5 Under Appreciated OP Spells In Baldur’s Gate 3

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  • Опубликовано: 8 ноя 2024

Комментарии • 1 тыс.

  • @hannahschauberger4467
    @hannahschauberger4467 9 месяцев назад +38

    0:10 Sanctuary
    2:05 Thunderwave
    3:52 Command
    6:47 Glyph of Warding
    9:16 Haste

  • @TWeaK819
    @TWeaK819 Год назад +36

    1. Sanctuary
    2. Thunder Wave
    3. Command
    4. Glyph of Warding
    5. Haste

    • @therealkoga2519
      @therealkoga2519 Год назад +4

      How are these under appreciated lol

    • @zachary5664
      @zachary5664 Год назад +3

      @@therealkoga2519 he didnt appreciate them at first and now does

  • @ivoryowl
    @ivoryowl Год назад +33

    Be careful with throwing enemies down chasms. Sure, it makes fights a lot easier, but you also miss out on their loot and sometimes they have good/important stuff.

    • @nicholaswilkowski632
      @nicholaswilkowski632 Год назад +3

      Agreed, fun to do once but make sure it is a peon

    • @joeracer302
      @joeracer302 Год назад +1

      Be nice if you could use telekinesis or mage hand to loot the corpse or bring the corpse back up…

  • @GeorgeL909
    @GeorgeL909 Год назад +38

    I just wish someone would cast hold person on me 💀

    • @Emperorgonzo1
      @Emperorgonzo1 Год назад +1

      I'm a druid sorry but I'll give you a real soft and tight bear hug.

    • @JB-xl2jc
      @JB-xl2jc Год назад

      Roll for Persuasion.

  • @EyesOfGehenna
    @EyesOfGehenna Год назад +17

    The downside of shoving enemies off the cliffs or off buildings or in the water etc. either by shove or spell is that you don't get to loot them. So be careful which ones you do this too. You might miss out on a magic item or something expensive.

    • @cobrakingofeart
      @cobrakingofeart Год назад

      my thoughts exactly

    • @seoghdha4389
      @seoghdha4389 Год назад +5

      Accidentally Eldritch blasted minthara into a chasm my first playthrough, felt so stupid.

    • @santosic
      @santosic Год назад

      It's a fair trade off, which is why I have no problem with throwing enemies down chasms instantly ending fights being a feature; sure, you can indeed kill the boss first turn this way, but then you miss out on his shiny loot. So be selective on whom you throw into chasms :)

    • @BlackyRay_Patrick
      @BlackyRay_Patrick Год назад

      ​@@seoghdha4389just for info. Under the passives section you can deactivate and activate the push of eldritch blast whenever you like....

    • @johnnysins9054
      @johnnysins9054 Год назад

      @@seoghdha4389same lmao

  • @thomasshumaker1495
    @thomasshumaker1495 Год назад +16

    If you like thunderwave, try Gust. Its a level 2 spell, but the enemy doesn't make a saving throw - they just get knocked back.

    • @Avery-rb2bd
      @Avery-rb2bd Год назад

      Does gust still push large enemies and such?

  • @Norinia
    @Norinia Год назад +14

    Sanctuary also can be cast on NPCs. Helped me save the little Tiefling kid from the Sirens chasing him down. Threw Sanctuary on him, and suddenly they couldn’t harm him at all :)

  • @Night_Hawk_475
    @Night_Hawk_475 Год назад +8

    @3:13 "It's damage isn't great, currently at level 6 it deals 2d8"
    Just to be clear, spells don't change their damage automatically as you level up. When you were level 1 it was also dealing 2d8.
    BUT! You can "upcast" the spell using a higher level spell slot. Currently at level 5 and 6 you have 3rd level spell slots (and this will increase at every odd level in your caster class, so at level 7 it'll go up). You could choose to spend that higher spell slot on thunderwave to give it an extra 1d8 damage per spell slot level, reaching 4d8 currently and 5d8 next level.
    There's a selection at the bottom of your screen for this every time you cast a spell which is below your max level spell slots (ie, casting a 3rd level spell now won't give the option since there's no option but 3rd level spell slots), but by default if you ignore that selection it will use the lowest slot necessary (Not usually worth it unless you're actually catching a ton of people in it maybe since 3rd level spells also require that same slot and keeping it open for their utility can be good).
    At the start of the game when you're character only has access to first level spells thunderwave actually has really good damage for an aoe spell. And for a first level spell slot in general it continues to have good damage for the remainder of the game, especially if you're primarily using it for throwing dudes off cliffs.
    If you're not near a cliff though, thunderwave is also useful for pushing melees out of range of your casters so that your caster can run without being attacked. Similar to disengage, but getting more distance and some extra damage in (unless they make their save :p)

    • @dkman123
      @dkman123 Год назад +3

      It depends on the spell. Cantrips do automatically add a damage die at certain levels. So at level 1 it does 1d8, at level 5 it does 2d8, at level 10 3d8, etc. Leveled spells might do 1d8 cast at level 1, but 2d8 when cast using a level 2 slot (called upcasting), adding damage die per slot level it is upcast.
      Warlocks are a different beast, their spell slots are level 1 when they are level 1 and bump up periodically as they level. So they might only have 2 or 3 spell slots, but they are level 3 slots when they're level 5. Something like that.

  • @Vasharan
    @Vasharan Год назад +7

    Thunderwave on Gale is amazing. Because he's an Evoker, his Evocation spells will ignore allies, so you can relieve pressure on a mobbed ally by running (or Misty Stepping) up to them and knocking all the enemies away without harming allies.
    Bonus points if there's a Cloud of Daggers, Moonbeam, or Wall of Fire behind the enemies for them to get knocked into.

  • @WynnCharmer
    @WynnCharmer Год назад +18

    One caveat of thunderwave. If you push enemies off some cliffs, you won't be able to get their loot.

    • @roccaflocca4312
      @roccaflocca4312 Год назад +1

      Or in my case, they make the save 95% of the time.

  • @NWHanlon
    @NWHanlon Год назад +19

    Haste in 5e specifically says you only get one extra attack.. I guess Larian was like "Eh, that's no fun". I love them so much.

    • @KaitouKaiju
      @KaitouKaiju Год назад +1

      Haste has been nerfed many times over. The BG3 version is more like the 3e haste

    • @soldierbreed
      @soldierbreed 9 месяцев назад

      I mean it says additional "action (only one weapon attack only " i think technically there some Eldritch Knight foolery in there that give you a cantrip attack replacing a weapon attack so you could still technically make more than one haste attack depending on interpretation.

