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And are you saying you want to be spending 3 turns casting buffs?
Barbarian rage is a bonus action, unsure why you're spending an entire turn to do it.
Other comp I used was Pally, rogue/druid, cleric, and wizard.
I don’t think I’ve ever used her to heal despite being the reason I made her a Paladin over a Fighter or Barbarian.
Most the time I don’t need to heal or I just throw a potion.
TBH using her as a healer is a waste of potential.
Pretty much this. Spirit Guardians and Spiritual Weapon are a great combo.
My rule is usually "You don't get healing unless you're on the floor bleeding out". Death Ward and Warding Bond are generally enough to keep the weaker members on their feet.
in D&D, the order of usefulness is: killing things>mitigating things>recovering from things.
if you can outright cause the enemies to die, then no health is lost, so buffs and CC go further then healing.
Sacred flame Bah
Spiritual weapons uhhg
guardian of faith, interesting spell if it last longer then 2 strikes. nope not good enough.
skip it, remake shadowheart
It's also partially due to some of the homebrew rules by Larian. Drinking potions in BG3 is a bonus action (but an action in tabletop.) You can't throw potions to heal allies in tabletop, but you can in BG3. Short rest healing in tabletop is limited to the amount of Hit Die you have (1 Hit Die per level, the amount heal is between a d6-d12 depending on your class, plus your con mod.) During a short rest you normally spend Hit Die to heal, rather than just healing half of your health. Then on a long rest you full heal and receive half of your Hit Die back.
The game also absolutely overloads you with potions. I'm replaying as D.Urge and just got to the Underdark and I have like 40 regular healing potions, and a few greaters.
I got Spore Druid D.Urge (Dual Hand Xbow)/Astarion Thief/Laezel Eldritch Knight/Shadowheart Way of Shadow Monk
Darkaiser made a decent point, basically you don't use heals because they are a waste of actions. Even Aid is pointless: why move and aid someone, when you can throw a potion instead? Besides, your Cleric (btw, the choice of gods means squat in gameplay, only a few dialog) is much more of a second tank with heavy armour and a lot of damage potential.
And as Prinny said: multiple attacks on some heroes make it so that agressive play is rewarded.
I blame the 4 hero limit. In a Party with 6 heroes, one would be efficient as a dedicated healer or even someone that does something besides attack because the game would be harder.
My favourite Class, Bard, feels miserable: garbage spells, garbage heals, game is easy enough for his set to be usefull and a rogue would do much more DPS without wasting so much.
Don't listen who says it's D&D and healing is not so important. They are playing on baby difficulty.
Spirit Guardians, Spiritual Weapon and Glyph of Warding are nice but why should I care if a pal and a barb do about 50-80 non-crit damage per hit?
That could be true. The first thing I did was install the mod to let me roll with 6 party members.
Always breaks my brain a little in games like this when we go "Our lives at a risk and possibly the entire world, we need to band together to stop this!!! Oh, but half of you guys just chill in camp, cool?"