Missing the slippery chainmail from the koa toa beach in under dark, makes you auto disengage when you heal someone, makes your healer able to burst into the fray, hit a cure wounds and peace out
For the healer build Amulet of Restoration is also really good because it gives you mass healing word once per long rest. So it's additional use of heal + all the buffs on entire party without spending a spell slot.
@mobunagathevoiceofresistan801 All the parts can be found in the Underdark. First piece is close to the Selunite outpost on a Drow turned to stone by a spectator. The second is in the Myconid colony in the blocked area on a Drow corpse (you need to complete quest or kill Spaw for a key). The last one is on Filro the Forgotten near the sussur tree. Have fun!
@@mobunagathevoiceofresistan801 help the myconids its on the body in their treasure roo. Kill the Drow who takes care of these bird thingies and the last piece is by the selunite outpost its a spectator. I reccomend Alert feat or a potion of alert to not get surprised because you will be otherwise.
here's one that many people dont think about. double torches with shilleilagh. with 16-17 wisdom, you will get 2x(5-15)(1d8+3+1d4). the best part? you dont even need to have two weapon fighting stance, because shilleilag already gives wisdom mod to the weapon.
Personally for the Healer build i think the Staff of Arcane Blessing is better used her than the Blood of Lathander, Bless is already one of the strongest buffs in the game, and to then double its effects and also make it work for Spell Attack rolls is beyond insane. The staff is slightly hidden however, found within the basement of the Mage Tower in the Underdark which needs you to get the Guiding Light ring from the Robot on the top floor so you can see the button to get to the floor.
you should consider the bard healing gear. At low levels bards out heal life clerics. If I recall, there is a chest near the singing tiefling has the cap of curing. This turns every bardic inspiration into a 1D6 heal. that’s roughly one first level spell slot of healing per inspiration. At level 5 ( still act 1) these recharge on short rest. At that point you have 12 uses per long rest. Again, each is about like a first level spell slot. Most of the healing gear doesn’t stack with this heal. There is also the blazer of benevolence from Volo after you rescue him. This gives YOU 4 temp hit points when you inspire an ally. That makes each bardic inspiration 1D6 heals plus 4 temp hit points and doesn’t use spell slots. It isn’t until after level 6 that the life cleric catches up. It’s about when channel divinity recharges on short rest and has two charges. At that point it’s 6 massive AOE heals that don’t use spell slots per long rest.
who needs that much healing, just loot potions and have another character focused on doing damage, way better, it ain't worth investing that much in healing in the dnd system
@@ryoujiarisato7308 play on higher difficulty. You cannot out heal incoming damage. But, it’s good to be able to react in the middle of a fight. And, there’s virtually nothing in the game that creates a new healing resource. The cap (and chest) do that. Though, the cap is a much stronger item than the chest.
To add to the Diadem of Arcane Synergy, you didn't seem to realize that "Threatened" is a condition and thus activates Arcane Synergy. This means that if you are playing a melee character (which you should be with the setup you mentioned) that you won't NEED to cast a cantrip first before attacking. You can just go for it and attack.
This build works perfectly for a certain melee build that's bonus damage from another stat, too... it's disgusting the single hit damage, add in multi hit from Hals, and you're walking through mobs like they're nothing. Go Durge and get the cloak, and it's basically game over.
I feel like you should add the amulet of restoration that gives the once a day mass healing word to the first combo (bought from Derryth in the underdark colony). Use it on the opener with the other gear to instantly give the whole party extra temp HP, blade ward, bless, etc.
The periapt of wound closure's ability to automatically stabilize is probably messing with the blood of Lathander's ability to bounce back up. I suggest not using the two together.
personally i quite like mourning frost + necklace of elemental augmentation + winters clutches and get the hoarfrost boots for when you get the snowburst ring
Hamarhraft is awesome, but you have to be very careful around ledges, barrels, bridges, ladders and other breakable things. That thunder damage on jump will destroy ledges when you are hopping around to get treasure on hard to reach places. You might even make your jumper fall off from destroying the terrain. Make sure you turn that off when not in combat.
I usually craft an Antinamtium long sword for the ability to bypass object hardness and resistances in rare situations. You can use the sword to break down the rocks that the gnomes are trying to clear and hold on to the rune powder satchel or barrel as you will not need to use it.
Not criticizing just giving a suggestion, you could use two smoke-powder bombs instead (which you could easily steal off of merchants) then keep the rune-powder for later and instead of making the sword you can make the armour instead (I found the armour was useful well through to act 3 over the weapons) but seriously big brain thought there I literally never thought to use the longsword to break the rocks lol
2 armors or 1 armor and the shield are optimal. No crits is incredibly powerful and far more useful than any use of weapons to ignore damage resistance. Much easier to carry 1 slashing, 1 bludgeoning and 1 piercing weapon for your melee fighters. Magic physical armor resistance is rather uncommon.
