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Bir çeviri sorunu bildirin
You will probably average 25-30 dmg every turn with your 2 crossbow, add to that your reaction spores, another 8 if extremely lucky.
And then they will take dmg on their turn with spike growth maybe another 5 to 20 dmg depending on how much they move in it.
Probably one if not the best dps early game, unfortunately seem to fall off and become more like a bruiser/tank and deal most of its dmg with pets and spell later on, still need to see how it goes in endgame.
Meh. It wants to be more melee by turning it's wild shapes into straight up Temp HP and extra melee damage. It CAN work but by the time it really shines you'd already be doing better with another melee class, especially since you still only get one attack either way.
Now in table top, or if you're using mods, and you can get your hands on Green-flame or booming blade, you can at the very least make it a very damaging single attack. Especially with some of the OneD&D stuff (at level 12 with One D&D Shillelagh, gf/booming blade, Elemental fury: Primal strike and symbiotic entity you're looking at 1d12 Force,2d8 Fire/Thunder, 1d8 elemental and 1d6 Necrotic, or 5-42+Wis) but even then you'd probably do better with more single-strike damage from a Rogue. (Rapier/Crossbow, 1d8+6d6 Sneak attack, 7~44 or Plus GF/Booming 9~50)
The reason is because it's easier for them to reconcile how some classes work with their typical Divinity thing (stacking boxes, dropping barrels, making puddles etc.)
but yeah why play it when the other druid subclass utterly outscales it in every way?
i can solo honor mode with a necromancer wizard and go companionless before i leave the first zone and thats 12 levels into wizard, no multi class.
spore druid upsets me because in my head i imagined a class that spreads debuffs and DOTs (damage over time) spells between groups of enemies and support/utility spores that spread between allies/players/summons. a druid that cannot shapeshift but instead spreads spores and sickness across the field... but thats not what we got, and the sporekeeper armomr is beyond ♥♥♥♥ now because its A) in act 3 and B) the other spore stuff is once PER long rest... which makes it ♥♥♥♥.
ngl i prefer divinity original sin 2's combat action point system and everything had cooldowns that took like 2-5 turns to cast again... if there was ever a huge game changing mod that gave us the divinity original sin 2 combat point system in BG3 id only play that.... and turn long rests into timed buffs depending on what foods you used at camp... then shorts rests would give you the same buff but it would add a few mins instead of lasting 30m-1h per long rest. sadly divinity had far more diversity in gameplay/builds than BG3 and not a single "class" was worthless to play or was so utterly out classed that it wasnt worth using.
I dont get how they are "wish.com clerics"
Because people listen to youtube content creators instead of trying it out themselves or just reading a bit about them. CoL Druids are some of the most flexible classes in game outside of Bard and Rogue. There is really nothing you cant walk into and walk away from. Granted the Grymforge fight can be a bit of a challenge with a CoL druid if you dont use the hammer... because that thing hits HARD on honor mode. But outside of that there isnt much you cant do as a CoL druid, and if you take a 1 or 2 level dip in Cleric say Tempest, Life, or Light for the other spells and abilities you really start to shine. If you just want to be a better bard go Knowledge cleric for 2 levels and 10 CoL Druid, and if you are a Gyth its even more stupid the amount of skills and mobility you have.