Correct - it's an exploit of the surprised mechanic in the game. In a real D&D game you would not be able to get the drop on the enemy if you just walked into their base let alone spamming invisibility (Yeah the enemy knows you're there you stealthed right in front of them). Also the DM would have had all the enemies throw down light sources rendering cloak of shadows useless.
@@thatguywiththeface9463 i was a D&D DM for more than 15 years, and on my table, the surprise status only worked for the first blow, as intended in the rules. This video is nice to watch but clearely is an exploit :)
I mean you're still surprised when they disappear and show in another place, you may be on guard but still surprised when it keeps happening, makes sense anyway
@@aonirsplayground6224 Like at some point you sense a pattern and would be able to react or find a tactic for it. The surprised mechanic makes everyone feel like they soil their pants on anything out of ordinary.
to be fair yugir does this to us we just have more tools than the ai to deal with it. still very impressive to see solo gameplay not revolving around doing 500 damage smites. I did not expect true invis to give you an entire suprise round like that - it almost seems like a design oversight, it makes the enemy look so helpless and silly.
I needed the help of a whole fucking army and my three companions, and all the members of the army were defeated, as well as 2 of my companions, and this guy solos the entire moonrise towers alone. Incredible.
no hate to this guy whatsoever but thats just because invisibility and stealth is just incredibly overpowered when u build correctly, on my first run i had no clue what i was doing but once i started building right this game got pretty easy i cant lie, its still fun though
Me too, my playthrough had Gale fall in the battle and Jaheira. All the Harpers were dead except one with 3 hp. It was a bloodbath. They used the Blackhole ability and Hunger of Hadar in the entranceway and we got stuck in that for several turns. It was brutal.
from what I saw in the end [spoiler free ish] starting stats STR - Doesn't matter, they are using giants elixer DEX - 17 CON - 14 INT - DUMP WIS - 14 CHA - DUMP 6 shadow monk + 3 levels rogue probably focuses on stacking as much stealth as possible. so just make sure you take expertise (from rogue) on stealth for extra stealth. not sure what feat they took. Maybe mobile free stat point from Act 1 to get dex to 20 weapons are Knife of the Undermountain King from creche in act 1 and Justiciar's Scimitar from just before this event. The helm is very important, you get it for doing the myconid colony questline in the underdark Chest is graceful cloth also from act 1 on the way to the creche theres a non-gith merchant that sells it. and pushes their dex to 20. everything else is either utility or more stealth.
Also pretty sure those gloves are the gloves of the balanced hand for mod damage on the off hand weapon. you can buy those at the last light inn from tali.
This is beautiful!! Also very validating to see that such a skilled player is using the same dual wielding weapons as my pure rogue (justiciar scimitar / undermountain king & hellfire / firestoker) XD The justiciar scimitar not requiring scimitar proficiency (or, not having a weapon type at all actually, might be a bug but kinda wishing they don't fix it) and the crit feature of undermountain king not being restricted to "when using this blade" or "main hand only" is super neat
But everybody plays like that... and sometimes you gotta see if you can be Batman... or John Wick... or The Punisher... or Daredevil... or basically anyone who can single handedly take out an entire army
Man so satisfying to see. My playthrough is similar to this, only with dual crossbows and a shit ton of different arrows I stole from the vendor. If you get caught you just start a fight, invis teleport out and let their aggro go away, rinse and repeat
Dunno about you, for me deleting third of the tower by playing violin surrounded by explosives was more fun. Just cleaned up the rest and when the squad rolled up for a fight it was just and army vs 2 blokes and an ogre.
Awesome! Oh, there's a scimitar you might like : the Djinni Scimitar which you can grab from the djinn planar ally spell. Does 1d6 slashing damage with extra 2d10 poison sauce. Amazing weapon
@@margaritoamargo6347 Probably depends on what you consider an exploit. I know you can get the Deva Mace from the Deva that's spawned when you remove the Stormshore Tabernacle curse, by picking the Deva up and then clicking your weapon slot, which gives you the option to equip its weapon. Not sure if that's the same as how you get the Djinni Scimitar though.
Awesome! Would you be willing to make a video showing your items (and preferably where you got them) and the leveling process (skill distribution etc.)?
Nice! God, and it just looks so COOL as well. (Apart from monks' little "put 'em up!" fists during cutscenes LOL.) You can imagine the absolute menace of this guy zipping around, slicing enemies to bits only to immediately vanish back into the shadows.
There's an AI Galaxy Brain play at 7:23 where The Warden uses Rush Attack on his original invisible position. Obviously he moved but it's still pretty cool that the enemy AI sometimes does relatively smart things like that.
