constantly topped up on health assuming you are positioned correctly
Myrmidon’s in general are great. Super tanky, battlefield mobility, and great utility. I liked Water and Air together - water to lay down the large water area and the Air had stun but if it missed, would electrocute the water. Great stuff.
My main party, a Bard, Fighter, Cleric, and Druid, when I'm going into a big encounter in Act 3 has 2 summoned water Myrmidons, a moon circle druid wildshaped as a water Myrmidon, 2 ice mephits, a Djinn, with the whole party buffed with divine feast and max level aid. I could squeeze even more summons in but I've found them to be completely unnecessary and more clutter then they're worth, there isn't a fight on tactician that I don't steamroll anyways.
True, very true, I also feel like tactician is lacking, most fights aren't as challenging, can be won with pure damage, its a little bit sad, maybe we can hope for a better difficulty down the line! Ty for watching :)
Why did you ignore the water myrmidon AOE heal tho? Its really good, you can cheese it for keeping 1 weak enemy alive and topping off your whole crew. And also, it works for spotting invisible enemies, because getting heal also decloaks you like getting hit with an aoe attack and the heal has a massive aoe. Also I think it makes targets wet.
That sounds op , I probably missed it , I have a life cleric that does insane aoe healing and gives every ally blade ward and bless I even made a video about that combo >.< But it does sound very strong I'll definitely be using it! Thanks for pointing it out! S++ for the water ele!
@@Sawash93 Btw, my bad, it's water myrmidon, not elemental. Well, the main downside with it is that it heals both enemies and allies. So you need to either position it very precisely (having no LoS prevents healing) or finish off focusing 1-2 enemies while not touching others so that healing them would go overheal anyway. Also, there is some weird synergy that if you poison water myrmidon that this aoe heal would be instead a massive aoe nuke, at least according to the description, but I never tested it. But yeah, the main benefit of this spell is that it does cost 1 action no mana required. So devs tried to balance it by making it unusable outside of combat, that's why you need to cheese 1 enemy to abuse the heal. I had Jaheira running around in water myrmidon form (which is crazy good because of her triple wild form attack ability she can do her myrmidon frost trident swing 3 times) with her summoning another water myrmidon and they were topping off my team at the end of all fights.
I dislike spiritual weapon, it has very low chance of hitting, and has half the usual movement speed. If anything its a target to absorb some damage during battle, but its even bad at that as ai will usually avoid attacking the weapon and go for a companion instead, most of the time.
Hello!!!! The chance to hit is regarding your level, and your wisdom modifier so higher wisdom will help you land those more. But I agree while it can be strong sometimes it gets kited and feels rly annoying! Ty for watching:)
You completely skipped the water myrmadon's ability to aoe heal. I have 3 in my party and it's beyond amazing. Super strong healing, get things wet, and do amazing aoe cold damage. Definitely top tier.
Fungus infestation summon have the ability to resurect themselves if they die with 1 HP each turn, so basically they are inmortal at least one enemy hit then twice and that never hapend.
The melee attacks of dryad can also entangle enemies and if she dies, she leaves an area which also can entangle characters. The only downside is her low hp, so she is very easy to snipe for ranged enemies.
sound missing at 21:08 i would rate guardian as outright useless: needs a spellslot while you could just cast a dmg spell or whatever, cant move and you have to stay in the area for it to be useful which never happens, also a few notes on Greater Elemental/Myrmidons the AoE of certain elementals will always hit (fire elementals for e.g.) might be resisted but can still ignite stuff or cause other AoE effects (i agree with the wind Myrmidon being superstrong) also ALL of them have a huge hp pool (VERY TANKY), they all can use mistystep like teleports (very mobile) and they will be around until your next Long Rest (which might be HUUGE) can be buffed healed etc. Planar Allies: the Djinni definitely S+ Tier. Also one large Aoe wont hurt most of these too much while a bunch of ghouls gathered in a certain spot might die way more easily. As a very IMPORTANT NOTE Elements/Myrmidons/Undead summons DO SCARE NPCs away (like a constant fear spell) which lets you clear WHOLE AREAS of NPCs to be looted and scavenged unpunished or way more easily or at least will get you in a better spot to try (for e.g. all the shopskeepers can be scared away to steal "red items") not disadvantage persé but a huge huge benefit. Edit: i missed the summons from the underdark myconoid guy (not Spaw but the other one) which enables you to have (if you kill it early enough) either an undead Bulette! or one of those claw jumpers (near the Sussur tree).
