Baldur's Gate 3

Baldur's Gate 3

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Eric Aug 12, 2023 @ 5:34pm
Warrior can attack 12 times in one round
If a warrior got 11 lv and takes the potion of speed, that means she has 3 actions in one round by using action surge. She can attack 4 times with one action which make she can attack 12 times in one round and she can make 30 damage on average which means she can take a maximum of 30 * 12 = 360 damage. This setting ruined the strategic aspect of the game.
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Showing 16-30 of 38 comments
Apex Jaggi Aug 13, 2023 @ 11:01am 
Originally posted by Batailleuse:
Rogue 2 (the one with 2 bonus action)
Gloom stalker 8
Fighter 2

Rogue Lvl 3 with the subclass of Thief gets the extra bonus action.
Armoth Aug 13, 2023 @ 11:02am 
Originally posted by Eric:
If a warrior got 11 lv and takes the potion of speed, that means she has 3 actions in one round by using action surge. She can attack 4 times with one action which make she can attack 12 times in one round and she can make 30 damage on average which means she can take a maximum of 30 * 12 = 360 damage. This setting ruined the strategic aspect of the game.
For me that's the whole point of the end game for a Baldurs gate game. Played a lot of BG 1 and BG2 back in the day. It was fun and hilarious to see the OP combinations of class, skills, and potions you can come up with (Looking at you time stop and sequencer spells).
Batailleuse Aug 13, 2023 @ 1:10pm 
Originally posted by Kage:
Yea martials > casters so hard in this. My 12 paladin can do 300+ dmg in a turn.. wizard can do like 60. Kinda nuts. Rogue(thief)/fighter multiclass comes close though with 4 sneak attacks.

hmmm yes and no you depends on your Smite to do that burst and you only got so much, past 3 turn you wont have any smite left and can only do auto attacks. which will be about what ... 60 damage a round ? a bit more with crit.

wizard or sorcerer has very special spells later which includes stuff you can only learn from unique scrolls like "artistry of war" which is 12d6+6 or ... 64-144, and that spell has no save, it's the ultimate of magic missile pretty much, and it's only lvl 5 spell. and it's stronger than some of the level 6. ones.

and that is without counting huge things the wizard can have ... namely

1- a staff that makes that whenever he kills something next necromancy spell cost no spell slot.. so you can just snowball enemies with your highest necro spell like Circle of death (8d6 necro with huge AoE) or dethrone (10d6+20 necro single target)
2- if you specialized as a necromancer you also can get the full menagerie. AS IN

- 1 Mummy (lvl 6 spell) 96hp (maybe 2 not sure if the item is a separate instance of the spell)
- any elemental myrmidon (lvl6 spell) - you just summon this one first, then refresh your spell slot with the unique amulet(spellcrux), then you go kill something > next necro spell is free > summon mummy. and you still have your 6th spell slot available to cast at will after a kill. 146hp and my favourite, the water one, actually has a gigantic healing aoe.
- 2 flying ghouls : 44 hp, same as ghouls they can paralyze, but they can fly.
- 6 walking ghouls: 44hp

so we are talking about 10 pets
now do a little trick, group a cleric 12 and a druid 12, cast upcast Aid lvl6 and feast of hero, give them all +45hp plus wisdom advantage and fear immunity.

we are now talking a combined hp pool for minion of 626hp, with your water elemental able to heal absolutely every pet + your team members for a whole 2d8 so with 10 pets + 4 party member, is about 28-112hp/turn

and thanks to your necro buffs, they do hit more often, they had about 55-60% hit chance on the last fight of the game, now you just need someone in your team able to apply hex (so anyone else with 1lvl of warlock really) and pick Con disadvantage.

now all your necromancer spell have Advantage (the staff) and creature has disadvantaged on Con roll, so all your spell should land, and your 8 ghouls will definitely land paralysis left and right.

and yes you can paralyze bosses, in fact i killed all 3 major bosses while they were paralyzed, with 8 monster around them spamming crits.

so trust me ... if you count all your summons, a wizard per turn outputs way way more than any martial class, and contributes to a win rate in battle in ways no martial class can even dream off.

applying paralysis = auto 100% hit AND crit for all melee attacks. that alone is broken, so
when you have 8 different rolls PER turn ... i just chuckle.

