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Baldur's Gate Baldur's Gate 3 - tips, tricks & helpful information

Haplo

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Pillars of Eternity 2: Deadfire
Okay, so I guess the AB grows faster then enemy AC?
Cause at level 5 with GWM I would like to have more accuracy still.
Barb has advantage on every attack with reckless strike. There are a few fights in the midgame where I wanted more accuracy but it was quite rare.
Personally I found aspect of the elk the most useful. You could make a case for the honeybadger aspect and casting friends cantrip on yourself(if it even works) pre-fight. But I found that a bit too autistic.
Yeah, I know. But its not like there aren't multiple ways of gaining Advantage. Even with that condition, often the AB seems a bit low to use GWM All In reliably at that level.

Edit: Also there's Wolverine Aspect to Maim Bleeding/Poisoned targets.
 
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S.H.O.D.A.N.

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Most AB bonuses come from items, proficiency and class features, so unless you're a Battle Master or have a Bard around, you're kinda stuck with Bless as your only external raw AB at level 5.

Strength based classes have an easier time mitigating the issue thanks to plentiful elixirs. Warlocks kinda have to cobble their attack attribute from various sources without spending a feat on it.
 

Tigranes

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Nearing a runthrough on tactician, never touched EA, I expected DOS2+ where the D&D ruleset gives some build variety (which DOS1/2 had very little of), and I broadly got it, so good stuff.

Running an Open Palm 9 / Fighter 3 + STR tavern brawler many-fists monk that basically smashes any single enemy boss with a million hits, alongside a bardlock, tempest cleric/sorc and barbarian (which ended up with fighter & thief dips because barbs seem to get nothing later on?). Mostly done fine without worrying too much about optimal.

Next run would like to try some kind of sneaky ranger to really go all into special arrows and stealth kills, but I hate the sneak model where you can get in an alpha strike but roll low initiative, and then your teammates have to run in to enter combat messing up the order further. Might also do a more proper warlock for EBs, and some kind of druid and mage. Any suggestions?
 

Haplo

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Pillars of Eternity 2: Deadfire
Well, Alert feat nearly guarantees going first here, I think. Or Dex focus. Gloomstalker ranger gets an Ini boost, Barb too.
 

Desiderius

Found your egg, Robinett, you sneaky bastard
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Insert Title Here Pathfinder: Wrath
Most AB bonuses come from items, proficiency and class features, so unless you're a Battle Master or have a Bard around, you're kinda stuck with Bless as your only external raw AB at level 5.

Strength based classes have an easier time mitigating the issue thanks to plentiful elixirs. Warlocks kinda have to cobble their attack attribute from various sources without spending a feat on it.
You can get there by debuffing chains on enemy, plus Acid is -2 AC. Daze is like Flat-footed.

GWM at it's best in finishing off helpless foes before they can make a save.
 

Desiderius

Found your egg, Robinett, you sneaky bastard
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Insert Title Here Pathfinder: Wrath
Nearing a runthrough on tactician, never touched EA, I expected DOS2+ where the D&D ruleset gives some build variety (which DOS1/2 had very little of), and I broadly got it, so good stuff.

Running an Open Palm 9 / Fighter 3 + STR tavern brawler many-fists monk that basically smashes any single enemy boss with a million hits, alongside a bardlock, tempest cleric/sorc and barbarian (which ended up with fighter & thief dips because barbs seem to get nothing later on?). Mostly done fine without worrying too much about optimal.

Next run would like to try some kind of sneaky ranger to really go all into special arrows and stealth kills, but I hate the sneak model where you can get in an alpha strike but roll low initiative, and then your teammates have to run in to enter combat messing up the order further. Might also do a more proper warlock for EBs, and some kind of druid and mage. Any suggestions?
Enter combat with a free attack? High DEX classes already do well with Initiative. Elemental Arrows have the down side of hitting own team and low DC (12 vs DEX) so need set-up.

Ranger has Fighting Style Archery + High Ground + easy to start out Hidden up high (and/or to re-hide with Stalker) so gets to high AB earliest, combines well with Ensnaring Strike (with Disadvantage on Save) to lock something down and make easier for team to hit it. Bloodlust Elixir works well because you'll be killing a lot. Beast Master companions are really good, especially from lvl 5 onward, with the equivalent of short rest abilities always up. Pasthing still clunky though and some DCs still bugged.

Bad DC on Omen.jpg

Srsly, Owlcat? The Curse is that all attacks on target get advantage.

Spellthief can refill a spell slot per short rest and you hit with advantage a lot so doable, but it isn't enchanted so a visit to Zentarim Hideout early is a good idea. Keep that Bow coated!
 