Also, any regeneration ability with the healing set just gives you permanent buffs while in combat. I only discovered it in Act 3 upon finding Ring of Regeneration, having sold most of the healing set by that point, but permanent Bless and Blade Ward are no joke.
@elenalizabeth no those give advantage on melee while surrounded by two or more enemies and a +1 strength saving throws. Hellriders pride is the ones that give you bladeward for a turn and a +1 to strength saving throws
The boots of speed don't allow you to dash as a bonus action dash they double your movement speed for the round. It is similar but a very important distinction because that means if you dash as your action you move four times your base movement speed in one round!
Huh? Boots of Speed absolutely give a bonus action dash and if you read the tooltip it also imposes disadvantage on opportunity attacks, you're thinking of the Springstep Boots.
Shattered flail combined with the periapth ofhealth and the helm of momentum is a great combo that will carry you for the whole game. If you go pure fighter and later get the regen ring and helm of balduran you'll heal for 24 per turn or 42 with action surge. Combine this with the armor of persistance and the only fight that you won't faceroll is the sharran temple in act 3. Completed honour mode with such a build on a halflfing (for the no fumbles) and it was stupidly easy.
Dont know if this is a new find but your healing set up works wonders with illithid power share life as it becomes a healing cantrip(you never die from using it due to helmets effect), thought the healer will be constantly on the edge of death though that but im currenlty working my way to get cloak of cunning brume and slippery chain shirt, i dont have the cloak yet but technically after healing you auto disengage and should also auto fog from cape. thought it might not work, but if it does you would have an immortal healer(considering you have thief class for extra bonus action to hide away in your fog cloud) that can heal tiny bit and buff each turn.
Your healing setup is missing the Selunite necklace from the goblin camp - it gives you a cantrip that heals for 1d4, just make sure your party is immune to sleep
for the throw combo, you can use any warlock (pact of blade works well) or eldritch knight. Try the glaive called sorrow, a reward for saving the Druid grove. This gives you a cantrip (that you cast with strength) and it’s a bonus action with 9m of reach that also pulls targets 3m closer. This combines reasonably well with polearm master and the bloodlust elixir. At level 5 you’ll have 4 throw attacks per turn, plus the bonus action attack if things are close, or the bonus action cantrip if things are a little farther. PLUS you have the reaction attack if things get within reach. That’s 6 potential attacks per turn. It makes the 1D4 damage for dipping it in fire really useful (potentially +6D4 damage in a single round just for a bonus action dip and it lasts multiple rounds. Also works with poisons like the 1D8 wyvern toxin, or the tons of 1D4 simple toxin … or the helldusk gloves or whatever else that add weapon damage.
your healing set is missing the amulet of restoration. From the myconid colony in the under dark. It’s a free healing word and a free mass healing word each long rest. An extra 1st and an extra 3rd level spell slot is great.
the dexterity gloves pair well will phalar aluve (late act 1 underdark weapon) since it’s a finesse long sword + the singing/shrieking ability helps out a good amount imo
mace works fine for me ive never not had it work they must have patched it idk what doesnt work for me is barbarian unarmored defence. no bonus AC when wearing clothes. :( also adamantine armor isn't as good as the adamantine shield the shield applys reeling when they miss, and reeling itself makes them miss more, and reeling stacks. the armor only applies reeling when they hit, so reeling makes it less likely they hit, which means they will eventually hit you. the shield makes it so they just miss continually.
It's been a while, but if you still have the unarmored defence thing, check if you're not accidentally wearing armor as headgear, gloves or boots, some of those also have a light/medium/heavy armor tag.
Like the other guy said. Unarmed defense works fine with barbarians. Take off your armor (all slots with light+ rating). If you put on armor a caster isn’t proficient with they lose the ability to cast spells. Each class loses some kind of thing. It’s likely your head or foot item.
do you know if arcane synergy stacks with aura of hate from oath breaker. also the gloves of power possibly inflicting bane synergizes really well with the arcane synergy build
through save scumming(or not if your lucky) you can get also Silver Sword of the Astral Plane(which is an legendary upgraded version of soulbreaker greatsword) just use spell order: drop weapon on the githyanki stranding next to red dragon(you need to stealth this) i had 16% chance and as soon as you do this it initiates the battle but the payout is worth it.
