his videos always feel like you asked your older brother a stray question and he sat you down next to him at his desk with a snack to show you everthing
it's funny because that's what my brothers used to do with me: i sat next to my brother, watching him play final fantasy 4, 6, & 7, while i asked him questions about the lore and characters
One note on the items: If you do a full evil run, you won't be able to get the Boots of Persistence. The reason being that if you're going the evil route, you'll most likely side with Minthara and the goblins and wipe out the druid grove. Dammon and all the other Tieflings will be dead, so the Forge of the Nine shop where Dammon sells those boots will not be open when you arrive in Baldur's Gate. It also means that he won't be at the Last LIght Inn, so you won't be able to get the Darkfire Shortbow, the Lifestealing Sword, the flawed Helldusk Helmet, or any of the other gear he provides in that act. Now, you can side with the Tieflings in Act 1 and gradually become more evil as you play. That's perfectly viable. But if you want to be as evil as you can be right from the start, you're going to miss out on some of the best gear the game offers in Acts 2 and 3. It sucks, and in my opinion the loss of all that gear and all the side quest content from the NPCs that are dead really makes evil play throughs of this game not worth it. There are other gear items you can get, and of course you'll still get to level 12, but the game is going to feel shorter and emptier.
Didn't they add a patch later on where you no longer need to do genocide the grove in order to recruit minthara? I haven't played in a while but I rmbr reading something bout that.
@@raphaelng89 I remember the exact opposite where they patched out every method that caused this to be possible. However I heard if you just knock her out during the grove battle then you're good to go and she'll be a companion later. I personally never do the grove battle anyway.
@@raphaelng89 My post wasn't about recruiting Minthara. Yes, you can do that without turning on the grove. My point was that if you're doing an *evil* playthrough and you want to be as *evil* as possible right from the start of the game, then you will most likely join Minthara and the goblins in their slauthter of the grove. And in doing so, you will rob yourself of a lot of great gear later in the game as well as pretty much all of the side quests in Act 2.
One thing worth mentioning for solo play, is the importance of Sanctuary. Cast it on yourself right before your hast wears off and minimize your chances of getting smacked while you are lethargic. It's also a fantastic "oh shit" button to pause combat, heal up and reposition.
Dance macabre is a good spell to use in combat, the ghouls will block you up in doors walking around with your other summons. No corpses required you can place them in front of enemies as distractions. They also explode on death so you can group them up around a boss and fireball them all
here's a build for a fighter or even laezel that i dont see many people talking about, but i think is alot of fun. 12 fighter eldritch knight. using will's infernal blade. the build is all about using infernal blade(when you get it) and the cantrip shocking grasp. maybe even grab the elemental feat for lightning to do even more damage with it. basically you get to shock foes, then slash them with attacks that gain lightning damage, before shocking them again with shicking grasp and doing it all over again and again every turn. its kinda like a sithlord fighting style.
Sacred Flame does not always miss. It is saved by dexterity though, which is often one of the highest saves on enemies. I defeated the Apostle of Myrkul actually as a solo Cleric on honour mode by using mostly Sacred Flame, so it's situational. Sometimes it is good, often it is not, and at level 8 Light Domain gets Potent Spellcasting which lets you add your Wisdom modifier to the damage of Sacred Flame.
Something to note, if you have a sorcerer in the party back at camp or even just a hireling, they can use the Drakethroat glaive and twinned spell the ability to cast the weapon buff on two weapons at once... Great for dual-wielding builds, or if you want you and someone else in your party to have the effects. 😉
Bro, I love your videos! Are you into Elden Ring by any chance? Felt like that game has enough weapons, spells and fighting styles for many build guides. Keep up the good work!
Great video! Inspired a thought that isnt totally related, in case anyone relates: Personally, I find it difficult to do "pure evil" or "pure good" runs in games like this because they take place in a different world than we do. Hence, what is "good" or "bad" by our own morality system might not make as much sense in the world of the game. You touched on this in your Saving Baldurs Gate video, and I think its a really interesting question that is worthy of being tackled more by players to challenge if their idea of "good" or "evil" really works as well as they think in the fiction of the game.