Desiderius

Found your egg, Robinett, you sneaky bastard
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Insert Title Here Pathfinder: Wrath
Phlanar Aluve (finesseable) Longsword debuffs CON (somehow Constitution is Mental now) saves, setting up Bonus Action Pommel strike for Daze (flatfooted + disadvantage on WIS saves).

Aluve CON save debuff.jpg
 

gurugeorge

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Strap Yourselves In
DEX being basically the king of stats in 5e is beginning to piss me off. I mean, it was bad enough in the PF system (so presumably 3e before that? Can't remember), but it's just beyond ridiculous in 5e.
 

Desiderius

Found your egg, Robinett, you sneaky bastard
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Insert Title Here Pathfinder: Wrath
DEX being basically the king of stats in 5e is beginning to piss me off. I mean, it was bad enough in the PF system (so presumably 3e before that? Can't remember), but it's just beyond ridiculous in 5e.
It isn't in either one. STR at least as good since you can keep HG Elixir up as much as you want. In PF it's better since it's easier to boost with Size stuff.

The DEX stuff is a meme that Owlcat seems to have unfortunately fallen for. Monk is nice in BG because it gets two extra attax as Bonus Action plus Short Rest recharge on good abilities.
 

notpl

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DEX being basically the king of stats in 5e is beginning to piss me off. I mean, it was bad enough in the PF system (so presumably 3e before that? Can't remember), but it's just beyond ridiculous in 5e.
STR is king in this game because it affects throwing/shoving. Dex classes are viable, of course, but nobody's making a dex barbarian.
 

Haplo

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Pillars of Eternity 2: Deadfire
DEX being basically the king of stats in 5e is beginning to piss me off. I mean, it was bad enough in the PF system (so presumably 3e before that? Can't remember), but it's just beyond ridiculous in 5e.
Well, Larian made things worse here, by making some heavy-ish weapons Finessable (longswords, polearms).
 

Desiderius

Found your egg, Robinett, you sneaky bastard
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Insert Title Here Pathfinder: Wrath
I’ve found Shove to be relatively weak outside of occasional situational use. I want to be on High Ground with the enemy down low already. Stuff just gets back up, it’s not a true Prone.

There’s some really good Bonus Actions out there - find them!
 

volklore

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Jun 19, 2018
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I’ve found Shove to be relatively weak outside of occasional situational use. I want to be on High Ground with the enemy down low already. Stuff just gets back up, it’s not a true Prone.

There’s some really good Bonus Actions out there - find them!
Shove is much more versatile than that. When there are chasms it's devastating but even just pushing stuff back into cloud of daggers or any other hazard is a lot of extra mileage since they take the damage when you push them back and at the start of their turn.
Having the option is great. It's not like you have to shove everytime.
Then again ranking stuff is kind of irrelevant because the difference if there is any is minute at best.
 

Desiderius

Found your egg, Robinett, you sneaky bastard
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Insert Title Here Pathfinder: Wrath
I’ve found Shove to be relatively weak outside of occasional situational use. I want to be on High Ground with the enemy down low already. Stuff just gets back up, it’s not a true Prone.

There’s some really good Bonus Actions out there - find them!
Shove is much more versatile than that. When there are chasms it's devastating but even just pushing stuff back into cloud of daggers or any other hazard is a lot of extra mileage since they take the damage when you push them back and at the start of their turn.
Having the option is great. It's not like you have to shove everytime.
Then again ranking stuff is kind of irrelevant because the difference if there is any is minute at best.
Passive Damage is nice and all but I've usually got better options than Cloud of Daggers. Surfaces can serve same purpose without burning Concentration.

Keep in mind that Plant Growth is flammable.

Pushing into Chasms? I want the lootz!
 

Desiderius

Found your egg, Robinett, you sneaky bastard
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Insert Title Here Pathfinder: Wrath
you really don't get a lot of weapon options until the late game, rogue would work better if you just want a sneak character i think
Ranger can use Heavy XBow:

https://bg3.wiki/wiki/Heavy_Crossbows

Zent Hideout is open as soon as you want no fighting (and Joltshooter is no fighting quest reward up there too). Likewise Gandrel is reachable without fighting eitherr.

Can pick up quest at Hideout that rewards Harold xBow which is really good since low CHR is common and Bane a great effect, especially at that range. That one takes handling Gnoll Cave, which isn't as bad as it looks if you Illithid the boss. (can even sneak around the back and Steal it).