Wow very perceptive on the spot, 130k views and you're the first to point it out! :) thanks for that! On the myrmidoms I agree they're very tanky, their HP and AC is very respectable and they are wonderful to have in the party! Why would u rank djini as S+? Because its a cleric spell? Regarding the underdark boulette summon, I agree it's op but it's only for that area, it may be more common that a 6rh level summon so perhaps I should've covered ita defjnitely s+ ! Also I think they patched the summons scaring npcs! Thanks for watching ! :)
I feel like Scratch being able to use Help is so undervalued in this video. On top of the usual benefits of a smaller summon to soak a hit, bait out a reaction, or break concentration, having a free, no investment summon that can pick up a downed ally or release your main support from helpable CC can be really valuable in fights where you werent able to prep, so that neither your main healer or any DPS have to waste an action using Help and can continue executing their gameplan. Not saying doggo is top tier compared to the big summons btw, just think those benefits make doggo arguably one of the better, if not the best, no-investment summons that I've gotten so far.
It can use help? Ambulance dog? OMG how did I miss that! Yes that sounds OP, help generally is very op! That would be at least tier B for the fluffy boy then!
This video is great! Only thing i would add to the other comments here is the muddy condition from the mud mephit breath is the best thing in conjure minor elementals!
It's very good indeed, restrain is good, but it gives them resistance to fire so it's not great, I thought I mentioned it! Also sorry for late reply, thanks for watching :)
I think mage hand is D tier and I honestly don't know why people say it's so good. Yeah it can do all that but you rarely get to plan out your combat situation. If it were possible to give it it's own inventory so you could store some throwables on it, that'd make it a bit better (and when it dies all items are returned).
Hello (: I would say there's a reason why Larian nerfed it, let's say you plan to throw a potion or a bomb in your turn, you can just summon the hand and have the hand throw the item, basically for free, and then you get a free throw every subsequent turn. I do find it annoying sometimes to manage the mage hand, but especially early on in the game, it's very useful! and remember it's a cantrip!!
There's another summon you can gain in Act2 that I think many dont remember......... If u saved US in the tutorial you can rescue it in Act 2 and you'll be able summon it alongside you, wont get reaction from NPCs because it appears as a cat to them
I was going to ask you what's your gale build to get all those summons but then I think I saw you hover over him and it said lvl 18. Anyways how does the hunter beast compare to these? And when you get the owlbear does he also become a summon like scratch or does he just stay at your camp and do nothing?
It's a mod because i didny actually finish the game yet (started act 3 recently), you can still get all those summons, either as a necromancer or an 11 level druid 1 level wizard, I talk about it in my necromancer video and spores druid video! Thank you for watching!
Imp also has some resistance too for most of the common stuff at low levels.. also, i do lowkey love using invis and scouting maps with them, fun times.
It's true, sometimes it interacts a bit weird tho! you get to miss out on events, i remember the grove fight starting out while i was at the nautiloid reckage >.< maybe its patched now! Thank you for watching!
Scratch has the ability to help someone prone or at deathdoor. For me it so much better than all standart familiars. Also you didn't mention anything about "summon us".
Fantastic video. Must have taken a lot of work. I tried adding two summoners to my party and OMG, the pain of moving them all around. The utility they provide is amazing, but one summoner (either druid w/ wizard dip or necro wizard) is enough to be able to do so many things that both control and add tremendous damage to the battlefield is enough for me. Thx brother, really well done.
yeah it's true, i would only do it for 1 or 2 epic fights, because it's just way too fun to resist! :p Also thanks for the kind comments, i try my best!