So I don't think this was a great guide for a solo or even a party build, due to quite a lot of anti synergies between cleric and paladin. Detailed breakdown below: 1. Clerics use wisdom for their spell casting ability but paladins use charisma. So the save dc for our spells like spirit guardians or hold person are gonna use widsom, which with just 10-12 wisdom and no dc boosting gear means that a lot of enemies and bosses in the mid-late-end game are gonna resist our spirit guardians, cutting down the damage that it does by half. At the same time, paladins use charisma and we are taking enough levels in paladin (6/7) to where our charisma modifier really matters for our saving throws (via aura of protection) and our damage (via aura of hate), and so our stats are ultimately spread very thin to be very effective. 2. if we are relying on str elixirs, as was the case for our showcase, we should be dumping str and putting all of those points into dex. 3. Clerics and Paladins have very similar spell lists overall, and so multiclassing both doesn't give us much broader a spell access as compared to just going single class. Consequently we end up with a lot of redundant spells on the cleric side of things, besides our important ones like blindness, hold person and spirit guardians, which require us to have high wisdom. 4. smites are very overrated in general imo, because from a spell slot to damage ratio, they are garbage. Being reliant on just smites for our damage leads us to end up using most of our spell slots on a simple encounter against 4 weak flaming fist enemies, which is not ideal in party play, especially in multiplayer, where your other friends would still have most of their combat resources and might not want to take a long rest. If I were to multiclass cleric + paladin, I'd personally go 11 paladin/1 war cleric. We still get 2 feats and the war priest bonus action attack 3 times/day, but we also get access to paladin's level 10 defensive aura and level 11 improved divine smite feature, which adds a d8 radiant damage to all melee weapon attacks, allowing us to remain competent in dealing damage and being a very tanky supportive build even without spell slots. We also get access to cleric cantrips like guidance/resistance, a very powerful defensive spell in sanctuary, and create water to help setup other allies for big damage lightning/frost spells. If you really want spirit guardians on your paladin, consider going 6 paladin/6 lore bard and pick up spirit guardians for one of your magical secrets options at level 6 of bard.
paladins have some amazing combos. warlocks are a good option as well due to pact of the blade, meaning you can leave your str and dex on 10, and focus on wis/char/con. and put as much points into char, caping it at 20 with the hag's hair. s you will get a ton of melee damage, AND a good eldritch blast against far away foes. you can even pick someting like spell sniper: thornwhip, so you get extra crit chance on cantrips(like EB) but so you can drag enemies close to you, or away from allies.
@@FinalOven_Mint Tough I can understand, you can get more HP just by using the Amulet of Greater Health if you really need it, though he'd have to replace Amulet of the Devout and lose it's benefits... However, Alert is practically mandatory for an Honor Mode run (which is what he made this build for), especially if you're trying it solo, where getting Surprised or losing out on Initiative at the start of the battle can mean game over. It's usually why high Dex builds are king of Honor Mode. You live and die by the Initiative.
Dumping Wis and then taking all those control spells early seems suboptimal. I'd take higher Wis to start and respec it later, or those Hold Person and Commands are not going to land. Yes, Hold Person and Command use their wisdom to save, but they use your wisdom to set the DC. Actually, almost every spell you took is going to be gimped by your low Wis, even Spirit Guardians, because enemies save for half. Later in the game, it hardly matters because you'll be using most of your spell slots for smiting, not casting, but those first seven levels until Paladin 2 comes online are going to be really hard if you're solo. Then late game, your best feature, Aura of Hate, is using only 16 Cha, and you've got 5 levels invested in cleric for a spirit guardians that does half damage. I see what you're going for here, but this needs so many ability scores, I don't think it would feel very good to play as you've presented it.
@@walrusiam6233 To be fair, withers and the items that "set stat to (blank value)" seem to instinctively incentivize even new players to scum the system and min-max their characters.
I'm playing a dark urge paladin/bard but im only doint 2 into paladin rest into bard idk if thats gunna be good a buddy of mine said sword of college is op with pally
i know people love war cleric, but i always find the warpriest so underwhelming. yeah you get a second attack, but you get so few of those that most of the time they are kinda pointless. of course, solo mode you need all the buffs you can get. but at that point why not just grab fighter instead and rush to get action surge?
@italianspartacus personally, I'd love to see the Oath of Conquest by havsglimt. They also have quite a few other subclass mods I think are pretty good and use, Redemption and Circle of Stars. Disclaimer: It does take one of the leveling mods to fully make use of the later abilities. I completely forgot about that.
I did a bit different. Paladin oathbreaker (8 lvls) +warlock (4 levels). To get feats and level 5 in warlock brings no value anyway in Honour mode. Also I am able to have low strength and put more into Charisma and Constitution. Don't get the guardian, but can survive that
Love the build looks really interesting I would like to give it a try. Curious question tho hypothetically if it were possible to put 8 more levels into this build what would be the best investment for those 8 extra levels in your opinion?
i Just finish my first honor run and i really don't understand how people can do all the game solo, like how do you kill (ALERT SPOIL) the Netherbrain ? (For me was, scroll of disintegration cast 2 times by all my team and it was close to break platform xD).
You can cheese the netherbrain by using invisbility on yourself and orpheus and then pop a darkness arrow near the crown and sit inside it while orpheus opens the way. Being inside darkness means none of the ranged enemies in the area can target you. You can also perilous stakes orpheus a few times before climbing up the stem and then use chain lightning scrolls + artistry of war scroll as him to delete the dragon turn 1 lol.
Every build can solo the game on its own, the only thing that is really important is your skill. But Paladin builds are usually very strong even from the start.