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Frankly ditch the cleric, and make the Bard 10 lore bard (make sure to grab aura of vitality from secrets at 6 bard), 2 Life cleric. All the support you'll ever need and now you have a slot open for a Paladin to smite spam, provide save aura, and LoH (as well as backup emergency heal)
If you want to keep the cleric... ditch the bard and take 1 wizard level on the cleric and use the 17 int hat from the ogres. All the nukage you'll ever need. (Can also respec to 2 wizard if you really want for easy nukage with evocation. I'd recommend tempest for that though)
End of the day, you have 2 support roles. Bad thing about 4 man parties, ya ain't got room to get "creative."
Why I MUCH prefer 6 many parties. Let's you do something other than "melee, melee/archer, caster, support."
Sad part is every party is just straight ass better with a pally in it as well.
Me and my friends cleared honour with a draconic sorcerer and a ranger hunter.
The other 3 were a light cleric and throwing weapon barbarian, both close to useless against the absolute ( and a lot of fights were just me and the sorcerer because the other 2 were offline ). We tried to nerf the party with mono classes and no illithid powers, though it didn’t impact much.
Luckily the game gives enough room even for random picks if the players know what they are doing.
well that explains that, only person getting 2 turns is the barbarian and wyll if uses melee
damn Son thats miserable AC for lvl 12....
The man managed a spectacular mix of low ac and damage I gotta admit lol.
Is Wyll your Sorc? Give that potent robe to him, make him a draconic ancestry with fire and a necklace of elemental augmentation. +3x charisma modifier to his 3d10 firebolts. So whenever he hits that's 18-45 points of damage with a single cantrip if his charisma is at 20. Gloves of Dex and a shield should put his ac close to 20. And everything else can just exist to improve his spell attack and spell save dc rolls.
Shadowheart seems to be your (life?) cleric. Make her a Light domain cleric, luminous armor, callous glow ring, I hope you kept the luminous gloves, ketheric's shield, with hood of the weave and boots of speed. And go steal the necklace from below Stormshore tabernacle and give it to her, cloak of the weave optional. She will run around debuffing stuff while they have disadvantage on hitting her with attacks of opportunity. And you'll have another character to cast fireball with. Can't ever have enough fireball.
For Karlach... Each of the cloth classes are basically funneled into a specific set of gear at the end. The best barbarian chest cloth can be bought at the smith in rivington. The Bonespike garb. The boots are in a cave near the shore, there is a ship parked just outside. It's before you enter the south span of Wyrm's crossing.
The bonespike gloves are entirely missable as they are carried by a disappearing and invisible enemy in the fight before you get to a certain temple below the city. If you don't kill him before you finish that fight you won't get the gloves.
And helmet is sold in the sewers by some dude.
For your bard... what college does he belong to? Bards maybe have the highest amount of synergy with any kind of equipment if you let them. But I never played a bard as a main character, just Wyll as a lore bard on my honour mode playthrough and he just existed for utility and using the potent robe to insult people to death (which isn't useful, but it's fun to see a bard deal at least 8 points of damage with vicious mockery).