I disagree that fireball can replace Flame Sphere. Concentration stinks, but flame sphere is a tank, with great resistance, that deal aoe passive damage in addition to its attack. And it can even block doorways. Its always good.
It's definitely useful, the damage doesn't scale well though and haste, especially twinned haste is so much better for concentration! Or hunger of hadar etc! Way too many good level 3 concentration spells imo! Sorry for the late response!
flaming sphere is a concentration, probably doesn't count. Nicely done video, though. Very informative, and your interaction in the comments is nice to see.
Thank you for the kind words!!! Yeah that's what I was thinking aswell, not a real summon but it could be depending on how u define them!! Thanks again@ :)
Can you turn on non-lethal strikes for your party and then use your fungal zombie to come along and finish them off? That sounds like a fast and easy way to build that swarm.
Wait that sounds rly good! It's possible but I believe knocked down characters dissappear after some ime (probably long rest), u can also pick up bodies !!
Hahahaha!!! Good spot, so I used a mod to get him to a higher level, so that I could've summoned everything from him so I wouldn't have to respec or change characters while recording! Mostly for convenience! However I will say that's not a lot of hp, if u check out my Undying Cleric that guy has 198 hp :p at level 12! Thank you for the kind words! :)
Unfortunately not!!! There's the summon dryad , which summons a wood woad tho, and you can go spore druid and spam summon a zombie armie, I made a summoner Series if summons is what you want!!! Also there's mods. Check out the 5e spell mod maybe there's something for u there ;)
oh damn! :P it's good mate, but it has serious downsides, like very very slow movement speed, the damage is good for a cleric, and it's tanky, but it only lasts 1 fight. So while it's good if you compare it to 4 zombies that stun the enemy, or a water elemental that gives vulnerability to thunder and bludgeoning damage, it's not as good. I was having this debate on the livechat, this is a very controversial topic according to your playstyle tho!
Hello! Yes it's very strong, also good note on the damage type! However, slow movement speed makes it not the most amazing spell in the game, but it's very, very good! Comparatively with a level 6 spiritual weapon and a level 6 deva, there's not much of a comparison! But overall I agree :)
Find familiar allows you to use it as an ally to gain advantage for Astarion's sneak attacks, either ranged or melee. It's worth it in a pinch when you want him to be the one scouting ahead and assassinating anyone when in combat (outside, just cheese it with hiding and attacking with ranged sneak attack)
True, it's good for that reason, but all the summons do that, it's not something that gives it advantage over other summons, but I should have probably thought about that! Thanks for letting me know! :)
@@Sawash93 a good thing that makes find familiar's pretty nice even later on, is because they're so "useless" they are really expandable, need a character to move cuz bad position but you don't want attack of opportunity? move the raven in and out (after trying to blind em first). If it lives it lives, if it dies it dies. To enemies that deal 30 or more damage on an attack it's great cost efficiency to burn a reaction with a 1 hp summon
Mage hand is worthless cause of its 10 turn timer... and once per short rest... this is a horrible version of RaW..... if they just made it unable to shove creatures and unlimited time and only 1 summoned at a time it would be perfect!
Yeah it could be better if it was permanent, but imo, having it in the battle against grym for example to use the hammer or the wheel it can free an action for your allies!
My god, how could you talk about the Water Myrmidon without talking about the one thing that makes that imho the SECOND MOST BROKEN SPELL IN THE GAME ?!? Water Myrmidons have a per-round mass AoE (I believe 60ft) heal ! It can pick up downed party members, or just keep your frontline alive indefinitely. This summon was the biggest reason why in act 3 I managed to: - Surive the Harper Ambush - Free Ravenguards assistant from the prison - Find and kill the murderer - Clear out the Emperors old place - Do the entire Stone Lord questline - Clear the Fireworks place - Kill Lorroakan - Kill Auntie - Kill Cazadore - And a dozen smaller engagements AND ALL OF THAT WITHOUT TAKING A SINGLE LONG REST !1!!1 tl;dr: Water Myrmidons are so absolutely OP, they make both your Cleric and healing potions useless.
