Missing the slippery chainmail from the koa toa beach in under dark, makes you auto disengage when you heal someone, makes your healer able to burst into the fray, hit a cure wounds and peace out
For the healer build Amulet of Restoration is also really good because it gives you mass healing word once per long rest. So it's additional use of heal + all the buffs on entire party without spending a spell slot.
Personally for the Healer build i think the Staff of Arcane Blessing is better used her than the Blood of Lathander, Bless is already one of the strongest buffs in the game, and to then double its effects and also make it work for Spell Attack rolls is beyond insane. The staff is slightly hidden however, found within the basement of the Mage Tower in the Underdark which needs you to get the Guiding Light ring from the Robot on the top floor so you can see the button to get to the floor.
here's one that many people dont think about. double torches with shilleilagh. with 16-17 wisdom, you will get 2x(5-15)(1d8+3+1d4). the best part? you dont even need to have two weapon fighting stance, because shilleilag already gives wisdom mod to the weapon.
your healing set is missing the amulet of restoration. From the myconid colony in the under dark. It’s a free healing word and a free mass healing word each long rest. An extra 1st and an extra 3rd level spell slot is great.
Get Zevlor's gloves right as you meet him. Say something about the druid so Zevlor calls Aradin a coward for leaving Halsin. Aradin knocks out Zevlor. After the cutscene, ya pickpocket him while he is napping all sweet like.
@mobunagathevoiceofresistan801 All the parts can be found in the Underdark. First piece is close to the Selunite outpost on a Drow turned to stone by a spectator. The second is in the Myconid colony in the blocked area on a Drow corpse (you need to complete quest or kill Spaw for a key). The last one is on Filro the Forgotten near the sussur tree. Have fun!
@@mobunagathevoiceofresistan801 help the myconids its on the body in their treasure roo. Kill the Drow who takes care of these bird thingies and the last piece is by the selunite outpost its a spectator. I reccomend Alert feat or a potion of alert to not get surprised because you will be otherwise.
I usually craft an Antinamtium long sword for the ability to bypass object hardness and resistances in rare situations. You can use the sword to break down the rocks that the gnomes are trying to clear and hold on to the rune powder satchel or barrel as you will not need to use it.
Not criticizing just giving a suggestion, you could use two smoke-powder bombs instead (which you could easily steal off of merchants) then keep the rune-powder for later and instead of making the sword you can make the armour instead (I found the armour was useful well through to act 3 over the weapons) but seriously big brain thought there I literally never thought to use the longsword to break the rocks lol
2 armors or 1 armor and the shield are optimal. No crits is incredibly powerful and far more useful than any use of weapons to ignore damage resistance. Much easier to carry 1 slashing, 1 bludgeoning and 1 piercing weapon for your melee fighters. Magic physical armor resistance is rather uncommon.
you should consider the bard healing gear. At low levels bards out heal life clerics. If I recall, there is a chest near the singing tiefling has the cap of curing. This turns every bardic inspiration into a 1D6 heal. that’s roughly one first level spell slot of healing per inspiration. At level 5 ( still act 1) these recharge on short rest. At that point you have 12 uses per long rest. Again, each is about like a first level spell slot. Most of the healing gear doesn’t stack with this heal. There is also the blazer of benevolence from Volo after you rescue him. This gives YOU 4 temp hit points when you inspire an ally. That makes each bardic inspiration 1D6 heals plus 4 temp hit points and doesn’t use spell slots. It isn’t until after level 6 that the life cleric catches up. It’s about when channel divinity recharges on short rest and has two charges. At that point it’s 6 massive AOE heals that don’t use spell slots per long rest.
who needs that much healing, just loot potions and have another character focused on doing damage, way better, it ain't worth investing that much in healing in the dnd system
@@ryoujiarisato7308 play on higher difficulty. You cannot out heal incoming damage. But, it’s good to be able to react in the middle of a fight. And, there’s virtually nothing in the game that creates a new healing resource. The cap (and chest) do that. Though, the cap is a much stronger item than the chest.
I feel like you should add the amulet of restoration that gives the once a day mass healing word to the first combo (bought from Derryth in the underdark colony). Use it on the opener with the other gear to instantly give the whole party extra temp HP, blade ward, bless, etc.
personally i quite like mourning frost + necklace of elemental augmentation + winters clutches and get the hoarfrost boots for when you get the snowburst ring
The periapt of wound closure's ability to automatically stabilize is probably messing with the blood of Lathander's ability to bounce back up. I suggest not using the two together.
Also, any regeneration ability with the healing set just gives you permanent buffs while in combat. I only discovered it in Act 3 upon finding Ring of Regeneration, having sold most of the healing set by that point, but permanent Bless and Blade Ward are no joke.
@elenalizabeth no those give advantage on melee while surrounded by two or more enemies and a +1 strength saving throws. Hellriders pride is the ones that give you bladeward for a turn and a +1 to strength saving throws
To add to the Diadem of Arcane Synergy, you didn't seem to realize that "Threatened" is a condition and thus activates Arcane Synergy. This means that if you are playing a melee character (which you should be with the setup you mentioned) that you won't NEED to cast a cantrip first before attacking. You can just go for it and attack.
