Baldur's Gate 3

Baldur's Gate 3

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Best party?
ey y'all. I'm wondering what's the best party in this game. In RPGs there tend to be better and worse class-combos, I don't want to mess up and start a new game a few hours into it (assuming BG3 is like the rest from this respect, i.e. undead/elemental/dragon/whatever heavy, some skills are useless, some classes are weightless, etc.).

My thinking is an unorthodox something - 2x palas, both with 2H + 2x sorcerers, to end all fights before they start.
Would this work or variety actually is a thing in this game so that would work better (e.g. bard, pala, cleric, sorcerer/wizard or such, more "classic" setup)?

Thanks lads!
Zuletzt bearbeitet von raditz; 25. Aug. 2023 um 14:00
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Syrin 25. Aug. 2023 um 16:30 
Ursprünglich geschrieben von Kfuk:
Ursprünglich geschrieben von raditz:
Aaah, now... THIS! I player 'Solasta' not long ago... Well, not a very good game but DnD5e so... There, archers are useless. Joke damage, 2x per round. Horrible.
In this game it's the other way around? Rangers then I guess instead of Sorcerers?
Thanks!
No he's giving you really bad advice.

No, I am not. I have two gloom stalker archers, and I have killed no less than three bosses on the FIRST round before they got to even act. Facts speak for themselves. Just saying I am wrong with nothing else makes you look ignorant.
You and my friends can throw a best party you need
Syrin 25. Aug. 2023 um 16:32 
Ursprünglich geschrieben von Kriskunie:
I personally have Astarion, Karlath and Lae, Karla will tank mostly, Lae will provide either physical or range dps, Astarion will be on the back trying to one shot small enemies and my PC aiding.

I am a gloom stalker archer. I converted Astarion into one too meaning the highest threat is killed before the second round begins. Karlach is a barbarian oathbreaking paladin dual wielder and Lae is a two handed specialist. I ROLL through encounters.
Ursprünglich geschrieben von cults:
Ursprünglich geschrieben von DontMisunderstand:
Sorcerers are hilariously weak, the optimal party would not have one at all unless you were specifically planning to exploit twin spell+haste on your two Great Weapon Master users every combat and long rest basically every 2 encounters. In that case, you're probably going barbarian and fighter as your other 2 since they have more versatility and dps than paladins in this setup. That party composition will also struggle a LOT in the early game, as sorcerers are effectively worthless before level 5 and the overwhelming might of the barbarian and fighter doesn't make up for having two dead weight party members. Realistically though, you'd steamroll the game with a party of 4 druids, they're by far the most powerful class that has the most resources and thus least need to rest. They're also versatile enough that you could genuinely split your 4 druids between caster, skill monkey, frontline tank and dps easily without sacrificing anything in terms of combat utility. If you want something truly unorthodox, I'd shoot for a party of 4 of the same class. Like I said, druid is probably the best way to do that, but you'd probably have loads of fun with almost any class that way.
I would maybe go for 3 of the same class, and 1 of a different one. That's to ensure that you don't miss out on some powerful gear that a druid wouldn't wear if there's no reason to.

But I want to say that perception and sleight of hand are the 2 most important skills in the game so you want someone that can be both at once so they detect & deactivate any traps you may run into as they're in the front of the party.

Speaking of short rests, here's an insightful Reddit post:

Warlocks, Monks, Fighters and Moon Druids recoup their major class abilities on a short rest

Rangers, Paladins, Wizards and Land Druids, while needing a long rest to recoup spellcasting, have abilities to recoup some spells on a short rest OR continue fighting well without needing to regen spell slots.

Clerics, Bards, Sorcerers and Barbarians need long rests to recoup their major class abilities, as do Land Druids and Wizards when they've already used their short rest spell regen, and Rangers/Paladins regen their spell slots on long rests as well.

Rogues do whatever the ♥♥♥♥ they want. Their abilities are mostly tied to "once per turn" or out of initiative.
Try not to stack your party full of Clerics, Bards, Sorcs and Barbs who will all be out of steam after 2 fights.
3 and 1 probably works better, as almost every class has 3 subclasses, yeah.
Tanoshi 25. Aug. 2023 um 19:16 
Ursprünglich geschrieben von buttawise:
Ursprünglich geschrieben von Tanoshi:
true, but not by me.
You clearly stole the 4 barbarians idea from me. No one else could've possibly conceived this.
Oh no no. I'm sorry but only my opinion matters since I am God. But it's okay I will forgive you just this once. You're welcome.
Ursprünglich geschrieben von Tanoshi:
Oh no no. I'm sorry but only my opinion matters since I am God. But it's okay I will forgive you just this once. You're welcome.
my bad.
Grobut 25. Aug. 2023 um 19:52 
Whichever one offers a free bar.
Josey 25. Aug. 2023 um 19:53 
4 Paladins :steamthumbsup:
raditz 26. Aug. 2023 um 3:56 
Ursprünglich geschrieben von DontMisunderstand:
Sorcerers are hilariously weak, the optimal party would not have one at all unless you were specifically planning to exploit twin spell+haste on your two Great Weapon Master users every combat and long rest basically every 2 encounters. In that case, you're probably going barbarian and fighter as your other 2 since they have more versatility and dps than paladins in this setup. That party composition will also struggle a LOT in the early game, as sorcerers are effectively worthless before level 5 and the overwhelming might of the barbarian and fighter doesn't make up for having two dead weight party members. Realistically though, you'd steamroll the game with a party of 4 druids, they're by far the most powerful class that has the most resources and thus least need to rest. They're also versatile enough that you could genuinely split your 4 druids between caster, skill monkey, frontline tank and dps easily without sacrificing anything in terms of combat utility. If you want something truly unorthodox, I'd shoot for a party of 4 of the same class. Like I said, druid is probably the best way to do that, but you'd probably have loads of fun with almost any class that way.