Hello, pretty passionate comment! To be honest, I don't consider 3d8 healing that good when it comes to BG3, comparatively my shadowheart was doing 40 flat healing in act 3 with additional buffs of bless and blade ward, however I won't say that's bad, any summon that can bring up party members is good, I am not saying it's bad but its definitely not air myrmidon level! Stunning an enemy is just too strong. If u like aoe per turn healing, I recommend getting the devotees mace, and using 1 bonus action to start aoe healing at the start of every turn for 10 turns, get the reviving gauntlets or hellriders gloves and the whispering promise ring, you don't even need to be a cleric and that will keep your party up! Thanks for watching again! :) Hope this was fun for you!
@@Sawash93 Yeah but... 3d8 per character/other summon/enemy, per turn, forever, with only 1 spell slot. I'll have a look for those items, don't think I ever found em, but sound interesting. Anyways... I think we can agree on "Myrmidons are great" :D It just hurt a bit that you didn't even mention that Myrmidons most powerful ability.
@agentxx3022 hehe yeah it's hard to make consise content that's informative enough :p Hellriders gloves are on Zevlor Reviving gloves are sold in the temple near basilisk gate Whispering promise ring is on Volo Sorry that if I water myrms feelings 🤗 :p
I feel bad for my friend, my spore druid is more of a Necromancer than his Necromancer wizard 😅... atm he's got a max of two dudes while im rocking like 10 😂 Also highly recommended upcasting aid to all summons once theyre out to make everyone in the party more tanky ❤
hahahah! yeah necro doesn't shine until level 7 maybe, but his levle 6 passive is prettyy strong! My recommendation is 6 wizard 6 spore, learn the big wiz spells from scrolls, best of both worlds ! :P- hannah montana that shiiiiieeet!
@@Sawash93 lol yea we're both level 7s and it's pretty night and day with his couple undead and my absolute goon squad rolling into initiative 😅 I help kept them up also running shadowheart as the second character to give everyone the extra hp with aid. 😋 I'll have to suggest jumping over to the druid side lol
hahaha! The poor guy must be horrified! Don't miss out on the circle of bones in act 2 - balthazar has it. Also, oathbreaker paladin aura works very with skeletons (archers) cz they're holding bows which are weapons! in case u want to play a starcraft archer army >.< @@stateofhibernation Really glad youre having fun! Alsooo don't miss out on the necromancy of Thay questline, you''ll get a spell that summon 4 more undead during that questline! unfortunately only one of u can get that though! :(
ru-vid.com/video/%D0%B2%D0%B8%D0%B4%D0%B5%D0%BE-62AwceJI0Xg.html So this is one of them, but there's 4 episodes for each party member, Necro wizard Spore druid Life cleric Oathbreaker paladin
Did you forget the Quasit from the the cellar where you get the Book of Thay, or is it the same as other Quasits? Also the 4 Ghouls in one cast from the Thay book, after you read it completely? Also "Us", wich is completely free of spell slot cost and quite decent.
I assume the Quasit is the same but I am not 100%, I didn't know at the time you could learn the scroll ( I had tried in early access and that wasn't possible). I Believe I mention Danse Macabre but only briefly when speaking about ghouls in animate dead, but yeah that was nerfed from 6 to 4, so that's pretty much similar to animate dead now, however it no longer requires corpses! so it's still better! I lost my US trying to kill the cambions so >.< I wasn't aware of the recruitment in my first playthrough! Do you think the video should be remade? :p
Hello, I mentioned it while speaking about animate dead, basically said it's a better version of it! Thanks for the feedback though! :) Even with the nerf on it, summoning 4 weaker ghouls it's still a very strong , game changing summon ability!
Very nice guide! Thank you for that! Just try not to hit your desk so many times, I had my headphones on and thought my neighbor is constantly knocking at the wall 😂
the dog is one of the best companions because it can use help action to revive your team without using an action that would actually deal dmg. for exaple by stealth archer astarion was downed in combat and i could have revived him but them my paladin would not attack and i will not use heal spell for that. the dog just went up and just revived him after the turn astarion ran and just sneak attacked everyone
Definitely, I missed that on the take but I agree the dog is definitely a tier above all other familiars, just for that reason alone, also , it finds treasure!
