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If you just note which vendors sell materials for the elixirs, you can go get more every time they re-stock, which should be on every long rest.
If you want to rest as little as possible, try and make a team out of classes that don't need to rest very much, such as Fighters, or that can make due with short rests, like Warlocks.
There are only like 3 str builds i would use. A 2 hander, a bard/rogue thrower tavern brawler and a monk tavern brawler.
For the most part I think Dex is the way to go. Especially since enemies usually start far away and you can freely switch back and forth to range with no negatives and just wipe them before they get close to you.
Bg3 I think Dex and Charisma are king for the most part or for the casual. While some of the top STR prob cant be touched you dont actually need them
so resting really effects nothing
But like some of the other here say, if your not very interested in the story and just want to power though it really depends on your party setup. With mostly melee characters I would say about 10-15 maybe.
The biggest issue is with running out of spells, obviously, and the biggest problem with that is Shadowheart (i.e. cleric). For main offensive spell caster you can use a Warlock who's Eldritch Blast is both effective and "free" (it's officially a cantrip) and can be spammed indefinitely. But with Shadowheart's stuff there's no real "free" alternative (except expensive scrolls and millions of healing potions) and in my experience she is the one that "runs dry" before anybody else does and needs a long rest first.
Another issue is you are limited to two short rests per long rest so that source of post-battle healing is limited and going to put further pressure on your strat.
I'd say your strat may be high risk/low reward because:
* it's unnecessary, even on Tactician
* running round in search of elixirs all the time is gonna become a chore
* having to refrain from using spells/abilities all the time to reduce requirement for long rests could become boring and annoying
* there is risk of getting severely stuck happen you find yourself short of an elixir for any reason. Jump distance is severely restricted by low STR for example.
But that's the biggest issue with your plan. A lot of quest progression is dependent on you resting.
Probably all all I usually always long rest after any big or semi big battle. Any battle probably over like 5 or 6 enemies would get me to long rest. Around Act 2 and 3 in Act 1 would long rest after most of any battle. Since only had a fraction of spell slots and could burn through them so quick.
Further, it's an obvious and commonly done min-maxing strat to grind Potions of HGS from Auntie Ethel in Act 1 to dump STR to 8, use the ability points on something else and still have STR 21 for the rest of the game. For those who still don't know how it works (even though OP even explained it): Go to Withers, change your class for 100 gold (but you obviously don't need to change anything), level up 1 (!) level, leave camp, buy all Potions of HGS from Auntie Ethel, level up the next 1 (!) level, click on Auntie Ethel to buy the next round of Potions of HGS, and so on. If you leveled up completely, go to Withers again, change class for 100 and repeat the process.
act 2 - 6 long rests, plus technical ones
act 3 - not sure, maybe 4 or 5
That was on a party of 4 with Gloom/Thief/BM ranged + BM melee + Cleric + Warlock. Magic heavy parties might need to take more rests. For me the number of rests depended on STR+Bloodlust elixiers available (plus some convenience sometimes) and the number of additionally needed cinematic long rests.