This build works perfectly for a certain melee build that's bonus damage from another stat, too... it's disgusting the single hit damage, add in multi hit from Hals, and you're walking through mobs like they're nothing. Go Durge and get the cloak, and it's basically game over.
I swear i saw Lathander's Blessing working one time. During the Balthazar fight, one big goon kicked Shadowheart into the void, and she just miraculously bounced back from the void and everyone was blessed by the miracle. That was the only time it worked. Later during the final boss in act 2, she died again and Lathander's Blessing didnt work... I never understood why until now... Maybe it required an instant death for it to work?
Hamarhraft is awesome, but you have to be very careful around ledges, barrels, bridges, ladders and other breakable things. That thunder damage on jump will destroy ledges when you are hopping around to get treasure on hard to reach places. You might even make your jumper fall off from destroying the terrain. Make sure you turn that off when not in combat.
The boots of speed don't allow you to dash as a bonus action dash they double your movement speed for the round. It is similar but a very important distinction because that means if you dash as your action you move four times your base movement speed in one round!
Huh? Boots of Speed absolutely give a bonus action dash and if you read the tooltip it also imposes disadvantage on opportunity attacks, you're thinking of the Springstep Boots.
Shattered flail combined with the periapth ofhealth and the helm of momentum is a great combo that will carry you for the whole game. If you go pure fighter and later get the regen ring and helm of balduran you'll heal for 24 per turn or 42 with action surge. Combine this with the armor of persistance and the only fight that you won't faceroll is the sharran temple in act 3. Completed honour mode with such a build on a halflfing (for the no fumbles) and it was stupidly easy.
Silver Sword in A1 is probably the best weapon for a githyanki Tav, or Lae'zael. Unlike the Helldusk armor in A1 where you have to potentially ruin the story, Silver Sword acquisition doesn't affect the story at all
Your healing setup is missing the Selunite necklace from the goblin camp - it gives you a cantrip that heals for 1d4, just make sure your party is immune to sleep
I like to add Warding Bond into the character who wears all the healing gear. Give resistance to all damage to another character, and the shared damage isn't that big a deal with the Periapt boosting all the self heals from the other gear.
Dont know if this is a new find but your healing set up works wonders with illithid power share life as it becomes a healing cantrip(you never die from using it due to helmets effect), thought the healer will be constantly on the edge of death though that but im currenlty working my way to get cloak of cunning brume and slippery chain shirt, i dont have the cloak yet but technically after healing you auto disengage and should also auto fog from cape. thought it might not work, but if it does you would have an immortal healer(considering you have thief class for extra bonus action to hide away in your fog cloud) that can heal tiny bit and buff each turn.
the dexterity gloves pair well will phalar aluve (late act 1 underdark weapon) since it’s a finesse long sword + the singing/shrieking ability helps out a good amount imo
The level 11 divine intervention mace has a better ability, especially when paired with the better secondary ring of Till Death Do Us Part. Till death do us part makes you heal for maximum for 10 rounds, and the divine intervention mace when paired with this, the +2 ring, and the +3 boots, heals the entire party for +6 hp and gives +3 temporary hp at the start of every round. Insanely good when you pair it with warding bond, party becomes immortal. Especially when you start throwing potions. You don't even need to have a single level in a healer just these items along will make you a healing god for one fight every long rest
for the throw combo, you can use any warlock (pact of blade works well) or eldritch knight. Try the glaive called sorrow, a reward for saving the Druid grove. This gives you a cantrip (that you cast with strength) and it’s a bonus action with 9m of reach that also pulls targets 3m closer. This combines reasonably well with polearm master and the bloodlust elixir. At level 5 you’ll have 4 throw attacks per turn, plus the bonus action attack if things are close, or the bonus action cantrip if things are a little farther. PLUS you have the reaction attack if things get within reach. That’s 6 potential attacks per turn. It makes the 1D4 damage for dipping it in fire really useful (potentially +6D4 damage in a single round just for a bonus action dip and it lasts multiple rounds. Also works with poisons like the 1D8 wyvern toxin, or the tons of 1D4 simple toxin … or the helldusk gloves or whatever else that add weapon damage.
do you know if arcane synergy stacks with aura of hate from oath breaker. also the gloves of power possibly inflicting bane synergizes really well with the arcane synergy build
mace works fine for me ive never not had it work they must have patched it idk what doesnt work for me is barbarian unarmored defence. no bonus AC when wearing clothes. :( also adamantine armor isn't as good as the adamantine shield the shield applys reeling when they miss, and reeling itself makes them miss more, and reeling stacks. the armor only applies reeling when they hit, so reeling makes it less likely they hit, which means they will eventually hit you. the shield makes it so they just miss continually.
It's been a while, but if you still have the unarmored defence thing, check if you're not accidentally wearing armor as headgear, gloves or boots, some of those also have a light/medium/heavy armor tag.
Like the other guy said. Unarmed defense works fine with barbarians. Take off your armor (all slots with light+ rating). If you put on armor a caster isn’t proficient with they lose the ability to cast spells. Each class loses some kind of thing. It’s likely your head or foot item.
