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Honestly, you can just make Shadowheart a light, tempest or wafare cleric without doing anything complicated and it will be a good decision.
Personally, I went with Shadowheart (Light cleric), Astarian (for thieving), Karlach (bear heart barb) and Laezel (fighter) and so far nothing has really been a challenge.
Excellent party without much need of ressources. And yes, light cleric is really powerfull and fun.
the game is easy what build you even have on hardest difficult
Much depends on how thematic you want to be. You would expect a Paladin to balk at becoming Warlock who is almost a puppet of another being (especially Fiend).
Also Shadowheart as a Light Cleric goes dead against what Shar teaches. Tempest or War cleric are less clashing choices.
Personally my current playthrough is:
MC. L4 Rogue (sub-cless Thief) then Monk (Way of the Open Hand). Dual wield Knife of the Undermountain King (actually a shortsword) and chair leg of Hill Giant strength in the off hand and you should sail through Act 2.
KARLACH Respec to L6 Battlemaster fighter, then continue with Barbarian levels. Take the Tavern Brawler feat at L6 and buy the returning pike (goblin trader at goblin camp), acquire the Kushigo Gloves (reward from Bonecloak in the mushroom colony) and any rings that add to damage. Pump strength, Throw that returning pike often.
GALE. You can do stuff with him if you want, like a couple of levels of fighter for med/heavy armour , extra HP and Action Surge, but he is fine as a simple wizard start to finish.
Shadowheart. I run her a s a Tempest cleric. She is fine a as a straight cleric, though you can add 3 levels of Sorcerer for a one-round burst damage combo of quicken spell, create water, then call lightning on wet enemies that round and for the next couple of turns (call lightning only consumes one spell slot when used over several rounds, much like how Witchbolt works). Once per long rest you can do max Lightning damage on a spell (using Destructive Wrath) so max Lightning damage + wet + crit if you are lucky is a ton of damage in one shot.
I happen to run a similar build for her for that very reason, and it's been a good one. My approach is a little different that the video, but it's close.
Almost any class is OK multi-classing with fighter, to get Action Surge, but the Wizard can certainly be just as strong running as a straight Wizard class.
Trickster Domain + Rogue is kinda redundant.
Some people really like the stealth-based assassination-type rogues in this game, but I like just bashing all my troubles with a big sword backed up by flashy mage magic.
And any cleric's most powerful role in probably 90% of the battles in this game is to just throw up spirit guardians and then run into the middle of the fight.
When I bother to optimize Shadowheart, I rebalance her ability scores and just switch her to a better domain (almost anything but trickery would be better). Many times, though, I just let her play as her default.
If you don't care about sticking to her "cleric of shar" theme to the letter then you should respec her and dump Trickery altogether; trickery sucks hard.
This allows me to run my Sorcerer(2)/Bard(10) (player character) for mostly in combat, except for conversations, and the other two characters mostly in combat focused.
Of course, re-classing and adjusting is extremely easy in this game, thanks to Withers.
Shadowheart is ok doing Rogue stuff early on, not so good later. Better to take a Rogue (4) Monk (6), or bring Astarion along (he makes a good Rogue L4, Ranger Lx). As part of his spec, Astarion can also be very effective as a ranged bowman.
If you like big smashy damage, spec Karlach as a fighter (Battlemaster 6), Barbarian. take ability increase (Strength) as your L4 feat and Tavern Brawler with the L6 feat.
With the Gloves of Uninhibited Kushico, + Ring of Flinging + another ring that adds damage, + Tavern Brawler feat + the returning pike (from goblin trader in goblin camp) she can prod buttock both ranged and up close. If she wears the disintegrating Nightwalker boots as well, she will be hard to stop and able to get where she needs to be, to do damage one way or another.