    • @V3x0r
      @V3x0r 9 месяцев назад

      On honor mode it's much closer to the table top version.

  • @salimufari
    @salimufari Год назад +12

    If you use a potion of haste by going turn based, placing the pot in the middle of your tightly grouped party & melee attacking it you haste everyone in the clump. This works on any potion for now.

  • @IndyMotoRider
    @IndyMotoRider Год назад +28

    A level 11 fighter with haste can attack 6 times per turn, action surge and attack 3 more times.

    • @MrBellyar
      @MrBellyar Год назад +2

      A level 4 fighter with 7 levels of monk can do all of that only with flury of blows have evasion, heavy armor with shield and do more damage per hit than any weapon possible with tavern brawler.

    • @jacksonmcmillen3209
      @jacksonmcmillen3209 Год назад +1

      @@MrBellyarwith tavern brawler they’re only getting 10 damage with 20 strength right? Or am I misunderstanding how that fesr works? Because if so 2d6 +5 + weapon bonuses+ potentially GWM for another 10 would comfortably win in the damage department for a two handed fighter

    • @jacksonmcmillen3209
      @jacksonmcmillen3209 Год назад

      Feat*

    • @MrBellyar
      @MrBellyar Год назад

      @@jacksonmcmillen3209 You get normal damage of fist + double str damage. Then you get gloves damage (1d4 early game). Then you get 3-6 (1d4+wis mod) damage from manifestations (mind, soul, body). Then you can add things like electric charges from dash but it will only matter if you flurry since its 1 damage per hit.
      But it's actually a fair point. You can add gloves of justicar for more 1d4 necrotic damage to weapon.
      My point is that you deal all that unarmed damage With shield ac bonuses. Dasing around battlefield with evasion, with insane ac with insane damage from action (warrior trip, ripost) and bonus action flurry (2 hit).
      You get bonus action from warrior and the best from monk. And this build is great throughout the game with just the junk you find on simple mobs.

    • @grimmlinn
      @grimmlinn Год назад

      @@jacksonmcmillen3209It’s also a boost for toHit, it’s not just damage. Unlike GWM which is a -5 to hit, which makes you miss more for extra damage. Tavern brawler is more damage AND +toHit

  • @SirChucklenutsTM
    @SirChucklenutsTM Год назад +9

    Cone of Cold.
    Upscaled Hold Monster/Person.
    Haste (+Twinned spell).
    Glyph of Warding.
    Dimension Door/Misty Step.
    Sanctuary / Resilient Sphere.
    Eyebite.
    Also you can throw potions. Including healing potions.

    • @Waitwhat469
      @Waitwhat469 Год назад

      You can throw the hast potions too, plus if you aim potion throwing right it hits multiple targets

    • @garyco766
      @garyco766 Год назад

      @@Waitwhat469 I've heard this, but couldn't figure out how to do it. How do you throw a potion?

    • @Waitwhat469
      @Waitwhat469 Год назад

      @@garyco766 open your inventory and right click on the potion. You should see a throw option.
      Can't do it from the quick bar unfort, which is annoying.

  • @Slothacious
    @Slothacious Год назад +12

    Spike Growth is an early game monster of a spell. Entire fights can be won by covering a chokehold between you and ennemies with spikes.

  • @rathernotdisclose8064
    @rathernotdisclose8064 Год назад +24

    Haste doesn't belong on this list because it is deffffinitely not under appreciated. Everyone adores haste.

    • @FreakazoidRobots
      @FreakazoidRobots Год назад

      I'd say the same about sanctuary. In a game where you have constantly babysit weak NPC's, it's practically a requirement.

  • @samk8436
    @samk8436 Год назад +310

    feel like hold creature needs to be here, nothing better than paralyzing a target who then gets automatically critically hit from anyone who hits it.

    • @SH1NK1R01
      @SH1NK1R01 Год назад +19

      You might mean hold person. As hold creature is a level 5 spell that you won’t get till near the end of the game.

    • @bolenarrow9286
      @bolenarrow9286 Год назад +41

      But that isn’t secretly op that’s obviously great.

    • @samk8436
      @samk8436 Год назад

      @@SH1NK1R01 that one too

    • @Novakain.
      @Novakain. Год назад

      ​@@SH1NK1R01They're both pretty sick

    • @mythoceanas8874
      @mythoceanas8874 Год назад +8

      Hold persons downside is that it is a Wis Save and Concentration. If the enemy has high Wis or can hit you, it’s a wasted spell. I take a mix of Hold Person, Blindness, and Sleep. Because they all cover different problems, with similar solutions. Especially sleep since it doesn’t miss and can cover multiple targets.

  • @Valariel
    @Valariel Год назад +5

    Slow is one of my favorite spells. Uses a level 3 spell slot and targets six enemies. It slows their movement, makes them able to take only one action, prevents reactions, and makes them easier to hit (and lasts 10 turns)

  • @ismlamaroof6438
    @ismlamaroof6438 Год назад +34

    No thunderwave! Want loot!

    • @MrAmdusias
      @MrAmdusias Год назад

      Command: Drop + Thunderwave

  • @wanderdragon1075
    @wanderdragon1075 Год назад +7

    Sanctuary:
    “Are you on your third reload trying to save Isobel but her AI just wante to die? Cast Sanctuary on her”

    • @CandleLight129
      @CandleLight129 Год назад

      ​​@@Outarelwell if you can get to lvl 7 then just stick her in a Resilient Sphere. Invulnerable hamster ball ftw.

  • @neworleansportraitphotogra9015
    @neworleansportraitphotogra9015 Год назад +7

    Cloud of daggers is a great field control option. I put it In choke points 300 style and enemies will run through it some times killing them self. There is one side quest in act 3 where you have to kill a lot of rats. Instead of wasting time with multiple aeo or taking each one out. This spell in the door way made fast work.

    • @nobody8717
      @nobody8717 Год назад

      i just jumped around as slayer to kill them. worked fine.
      got the reward, then took the guy's hand who gave it to me.

  • @f4z0
    @f4z0 Год назад +10

    It's really underappreciated how much a pool of ice can absolutely render a massive group of enemies into a clown fiesta.

    • @Waitwhat469
      @Waitwhat469 Год назад +1

      greese and ice are great for this. Reminds of TTRPG play where I alway carrry a bag of metal balls, because pouring a bag out on a floor and watching powerful people slip is just so funny to me

  • @Tyraeous
    @Tyraeous Год назад +23

    Since when has "Haste" ever been "underappreciated" in any iteration of D&D?