Hi man, will you be doing video guides and maybe a review on King Arthur Knights Tale, it’s coming out on console soon and patch 2.0 just hit with a huge overhaul. Would love to see you cover this game.
I personally like Sparkle Hands better for throw barb as they give you lightning charges, which translates into +1 to hit, +1 lightning damage instead of just +1d4 damage, and every 5 charges an additional 1d8, and you get +2 charges every time you throw your weapon. Basically you minimize damage on 2-3 rolls from the other gloves, but in exchange you get +1 to hit, and turn that 3rd or 4th roll into a d8 instead of a d4. Furthermore, it has the lightning descriptor, which is relevant more often than not, and can be used to deal bonus damage to enemies weak to it, or to shock a wet surface. Also sparkle gloves give advantage against armored opponents while you have charges, which is like, 75% of the enemies in the game
Either those gloves are not working as intended or you have grossly miscalculated how many enemies you fight that are not even vaguely humanoid enough to wear metal armour, not to mention spellcasters and rogue types will be wearing light armour or mage armour.
Last I saw, the periapt maximized all the healing you do. I use it on my life cleric, but why healer that can do mass healing word and mass cure wounds, is an amazing combo. Did they patch it so it only maximize the heals you give yourself?
through save scumming(or not if your lucky) you can get also Silver Sword of the Astral Plane(which is an legendary upgraded version of soulbreaker greatsword) just use spell order: drop weapon on the githyanki stranding next to red dragon(you need to stealth this) i had 16% chance and as soon as you do this it initiates the battle but the payout is worth it.
@@dominikgose2609 no idea your just ordering him to drop his sword in act 1. don't know how that translates to 3rd act. maybe he get another copy no idea haven't reached that part yet
That's probably because the ice staff is bad. Ray of Frost, Ice Knife, Chromatic Orb, Ice Storm, Cone of Cold. Those are the only spells that can even proc it in the entire game
Glyph of warding as well. The chill effect from the staff is the big plus though, as it can double frost damage without having to constantly apply water. Ice staff is definitely not bad as long as you're making a character that utilizes it.
@@thesussadin not a big maybe, dc 12 so not bad thru act1, admittedly drops off in act 2. Useless in act 3, but you can get the meshoheskir pretty quick, and I'd rather have that instead. By itself, it's not that great, but put it with the right items, which was mostly what the video was about, and you can make a very good ice build. Especially if you dip into warlock for agathys
@@marcushazlewood7283 DC 12 is lower than a spellcaater with a 16. Not only that, but it's a Con save which most enemies are pretty good at. AND Create Water doesn't let them save at all. You are making this sound worse and worse. If you want to save on action economy just have a martial throw a water bottle.
is there a throw build using the eldritch knight throw/weapon return? I could see throwing a massive 2h weapon with all the throw benefits from the items and barb bonuses.
that’s act 3. This is an act 1 video. He wants the returning pike on any class. Or, he wants to use a warlock pact weapon or an eldritch knight weapon bond. The cheap tactic is to use tavern brawler. It’s very broken and makes things less fun. Be careful with weapon throwing. There are still lots of bugs. Not all modifiers count for thrown weapons damage. For example the caustic band is +2 acid damage to weapon attacks. But, it doesn’t apply to when a weapon is thrown. I’m sure there are more examples.
You missed other nasty Act 1 combos. Titanstring bow paired with the club of hill giant strength. Harold/Giant breaker with the boots of Stormy Clamour for double conditions with the head piece that gives arcane synergy.
Shatter Flail+ Wound clousure amulet is actually op + 6 combo every turn early game. you can literally build hp and hit rate and brain dead act 1-2 ungabonga!
Its funny that in my 10 tactian playthrews ive never used any of thosse builds exsept the cleric i did that first playthrew it seemed like a no brain for all that healing, now tho i just do more damage an everythinks dead befor i need to heal
@@MIZEIN Ok, I had to double check. The bouldaran helm heals you at the start of ever turn. And there is a weapon, Woe I think, that heals you when an enemy is effected by a spell effect. I think theres like 2-3 more items that do similer things that can trigger the healing set.
Act 1 gear. This isn’t talking about mid and late game stuff. What he missed for healing was the amulet that gives a free healing word and a free mass healing word each day. He also missed the bard cap of curing (level 2-3 found in Druid grove) which makes the bards the best healers in the game until life clerics reach level 6.
in addition to Quicken Spell, consider Elixir of Bloodlust. Any time you kill an enemy, you gain an additional action that you can use to cast another spell. Stack Haste or a Potion of Speed on top of that and your sorlock will become an eldritch blast machine gun very quickly
@@houhoou4851 a lot. depends. invis helmet, minthara's or just some elven light armor, stealth ring, cats grace armor, hand crossbows, misty step or poison amulet, corrosive damage ring. just from the memory
That makes sense, I’m playing on console and before you head to the mountain pass you get a message warning you to clear up any unfinished business before you progress so I kind of just assumed that was act 1 ending. It totally doesn’t matter in any way, but I appreciate people clearing it up, good lookin out dudes. Thanks!
