Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
"Healing sucks" is a typical statement by veteran D&D players of the P&P game. The healing in Baldur's Gate 3 does not "suck", but it strongly depends on how you use it. Missing out on the cheap mass Bless e.g. is a pity.
I do not see a Lore Bard or any other class being superior than a Life Domain cleric when it comes to actual healing. It might suffice for players if their playstyle is adjusted to that, but that is a case by case thing to check and to decide.
With only one supporter in your party it makes sense if you have another character additionall go Bard or take up some support spells as Wizard/Sorcerer. But not something where I would recommend changing your only support character into, especially if you have good experiences so far.
Where a class change like that would make sense is e.g. you found yourself not needing that much healing anymore and your Shadowheart would be idle or not dealing much damage most of the time. But considering the many cleric spells, depending on your build, a weak cleric means only an under utilised/mistakenkly skilled cleric. Clerics can be powerhouses as well and must not be reduced to the healer job only.
How about sharing your character sheets for some cleric / bard build suggestions which might fit your party?
Granted auto attacks with this build suck, so I always gave Shart the items (grenades/water/etc...) so she could run around with Spirit Guardians while throwing bombs, bulbs, water, and other such nonsense.
The bard support spells just weren't all that great. They're just more offensive based.
My current team build is
Tav Gith 6VengeancePaladin/4Fighter. (GWM and Alert Feats)
Shadowheart 10LifeCleric, (Attribute 2Wis and Alert Feats)
Lae'Zel 8FrenzyBarb/2Fighter (Spear thrower). (Tavern Brawler and Alert Feats)
Karlach 8Monk/2Fighter (Open Hand). (Tavern Brawler and Alert Feats)
My team can push out a lot of damage and decent CC.
I'm in act 3 on Honour Mode and haven't really needed a ton of Healing yet, but haven't gotten to any of the big fights yet. Even if Lore Bard isn't as good a Healer as a Life Cleric can it still be a competent Healer? Would it be a good fit for my setup?
I was mainly considering it because it sounded like certain fights in Act 3 can get ugly without Counterspell, and I don't really want more than 1 support caster in my party.
Since it's Honour Mode I should probably just stick with what's been working. Honour Mode is my first complete playthrough, so not sure what to expect from the toughest fights in Act 3. It's just sounding like not having counterspell might hurt.
College of Sword bards are absurd amounts of damage with the right gear. Like solo Honor mode type OP damage. They are just weak as a support.
Counterspell is nice, but not absolutely necessary. Silence does fine vs Raphael (just use a barbarian to maim or a fighter to knock him prone to keep him from running out of the bubble).
I found Cazador, Raphael, and Orin to be quite easy (the one's people complain about). It was the Hag (Act 3), Ansur, and the Netherbrain that caused me problems. I could go into detail about particular fights if you're interested.
There is also the Staff of Interruption, though it's only 1 per long rest.
Otherwise yea, any details about the nastiest fights you think are relevant I wouldn't mind seeing. I've done a bit of research myself but some consolidated information in this thread would be cool.
Interesting; what would make that multi better than a life cleric?
My party composition is a few posts up. I'm open to any notes or suggestions.
Your team should stomp them. Most fights are just about delete'ing the boss and your comp will have no problems there.
Orin: bring a magic missiles scroll or 2, OR stack damage riders (as I think they call it). For example If you do 3 different types of damage on an attack (rings, draconic weapon, ect...) it'll burn 3 stacks of Orin's unstoppable. She has no resistances otherwise to speak of and is easily CC-able, just don't get knocked off the ledges.
Gortash: You'll delete without breaking a sweat. Just make sure you have a decurse (scroll works fine) as his hand of whatever thing is a curse.
Cazador: Easy if you have some form of daylight. I used Guardian Spirits + Radiant armor, but any paladin with radiant armor/ring/whatever should be fine. His HP is low, so once my Karlach (Tiger Barb) got on top of him she delete'd him in a single turn. It was kinda sad really...
Ansur: He was a ♥♥♥♥♥ for me, but that was in part because I ♥♥♥♥♥♥ up, and my comp was bad for him. Your comp is much better suited. Bring electric resist elixirs (or the ring from Act 2) and a scroll of globe of invulnerability can completely negate his huge AOE blast allowing you to happily dps right through it. Also ignore the adds and just burst him.
Raphael: Stack fire resist on all your guys (makes a world of difference). All CC works vs Raph, he just removes it at the start of his turn, so you have to re-apply every turn. I used Karlach (Tiger Barb with main) to lock him in place (cleave being an AOE can hit him even when beguiled) and dropped a silence bubble on him. He then sat there stupidly doing nothing, which was quite funny. Just don't use radiant damage (he has that radiant retort type buff thing).
Netherbrain: The phase on the brain with the dragon is near identical. I just used haste pots and blew the horn on every action and filled the place with adds :) The 4 guardians spam CC so you'll want to kill them ASAP, but counterspell won't help since all 4 cast. You're better off just delet'ing them.
The second phase of the netherbrain was a bit harder, since the ladders connecting the different platforms aren't there, or there are less... or something like that. So on tactician I could hit sprint and just run from the top to the bottom and melee the brain, this time I could not and had to jump. But it's a LARGE jump and you'll get prone + damage so you'll want either some form of misty step, or cast feather fall before going in the portal, or some other way to get your melee down to the brain. Also globe of invulnerability will prevent the orbs from destroying the platforms and your men (in case someone gets caught without a bonus action to jump or something like that).
Bard's song of rest would replenish your action surges and make all of your brawlers able to do crazy amounts of damage in more than one fight. It would act more like a short rest button than a heal, but its a whole half health replenish to your whole party. It is also easier to mutliclass bard into sorcerer to get meta slots for stronger healing spells, though maybe a bard with a focus in alchemy would be better. Either way, your damage and healing all rely on only one stat that is fairly easy to buff with things like the potent robe/hag hair. One feat and you're OP-ish.
But also, anyone can heal in BG3 because of potion throwing, and if you do it right, it can be an Aoe heal. A fighter actually makes for a great healer.