Hello kind sir!!! That is a wizard and druid spell, called Summon Elemental, if you upcast it(using a 6th level spell slot) instead of regular elementals, you get the myrmidons!
U can actually bug out many npcs with just a spider, I made the ogre in the shack stop it's Saxophone time with the bugbear because of a spider , didn't get an interaction afterwards but very useful :p
Hahaha I wouldn't want to be the rogue in the party, waiting 3 hours for a turn tho :P but it does sound fun! Summons r really fun! it's like pokemon bg3 edition!
the imp warlock summon is better than B It's A or even S For early to mid game you can use the imp in fights and win witnout taking damage or exposing your crew. After midgame and lategame is extremely good as a suprise attack as a support unit, when one of your units is in dire help, this devil pops out attacking the aggressor taking the aggo. Even with boss enemies like in the adamantine forge, if it lands the attack, it will be the target. But even later, going under the towers in second act, you can kill all the walking brains one at a time without taking any damage. Being invisible it will always leave enemies surprised and thus gain a free attack. Even in baldur's gate city, is extremely useful. If you don't know how to use it to it's full potential, you should not be making tier lists. ... The summoned zombie has one amazing feature. It can raise temporary zombies from enemies killed after attacked by them. I stomped the goblin camp with 2 character each with their own starting zombie, as they raised more and more from the goblins that were falling. This is great when facing extreme numbers or dangerous enemies (like before the monastery where a pack of very strong undead camp the roadway) or when defending the portal of halsim from more and more shadow forces.
Hello Tommy! A bit rough there with the "you should not be making tier lists", there's a lot of playstyles, I did rank it higher than the other familiars, but it can't really be compared with an air myrmidon, who can also go invisible and stun the enemy for example! I do think it's the best familiar and I do mention it, but I have to be realistic. After all this is my take on the game from my experience in both 5e and BG3. Zombie is pretty amazing I agree, snowball effect plus paralysis, gimme gimme! Thanks for watching! :)
Whoops my bad! >.< You can get the scroll, but you have to learn it and cast it as a 6th level spell to get the myrmidons! Otherwise you'll just summon an elemental! Shop scrolls change every time you level up or long rest, so keep an eye out for it! :) Ty for watching! :)
Completely agree with the Air Myrmidons If you pick Druid you can turn into an Air Myrmidon and hit 3 times. I completed my first playthrough reclassing everyone to druids and summon 4 Air Myrmidon before wildshaping into 4 more Air Myrmidons. just casually 8 Air Myrmidons walking around xD its super broken. They never get a chance to fight back.
You're gonna love this, I made a video about an12 attack druid as a myrmidon, also keep in mind if u wet ur enemies you will get double damage on lightning damage from myrmidon attack! Ty for watching :)
No ghoul from the book? Those 5-6 ghouls it summons are absurd, 60~ hp each and paralyze on auto attack makes them amazing cannon fodder and boss shredders when one eventually makes all next attacks crit 100% from the status.
i absolutely love being a summoner, but idk the only thing that i don't like in bg3 (litterally the only thing that i can complain) is how npcs react to your summons seriously
Yeah the reactions are a bit over the top, it makes sense that you shouldn't be able to caret zombies into a city though, but a spider shouldn't big that big of an issue! My actual complain is that the battles take too long with summons! Also if you like summons, just put out a beast master ranger vod you can check that out, it goes over the summon companions and some basic strategies :) Ty for watching!!!
I use flaming sphere on my light cleric. It is immune to fire damage so I like to hunger of Hadar the exit with one character flaming sphere on the other and fireball in the middle.
0:29 What about all the other classes and races that get Mage Hand? Does each one count as a separate cast? How often are they used? Also the fact that it breaks concentration doesn't make it at some point pretty much unusable during combat? And for Animate Dead, does it get upcast automatically for Tome Warlocks, like regular Warlock spells?