@@jonathanzimmerman634 The Creche wasn't part of the Early Access material, so technically it could be called Act 1.5. It does advance the storyline, so you had better have done everything time sensitive (like the Goblin Camp/Emerald Grove, I think Waukeen's Rest too) before moving into it.
I got it in an Honor mode run a couple of weeks ago, only one chance to get it on honor mode so I got lucky. Invisible blademaster fighter with disarming strike while buffed with Bless +1d4 , Bardic inspiration +1d6, Enlarge advantage on str checks irc, Oil of sharpness +2 and potion of Hill Giant Strength +5 str. Hitting him is not too hard but you have to overcome his saving throw afterwards, I am not totally certain which of my buffs affected his saving throw but it worked for me.
@@thebritishviking Oof... your point B and C have NOTHING to do with my point A, why you even trying to beef? its cool that he provided the locations and all... but still not my point :D try reading? :)
Imo. You barely go down within this game meaning that a lot of these abilities that occur on going to 0 don’t occur making them less useful personally.
No. You get it from the Githyanki Creche which is still technically Act 1 since it's in the mountain pass. Act 2 only starts once you enter the Shadowcursed lands. The defining factor is that you get the achievement "The Plot Thickens" (leave Act 1 achievement) when you enter the Shadowcursed lands.
Yeah, ummm. It would help to know what trader (ring of salving), or who gives you the wapira's crown, etc. Just sayin, it's like 2 more seconds to talk per item. Maybe consider it for future videos.
he does say how you can get both in the video, the crown is from the quest for saving the refugees (kill all the goblin leaders then talk to Zevlor and he will give you a pack containing gold and items the crown included) and says the ring is on one of the vendors in the mushroom colony.
@@ZKSTLKDESU That's fine, except, I've killed the goblin leaders and Zevlor meets me at the enterance to the grove to congratulate me, and I've never received this crown or pack. And I've visited the hobgoblin and dwarf-lady merchant in the underdark and didn't notice this ring. Is there another merchant in the underdark? See why the actual name would help?
@@MJ-kc8iz so yes, it will be a bag that appears in your inventory, and yes there is a third merchant, but the ring should be on either hobgoblin or mindflayer
a·duh·man·teen took me 10 seconds to google it and google even said the word so I could hear it too. It took almost as long for him to mispronounce the word twice as it did for me to google the correct pronunciation. Audiobook narrators do this all the time and it is such a pet peeve of mine. There was a lot of good information early in the video, but after the 6 min mark this is all my OCD brain could think about.
How is it clickbait? The video has items, and recommends a strong unison they can offer by using them in tandem. It offers what the title claims. Sounds like you were expecting some 1 shot item that is completely broken Guessing you an everyone else are just bad at the game, which is why you want something OP and call something clickbait when you still need to do actual work.
@@DisappointedSon0813 at lower difficulties maybe. In tactician or honor mode, enemies can dish out just as much damage or more than a player can. Keeping yourself alive is just as important as doing damage. and certain builds can do both at the same time. If you want to make things harder for yourself to avoid calling hurting your ego, be my guest.
@@derekstapleton3396 I get it man, you want to play heals and I didn’t say that isn’t fine, my opinion is that it’s a noob trap, it weighs down builds that could otherwise be better utilized dealing damage than wasting a party member or spell slot on a heal that isn’t even worthwhile until higher levels anyways lol
@@derekstapleton3396 There are fights in honor mode where I think healing is good. The steel watch boss fight in act 3 for example, provided you are not gonna run any super optimized one-hit killer builds, blasts you with so much non-resistable hellfire that a supreme healing potion for a bonus action is a really good deal. That said, DisappointedSon is right. If you play with all four characters and play smart the game is beatable without mad gear combos or multiclassing. But once you start challenge runs like solo or two characters and avoid straight exploits, you get to realize that dedicating equipment slots to healing is a bad call. That helmet that drips 1d6 tiny hit points on you only when you decide to take a specific action could be filled with fire resistance and crit immunity (which prevents getting hurt to begin with and most importantly prevents getting hurt in big, unmanageable amounts due to bad luck) This is true for many games and applies not just for healing but also for biteback damage. Some genres/games subvert this of course, like WoW for PvE and Overwatch for PvP. But generally you will find that if a game is hard or if you make it hard through extra rules, you don't want to plan to fail. Anything that is only useful to you when you start meeting a failure condition comes at the opportunity cost of something that has 100% uptime. On a side note: My personal unpopular opinion is that big damage is an intermediate player trap. I play a lot of permadeath games or games that I delete my file on if I die, like Cyberpunk. And I've found that the super high damage builds that are published online often sacrifice too much survivability. From a strategic perspective the really powerful items and skills are the ones that provide the best consistency/ mitigate surprises. If you told me I had only a single life and offered me a +3m movespeed or a +2 acid damage ring, I would take the one that keeps me out of reach of all melee danger every time.