Nice! What's the best dps / nuke magic-user class that goes well with 2x pala with 2Hs?

So... My thinking after all these great answers is, 2x2H pala, 2xNuke mage, or maybe Syrin's "sniper" + 1 caster.
What I think would come handy is Knock and Fly maybe, so palas can take out flyers too... And who would be best for perception and sleight of hand? (you guys mention those are the most important skills) I guess it's the Gloom Stalker if I go for that, but which caster if I decide for 2xCasters instead?


Also, thank you everyone for your answers! I kept throwing awards left and right in return ("toss a coin to your witcher" :D). Except for the troll ofc :) Tanoshi, don't feed the troll - let it starve to death :)


One more thing. Is "Dark vision" a reasonable thing in the game? Or safe to ignore as won't help with e.g. gamma / better vision in dark places, etc? (I mean player vision, i.e. I see stuff better as a person, not the party / chars who I guess get a -2 or something if in dark)
Zuletzt bearbeitet von raditz; 26. Aug. 2023 um 5:44
raditz 27. Aug. 2023 um 3:51 
Oh boi this topic died :)
Thanks again for all the positive vibes & comments.
for act 1/2.
take all martials, except one land druid for jump/longstride(tripple jump distance is just... its not even easy mode, its freeride to enemies). that is all you need. any kind of marials will be fine.
all fancy classes are bul.l.cr.ap. why? because of horrible rolls, that is why. either you are savescumming valuable casts or use cantrips, what hit like wet noodles. you do not need cc either, because martials themselves can cc to some extent(rolls again).
you do NOT NEED HEALER either. like at all. potions heal better and thrown heal pots are aoe btw. you can give druid said pots and will be better than with any healer.

it will be easy mode, i guarantee you. ANY fancy class is nothing more than a waste slot, except one who buffs martials.
in act 3 fancy classes are far better and fully usable.
Zuletzt bearbeitet von lar unuruur; 27. Aug. 2023 um 4:11
cults 27. Aug. 2023 um 10:42 
Ursprünglich geschrieben von lar unuruur:
for act 1/2.
take all martials, except one land druid for jump/longstride(tripple jump distance is just... its not even easy mode, its freeride to enemies). that is all you need. any kind of marials will be fine.
all fancy classes are bul.l.cr.ap. why? because of horrible rolls, that is why. either you are savescumming valuable casts or use cantrips, what hit like wet noodles. you do not need cc either, because martials themselves can cc to some extent(rolls again).
you do NOT NEED HEALER either. like at all. potions heal better and thrown heal pots are aoe btw. you can give druid said pots and will be better than with any healer.

it will be easy mode, i guarantee you. ANY fancy class is nothing more than a waste slot, except one who buffs martials.
in act 3 fancy classes are far better and fully usable.
Of course, the people who make genuine, helpful and authentic posts are the ones that get banned.

Can someone tell me why the mage/support classes get better in Act 3?
Ursprünglich geschrieben von cults:
Can someone tell me why the mage/support classes get better in Act 3?

Every class has it's "glory moment"... all get a massive bump at 5... but casters get enough slots, with some serious variety in spells, to be damned useful at 10+.

And THIS is why the game caps at 12. Anyone who has ever played a tabletop 5e game knows that after 12, some serious world altering stuff starts becoming possible. If you thought the usefulness of polymorph in BG3 is a joke, imagine trying to deal with spells and abilities that approach what minor deities can pull off.
That needs a living DM.

And even then it becomes a "I rolled 15 dice for my damage... let me add them up, hold on...." kind of thing.
Ursprünglich geschrieben von raditz:
Ursprünglich geschrieben von ⓀⒾⓦⒾ‰:
depends what floats your boat.

Thanks! My questions is more about what classes / combos (if any) are underdog / useless / wouldn't work, if any?
e.g. if vast majority of monsters are flyers, gl&hf with my 2H guys. Focusing on fire spells, but 90% of game is fighting fire elementals, and such.
None.
You just need to learn to play them.
Online builds, I have found, to be useless.
There is not really a such thing as an ideal party. Much of this is going to depend on HOW YOU CHOOSE to play.

With that being said Barb and Fighter are pretty straight forward if you're new.
Seswatha 27. Aug. 2023 um 11:02 
Generally gear dependant and different at different levels so depends if you're willing to swap in different characters for their story and abuse respec and hirelings.

Also depends on your tolerance to resting and micromanagement.

Party for Wet condition and Lightning/Cold damage abuse:

Draconic Blue/Bronze Sorc 8/Warlock 2/Fighter 2 Eldritch blast with lightning charges spammer with spell sparkler, potent robe, callous glow ring & more fun gear later - sustained ranged dps / can be party face

Int based Tempest Cleric 2/Divination Wizard 2/Draconic Blue/Bronze Sorc 8 - for int skills, guidance, aoe & single target burst, not very gear dependant (stack DC from stuff like Rhapsody & Weave set)

White Dragon Sorc 1/Tempest Cleric 1/Abjuration Wizard 10 - tank/retaliation damage, Armour of Agathys abuse + cold CC (Mourning frost, Snowburst ring, Winter's Clutches, Coldbrim Hat)

DEX Dual crossbow Swords Bard 6/Thief 4/Fighter 2 - ranged burst dps + skill monkey, not much synergy with the rest but you need someone like this to cover skill checks.
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