@@dominikgose2609 no idea your just ordering him to drop his sword in act 1. don't know how that translates to 3rd act. maybe he get another copy no idea haven't reached that part yet
That's probably because the ice staff is bad. Ray of Frost, Ice Knife, Chromatic Orb, Ice Storm, Cone of Cold. Those are the only spells that can even proc it in the entire game
Glyph of warding as well. The chill effect from the staff is the big plus though, as it can double frost damage without having to constantly apply water. Ice staff is definitely not bad as long as you're making a character that utilizes it.
@@thesussadin not a big maybe, dc 12 so not bad thru act1, admittedly drops off in act 2. Useless in act 3, but you can get the meshoheskir pretty quick, and I'd rather have that instead. By itself, it's not that great, but put it with the right items, which was mostly what the video was about, and you can make a very good ice build. Especially if you dip into warlock for agathys
@@marcushazlewood7283 DC 12 is lower than a spellcaater with a 16. Not only that, but it's a Con save which most enemies are pretty good at. AND Create Water doesn't let them save at all. You are making this sound worse and worse. If you want to save on action economy just have a martial throw a water bottle.
You missed other nasty Act 1 combos. Titanstring bow paired with the club of hill giant strength. Harold/Giant breaker with the boots of Stormy Clamour for double conditions with the head piece that gives arcane synergy.
Last I saw, the periapt maximized all the healing you do. I use it on my life cleric, but why healer that can do mass healing word and mass cure wounds, is an amazing combo. Did they patch it so it only maximize the heals you give yourself?
I personally like Sparkle Hands better for throw barb as they give you lightning charges, which translates into +1 to hit, +1 lightning damage instead of just +1d4 damage, and every 5 charges an additional 1d8, and you get +2 charges every time you throw your weapon. Basically you minimize damage on 2-3 rolls from the other gloves, but in exchange you get +1 to hit, and turn that 3rd or 4th roll into a d8 instead of a d4. Furthermore, it has the lightning descriptor, which is relevant more often than not, and can be used to deal bonus damage to enemies weak to it, or to shock a wet surface. Also sparkle gloves give advantage against armored opponents while you have charges, which is like, 75% of the enemies in the game
Either those gloves are not working as intended or you have grossly miscalculated how many enemies you fight that are not even vaguely humanoid enough to wear metal armour, not to mention spellcasters and rogue types will be wearing light armour or mage armour.
is there a throw build using the eldritch knight throw/weapon return? I could see throwing a massive 2h weapon with all the throw benefits from the items and barb bonuses.
that’s act 3. This is an act 1 video. He wants the returning pike on any class. Or, he wants to use a warlock pact weapon or an eldritch knight weapon bond. The cheap tactic is to use tavern brawler. It’s very broken and makes things less fun. Be careful with weapon throwing. There are still lots of bugs. Not all modifiers count for thrown weapons damage. For example the caustic band is +2 acid damage to weapon attacks. But, it doesn’t apply to when a weapon is thrown. I’m sure there are more examples.
@@MIZEIN Ok, I had to double check. The bouldaran helm heals you at the start of ever turn. And there is a weapon, Woe I think, that heals you when an enemy is effected by a spell effect. I think theres like 2-3 more items that do similer things that can trigger the healing set.
Act 1 gear. This isn’t talking about mid and late game stuff. What he missed for healing was the amulet that gives a free healing word and a free mass healing word each day. He also missed the bard cap of curing (level 2-3 found in Druid grove) which makes the bards the best healers in the game until life clerics reach level 6.
in addition to Quicken Spell, consider Elixir of Bloodlust. Any time you kill an enemy, you gain an additional action that you can use to cast another spell. Stack Haste or a Potion of Speed on top of that and your sorlock will become an eldritch blast machine gun very quickly
That makes sense, I’m playing on console and before you head to the mountain pass you get a message warning you to clear up any unfinished business before you progress so I kind of just assumed that was act 1 ending. It totally doesn’t matter in any way, but I appreciate people clearing it up, good lookin out dudes. Thanks!
@@jonathanzimmerman634 The Creche wasn't part of the Early Access material, so technically it could be called Act 1.5. It does advance the storyline, so you had better have done everything time sensitive (like the Goblin Camp/Emerald Grove, I think Waukeen's Rest too) before moving into it.
I got it in an Honor mode run a couple of weeks ago, only one chance to get it on honor mode so I got lucky. Invisible blademaster fighter with disarming strike while buffed with Bless +1d4 , Bardic inspiration +1d6, Enlarge advantage on str checks irc, Oil of sharpness +2 and potion of Hill Giant Strength +5 str. Hitting him is not too hard but you have to overcome his saving throw afterwards, I am not totally certain which of my buffs affected his saving throw but it worked for me.