I play a tome warlock. Having my own skeleton to shoot arrows for me is nice. And if you take the upgrade invocation later, you can also summon an elemental. Personnal army of pew-pew-pew !
@@julienrouche-lestonnat997 But does it get upcast like other warlock spells or not? That was my question. And the elemental from the invocation, that just gets added to your spells known and uses a slot normally?
@@noamto no, you don’t. this is because the only way to get it as a warlock is to go path of the tome for 1 free cast of it, at base level, per long rest.
It doesn't seem to be a concentration spell in the game! Different mage hands can be acquired from.different stars, so if u get it from warlock levels and wizard multiclass u will have 2 options, i think if u get it again from sorcerer u won't get a 3rd option but to be honest I didn't test that far! Thanks for your input and thanks for watching:)
I had my main char as a druid and Jahera in my fight vs Orin with shadowheart and wyll. 2 myrmidons, 2 woodland beings with their summons, 1 air elemental, 2 ice mephits and spiritual weapon and a Cambion and it was trivial some people have bemoaned the game being set to level 12 but I don't they appreciate how strong level 12 characters are
It's true, lvl 12 characters can be crazy strong! Summons too! the game is too easy though in general, especially in act2&3, no real challenge. Even the dragon fight was a peace of cake, sarevok was a joke, so was the final fight! I hope we can get a difficulty upgrade soon! Ty for watching :)
Being someone who didn't use summons until I got the necromancy of that 6 ghoul spell and my Cleric Djinn, i must say - they are strong, but using extra 7 bodies per turn can be so BORING...
Once I got Hold person cast on me by an absolutist. In the same turn the absolutist walk past my cat an instantly got smacked out of concentration. Cat - S tier
I never truly touched the Elemental spell at all. Did the minor one, but not the major elemental. Didn't even know about the Myrms either. Great and informative video. Will definitely use that on my modded playthrough.
I am glad this was helpful to you! :) Myrms are really strong, my personal preference is AIR due to the stun effect (and free invisibility on itself), but all of them are really strong, and can compliment any playstyle very well! Thanks for watching! :)
So a 1 level wizard dip on every character, and always take summon elemental, got it ;) I agree with the power of animate dead, but honestly, I just cannot be bothered picking up all these corpses, man... I found out that lore bards do still let you use cutting words against saving throws. So 5 times per short rest, you can subtract 5.5 from the enemies saving throw. Outside of stacking arcane acuity (which I already plan to use on another character), that is really OP. I certainly will use a wizard dip now. On every character but one lol. Fml
Hahhahah yes wizards are even more op with the power of elementals!!! That bard ability sounds crazy strong! Can u remind me of the sorclock combo? About the corpses, I plan on my second campaign to pick up all corpses, make a pokemon collection in my chest with every npc in the game! 🤣
@@Sawash93 Sounds like a lot of fun ^^ I have the tendency to dump strength on everyone, since heavy armor no longer has a strength requirement. Bad habit from my dnd days haha. So it is really annoying to pick up corpses. I wish they worked like other summons, and you would just say that someone, maybe hundreds of years ago, was buried there... For sorlock, use draconic sorc (bronze) + GOO lock, (probably 9 sorcerer, 2 warlock, 1 wizard), and pick up a source of lightning charges (spell sparkler, markoheshkir) Potent Robe and Necklace of Elemental Augmentation is a must. Spellmight Gloves basically add the -5/+10 from sharpshooter callous glow rind and phalar aluve can also add additional damage, and maybe also the psionic overload tadpole power. After that, use arcane acuity stuff, since you hit so often. Damage is 9 (haste+quicken) * (1d10 (EB) +5 (AB) +1d6 (hex, if you want) +1 (Lightning Charge) +5 (Draconic Sorc) +5 (Potent Robe) +5 (NoEA) +5 (Markoheshkir)) Can be pushed even further, because it is bugged quite a bit, and some things are added multiple times, but this is the intended damage