Rounk is one of the most OP fun multiclasses of them all, I made Astarion an open hand assassin, 5 in monk for extra attack and the rest in rogue for evasion, uncanny dodge, and the 4d6 sneak attack damage, but honestly any level spread can be viable.
Sure, what I did was on levels 1-5, I go full rogue and only respecc to shadow monk once I hit 6 as you get shadow step in that level which is the main enabler for this type of gameplay style. Levels 1-5 are not special as you would just play like any regular solo rogue (sneak ranged attack + hide) or you could go monk right from the beginning with tavern brawler + elixir of the hill giant and throw daggers but you'll play like a ranged rogue anyway so why bother. Whichever route you want to take you should end up with a fully functional shadow monk at level 6 and spend the next 4 levels into rogue thief, I plan to allot the last two levels into fighter for the action surge class action. As for the earliest feat selection, since I wanted to wield melee weapons I took savage attacker for some nice damage, this would allow me to utilize powerful coatings like purple worm and karabasan's poison, if you want to go unarmed then tavern brawler is the way. For the stats, I went with 8, 17, 16, 8, 14, 10, it is essential to get auntie ethel's boon to make dex a nice 18
@@unbidden6948 i have wanted to try this style of play but never knew the strat to actually play it so watching your gameplay is perfect for me. Also thank you so much for the build, i always went full monk but would be so weak in the early game so doing rogue would be awesome. May i ask what weapons you use
Tactician does not make the game harder. Just the fights longer. Change my mind. 2 complete playtroughs already and even without trying you beat the game on tactician..
it does make the fights harder, but not in a huuuuge way, you can look up what exactly is different in tactician @@push42 im playing death march (its a mod) and thats definitely way harder
I'm going to have to try taking them head on with bearheart barbarian. You take that mace that heals you, the necklace that maxes healing recieved, then ideally later on you want to take some levels to get thief, so that you can use dash with the stallion barbarian effect to get even more hp back every turn. The only thing that really stops it is either insane dps enemies or debuffs from a mage. Even at level 5 with a speed potion, that's 24 hp per turn from your primary attack alone, a value of 48 since bear heart halves nearly all damage. Go for gnome for advantage on mental checks. Gnome is also good for the team, because if you somehow miss hitting enemies one turn, your mace is way less likely to go mad... It is for that reason i also turn charisma down to 8, to get 12 wisdom, since madness, like most mental checks, is a wisdom-save
@@strvmpet pretty good so far honestly, i am able to solo most fights. some that have overpowered mages or insane dps i have to cheese though. ALSO i found out you can dash outside of combat to get the free stallion temporary hp
@@mcnos3820 The one from the first vendor in act 2 mountains. If a potion can heal between 8-20, it will always heal 20. That flail you get from the hyena in act 1 also always heals 6 instead of 1-6
Would be cool if they were smart enough to lob some fireballs in your general direction on the rafters instead of all just standing around dumbfounded. Well done though - you've convinced me to try monk.
Wow, just wow. As said in the comments we need a guide for this, there are incredible builds and then theres this. Ive never used monk ever so yeah, though those extra strikes were only for unarmed no wonder monk multi is op
I have a couple of questions. 1. Were you also lvl 8 like the enemies, or were you maxed out already? 2. How come that in the first part of the video cloak of shadows would take you out of combat but when you fought the boss, even after he left, you were still in combat even though you were cloacked? 3. In a normal fight where cloacking gets you out of combat, would it still do it if you were in a party? I know you would probably lose the "surprised" effect if there were still characters in combat, but if it would remove you from combat, you could move freely without the turn based mode.
1. I believe I was level 9 in here. 2. Because Dame Aylin is still active in the fight. Combat only ends when the enemy AI couldn't find anyone to fight. 3. No, as long as an enemy finds someone to attack combat will never end.
Wow 95 subscribers, 29k views ! You are onto something interesting ! Amazing showcase. Like the others, details on gears and levels would be amazing ;)
I can confirm Monk, in general is a strong class. My first playthrough was monk and generally you obliterate everyone and you always have the right spells to use.
- why the enemies know where i am even on invis / stealth? "they have tremorsense" - ah... cheesy stuff like this is pretty easy to counter while DMing, but the real fun stuff is when you pull off the cheesy stuff against the party hahaha and btw, not everything on bg3 is the same on 5e
Huh. I befriended the kitchen Gnolls as Durge and never saw them again. I figured they'd turn up as an ally in the the big showdown and nothing, but here they are fighting against you
@@unbidden6948 it depends with some builds, I went thief lvl 4, champion lvl 8, and with extra attack, elixir of bloodlust, and haste, if you aren't killing multiple enemies per turn you're doing something wrong. So it ends up being somewhat useless since you can instead just use a bonus action for invisibility if you have the potions for it.