    • @celuiquipeut6527
      @celuiquipeut6527 Год назад +1

      Since aalmoat all spells need concentration in 5e. So stupid

    • @JB-xl2jc
      @JB-xl2jc Год назад +2

      ​@@celuiquipeut6527If Haste didn't need concentration in 5e it would be one of the most hilariously busted things in the game

    • @celuiquipeut6527
      @celuiquipeut6527 Год назад

      @@JB-xl2jc Because back when Haste was invented in DnD, warrior had 3 attack max per round.
      Now every class are busted and op by themselves. Its that, that is rieiculous. Not haste. Needing concenteatuon makes wizard weak. And 1 trick ponies.
      Its really lame.
      And op classes that do everything so excessively is also ridiculous
      Ppl who manage balancing at DnD really dont do a good job

    • @ProppaT
      @ProppaT Год назад +1

      People who haven’t been indoctrinated into D&D are still learning that magic is more about utility than fireball…lol

    • @celuiquipeut6527
      @celuiquipeut6527 Год назад

      @@ProppaT Its incredible the thing you can do with a Mordekainen floating disk...most mages lack imagination and intuition.
      A mage is not a dps dealer.
      He is a shaper of tought into reality.

  • @empirion502
    @empirion502 Год назад +10

    Thunderwave is great when you get buffed melee charging at you...but man I really hate having to push stuff off a ledge. The loot hoarder in me just knows there was legendary loot in that dude that just sailed away.

  • @gordias1046
    @gordias1046 Год назад +7

    I don't prepare haste as a spell. I use a speed potion.
    Haste spell is concentration for 10 rounds where the caster can't cast another concentration spell or be interrupted without causing the target to lose their turn due to the lethargy effect.
    Speed potion is not concentration, does not limit your caster's ability to cast, and lasts a predictable 3 rounds before the target becomes lethargic.
    Haste spell targets one person. Speed potion can be thrown to affect multiple people very close together with a single potion.
    Haste spell uses a prepared spell slot and a level spell slot to cast. Speed potion can be crafted with alchemy as long as you have components.
    Haste spell uses an action. Speed potion uses a bonus action to apply to self, or an action to throw and apply to multiple targets.
    Haste can only be cast by wizards or sorcerers, or builds that have access to that spell list. Speed potions can be given to anyone to be used.
    Invisibility is a good spell to ensure a rogue gets sneak attack. They often go first in initiative, and can't delay their turn in BG3, so can sometimes lose the opportunity to sneak attack in the first round. An invisible rogue can sneak attack, or an invisible party member or familiar (imp or quasit can turn invisible at will) can act outside of combat initiative and position themselves to grant advantage on any target. Good for pickpocketing too, but it does seem to break the effect after the first item. I just buy their stuff and then steal the stack of gold back.
    I also have a preference for aid spell. It doesn't grant temporary hit points. It increases maximum HP by 5, is not concentration, and lasts all day, and affects the entire party, pets too. Every level it is upcast adds another 5HP. Temporary HP spells and effects can be stacked on top of this.

  • @starkbotha1129
    @starkbotha1129 Год назад +16

    i hate that there are no bookmarks on this video

  • @Koshea69
    @Koshea69 Год назад +7

    What's really gonna get ya is when you use a sorcerer to metamagic twin haste and can buff 2 martial characters (those that can take more than one attacks per action) for one concentration, then you cast sanctuary that sorcerer

  • @Tesoro1996
    @Tesoro1996 Год назад +5

    Two more great spells that will never let you down: Heat Metal - either the enemy drops the weapon or he has disadvantage on all attacks, they just can't win no matter what. Another one is Cloud of Daggers. A small AoE spell with NO saving throw? It deals damage immediately and at the start of creature's turn, so its basically 8d4 magical slashing damage dealt automatically with no save or attack roll. And if you keep the enemy in the spell area, it automatically reapplies each round.

    • @craigh4691
      @craigh4691 Год назад

      Some little fire critters ruined my day with Heat Metal

  • @zephid11
    @zephid11 Год назад +11

    I almost never use thunderwave. Yes, I know it can be incredibly powerful if you knock enemies off cliffs, but I want to loot their dead bodies, so I just smash their faces in instead.

  • @DallenRex
    @DallenRex Год назад +5

    I thunder waved four enemies, that had sanctuary on them, off into a chasm at one time, and it might be the most satisfying turn of my 123 hour playthrough.

  • @EtherealRune
    @EtherealRune Год назад +11

    Haste? Underappreciated? What? It's already broken in 5e; so of course it's a staple for everyone in BG3 as well. It's basically in every "class-guide" out there.

  • @MN-vz8qm
    @MN-vz8qm Год назад +8

    Command -Drop is the simpliest way to end the tutorial with a flaming greatsword whatever the difficulty level played.

  • @TheMasterpiecePD
    @TheMasterpiecePD Год назад +9

    If you fought the drow spider you wouldn't think sanctuary was underrated

  • @ryanharland5787
    @ryanharland5787 Год назад +8

    I feel like Longstrider is likely under appreciated. It's a ritual, not concentration, lasts until a long rest and you can hit your whole party with it for basically a permanent move speed increase.

  • @desther
    @desther Год назад +8

    Pushing enemies off cliff is insanely effective, but i dont like doing it, because you misses on their loot.

  • @PyroMancer2k
    @PyroMancer2k Год назад +7

    Party all able to cast Sanctuary.
    The enemies turn... "Duh what do we do now?"

    • @An_Ian
      @An_Ian Год назад

      AoE effects that dont target stuff
      SPIN TO WIN KIDS

  • @Rob_Pap
    @Rob_Pap Год назад +7

    Sleet Storm : break concentration, half movement and prone. Then you leap in with a character that can't trip and it's free realestate

    • @HiItsMars
      @HiItsMars Год назад +1

      nightwalker barbarian: laughs in frenzied strike

  • @twocents7509
    @twocents7509 Год назад +7

    Went through playing this game co-op with my husband, where I was a sorcerer and he was a warlock. My first move was almost always to do twinned spell on haste and apply it to myself and him. Being able to cast two spells per turn (sometimes three with quicken spell) was amazing. I know d&d doesn’t let people do 2 leveled spells in one turn, so I found this ability pretty surprising.

  • @codycooper9115
    @codycooper9115 Год назад +10

    I'm sorry, but Thunderwave is NOT a niche spell. Yes, it only deals 2d8 thunder with a 1st level slot, but the damage scales by 1d8 for every higher level slot. I know its not on par (damage wise) with some other spells, but that's where the AOE aspect and the shove aspect of the spell come into play. AOE "increases" the damage by allowing it to hit multiple targets... potentially pushing this spell above single-target damaging spells. The shove after save effect is super nice! Not only can it throw targets off a cliff, as noted in the video, it can also just move them out of melee with your caster. This will allow the caster to run away or re-position without provoking Opportunity Attacks.
    Thunderwave is even better than FireSpark81 is giving it credit for.