8 ghouls is literally a total of 24d6+24 (if they hit)
ice myrmidon is 3*3d6 (aoe) if you do not need to heal
mummy is 5d6 or 10d6 (if target is afraid)
then you have you, and you can do anywhere between 3d8 with cantrip boneshill to 10d6+20 depending when you proc your staff on a kill, but say you use Death Touch (which is a melee attack) and you use it on a paralyzed unit by your ghoul, not only will you mostly likely kill that creature with a crit but take a raw heal of the damage dealt, and you can cast the next spell as a level 6 for free.

and you want the best part ? if you pick a SINGLE level of barbarian, use mage armor, and use the unique amulet giving you 23 CON

you can roll around with
10 +2 (robes)
+3 mage armor
+3 Shield
+6 from Con to AC bonus
+4 from dex (dex gloves)
= 28AC
And optionally.

+1 with balduran helm (which also heals 2hp/turn)
+1 from cape
+1 from boot

so 31AC. and if really something manages to hit you, you can cast shield as reaction for +5AC ... so 36. at this point find me a class with a single dip able to have that much AC.

are you really sure that martial are that superior ? my necromancer would largely disagree.

and if you want an ultimate undead army, just pick class that also can summon undead (several classes do get access to it) and equip a mobile tank with the circlet of bones giving all undead allies in 6m resitance to all physical damage. or make a life cleric your "tank" and use the stuff that gives +2heal and give bladeward to anyone you heal, and just use word heal area once in a while wen things get heated so everyone and their mom is warded, then do a stupid ward link chain your necromancer < Cleric with full plate which you also ward to a second cleric with also some heavy gear (ideally persistance heavy plate on that one to get perma bladeward+ resitance since he is last in chain). since no one should touch your main necro, second and third cleric wont take much damage either and they can be healed by their respective water myrmidon anyways.

here you go. myrkul would be proud

one last massive advantage this build has, you can be everywhere at once, engaging almost everyone on the battlefield with 1-2 ghouls that all have 90hp+ and just use a misty step or anything to get close to that now paralyzed creature, get yourself a bloodlust elixir + speed potion, and kill that poor soul with a vampiric touch, get 1 action back, cast next necro without slot cost, then move to cast whatever you feel like as your 3rd action.
Teddy Aug 13, 2023 @ 1:11pm 
Originally posted by Raahvin:
Originally posted by Eric:
This setting ruined the strategic aspect of the game.
This right here is what we grown ups call "a personal opinion". You meant to finish with "...for me, ruined it for me" I am sure.

Personally, after having my arse handed to me for weeks in EA, then getting stomped on by 20 MISSES in a row for 40 hours of game play until I hit level 5 or so... you bet I am taking 12 attacks in a row as raging revenge against the dice that oppressed me early on.
Power fantasy, some of us like it. I'm on the same boat, but with barbarian fighter (champ), absolutely loving to stomp everything in my way
Batailleuse Aug 13, 2023 @ 1:13pm 
Originally posted by Shyke Wolfe:
Originally posted by Batailleuse:
Rogue 2 (the one with 2 bonus action)
Gloom stalker 8
Fighter 2

Rogue Lvl 3 with the subclass of Thief gets the extra bonus action.

yeah my bad ranger 7 and rogue 3.

doesnt change anything for the ranger part since it gets no special feature at 8 not does it get spells.

but yeah you need rogue 3 for extra bonus action. thanks for correcting me.
Batailleuse Aug 13, 2023 @ 1:14pm 
Originally posted by Teddy:
Originally posted by Raahvin:
This right here is what we grown ups call "a personal opinion". You meant to finish with "...for me, ruined it for me" I am sure.