Everburn blade is the "worst" magical weapon in act 1. It's useful on the beach until you get to a merchant in the grove, but a +1 greatsword is way better. You can dip any dippable weapon onto a candle to set it on fire for the same benefit as everburn blade. You likely don't have anything to do with your bonus actions in the first few PC levels anyway. Ditch that as soon as possible.
so one problem with this video is the mountain pass is part of act 2 not act 1. When you head to mountain pass or leave via the elevator in the underdark at Grym forge you leave act 1 and enter act 2. I got the achievement for leaving act 1 after clicking to enter the mountain pass while my friend got it leaving the elevator in the underdark. so the skinburster, Lathander's mace, a few others would not be act 1 items.
@@ZKSTLKDESU I think it’s to do with the story like you finish the grove and it’s like ok they aren’t near the grove start act 2s story and just say that they’ve left act 1 behind
on console? its a known issue on xbox that u can lose save files, microsoft should be working on a fix afaik. just enable cross saves so ur saves get uploaded to the cloud and what not, u wont lose save files that way.
Missing the slippery chainmail from the koa toa beach in under dark, makes you auto disengage when you heal someone, makes your healer able to burst into the fray, hit a cure wounds and peace out
Returning pike is great to keep in inventory in case you ever get disarmed. Throwing it re-equips a weapon without using an action.
For the healer build Amulet of Restoration is also really good because it gives you mass healing word once per long rest. So it's additional use of heal + all the buffs on entire party without spending a spell slot.
Personally for the Healer build i think the Staff of Arcane Blessing is better used her than the Blood of Lathander, Bless is already one of the strongest buffs in the game, and to then double its effects and also make it work for Spell Attack rolls is beyond insane. The staff is slightly hidden however, found within the basement of the Mage Tower in the Underdark which needs you to get the Guiding Light ring from the Robot on the top floor so you can see the button to get to the floor.
here's one that many people dont think about.
double torches with shilleilagh.
with 16-17 wisdom, you will get 2x(5-15)(1d8+3+1d4).
the best part? you dont even need to have two weapon fighting stance, because shilleilag already gives wisdom mod to the weapon.
And I think you can dip torches in acid or things other than fire? So you can get bonus damage from that too
your healing set is missing the amulet of restoration. From the myconid colony in the under dark. It’s a free healing word and a free mass healing word each long rest. An extra 1st and an extra 3rd level spell slot is great.
Much better than the periapt of health. The P of health is better as part of a self-healing rig with the shattered flail.
Get Zevlor's gloves right as you meet him.
Say something about the druid so Zevlor calls Aradin a coward for leaving Halsin.
Aradin knocks out Zevlor.
After the cutscene, ya pickpocket him while he is napping all sweet like.
Was hoping to see the sword in the thumbnail...
Its not a sword. It's a spear you can craft by killing the owlbear mother in her lair and combining the spearhead she drops witha broken spear shaft.
@@cloudy978 oh? I got that already, cool. Any idea where to find all the parts of the ice staff?
@mobunagathevoiceofresistan801 All the parts can be found in the Underdark. First piece is close to the Selunite outpost on a Drow turned to stone by a spectator. The second is in the Myconid colony in the blocked area on a Drow corpse (you need to complete quest or kill Spaw for a key). The last one is on Filro the Forgotten near the sussur tree. Have fun!
@@nova_supreme8390 thank you so very much
@@mobunagathevoiceofresistan801 help the myconids its on the body in their treasure roo. Kill the Drow who takes care of these bird thingies and the last piece is by the selunite outpost its a spectator. I reccomend Alert feat or a potion of alert to not get surprised because you will be otherwise.
I usually craft an Antinamtium long sword for the ability to bypass object hardness and resistances in rare situations. You can use the sword to break down the rocks that the gnomes are trying to clear and hold on to the rune powder satchel or barrel as you will not need to use it.
Not criticizing just giving a suggestion, you could use two smoke-powder bombs instead (which you could easily steal off of merchants) then keep the rune-powder for later and instead of making the sword you can make the armour instead (I found the armour was useful well through to act 3 over the weapons) but seriously big brain thought there I literally never thought to use the longsword to break the rocks lol
@@DWN-rk8trpretty sure you can make two objects from the forge. So I always make the armor and the longsword.
@@MekoStClair that's correct, I usually just make the armour sets either heavy and medium or 2 sets of the one lol
@@DWN-rk8trDon't need either the smokebomb or the adamantine sword. A maul + great weapon master breaks through the rocks.
2 armors or 1 armor and the shield are optimal. No crits is incredibly powerful and far more useful than any use of weapons to ignore damage resistance. Much easier to carry 1 slashing, 1 bludgeoning and 1 piercing weapon for your melee fighters. Magic physical armor resistance is rather uncommon.
You can get the gith legendary greatsword in act 1 as well
you should consider the bard healing gear. At low levels bards out heal life clerics.
If I recall, there is a chest near the singing tiefling has the cap of curing. This turns every bardic inspiration into a 1D6 heal. that’s roughly one first level spell slot of healing per inspiration. At level 5 ( still act 1) these recharge on short rest. At that point you have 12 uses per long rest. Again, each is about like a first level spell slot. Most of the healing gear doesn’t stack with this heal.
There is also the blazer of benevolence from Volo after you rescue him. This gives YOU 4 temp hit points when you inspire an ally. That makes each bardic inspiration 1D6 heals plus 4 temp hit points and doesn’t use spell slots.