  • @andersfaret11
    @andersfaret11 Год назад +3

    Haste + Monk + Wholeness of Body.
    If you have haste on an item:
    1st turn: Cast haste on self(Action), cast Wholeness of Body(Action), Drink Haste Potion. This turn you have a single action and bonus action left to make 3 (or 4) attacks.
    2nd Turn: 2 attacks x 3 actions + Flurry of blows, 2 attacks x 2 bonus actions. You just did 10 attacks. Make the first a stunning strike and you have advantage on 9 of them, or make the flurry of blows a prone attack to get (only) 8 attacks with advantage. Enjoy ^^

  • @SgtReaper1987
    @SgtReaper1987 Год назад +5

    So important to note:
    Sanctuary is that as soon as you attack Sanctuary breaks, so you would have to recast it every turn unless you only want to heal only. Healing only is a waste of time in combat.
    That said there are situations where it's definitely useful and amazing, like protecting an ally with low health or repositioning. But you can also accomplish retreating simply using Disengage, and that doe not use a spell slot.
    Command it's amazing when it works, but again it's a spell slot per turn and if they save it's a wasted action. It great in a fight with few enemies as the effect can be great and pretty much let you have a free turn if you succeed but against many, i would rather kill them faster, than maybe do something.
    Haste gives you an extra action, so if you can attack twice using your action (extra attack class feat) then you can make 4 attacks in a turn, 5 if you can attack using bonus action. But you dont get an extra bonus action so monks do not get an extra flurry of blows, same with frenzied barbarians.
    As a side note Thief get's an extra bonus action so a Hasted Monk/Thief get's to punch 8 times every round as long as they have the Ki.

    • @karambas4life108
      @karambas4life108 Год назад

      You can put spider web and generally anything on the ground that doesnt attack enemies directly + electrocuting/setting ground on fire without breaking sanctuary, so if your sorc is mostly utility (which it should be early on) sanctuary is totally nuts as there's nothing for AI to do against this abuse.

  • @Panikaze
    @Panikaze Год назад +3

    And this is why bard is one of the best classes in BG3! 4 out of 5 of those spells can be used by bards. Sanctuary being the exception* (You can still get it with Magic Initiate: Cleric, along with the amazing Guidance, in case you ditched Shadowheart and don't want to use the amulet that gives it. ) - And sorcs can cast haste on TWO allies, say you keep Lae'zel and Karlach in your group... now double their attacks and moviment speed.

  • @sambojinbojin-sam6550
    @sambojinbojin-sam6550 Год назад +5

    Two spells not mentioned: Expeditious Retreat and Enhance Leap.
    One gives you bonus action dash, lasts all day, even though it's concentration.
    The other *triples* your jump distance for ten turns, and is the poor-man's "Fly" spell.
    If you don't have the classes, or the brain-slugs to do these things easily, you can still do these things easily, for a lvl1 slot. Triple jump also opens up quite a lot of any map or combat.
    Not super OP, but action economy and movement is king.

    • @trazyntheinfinite9895
      @trazyntheinfinite9895 Год назад

      dude, aye. people have no idea how advantageous it is to just jump into some mofos face.

    • @Zuvas
      @Zuvas Год назад

      jump is like F tier i never get it or use it. Even have it for free from an equipment and its still not worth using

    • @owencaulfield8310
      @owencaulfield8310 Год назад

      Moreover, Enhance Leap being a ritual, it doesn't even consume a spell slot when cast out of combat. Crazy bonus action mobility for melee combatants.

  • @sebastienl5169
    @sebastienl5169 Год назад +6

    Personally, one of the spells I like is call lighting. Lvl 3 spell deal decent damages, that cost one spell slot to be cast the entire fight, twice by turn with haste.
    It's not overpowered or anything but it's great for keeping your spellslots if you don't want to longrest after every fight.

  • @konrekar.9160
    @konrekar.9160 Год назад +4

    If you pair Haste with a champion Fighter who chugged an elixir of bloodlust and they can kill the target, you can have an insane amount of actions, as Elixir of Bloodlust gives you an extra action and temporary hp after you kill someone.

  • @KenrilZ
    @KenrilZ Год назад +3

    If you're trying to stealthily pick off an enemy or two before the main fight starts, a handy cantrip to have on hand is minor illusion. I've used it to great effect with Astarion on several occasions.

    • @Metanaut1
      @Metanaut1 Год назад

      improved minor Illusion with wizard subclass, is even better, ive had the entire goblin camp chasing and trying to kill the cat illusion, works well on dumber enemy

  • @spicynoodle7419
    @spicynoodle7419 Год назад +7

    Turn Undead also evaporates hordes of fiends and zombies in a single cast. It was very helpful for Act 2

    • @goreobsessed2308
      @goreobsessed2308 Год назад +1

      Woo might actually take shadow heart into a fight then usually I just use her for healing then put her right back in her tent

    • @BlackyRay_Patrick
      @BlackyRay_Patrick Год назад

      I go for classic fireball and blizzard combo. Evaporates everithing not only zombies....

    • @goreobsessed2308
      @goreobsessed2308 Год назад

      @blackyraypatrick9041 yeah fire balls a classic blizzards new to me though this is my first 5e video game

    • @BlackyRay_Patrick
      @BlackyRay_Patrick Год назад

      @@goreobsessed2308 blizzard or whatever it is called is a tier 4 ice aoe spell.

    • @spicynoodle7419
      @spicynoodle7419 Год назад

      @@BlackyRay_Patrick Sleet Storm?

  • @Wanderinpaladin
    @Wanderinpaladin Год назад +15

    Command: Drop how I got the burning Greatsword without killing the commander

    • @SavageGameHawk
      @SavageGameHawk Год назад

      Yup definitely the best way to do it

    • @FrikInCasualMode
      @FrikInCasualMode Год назад

      Command is how I won the fight with Spider Matriarch with my underpowered 3 level party.

    • @joeracer302
      @joeracer302 Год назад

      Pretty much how everyone does it.

  • @scottreigle1756
    @scottreigle1756 Год назад +6

    Combo these up a bit - have your sorcerer twin-haste your martials, then your cleric put the sorcerer in Sanctuary. Your front liners will cut through enemies like a cuisinart.

