Pet peeves: The return (Part 4)

I was enjoying her humour too until she suddenly duplicated and started spamming me with hold person and ray of sickness.

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Gale with Magic Missile makes the duplicates a non-issue thankfully. What level are you btw?

I went there pretty late, like around level 6-7 and I didn’t want to kill the masked people, so it was pretty hard even then.

It just doesn’t make sense thematically, but I’d really love it if they just mentioned which quests get affected. Oh well, at least I saved right before because I saw that warning (and then went back and did a hard save as well), so I didn’t lose too much progress.

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I didn’t bring Gale with me. I was myself (druid), Karlach, Shadowheart and Asterion. Asterion was the MVP because he mainly stayed hidden the entire fight and was picking off the duplicates.

Shadowheart is fast becoming my least valuable party member however, she seems to spend most of my fights downed.

We’re level 4 btw.

Yeah I had the same belief, but once she levels up enough to get Spirit Guardians spell, she catapulted herself to MVP status in several of my Act 2 fights. Early game, Guiding Bolt can be really useful too. Just put her in some highest AC armor you can find that she can also wear, and give her a shield and hope for the best.

She also has Shield of Faith, I guess.

Shield of Faith is great. I stick it on Karlach and watch her wreck stuff.

Guiding Bolt is great but I seem to be getting really unlucky and missing like 80% of the time.

She is currently my number 1 option for romance unless another companion comes along that is more alluring and will not set me on fire. So I’m keen to keep her in the party.

You could cut every single cleric spell except bless, spirit guardians and spiritual weapon and they would still be one of the most powerful classes in the game

(Respeccing shadow out of trickster domain helps a lot, good lord that domain is poopy)

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Mizora continues to be the best romance.

Also yeah, Cleric is easily the best. Not at all biased because it’s the class I play / have played the most.

I’m not loving Druid as much as I thought I would. I went circle of the land but maybe I should have gone circle of the moon so I could take more advantage of wild shape.

The spells aren’t blowing my mind too much at the moment, although there’s some really strong crowd control utility in there. Hillarious though when I forget that charging Karlach into my spike growth is as harmful for her as it is what’s already in there.

Spike growth has the issue that the hidden aspect of it (enemies need a perception check vs your spell save DC to notice the spikes) isn’t coded in, so unless you have a full choke point you can end up with more problems than solutions

Druids are only okay at the start of the game (though spike growthing people and then thorn whipping them into it works wonders) but get better and better as they go

Respecced her into life domain myself. I believe there are some niche applications for trickster domain spells, but I’m to be in a situation where I felt like I needed it.

That said, as much as I like shadowheart, I want to make space for other characters in my party, but I’m too chicken :poop: to drop a dedicated healer.

I chose Light and let me tell you that slinging fireballs runs circles around whatever disguise self shenanigans you can perform

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I actually think the current version is a lot better than the original 5e version. Trickery’s main failing is its channel divinity, which is vastly improved. From this pile of garbage:-

Starting at 2nd level, you can use your Channel Divinity to create an illusory duplicate of yourself.
As an action, you create a perfect illusion of yourself that lasts for 1 minute, or until you lose your concentration (as if you were concentrating on a spell). The illusion appears in an unoccupied space that you can see within 30 feet of you. As a bonus action on your turn, you can move the illusion up to 30 feet to a space you can see, but it must remain within 120 feet of you.
For the duration, you can cast spells as though you were in the illusion’s space, but you must use your own senses. Additionally, when both you and your illusion are within 5 feet of a creature that can see the illusion, you have advantage on attack rolls against that creature, given how distracting the illusion is to the target.

To:

Summon an illusion to distract your enemies. You and your allies receive Advantage on Attack Rolls against a creature if both the attacker and the illusion are within 3m / 10ft of that creature.

The illusion doesn’t take your concentration or require your bonus action to move anymore, it acts on its own initiative. Trickery’s domain spells are also pretty okay overall (Pass Without Trace is top tier). Turn 1 can be Spirit Guardians, Turn 2 can be Channel Divinity to buff your allies attacks against enemies. And if your illusion does take an enemy hit…well, that’s fine, that’s a hit that wasn’t coming towards the party instead.

The main issue with Trickery now is that divine strike (poison damage, ew).

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I haven’t tried it yet in BG3 but Tempest is currently my favorite Cleric domain, casting funny big lightning spells and just declaring it’ll do max damage is very funny

With all the Lightning Charge stuff in act 1 it’ll probably be incredible

half-orc dialogue options are a thing of beauty

Tempest + storm sorc + lightning charge armour = Thor

https://twitter.com/Dakotamacdoodle/status/1690937588016701440

this game is wonderful

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Why slap a hand when you could simply take it

Dark Urge gang

Act 3 things

Lorroakan needs to up his security if he doesn’t want to get robbed blind by me… well actually by Astarion while everyone else just tags along in case there’s a fight or smth.

Hard to have much security when you’re DEAD

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