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Damn it looks like they can transform into a myrmidon late game, when my wizard can just summon one and keep casting other spells. Huh.
It looks like they would be best off staying in humanoid form and doing caster / range things. I can't see how an owlbear or actual bear would be better than having a plated up fighter.
Only moon gets bear form and shapeshifting as a bonus action. Land druid gets access to mirror image and misty step if you choose it at lvl 3 as well as a large terrain dmging cc. I like to go all 12 into land druid myself and use mirror image/haste into owlbear before a fight starts. This gets me 2 flying leaps and like 4 attacks a turn starting at lvl 6. As land druid you can also just stack AC into the 20's and put haste on a party member while staying back with utility and summons.
Druid is basically like playing as Batman. You often spend more time prepping/mulling over positioning and tactics.
Bear seem to be a very effective damage sponge. There a taunt ability and in act 1 I have 40HP. Once you loose that 40HP you return to caster form (with original HP) and can cast back into bear with another 40HP. You also have the ability to use spell slots for heals. A Druid in bear can take 100 damage in act one and still stay up without outside heals
Casters you build and play . . . just like any traditional caster. Give them gear to boost their casting, equip a set for elemental synergies (Ice set for ice builds, Lightning set for lightning builds, that sort of thing), pair with a support who can multiply their effectiveness. You'll be relying on Moonbeam, Spike Growth, Thorn Whip, and Call Lightning a lot while also playing summoner/healer when needed.
Shifters are - as others pointed out - primarily gonna be not in human form for the majority of the game. You'll be a spider, owlbear, 'bear' bear, sabretooth, dinosaur, or a Myrmidon for the majority of your playtime, so most item effects won't have much use unless you're knocked out of a shifted form. This would be the playstyle to equip some of those off-brand or quirky items or item sets that provide a lot of utility: things like extra Misty Steps, Speak with the Dead, Pass Without Trace, skill bonus items like Mage's Friend or Smuggler's Ring, those sorts of things; save for one specific armor set you can get in Act III (which is at the end of the game).
Spore Druids are their own playstyle: You're basically a melee caster with a ton of extra HP thanks to Symbiotic Entity, and you'll be using Shillelagh to pump your melee damage to the moon thanks to how Torches work. Here you'll equip anything that nets you extra resistances (or pair this with an Abjurer Gale who can hold a Warding Bond), shaves damage off, boosts resilience, or otherwise makes you chonkier, since your job is to either harass one guy in particular, or be the wall that other guys have to get past. (You can have up to 184 total HP between base, buffs, and your THP from your Symbiotic Entity, paired with high AC and damage reduction; only thing thiccer than that is a Bear-barian with Amulet of Greater Health and Tough.) Anything that boosts spell attacks or adds damage bonuses to weapon attacks also helps, since you'll be making less attacks than a traditional frontliner, meaning you need to make those hits count.
Hope this helps.
Here you can check all items and think your build: https://baldursgate3.wiki.fextralife.com/Equipment+and+Crafting
There's an actual wiki for BG3 now, we don't need to be using FExtraLife:
https://bg3.wiki/wiki/Equipment
Thank you for sharing
No prob, Bob.
Even when a game doesn't have a wiki, we don't need to be using Suxtralife.