  • @UncommonCommander
    @UncommonCommander Год назад +7

    Glyph of Warding... who knew that all you needed to do to make that spell good was remove it's 1 hour casting time, 200 gold per casting, and make it ranged?
    Not that I'm throwing shade, Swen Vincke can eat chips in my bed if he wants to.

    • @Jester456
      @Jester456 Год назад

      No kidding. Lots of subpar spells are super good in BG3 while spells like fireball are nerfed for some reason.

  • @wehtawnikrap
    @wehtawnikrap Год назад +3

    Extra tip with haste. If playing a sorcerer, you'll get access to metamagic & one of the options is twinning a spell. Meaning you can cast a spell that normally only targets 1 creature to now target two creatures. Twin haste on two allies & away you go.

  • @fated4glory816
    @fated4glory816 Год назад +5

    Command is game breaking in act 1, allowing one to obtain a legendary weapon far earlier than intended

  • @Sparda11222
    @Sparda11222 Год назад +5

    lvl 11 fighters can attack 3 times at lvl 11. Give them polearm master and they can use the bonus action for a weaker attack too. + Haste + Action surge. We have a total of 10 attacks on the first turn. Combine those attacks with battle master subclass for added damage and effects on those attacks and you probably may confuse the fighter for an assassin of bosses. All this is on a short rest.

    • @aisushinoa9259
      @aisushinoa9259 Год назад +1

      *looking at strength monk turning bosses into puddles*

  • @jarrodbright5231
    @jarrodbright5231 Год назад +9

    Not sure if Haste, Glyph of Warding or Thunderwave really count as "under-appreciated" since they commonly appear in people's lists of the 20 best spells in all of D&D. If we're talking for people who have come to BG3 without knowing about D&D then yes they are certainly worth bringing more attention to. In that case I'd also list Hypnotic Pattern, which is probably the best spell in the first 5 levels of D&D, which I keep having to tell people is completely nuts
    Oh and Glyph of Warding is sometimes referred to as the "Cleric's Fireball"... so Clerics have it as well :)

    • @ericmclaughlin73
      @ericmclaughlin73 Год назад

      Nah in core 5e rule Haste is lame, its really a 2nd lvl in disguise. Not worth th 3rd lvl slot. In BG3 its way OP. Kind of like old school rules.

  • @vikingshark2634
    @vikingshark2634 Год назад +3

    Sanctuary is good for getting party members back up on their feet, but I get the most mileage out of it when I have a Concentration spell running that I don't want to risk losing. Usually Greater Invis or Haste.

  • @Squall598
    @Squall598 Год назад +5

    TLDR: Spellcasters are nukes thanks to haste allowing 2 spells in one round.
    There are a multitude of busted low level builds and combo's you can do that go far beyond what you've covered. Mainly because Larian didn't cover certain things shall we say, like being able to cast more than one spell in a round even with a haste potion. This means effectively a well built draconic sorcerer at level 6 can hit for 18d6 + 6x Cha mod on a single target in one round or 12d6's at level 4. You can effectively melt the face off of anything.

  • @Techstriker1
    @Techstriker1 Год назад +10

    Command drop is also a great way to get a fire sword in the tutorial😀

  • @grabyourlantern
    @grabyourlantern Год назад +7

    You can cast Thunderwave, all spells really, at higher levels. This will increase damage in most instances. As an example, Magic Missile begins with 3 missiles. Cast as a 2nd Lvl spell it has 4. It has 5 for 3rd lvl spell, and 6 for 4th, etc. We don't have 9th lvl spells but it's actually 11 missiles as a 9th lvl spell at the table. Certain spells like Shield have no increased affect at higher levels. That being said people are probably going to use Thunderwave to push and not for damage so there's no reason to use higher spell slots.

    • @C00kiesAplenty
      @C00kiesAplenty Год назад +1

      I think the only time I've used Thunderwave for the damage was Tempest Cleric, but it is very good there.

    • @samk8436
      @samk8436 Год назад +1

      you can get 7 missiles is you go to the underdark and buy the amulet that gives you an extra missile on top of granting you a free use of the spell at lvl one.

    • @zwenkwiel816
      @zwenkwiel816 Год назад

      doesn't that get incredibly tedious at the table? having to roll 11 magic missiles every time you attack?!

  • @MrApostolis78
    @MrApostolis78 Год назад +7

    BG3 has an alarming amount of cheese, I killed a certain lizard (ahem) by throwing a backpack full of grenades and explosives, effectivey 1 -shotting it...

    • @trock7542
      @trock7542 Год назад

      Welcome to dnd. These types of things happen all the tine and are generally encouraged at the table

    • @nickjohnson9640
      @nickjohnson9640 Год назад

      That’s a great idea! Made your own C4 bundle! Why is that cheesy? I think it’s a very creative solution.

  • @fieryeasy
    @fieryeasy Год назад +3

    It took my first playthrough to realize just how OP Sanctuary can be...when i didnt have an aoe attack in my group, i'd be stuck just skipping until that enemy screwed up or reload a save.

  • @Evildaddy911
    @Evildaddy911 Год назад +3

    I really wish I'd thought of sanctuary as concentration protection a couple hours ago. Twinned Haste round 1 on my 2 big damage dealers, and an enemy spellcaster walked through the doors and smoked me with 4 Scorching Rays. Nearly took out all my hp, let alone my concentration. By the time one of my frontliners was able to make her first attack, she'd failed a save against Hold Person, had eaten 6 crits and was swarmed. I knew there was no preventing her from going down before her next turn. The rest of us backed out of range as I ordered Wyll to target her with Circle of Death.
    My cleric's prayers were answered as 8 of the 9 enemies failed their saving throws while we rolled nearly max damage. From there the tide turned and I was able to keep anybody from dying that day

  • @nikoladrca5324
    @nikoladrca5324 Год назад +6

    My new favorite way to fight as a Wizard is Create Water and Ice Spells (Cold Damage), as ice is my favorite element. However, I didn't realize that Water is so OP until later in Act 3, so I've up until that point just used Fire Ball and sometimes used it with Grease.
    I decimated Sarevok with Cold+Water once I used the Potion of Speed!

  • @dogtato
    @dogtato Год назад +5

    my favorite under appreciated spell is longstrider. gale casts it on everyone in the morning and then stays in camp while everyone else gets +3m of movement all day.

    • @thatguy00271
      @thatguy00271 Год назад +1

      lvl 4 feat ritual caster you can use longstrider and enhanced leap for free. Ritual spells do not cost spell slots; can cast it on the whole party. Other ritual spells are speak with animals, speak with dead, find familiar, and disguise self. But you can only choose 2 to learn.