It isn’t until after level 6 that the life cleric catches up. It’s about when channel divinity recharges on short rest and has two charges. At that point it’s 6 massive AOE heals that don’t use spell slots per long rest.
who needs that much healing, just loot potions and have another character focused on doing damage, way better, it ain't worth investing that much in healing in the dnd system
@@ryoujiarisato7308 play on higher difficulty.
You cannot out heal incoming damage. But, it’s good to be able to react in the middle of a fight.
And, there’s virtually nothing in the game that creates a new healing resource. The cap (and chest) do that. Though, the cap is a much stronger item than the chest.
@@zero11010 i have literally never played this game below tactician x) custom with honour mode settings after it got released
@@ryoujiarisato7308 then the value of a free healing word without using a spell slot should be obvious to you. I can’t help you.
@@zero11010 maybe you should play in a easier difficulty
I feel like you should add the amulet of restoration that gives the once a day mass healing word to the first combo (bought from Derryth in the underdark colony).
Use it on the opener with the other gear to instantly give the whole party extra temp HP, blade ward, bless, etc.
Yes, Life Domain with Mass Healing Word + Amulet + buffing gear can dump a whole lot of boosts onto the party with one bonus action.
personally i quite like mourning frost + necklace of elemental augmentation + winters clutches and get the hoarfrost boots for when you get the snowburst ring
The skin buster is in Crèche Y’llek btw. In where you meat with the inquisitor, it’s in the room to the right with the rest of the loot.
You can also press the trade button on the bottom left corner of the screen when taking to volo to buy the ring
Same for Zevlor
gloves of power also helps with dice rolls, my word i love them gloves but that max dex on them purple gloves combined with a mage armor oooooooa baby
The periapt of wound closure's ability to automatically stabilize is probably messing with the blood of Lathander's ability to bounce back up. I suggest not using the two together.
Also, any regeneration ability with the healing set just gives you permanent buffs while in combat. I only discovered it in Act 3 upon finding Ring of Regeneration, having sold most of the healing set by that point, but permanent Bless and Blade Ward are no joke.
Which one gives you blade ward? Did I miss it 🤔
Zevlors gloves @@elenalizabeth
@@isseihyoudou4872 the growling underdog ones?
@elenalizabeth no those give advantage on melee while surrounded by two or more enemies and a +1 strength saving throws. Hellriders pride is the ones that give you bladeward for a turn and a +1 to strength saving throws
@@elenalizabeth should definitely get both as they're great
To add to the Diadem of Arcane Synergy, you didn't seem to realize that "Threatened" is a condition and thus activates Arcane Synergy. This means that if you are playing a melee character (which you should be with the setup you mentioned) that you won't NEED to cast a cantrip first before attacking. You can just go for it and attack.
Yep i just put on the diadem and put on damaging rings. My lockadin hits like a truck
This build works perfectly for a certain melee build that's bonus damage from another stat, too... it's disgusting the single hit damage, add in multi hit from Hals, and you're walking through mobs like they're nothing. Go Durge and get the cloak, and it's basically game over.
I swear i saw Lathander's Blessing working one time. During the Balthazar fight, one big goon kicked Shadowheart into the void, and she just miraculously bounced back from the void and everyone was blessed by the miracle. That was the only time it worked. Later during the final boss in act 2, she died again and Lathander's Blessing didnt work... I never understood why until now... Maybe it required an instant death for it to work?
Hamarhraft is awesome, but you have to be very careful around ledges, barrels, bridges, ladders and other breakable things. That thunder damage on jump will destroy ledges when you are hopping around to get treasure on hard to reach places. You might even make your jumper fall off from destroying the terrain. Make sure you turn that off when not in combat.
You can also get the legendary “silver sword of the Astral Plane” in Act 1. Yes the drop chance is low but that’s nothing luck (savescum) can’t fix
The boots of speed don't allow you to dash as a bonus action dash they double your movement speed for the round. It is similar but a very important distinction because that means if you dash as your action you move four times your base movement speed in one round!
Huh? Boots of Speed absolutely give a bonus action dash and if you read the tooltip it also imposes disadvantage on opportunity attacks, you're thinking of the Springstep Boots.
The mace is actually not the best weapon for the healing setup. Get the staff of improved bless from the magic tower in the underdark...
Shattered flail combined with the periapth ofhealth and the helm of momentum is a great combo that will carry you for the whole game. If you go pure fighter and later get the regen ring and helm of balduran you'll heal for 24 per turn or 42 with action surge. Combine this with the armor of persistance and the only fight that you won't faceroll is the sharran temple in act 3.
Completed honour mode with such a build on a halflfing (for the no fumbles) and it was stupidly easy.
A tiger barb can hit 3 enemies per tiger attack. 36 per attack with 3 hits. This is at Lvl 5. No action surge needed.
Silver Sword in A1 is probably the best weapon for a githyanki Tav, or Lae'zael. Unlike the Helldusk armor in A1 where you have to potentially ruin the story, Silver Sword acquisition doesn't affect the story at all
Totally didn’t know you could disguise as a gith for the bonus on the great sword! Good stuff!
