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Who are you even arguing with bruh? You realize I don't care at all about ypur pedantry, right?
All I said was,
And you wanna go all "ackshooally"...get a grip, go touch grass.
If only there was a way to get more reactions (while wielding a finesse weapon), you could Sneak Attack Riposte...
SAY IT ISN'T SO
It's not like DnD vets have been saying this will happen since the lvl cap was announced or anything.
I dont think they're ever really meh. Most casters hard spike at level 3 spell access.
Plus surface spells are always strong, as are low/mid level summon spells because action economy is absolute king. Haste, counterspell, mass healingword (thanks to an abundance of item synergy i.e., AOE bladeward), level 1 shield, Misty Step, dimension door, etc. Honestly the list goes on.
There's also what is effectively infinite resting after every major fight if you want it due to the sheer amount of camp supplies.
Yes, they are utility characters, not strong direct damage, until later. Twin-casating haste with Sorc to Karlach and Astarion and then misty-stepping to safety so the conc can't be disrupted is stupid strong.
I have no idea why casters are so terrible for dps in this game, especially since the spells have charges. To have a drawback like that they should be doing reliable, monstrous amounts of damage but no...
Anyway, Pathfinder Kingmaker was the same way-- barbarian and ranger = fat dps, everyone else sits there and watches.
set it up so you go up to an even number either in CON or DEX at the same time as your spellcasting stat goes to 20.
But the power of mages has always been the crowd control. Your melee are all well and good, but a well placed hold person can turn them into crit machines. A Web spell can delay enemies long enough to defeat them before they can be a threat. Banish can render a target out of action while you deal with other foes.
No matter how you swing it... a good caster can change the battlefield. A Martial just doesn't have the power to do that.
You can push out 3 level 6 fireballs or scorching rays per turn (2 normal actions with haste, 1 with quickspell). With the cantrip enhancing necklace, firebolts are consistently hit for 40+ damage, and if you twin spell them you can can hit two targets with firebolts.
I find this build very effective most of the game, consistently does higher damage than Battlemaster Laezel, and has plenty of spell slots for 3 or 4 encounters, especially if you use cantrips. The only downside is initiative is low.
1. Cleric (Warding Bond)
2. Sorcerer/Warlock Multiclass or Sorcerer (Twin cast Haste)
3. Warlock
4. Bard
5. Druid
6. Paladin
7. Ranger
8. Eldritch Knight/Arcane Trickster
9. Wizard
Spell Casters suffer alot when being converted to BG3 from 5e PnP and i will list the primary reasons below.
1. Concentration saves are much more prevalent in BG3 than PnP.
2. Critical Fail/Success on Saving Throws makes Concentration Saving Throws more difficult than PnP.
3. Lack of Utility magic in BG3 compared to PnP (Not Larians fault).
4. Lack of spell variety in BG3 compared to PnP.
5. Reduced duration of CC spells by up to 80% compared to PnP.
6. Bonus Action Shove makes it very easy for enemies to negate some powerful CC spells.
7. Certain spells are OPPRESSIVELY powerful. AKA Haste!
8. Lack of Enemies that encourage you to have a spell caster. (This is also a 5e problem but it is worse in BG3)
9. Spell Casters aside from the Warlock and it's Multi Class variants have very low single target DPR.
If it wasn't for Warding Bond i would not run a Cleric. If it was not for Eldritch Blast doing such ridiculous DPR with the right gear i would not run a Sorlock (despite Twin Cast Haste).
I am disappointed that Larian did not add some of the more efficient damage spells from 5e but not surprised given how forgiving the rest mechanics are.