    • @Panikaze
      @Panikaze Год назад +1

      I do that with a hireling, but same concept!

  • @Dexsting
    @Dexsting Год назад +11

    I hate pushing enemies off cliffs because I want to loot their body.

    • @GrumblingGrognard
      @GrumblingGrognard Год назад +1

      Pushing NPCs off of cliffs is lame, OP, metagaming and just wrong in a ROLEPLAYING game (ALMOST as bad as tossing potions).

    • @_Lunaria
      @_Lunaria Год назад

      @@GrumblingGrognard I agree, throwing a potion is way too strong. They should have made it something like "If you throw a potion, the targets only get half the effect" Cause you dont drink the whole potion, you merely breathe in some of the fumes & vapor or get sprinkled with some of the potion on your skin.
      So thrown healing potions that normally do 2d4 + 6 would be 1d4 + 3 And buff potions for example give Haste for 10 turns, would only give it for 5 turns.

    • @GrumblingGrognard
      @GrumblingGrognard Год назад

      @@_Lunaria lol why?!? Since when are "potions" something that takes effect 'on contact', without limit? With that logic someone could buy a single potion then dip their pinky finger in it every once-in-awhile and it would last nearly forever.
      It is simply a stupid mechanic that someone raised on Mario Bros fing Nintendo 64s thought was "cool".

    • @AStaake1992
      @AStaake1992 Год назад

      @@_Lunaria Haste potion already only lasts 3 turns, whether its thrown or not

    • @_Lunaria
      @_Lunaria Год назад

      @@GrumblingGrognard I know !! And thats why i would want to NERF the potion throwing in BG3.
      Cause at the moment it doesnt matter if you drink or throw a potion, both ways heal the exact same amount, but throwing might hit more allies, thus throwing (So splashing the liquid on the targets) is BETTER than drinking the potion, like it was supposed to.
      And it makes no sense. So if they insist on keeping the "throwing a potion still somehow works" They should ATLEAST cut the potion effectiveness in half, right ?

  • @Cr0wsMurd3r
    @Cr0wsMurd3r Год назад +10

    Haste is better than it's supposed to be... the extra action is not supposed to be able to be used for spellcasting or Extra Attack. Well, at least not in the tabletop rpg. So, alot more powerful than its supposed to be.
    As is Quickened Spell, and basically every other spell than can be used as a Bonus Action. Not that I complain though, and it may be due to coding limitations...

    • @ZakerFrost
      @ZakerFrost Год назад +8

      It was done deliberately. This game has many extra attacks so the DPS for a caster and a melee fighter are tied to be able to multiattack.
      The thief subclass for example makes any rogue able to dual wield attack+bonus attack and an extra attack if nothing else is needed.
      Basically the game is made for you to feel powerful with any class if you powergame and get good combos of either Items or Spells and Potions.
      Edit: Mainly talking about caster classes being able to spend more than 1 spellslot per turn. Dunno if the whole attack and extra attack was an oversight from the devs or conscious decision.

  • @nuggetsschumaker4371
    @nuggetsschumaker4371 Год назад +4

    Haste is beyond broken, since the extract action allows spellcasting.
    Sleep and Colour Spray are broken, you no longer roll dice, you just pick a fixed number, thus guaranteeing debuff.
    Command was always strong and always will be. Not broken, but super reliable.
    Sanctuary is strong, but it lacks a Help action, so that the one with it can give advantage to others while he isn't doing anything without casting harmful spells.
    Any damaging spell from the cleric spell list are strong af. All of them are worth picking, specially Spiritual Guardians.

  • @Hubris21
    @Hubris21 Год назад +9

    The first BG3 tips video that wasn't like "did you know you can hit the 'm' key to open the map?!"

  • @Bilbobaggins82242
    @Bilbobaggins82242 Год назад +9

    Feather fall, jump and misty step have been some my most used spells ngl

    • @Waitwhat469
      @Waitwhat469 Год назад

      I got the feat to cast talkt to animals as a ritual and chose jump as just a filler. Game changer.

    • @Bilbobaggins82242
      @Bilbobaggins82242 Год назад

      @@Waitwhat469 tbh I always have like 5+ talk with animal potions, never missed a encounter since I volleyed a squirrel of a treat by mistake.... 😅

    • @Waitwhat469
      @Waitwhat469 Год назад

      @@Bilbobaggins82242 honestly more optimal, I just hate using items out of fear of running out

    • @lanzer22
      @lanzer22 Год назад +2

      ​@@Waitwhat469 In every one of these games I reach the ending with enough potions to open a potion shop of my own. I'm making a point of emptying my inventory on this play through. :D

    • @ronny584
      @ronny584 Год назад

      Misty step is so useful but I never have to use it.

  • @JamesMadisonsSpiritAnimal
    @JamesMadisonsSpiritAnimal Год назад +6

    So every single party should have 1 sorcerer duel casting haste on themselves and their highest dps after that(unless they are after enemy turn order). Haste is so good that by casting it with a sorc you get 2 extra party members. Its game breaking full stop.

  • @pattoman5568
    @pattoman5568 Год назад +5

    Haste, while good, is obsoleted by potions of speed, which only costs a bonus action and no concentration.

    • @Koshea69
      @Koshea69 Год назад

      and is limited supply and only lasts 3 turns, but yes, no concentration is downright awesome.

    • @alexh2717
      @alexh2717 Год назад

      even better: place your Party very close together, throw a haste potion on the ground in the middle. Now enjoy your entire party having the haste effect!

    • @grimmlinn
      @grimmlinn Год назад

      If a fight only lasts 3 turns, you didn’t need haste. You will loose a turn after 3 turns.

    • @thechoseone456
      @thechoseone456 Год назад

      @@Koshea69well, if you’ve a dedicated pickpocket, merchants reset inventories every long rest and you can take partial rests to pick up an entire stack of potions of speed. Just need to find a merchant who sells them
      Pickpocketing is broken, infinite camp supplies scrolls and arrows

  • @fromheartforyoursoul4592
    @fromheartforyoursoul4592 Год назад +107

    no timestamps/spell list? :(

    • @XiaolinDraconis
      @XiaolinDraconis Год назад +6

      This is outdated anyway. Sanctuary can't be used this way anymore. Still checking the rest

    • @Thomasnmi
      @Thomasnmi 11 месяцев назад +1

      ​@@XiaolinDraconishow has it changed?