Remember that you can switch Shadowhearts spells to have Control. This can cause the demon to drop his sword in the beginning ship fight
I have the blood of lathander and as of 1 week ago it was making shadowheart get up after getting knocked so id say that issues fixed
Your healing setup is missing the Selunite necklace from the goblin camp - it gives you a cantrip that heals for 1d4, just make sure your party is immune to sleep
I like to add Warding Bond into the character who wears all the healing gear. Give resistance to all damage to another character, and the shared damage isn't that big a deal with the Periapt boosting all the self heals from the other gear.
Yeah but then you cant concentrate om better spells
i got the lathandar's blessing in honor mode a couple times, it was working for me on my ranged character
Dont know if this is a new find but your healing set up works wonders with illithid power share life as it becomes a healing cantrip(you never die from using it due to helmets effect), thought the healer will be constantly on the edge of death though that but im currenlty working my way to get cloak of cunning brume and slippery chain shirt, i dont have the cloak yet but technically after healing you auto disengage and should also auto fog from cape. thought it might not work, but if it does you would have an immortal healer(considering you have thief class for extra bonus action to hide away in your fog cloud) that can heal tiny bit and buff each turn.
unfortunately the disengage from the shirt does not trigger the cape fog effect.
With the diadem...would that work with pact blade using cha to dmg, and then more cha to dmg as well?
the dexterity gloves pair well will phalar aluve (late act 1 underdark weapon) since it’s a finesse long sword + the singing/shrieking ability helps out a good amount imo
I used the gloves of Dex with an armor that gives extra AC based on your Dex modifier. So my spellcasting thief has 20 AC with that combo.
love these! Are we getting item build combos for act 2 and act 3?
Also the Blood of Lathander's light keeps the shadow curse from harming you and anyone close to you much in the same way as a torch does.
The level 11 divine intervention mace has a better ability, especially when paired with the better secondary ring of Till Death Do Us Part. Till death do us part makes you heal for maximum for 10 rounds, and the divine intervention mace when paired with this, the +2 ring, and the +3 boots, heals the entire party for +6 hp and gives +3 temporary hp at the start of every round. Insanely good when you pair it with warding bond, party becomes immortal.
Especially when you start throwing potions. You don't even need to have a single level in a healer just these items along will make you a healing god for one fight every long rest
for the throw combo, you can use any warlock (pact of blade works well) or eldritch knight. Try the glaive called sorrow, a reward for saving the Druid grove.
This gives you a cantrip (that you cast with strength) and it’s a bonus action with 9m of reach that also pulls targets 3m closer.
This combines reasonably well with polearm master and the bloodlust elixir.
At level 5 you’ll have 4 throw attacks per turn, plus the bonus action attack if things are close, or the bonus action cantrip if things are a little farther. PLUS you have the reaction attack if things get within reach. That’s 6 potential attacks per turn. It makes the 1D4 damage for dipping it in fire really useful (potentially +6D4 damage in a single round just for a bonus action dip and it lasts multiple rounds. Also works with poisons like the 1D8 wyvern toxin, or the tons of 1D4 simple toxin … or the helldusk gloves or whatever else that add weapon damage.
Sorrow doesn't have the thrown property making it lose a lot of potential damage and doesn't apply elemental damage like acid from caustic band
do you know if arcane synergy stacks with aura of hate from oath breaker. also the gloves of power possibly inflicting bane synergizes really well with the arcane synergy build
mace works fine for me
ive never not had it work
they must have patched it idk
what doesnt work for me is barbarian unarmored defence. no bonus AC when wearing clothes. :(
also adamantine armor isn't as good as the adamantine shield
the shield applys reeling when they miss, and reeling itself makes them miss more, and reeling stacks.
the armor only applies reeling when they hit, so reeling makes it less likely they hit, which means they will eventually hit you. the shield makes it so they just miss continually.
It's been a while, but if you still have the unarmored defence thing, check if you're not accidentally wearing armor as headgear, gloves or boots, some of those also have a light/medium/heavy armor tag.
Like the other guy said. Unarmed defense works fine with barbarians. Take off your armor (all slots with light+ rating).
If you put on armor a caster isn’t proficient with they lose the ability to cast spells. Each class loses some kind of thing. It’s likely your head or foot item.
Pretty cool builds! Just in time for my next playthrough as a dark paladin
Please do a most op items from act 2 video i loved these act 1 vids
Hi man, will you be doing video guides and maybe a review on King Arthur Knights Tale, it’s coming out on console soon and patch 2.0 just hit with a huge overhaul. Would love to see you cover this game.
I personally like Sparkle Hands better for throw barb as they give you lightning charges, which translates into +1 to hit, +1 lightning damage instead of just +1d4 damage, and every 5 charges an additional 1d8, and you get +2 charges every time you throw your weapon. Basically you minimize damage on 2-3 rolls from the other gloves, but in exchange you get +1 to hit, and turn that 3rd or 4th roll into a d8 instead of a d4.
