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I'm hardly an expert or veteran of DnD, but just from what I've seen so far, Clerics seem like a REALLY good class to me.
+1
Does anyone know if there are any plans to add any form of taunt or "crowd control" abilities in the future? Edit* I suppose there are some already. such as sleep and what-not
Based on this criteria, I think its safe to assume that the best classes for this are the classes with the most HP, ergo the aforementioned four classes. Then the classes of these who can best avoid a hit, which I am assuming is AC based, thus these same four classes, since they can all wear plate and use shields.
THEN, there is perhaps an argument of mitigation and healing. If I remember correctly, barbarians get some way to half all damage for a while. This seems good, but maybe it is outweighed by paladins and rangers being able to take a hit and then heal it away. I never played fighter much and don't know what abilities they could have to weigh in here. THIS is what I am looking for, forget everything else.
I hear you. It's just that how the mechanics and the A.I. work in BG3 mitigate a tanks usefulness. At least to a sense. the A.I. generally goes after those with the least amount of AC. So tanks really can't act like a tank in the conventional way because the AI doesn't allow it. I would like to have a dedicated damage absorber in my party but it's sometimes difficult because the A.I. can completely ignore him/her if they so wish to.
D&D might not, but BG3 does. Enemies seem to target the character with the lowest AC.
There's also the Protection Fighter class passive which is rendered utterly useless since many enemies will just throw an AoE at you instead.
If there's one issue with BG3 I'd say things are too mobile, not being able to passively control enemies with positioning is currently a weak point of the game.
There is one clear and simple answer...
The paladin.
Paladins are immune to disease, poison, and fear.
They can self restore with Lay On Hands
They wear heavy armor AND shields for incredibly high AC.
They can choose a fighting style for even more defense, or more damage while still using a shield
They can deal burst damage when confirming a hit
They gain access to even more defensive options with SPELLS (Shield of Faith, protection from evil/good, Sanctuary, guardian of faith, etc.)
They add their Charisma to their saving throws
Give a paladin The Sentinel feat when it comes out and throw him head first into an enemy group
Next in line? Probably the Barbarian.
High HP
Constitution = AC, so HP IS your armor AND your armor is your HP (Unarmored defense)
Primal path leads to Bear totem, which means "While Raging, you get resistance to ALL DAMAGE EXCEPT PSYCHIC"
While Raging you CANNOT DIE (If you succeed a constitution save)
Sadly, Barbarians lack the ability to self heal, but with the abundance of healing items and taking 1/2 damage from all sources, you should be okay for a while in that regard.
You want a low AC and as many hp's, temporary hp's, and healing as you can get.
I'd go with a Barbarian-Moon Druid multiclass. Barb will give you a bigger hit die for whatever levels you put into it and you can totally go into battle nude (just keep your AC 1 below whatever your next lowest character is). The Druid levels will grant you healing spells and the ability to shift into animal form for even more hp (as well as lunar men for yet more hp).
Damage resistance also helps a ton so pick some up anywhere you can get it (Ranger's have a choice of DR against three different types of elemental damage).
Enemies in baldur's gate do not see high AC targets as invisible. They
1. Check who is in range
2. Check who is easier to harm
3. tries to maximize damage potential based off who meets the above criteria.
For example, if you have a fighter 5 feet away from a worg, and a mage 30 feet away at the top of a ledge, the worg will not run to attack the mage, he WILL attack the fighter, because the Worg will not be able to move to the mage AND attack it.
Positioning is key. You need to make sure the tank is the "Best possible target" for it to absorb the hits.
Also with the sentinel feat, when it comes out, if you move your tank to an enemy, and the enemy tries to ignore your Tank, The AOO that comes from your tank stops enemies from moving, making them unable to walk away.