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- 24 CHA (Birthright+Mirror of Loss+Auntie Ethel+ASI).
- Necklace of Elemental Augmentation.
- Potent Robe.
- That feat that ignores Fire resistance (also prevents you from rolling a 1).
- Markoheskhir (to use Kereshka's Favour).
I think that's everything.
32 damage minimum on a cantrip... that is truly awesome, especially with the quickening metamagic.
Still, it's a Fire Bolt that's ostensibly more powerful than a Fireball and costs nothing. Also, with Heat, I can go even higher.
Let's see, something simple:
-- 27 STR (potion)
-- giantslayer
-- arcane synergy (ring)
-- CHA items, let's keep it to only 22 (ASI+the helmet)
-- GWM
-- helldusk gloves
-- Elemental weapon
-- Elemental ring
Tally: 2d6 + 3 + 16 + 6 + 10 + 1d6 + 1d4 + 2 = 41-59
The "budget potion" would be gauntlets of giant strength, drops the damage by 1d6 (replacing the helldusk gloves) + 4 (double STR bonus difference), so making it "only" 36-49, you can probably drop the arcane synergy and all the spell-casting bonuses too, but damage-wise I just don't see why not use it.
And now.. the final drum-roll: you can make a weapon attack twice - for free, no resources are needed for that. If you're an 11 fighter.. you do it trice, not counting any "expendable" stuff like action surge. So the weapon setup turns into something a-la 82-118 for x2 attacks or 123-177 for x3 attacks.
All of that "on the sheet", without any short-lived buffs (elemental weapon + potion last till long rest and aren't that much needed anyways, I just added those so that a single weapon attack has greater numbers than the setup in question), without expending any resources.
And I didn't even need to come up with intricate setups, just stacking what is out there and gives direct damage bonuses. This isn't to say that OP's setup is "bad". But it is to show that it's most certainly not "truly powerful" as that is reserved to the martial classes at end-game.
Yes, casters are somewhat gimped.. at least in comparison with martials. A lot of which comes down to BG3's itemization which favors martials on top of 5e already favoring them. It is still possible to play casters effectively .. out of academic interest and some RP itch. But the power? Nope, that's all martials.
Casters get less HP, less survivability (unless they waste turns and spell slots buffing themselves in temporary ways that can be removed in one martial's turn), all because they can - for a LIMITED number of times per day - deal less damage in one turn than martials can, but they do it to more enemies.
Thrice is nice.
I played 2x pure Fighters (1 ranged, 1 melee) at lvl 12. Except I used Elixirs of Bloodlust instead of Giant Strength (especially on Tactician difficulty) and kept STR at 22-ish. With Bloodthirst and the Titanstring Bow, your hasted ranged Fighter can do 1000+ dmg per turn easy with the ubiquitous Arrows of Many Targets and Arrows of Slaying. Even with baseline dmg (no consumables during combat) you can outshine any 2-handed weapon. My system takes synergy though - two characters working together beats any two solo builds.
But yeah, I had a lvl 12 Sorcerer-Draconic-Red as well. Firebolt is meh - even at 40 avg dmg. Where it's at is Scorching Ray and the Gloves of Spellmight.
Meh. Not that powerful. Evocation Wizard with Eldrich Blast is better.
Really? How tall are you? I'm 6'0".
Trust me, 40 dmg per turn is meh.