Personally, after having my arse handed to me for weeks in EA, then getting stomped on by 20 MISSES in a row for 40 hours of game play until I hit level 5 or so... you bet I am taking 12 attacks in a row as raging revenge against the dice that oppressed me early on.
Power fantasy, some of us like it. I'm on the same boat, but with barbarian fighter (champ), absolutely loving to stomp everything in my way

tell me its also an half orc :steammocking:
Ephemerant Aug 13, 2023 @ 1:15pm 
Unfortunately, a Hastened Action is only supposed to let you attack an additional time, not use your Extra Attack feature an additional time, but Larian made that little change.
Teddy Aug 13, 2023 @ 1:16pm 
Originally posted by Batailleuse:
Originally posted by Teddy:
Power fantasy, some of us like it. I'm on the same boat, but with barbarian fighter (champ), absolutely loving to stomp everything in my way

tell me its also an half orc :steammocking:
Absolutely is <3

A one that embraced the illithid powers as well haha
Last edited by Teddy; Aug 13, 2023 @ 1:16pm
Batailleuse Aug 13, 2023 @ 1:17pm 
Originally posted by Kage:
Yea martials > casters so hard in this. My 12 paladin can do 300+ dmg in a turn.. wizard can do like 60. Kinda nuts. Rogue(thief)/fighter multiclass comes close though with 4 sneak attacks.

you can only do 1 sneak attack per turn, no matter how many action points you have, sorry to disappoint. which is a reason why rogue sucks, you only pick it to get either thief (2 bonus action instead of one) if you dual wield or Asssassin (refresh action/bonus action point and gives 100% crit chance if you successfully surprise an enemy), the sneak attack is pretty useless in that department as opposed to getting more attack or other perks from other classes.
Ephemerant Aug 13, 2023 @ 1:19pm 
Originally posted by Batailleuse:
Originally posted by Kage:
Yea martials > casters so hard in this. My 12 paladin can do 300+ dmg in a turn.. wizard can do like 60. Kinda nuts. Rogue(thief)/fighter multiclass comes close though with 4 sneak attacks.

you can only do 1 sneak attack per turn, no matter how many action points you have, sorry to disappoint. which is a reason why rogue sucks, you only pick it to get either thief (2 bonus action instead of one) if you dual wield or Asssassin (refresh action/bonus action point and gives 100% crit chance if you successfully surprise an enemy), the sneak attack is pretty useless in that department as opposed to getting more attack or other perks from other classes.
Per turn also means that you could Sneak Attack on someone else's turn, so a max of 2 per round under the right conditions.
Vorpal Spoon Aug 13, 2023 @ 1:21pm 
So you intentionally found a way to power mode and break your own playthrough? And you're mad about that? Strange logic.
Makkura Aug 13, 2023 @ 1:21pm 
Originally posted by Eric:
If a warrior got 11 lv and takes the potion of speed, that means she has 3 actions in one round by using action surge. She can attack 4 times with one action which make she can attack 12 times in one round and she can make 30 damage on average which means she can take a maximum of 30 * 12 = 360 damage. This setting ruined the strategic aspect of the game.
Another caster rolled higher initiative. He casts "Hold Person". Now your warrior does jack.
Last edited by Makkura; Aug 13, 2023 @ 1:21pm
Shahadem Aug 29, 2023 @ 3:12am 
Yeah mages are pretty poorly designed in DnD.

Always have been.

It just isn't a realistic or logical system.
Last edited by Shahadem; Aug 29, 2023 @ 3:12am
SAGI Oct 27, 2023 @ 4:58pm 
May I ask why 1 action point equals to 4 hits? At lvl 11 I thought fighter can only have 2 extra attacks meaning 3 hits per action point?
Kafik Oct 27, 2023 @ 5:07pm 
Originally posted by pirate135246:
lvl 11 is basically the end of the game, you should feel strong. Although I do agree that speed pots and haste are too strong, you are not supposed to be able to cast attacks or spells with the extra action according to 5e and it looks like Larian either missed that or underestimated the power of having extra actions even with the pots only lasting 3 turns with the lethargic debuff after
You can get an extra attack from Haste but you're correct on spells.

"Choose a willing creature that you can see within range. Until the spell ends, the target's speed is doubled, it gains a +2 bonus to AC, it has advantage on Dexterity saving throws, and it gains an additional action on each of its turns. That action can be used only to take the Attack (one weapon attack only), Dash, Disengage, Hide, or Use an Object action." https://www.dndbeyond.com/spells/haste
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Date Posted: Aug 12, 2023 @ 5:34pm
Posts: 38