    • @rumplebutts6442
      @rumplebutts6442 10 месяцев назад +5

      ​@Thomasnmi I think they made it so you can't cast sanctuary on someone two turns in a row

    • @Thomasnmi
      @Thomasnmi 9 месяцев назад

      @@rumplebutts6442 I knew there was a delay between casting it on the same person.
      Have they increased or changed this?

  • @anyakneez
    @anyakneez Год назад +4

    Thunder wave becomes godlike in act 3, remember that. I have a djinni i like to summon and there's nothing better than getting a free thunderwave and yeeting 3-4 enemies off a building into the abyss (off the ramparts, a chasm, or the city streets)

  • @forkittens
    @forkittens Год назад +7

    put haste on barbarian + put sanctuary on self so i dont loose concentration during the fight = 10 rounds of a barbarian with 7 swings per turn.
    each swing doing ~30 dmg. so 30 x 7 x 10 = 2100 potential dmg at the cost of my paladin sitting the fight out. very much worth it. you can pretty much wipe any room in 2 turns

    • @KnoKellovin
      @KnoKellovin Год назад

      You can only concentrate on 1 spell at a time, so you lose haste immediately after you sanctuary yourself. And if you make two clerics for buffing, then who does the damage? The 1 barbarian you hasted? Use warcaster feat instead, and make your cleric tanky in the first place. Plus barbarians usually lack wisdom cause I see you calculated all into dmg, 1 control spell and your dps is out of the fight. Just wanted to point things out.

    • @charlescoffee2158
      @charlescoffee2158 Год назад +4

      ​@@KnoKellovinsanctuary is not a concentration spell......

    • @forkittens
      @forkittens Год назад

      @@KnoKellovin i read your comment and looked into the things you brought up. thanks for the heads up. i learned a lot.

  • @professorbugbear
    @professorbugbear 8 месяцев назад +9

    Command:Drop is how I usually get the everburn blade on the nautaloid

  • @madPav3L
    @madPav3L Год назад +3

    Thanks for the video! The spells in the game need so much more description than they have, because if you dont pick it and check what it does, you have no idea what it does and you have to load a save and check again... this is so bad.

  • @Decoy47
    @Decoy47 Год назад +4

    Haste on a Tempest Cleric is just insane. Cast an AOE spell then run around with Spirit Guardians - wipes the screen clean of enemies.

  • @jankodes197
    @jankodes197 Год назад +3

    Blindness, hold person and hypnotic pattern are all nice crowd control spells. Btw if you combine glyph of warding cold or lightning with vreate water, it deals double damage.

  • @MirridonOnslaught
    @MirridonOnslaught Год назад +3

    Glyff of warding can be found on the most OP and most slept on class of 5e, the Cleric.
    If you multiclass a Paladin fighter, you can smite 4 times, with haste 6 times. There isnt much that will live through that.

  • @kierakearns8922
    @kierakearns8922 Год назад +2

    Haste is a must-have on sorcerer; you can twincast it and buff two characters at once (just be extremely cautious with your concentration, you can lose two turns instead of one if someone breaks it. Warcaster or something else that gives advantage on concentration saves helps a lot.)

    • @_Lunaria
      @_Lunaria Год назад

      Yeah thats why you should infact, NOT take haste on a sorcerer. I mean why waste a Spell Slot + Sorcery Point + Concentration. When you can just group up the party, throw one Potion of Speed in the middle of them, and have all 4 people have Haste, with no Concentration needed

  • @ohstevoh
    @ohstevoh Год назад +3

    Thunderwave has saved me in a few situations that didn't involve cliffs, it's a good one.

  • @Kaotiqua
    @Kaotiqua Год назад +3

    Create Water. Super useful spell. Extinguish fires, extinguish allies, but also, clean up crime scenes. ;) I killed a certain warden, took her body, and washed away the blood. Nobody knows she's dead. Also, create surfaces. Nail your enemies with a water balloon, then you're all set to either electrify or freeze a whole area under their feet. Acid surfaces getting your party down? Wash 'em away with water!

  • @Khantia
    @Khantia Год назад +3

    Fighters after level 11 do have 3 attacks. With Haste + Action surge they can attack 9 times in a single turn :D There are also some attacks, that use a bonus action, bringing the total to 10 attacks in a single turn - we're talking about potentially 200+ damage, if you have Great Weapon Master.

    • @zivotshonzou
      @zivotshonzou Год назад

      More, with someone on hold, you can do 50+ dmg on one strike in the end with GWM. You have also battlemaster superiority dices. I have got final red dragon to 40 hp without haste, just 6 with action surge. Yeah, crazy and scary thing is 11th lvl fighter XD

  • @Saeryfim
    @Saeryfim Год назад +6

    Command: Drop on the Commander Tiefling on the Nautiloid will get you his Everburn Greatsword super easily, just need to prepare the Command spell with Shadowheart before the Helm fight. Lae'zel having that from the start is fantastic.

    • @MN-vz8qm
      @MN-vz8qm Год назад

      Yep it should be balanced, it is ridiculous that a level 1 character could do that to a level 8 one.

    • @baronsengir187
      @baronsengir187 Год назад

      @@MN-vz8qm Not ridiculous. Fun. Reward your players for thinking.

  • @VincentHarrydragonphire
    @VincentHarrydragonphire Год назад +6

    As a fighter/sorcerer:
    Action: Cast Fireball
    Action Surge: Cast Fireball
    Hasted Action: Cast Fireball
    Bonus Action: Cast Quickened Fireball
    May not be an efficient use of resources, but WHEEE!

    • @Rommel12
      @Rommel12 Год назад

      And then you need a long rest because you're out of spell slots

    • @tonytran1675
      @tonytran1675 Год назад

      i understood everything besides the last part! how do u get Bonus Action: Cast Quickened Fireball

    • @VincentHarrydragonphire
      @VincentHarrydragonphire Год назад

      @@tonytran1675 sorcerers have a special feature called sorcery points which allow them to spend those to use metamagic feature and one of those metamagic options you can choose is quicken spell which allows you to cast a spell as a bonus action.

  • @mollymcallister1671
    @mollymcallister1671 Год назад +7

    This video would've been much more useful if each spell had the classes/subclasses that have access to it listed. No, no we do not all share the same spells.

  • @rogadip
    @rogadip Год назад +18

    Haste and Glyph Ward are hardly under appreciated spells. Haste in particular are considered by many the most OP spell in the game.