@@houhoou4851 a lot. depends. invis helmet, minthara's or just some elven light armor, stealth ring, cats grace armor, hand crossbows, misty step or poison amulet, corrosive damage ring. just from the memory
No. You get it from the Githyanki Creche which is still technically Act 1 since it's in the mountain pass. Act 2 only starts once you enter the Shadowcursed lands. The defining factor is that you get the achievement "The Plot Thickens" (leave Act 1 achievement) when you enter the Shadowcursed lands.
Imo. You barely go down within this game meaning that a lot of these abilities that occur on going to 0 don’t occur making them less useful personally.
Yeah, ummm. It would help to know what trader (ring of salving), or who gives you the wapira's crown, etc. Just sayin, it's like 2 more seconds to talk per item. Maybe consider it for future videos.
he does say how you can get both in the video, the crown is from the quest for saving the refugees (kill all the goblin leaders then talk to Zevlor and he will give you a pack containing gold and items the crown included) and says the ring is on one of the vendors in the mushroom colony.
@@ZKSTLKDESU That's fine, except, I've killed the goblin leaders and Zevlor meets me at the enterance to the grove to congratulate me, and I've never received this crown or pack. And I've visited the hobgoblin and dwarf-lady merchant in the underdark and didn't notice this ring. Is there another merchant in the underdark? See why the actual name would help?
@@MJ-kc8iz so yes, it will be a bag that appears in your inventory, and yes there is a third merchant, but the ring should be on either hobgoblin or mindflayer
a·duh·man·teen took me 10 seconds to google it and google even said the word so I could hear it too. It took almost as long for him to mispronounce the word twice as it did for me to google the correct pronunciation. Audiobook narrators do this all the time and it is such a pet peeve of mine. There was a lot of good information early in the video, but after the 6 min mark this is all my OCD brain could think about.
so one problem with this video is the mountain pass is part of act 2 not act 1. When you head to mountain pass or leave via the elevator in the underdark at Grym forge you leave act 1 and enter act 2. I got the achievement for leaving act 1 after clicking to enter the mountain pass while my friend got it leaving the elevator in the underdark. so the skinburster, Lathander's mace, a few others would not be act 1 items.
@@ZKSTLKDESU I think it’s to do with the story like you finish the grove and it’s like ok they aren’t near the grove start act 2s story and just say that they’ve left act 1 behind
Everburn blade is the "worst" magical weapon in act 1. It's useful on the beach until you get to a merchant in the grove, but a +1 greatsword is way better. You can dip any dippable weapon onto a candle to set it on fire for the same benefit as everburn blade. You likely don't have anything to do with your bonus actions in the first few PC levels anyway. Ditch that as soon as possible.
on console? its a known issue on xbox that u can lose save files, microsoft should be working on a fix afaik. just enable cross saves so ur saves get uploaded to the cloud and what not, u wont lose save files that way.
Bro u dont even a playlist for your builds what is that???? You have playlists for the most random games but not for bg3. Nobody can see your builds that way we can even see what u hsve msde unless we hsooen to dee it the day u upload it
I don't recall elden ring (let's say) being released with item synergy not working, and not being patched after 5 months. It's just that companies push for games to be released without even being close to have solved major problems as for example cross platform compatibility on a game that has the multiplayer option. Bg3 is a good game, it's just Larian trolling around. They create legendary items with passives that don't even work, i mean come on.. @@lunamoon7071
I don't know if I should be taking advice on how to play a game from someone who doesn't know how to pronounce half the names in it and can't be bothered to try.
I swear i saw Lathander's Blessing working one time. During the Balthazar fight, one big goon kicked Shadowheart into the void, and she just miraculously bounced back from the void and everyone was blessed by the miracle. That was the only time it worked. Later during the final boss in act 2, she died again and Lathander's Blessing didnt work... I never understood why until now... Maybe it required an instant death for it to work?
Silver Sword in A1 is probably the best weapon for a githyanki Tav, or Lae'zael. Unlike the Helldusk armor in A1 where you have to potentially ruin the story, Silver Sword acquisition doesn't affect the story at all
I like to add Warding Bond into the character who wears all the healing gear. Give resistance to all damage to another character, and the shared damage isn't that big a deal with the Periapt boosting all the self heals from the other gear.
Hi man, will you be doing video guides and maybe a review on King Arthur Knights Tale, it’s coming out on console soon and patch 2.0 just hit with a huge overhaul. Would love to see you cover this game.