Fighting Style Archery is no joke either and turns on Sharpshooter as live option at lvl 4. Obv also Extra Attack at lvl 5 is absurd in usual way. Rogue doesn't even naturally get Longbow (Astarion gets it thru Racial), but the Intiative Shortbow is better than it looks and even Hunting Shortbow with Mark built in is handy, especially for Beast Master since Mark also applies to Companion's attacks. Monstrosity Bane comes up a good bit early.
 
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Blutwurstritter

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Can you reach the Shar temple in the Grymforge area in act 1? Its clearly visible when exploring, but my attempts to get there were futile so far.
 

gurugeorge

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Strap Yourselves In
Can you reach the Shar temple in the Grymforge area in act 1? Its clearly visible when exploring, but my attempts to get there were futile so far.

Do you mean the Shar temple you can theoretically reach via the elevator up some steps, fairly close to the boat entry point? IIRC there's a quest you need to do to be able to use that elevator (or maybe you just have to kill or distract the two guys guarding it, can't remember). It's not the Shar temple though (where you do Shadowheart's quest etc., that one is reached via the Mausoleum in the far north west of the shadowlands), just an abandoned tiddler. There's another small Shar temple in the shadowlands too that you can get to via perception check in the west somewhere, that's not the big one either.
 

Desiderius

Found your egg, Robinett, you sneaky bastard
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Insert Title Here Pathfinder: Wrath
What's going on here?

Out of Sight.jpg

Karlach is standing on top of the cliff (orange Arrow) trying to cast Bane on the Redcap below (purple arrow) and for some reason he's out of sight? Why?

Cocooned.jpg

Cocoon ability on Beast Master Spider companion at lvl 5 is pretty cool. Undocumented save after one round occurs at end of turn and appears to be at disadvantage. Unlimited use, no concentration.
 

Blutwurstritter

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Can you reach the Shar temple in the Grymforge area in act 1? Its clearly visible when exploring, but my attempts to get there were futile so far.

Do you mean the Shar temple you can theoretically reach via the elevator up some steps, fairly close to the boat entry point? IIRC there's a quest you need to do to be able to use that elevator (or maybe you just have to kill or distract the two guys guarding it, can't remember). It's not the Shar temple though (where you do Shadowheart's quest etc., that one is reached via the Mausoleum in the far north west of the shadowlands), just an abandoned tiddler. There's another small Shar temple in the shadowlands too that you can get to via perception check in the west somewhere, that's not the big one either.

I mean the temple that you can see when you explore around the Adamantium Forge area or behind the poisoned area where Nere was trapped.

Can you reach the Shar temple in the Grymforge area in act 1? Its clearly visible when exploring, but my attempts to get there were futile so far.
No, it's Act 2 content. It's actually the majority of Act 2.

I guess I have to take the elevator to the surface then, which is a bit strange with all the talk about traveling to the Moonrise towers through the Underdark.
 

gurugeorge

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Strap Yourselves In
Can you reach the Shar temple in the Grymforge area in act 1? Its clearly visible when exploring, but my attempts to get there were futile so far.

Do you mean the Shar temple you can theoretically reach via the elevator up some steps, fairly close to the boat entry point? IIRC there's a quest you need to do to be able to use that elevator (or maybe you just have to kill or distract the two guys guarding it, can't remember). It's not the Shar temple though (where you do Shadowheart's quest etc., that one is reached via the Mausoleum in the far north west of the shadowlands), just an abandoned tiddler. There's another small Shar temple in the shadowlands too that you can get to via perception check in the west somewhere, that's not the big one either.

I mean the temple that you can see when you explore around the Adamantium Forge area or behind the poisoned area where Nere was trapped.

Yeah the game's kind of weirdly misleading about that. The only way of reaching the Shar Temple is via the Mausoleum in the North West of the Shadowlands map in Act 2. I'm not even sure that what you glimpse from Grymforge is that temple, as it's on the other side of the world map for that area - but that temple is huge so I guess it could be, and was probably intended to be, at least at some point.

I think there's some misleading stuff left over from previous versions of the storyline (like maybe at one time it was possible to reach "the" temple via Grymforge, and they didn't get rid of all the implications that it is, after they decided that it isn't), possibly from things Halsin says (his quest stuff still seems a bit messed up, like I've got an item hanging over in my quest log that says I failed at x with him and he's gone, yet he's been toddling along in the camp with me and is still with me in Act 3).

I missed being frustrated by this because I just stupidly assumed that the "temple" you reach via the elevator was the temple in question (that you'd be going up-and-over-and-down somehow) whereas it's just a small outpost temple that leads up into the Shadowlands for Act 2.
 

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