  • @FearTheVikingYT
    @FearTheVikingYT Год назад +5

    I basically broke combat just by having a guaranteed cast of haste on all my martials (my paladin, Lae'Zel and Karlach). I got it on the paladin and on Lae'Zel from magic items and I usually had Gale to cast it on Karlach. I burst down so many bosses before they could do anything, it's not even funny. Fighters get 3 attacks per action at lvl 11 so they're almost always the best candidates for haste but paladins are great too since they can do more divine smites per turn, which also means more chances to crit on a smite for massive damage.
    Btw, Haste in this game is much stronger than the version in the 5e DnD tabletop. In the tabletop, the extra action can only be used to on a single weapon attack or to Dash, Disengage or Hide. Much more limited and almost useless for spellcasters. And it's still considered one of the strongest buffs for martial classes. It's downright broken how strong it is in BG3, especially cause you can also get it from items and cast it on yourself from scrolls even if you can't otherwise cast spells (also not possible in the tabletop). At lvl 11, a fighter with haste + action surge can do NINE attacks on their turn. Not many bosses can take nice greatsword hits and live, especially if you add damage using battle maneuvers and/or poison.

    • @IncendiaryPanda
      @IncendiaryPanda Год назад

      Don't forget action surge with fighter.... Freaking 9 ...... 9 attacks. lae'zel at lvl12 with mostly legendary items nearly one actions ANYTHING

    • @FearTheVikingYT
      @FearTheVikingYT Год назад

      @@IncendiaryPanda Yep, that's what I wrote. :)

  • @gent2205
    @gent2205 Год назад +3

    What a great video! None of these are spells I wold usually gravitate towards, but after watching your video I might just give them a try!

  • @carlsaganftw
    @carlsaganftw Год назад +8

    From anyone who plays D&D, most of these are not underappreciated at all.
    That said, glyph of warding... In 5e: Glyph of warding takes 200gp per cast, requires touch, and has a *1 hour* casting time. So, by removing everything that balances it to make it fun for this medium, it becomes a broken spell.
    So good on ya for showcasing that!

  • @smilerat8070
    @smilerat8070 Год назад +3

    You should play paladin sometime. Technically, they are the hardest hitting characters in the game. At level 2 they get divine smite, they can expend a spell slot when they hit with a weapon attack to add 1d8 + an additional d8 per spell slot level in radiant damage to the attack, and you can choose to do this after you crit to double it. It is why a lot of casters dip into it. At 6 they add they CHA mod to all saves for themselves and an ally within 9ish feet. Vengeance paladins can just choose an enemy and decide they has advantage on all attacks agains that enemy for 10 rounds once a day. Ancients paladins are loaded with powerful support features. They are fun, I like to multi-class them around.

  • @spencerredding9157
    @spencerredding9157 Год назад +3

    Haste is the only action that doesn’t really cost an action. The downside is supposed to be lethargy, but it really very rarely occurs by the end of combat.

  • @soldierbreed
    @soldierbreed 11 месяцев назад +3

    Don't forget that a sorcerer can twin spell haste if two targets are close enough together. That mean you can give two people the benifits if haste. Have shadow heart drop sanctuary on you and you wont even have to worry about losing concentration

  • @CrossfadeD7
    @CrossfadeD7 Год назад +15

    Haste? Underappreciated? Are you joking?

    • @AurioDK
      @AurioDK Год назад

      Yeah, one of my most used spells.

    • @nealeellis4455
      @nealeellis4455 Год назад +1

      Bg3 was probably his first time playing dnd 😭 command is also used sm

  • @GergelyGyurics
    @GergelyGyurics Год назад +2

    Thanks for this. I'm a total n00b in DnD, and the sheer amount of information I'd need to minmax my party members properly is insane. I've never even tried Sanctuary, because I didn't notice it's a bonus action.

  • @jervey123
    @jervey123 Год назад +3

    man, these spells are what i exploit regularly, sanctuary does fall off later in the game and you can just easily craft potion of speed in alchemy, same effect as haste, you get to save your spell slot and drinking a potion is a bonus action so it's actually better... expeditious retreat is pretty good

    • @fatsephy
      @fatsephy Год назад +1

      Except with the potion, you only have 3 rounds of combat before you have to deal with the lethargy debuff.

  • @selendile030
    @selendile030 Год назад +3

    Yup Paladins get extra attack, as do Bards and PotB warlocks.
    My Shadowheart runs as a War Cleric and she got glyph of warding. It IS amazing.

  • @roccaflocca4312
    @roccaflocca4312 Год назад +15

    The phrase OP has officially now been overused.

    • @mechminded2207
      @mechminded2207 Год назад +1

      Yup, often used for Exactly Powered - i.e. those powering the thing, gave it precisely the power it needed for what they intended.

    • @roccaflocca4312
      @roccaflocca4312 Год назад +1

      @@mechminded2207 They have a saving throw. When you fail on Command, you've done nothing with your turn. It's a good spell in this game when it works, no doubt. But everything always finds a way to save against my spells.

    • @richardhandcock
      @richardhandcock Год назад +1

      Whenever I see someone say 'OP,' I just read it as 'OK' at this point.

    • @Cramblit
      @Cramblit Год назад

      To be fair, many of these are kind of OP... Haste is, because it's 2x stronger than it should be in the table top. ALlowing for 6 or more attacks per turn.. that's pretty OP in terms of how things are balanced and tuned.
      Furthermore, Sanctuary can be hilariously busted... 4 cleric party, all casting sanctuary with their AOE damage spell.. don't even need to fight... if that's not OP idk what is. Sanctuary breaks on attack, not damage. Unless they changed it. Meaning you can just have all 4 clerics standing in the middle of enemies almost immune to any attacks, and just doing aoe damage every turn, literally passive auto win.

  • @WyvernDukemon
    @WyvernDukemon 2 месяца назад +3

    Sanctuary is also SUPER good for those missions you need to keep someone alive

  • @Payatown
    @Payatown Год назад +4

    as of now, warlocks extra attack stacks with extra attack from other classes, giving you 3 attacks per action. though it will probably be patched at some point soon, it would be fun to play around with. im thinking 5 lvls warlock 5 lvls fighter for action surge and 2 lvls...? paladin? for smite? so 3 attacks per action, action surge for 3 more, haste for 3 more; 9 attacks per turn. if you go 2 lvls of paladin you'll have 5 spell slots to smite with, 2 of which are 3rd lvl warlock slots that recharge on short rest. or swap fighter and paladin for more smite slots and keep 9 attacks in 1 turn

    • @Firespark81
      @Firespark81  Год назад

      I was wondering about that ty! A warlock barb with just 6 attacks would be soooo busted.

  • @JesusKreist
    @JesusKreist Год назад +2

    Great video.
    I honestly never even considered Sanctuary and Glyph of Warding before.
    In my first playthrough I pretty much ignored those spells altogether.