I’ve completed the story and I still feel like there’s so much around the mechanics that I don’t fully understand. I can’t even begin to imagine how this is possible 😂
The enemy is surprised. Inversely, if you are fighting invisible opponents and you try to move or dash, the game will bend your path around invisible enemies letting you know where they are. You cannot target them but you can use area attacks or spells nicely.
reminds me of that one marvel hero dunno his name but it also could vanish in puff of smoke and appear anywhere to strike behind enemy, it was in one video game long ago
That fight was so hard for me, I managed to not use the gunpowder barrel from Act 1 from the Nere Quest, and threw that bad boy in there and eliminated everyone LOL
Can anyone explain to me how he got a 3rd offhand attack on glourik at 3:44 ? He crit and it seemed to give his bonus action back but I want to know what in his kit allowed that to happen.
so getting to this point is kind of hard. The most important power level for the monk is level 5. Once you get level 5, the entire game becomes a breeze. Till then you can abuse the darkness spell that cheeses the AI. Once you use darkness, you can stealth as much as you want inside it after hitting and the AI cant touch you, unless they throw aoe spells at you. The level 5 gives you an extra hit, which is super potent. I was using cacaphony quarterstaff, then swapped to Mourning frost, till you basically get to level 7-8 where you might want to consider swapping to the blades. I'll probably start using the adamantium scimitar and the blade of the undermountain
3 thief/6 Shadow Monk. If you play as Dark Urge, you can do the same without multiclassing at level 6 with a certain cloak you get after moidering alfira.
Damn so the enemy AI just has no response to being repeatedly "Surprised" by a single player character. If there's no one else to attack they just exit combat state entirely like morons. That seems like a developer oversight rather than a cool game mechanic and I have no desire to do this.
I was planning to do something like this for my dark urge playthrough. If you can put a short description of level progression and feats I'll be very happy. Thanks :)
Question, why the tiefling? Idea popped into my head to add 3 lvl of warlock, for darkness n devil sight, and perhaps drow for more darkness? Awesome build though, still need to attempt solo one day..... can you solo from lvl 1 onwards? or is that endless kiting?
Since invisibility is so op i stopped using it. There is almost no chance of failure. I use hide instead now, so there is a chance i'll get spotted based on my stealth checks. Feels a lot less like an exploit.
I mean, invisibility exists for a reason, a smart player uses all tools at their disposal. Afterall, you have to come up with the build, find the items and put in the time to achieve all of this. For me the most fun in the game is becoming overpowered through hard work and innovation! Anyways, it's really easy to become powerful in this game with the right choices, don't even need invisibility or any other exploits. For example, my squad wiped out the entire end game battle without needing to summon a single reinforcement and I still had tricks left when the elder brain died, and I used zero cheese measures! (Tactician difficulty)
@@PluvioZA end fight was indeed easy. But thats what im saying, its more fun for me to play more rp than min maxing everything. In the end i decided to wear non magical hats and inferior weapons so i wouldnt roll trough the endgame without a challenge. I left partymembers in camp. I swapped out the armor of bhaal for a regular unenchanted light armor. Next run im gonna do a true solo run to make the game challenging, maybe use the tactician+ difficulty mod if i feel like playing a full party. A smart player doesnt need to optimize everything just to cut trough butter.
Monks get extra attack at level 5 and Rogue Thief subclass (available at level 3) gets two bonus actions. They start Hastened which gets them two full actions for ten turns.
I made Minsc a full no weapon monk, he has 23 ac. all kinds of saves, and he beats the crap out of npc's with flurry of blows. lots of fun but with Karlach leading as a barb, I was tempted to leave the the robots standing and just beat them all up. I didn't do much talking, just ran in and beat everyone to death in most cases.
You can do this with any class that goes into stealth. I had my mage cast greater invisibility on my thief, and I was able to sneak attack endlessly while the AI either did nothing or "searched" for me. They really need to fix this.
For posterity, no-Shadow Step only uses a bonus action and lets you teleport anywhere that's not brightly lit in a 60 foot radius (at any height difference) as long as you have line of sight and are also starting out in a spot that's not brightly lit. It uses zero movement speed, too.
Not sure if the vid is still accurate, I feel like enemies should have a "aware" state where they will no be surprised until short/long rest, since this feels more exploity than I'm personally into where the game would become too easy. Still cool tho