Furthermore, it has the lightning descriptor, which is relevant more often than not, and can be used to deal bonus damage to enemies weak to it, or to shock a wet surface. Also sparkle gloves give advantage against armored opponents while you have charges, which is like, 75% of the enemies in the game
Either those gloves are not working as intended or you have grossly miscalculated how many enemies you fight that are not even vaguely humanoid enough to wear metal armour, not to mention spellcasters and rogue types will be wearing light armour or mage armour.
Last I saw, the periapt maximized all the healing you do. I use it on my life cleric, but why healer that can do mass healing word and mass cure wounds, is an amazing combo.
Did they patch it so it only maximize the heals you give yourself?
through save scumming(or not if your lucky) you can get also Silver Sword of the Astral Plane(which is an legendary upgraded version of soulbreaker greatsword) just use spell order: drop weapon on the githyanki stranding next to red dragon(you need to stealth this) i had 16% chance and as soon as you do this it initiates the battle but the payout is worth it.
Doesnt it break the story tho since itll think ur in act 3 already in some parts
@@dominikgose2609 no idea your just ordering him to drop his sword in act 1. don't know how that translates to 3rd act. maybe he get another copy no idea haven't reached that part yet
No ice staff?
That's probably because the ice staff is bad. Ray of Frost, Ice Knife, Chromatic Orb, Ice Storm, Cone of Cold. Those are the only spells that can even proc it in the entire game
Glyph of warding as well. The chill effect from the staff is the big plus though, as it can double frost damage without having to constantly apply water. Ice staff is definitely not bad as long as you're making a character that utilizes it.
@@marcushazlewood7283 Except that the affect is a big MAYBE whether it procs. Also you mentioned water, which does it's job better. Not a good look
@@thesussadin not a big maybe, dc 12 so not bad thru act1, admittedly drops off in act 2. Useless in act 3, but you can get the meshoheskir pretty quick, and I'd rather have that instead. By itself, it's not that great, but put it with the right items, which was mostly what the video was about, and you can make a very good ice build. Especially if you dip into warlock for agathys
@@marcushazlewood7283 DC 12 is lower than a spellcaater with a 16. Not only that, but it's a Con save which most enemies are pretty good at. AND Create Water doesn't let them save at all. You are making this sound worse and worse. If you want to save on action economy just have a martial throw a water bottle.
is there a throw build using the eldritch knight throw/weapon return? I could see throwing a massive 2h weapon with all the throw benefits from the items and barb bonuses.
Find the Nyrula Trident and use that. Thank me later.
that’s act 3. This is an act 1 video. He wants the returning pike on any class. Or, he wants to use a warlock pact weapon or an eldritch knight weapon bond.
The cheap tactic is to use tavern brawler. It’s very broken and makes things less fun.
Be careful with weapon throwing. There are still lots of bugs. Not all modifiers count for thrown weapons damage. For example the caustic band is +2 acid damage to weapon attacks. But, it doesn’t apply to when a weapon is thrown. I’m sure there are more examples.
You missed other nasty Act 1 combos. Titanstring bow paired with the club of hill giant strength. Harold/Giant breaker with the boots of Stormy Clamour for double conditions with the head piece that gives arcane synergy.
Part one m8, those were all in part one
Shatter Flail+ Wound clousure amulet is actually op + 6 combo every turn early game. you can literally build hp and hit rate and brain dead act 1-2 ungabonga!
Its funny that in my 10 tactian playthrews ive never used any of thosse builds exsept the cleric i did that first playthrew it seemed like a no brain for all that healing, now tho i just do more damage an everythinks dead befor i need to heal
5:47 Make sure to use the tavern brawler feat with this setup. Thank me later.
IKR I was wondering why they didn’t mention tavern brawler. It’s so OP but it makes combat fun, especially when you throw enemies at each other 😂
I gave this build to Karlach "with tavern brawler" and she soloed Grim in two turn with no high ground, so good.. "with tavern brawler" 😅
Doom hammer can take you all the way to act 3 for anyone with two handed weapon handling
5:53 barefoot Shadowheart 👀
She forgot her shoes at camp
@@Firespark81 happens every time
Swear to god thank god you removed the old video intros. Keep it up
You left out the Legendary Gith Sword in Act 1
You missed the best part.
Theres an item that heals you for like 1d4 health at the start of every turn, which will set off the whole healing setup
what's its name
@@MIZEIN Ok, I had to double check.
The bouldaran helm heals you at the start of ever turn.
And there is a weapon, Woe I think, that heals you when an enemy is effected by a spell effect.
I think theres like 2-3 more items that do similer things that can trigger the healing set.
@@MIZEIN Im to lazy to look it up right now, but there is also a ring in the Sorcerer's Sundry you can buy
Act 1 gear. This isn’t talking about mid and late game stuff.
What he missed for healing was the amulet that gives a free healing word and a free mass healing word each day.
He also missed the bard cap of curing (level 2-3 found in Druid grove) which makes the bards the best healers in the game until life clerics reach level 6.
@@josephgray6349 where is that sorcerer sundry
ATTENTION: they patched out the merchant loophole, where you simply move items from the merchant box to your own for free.
But you can still load everything into one bag then kill or KO that vendor.
Thus, it is advised to use Cheat Engine or game trainer programs, etc. to get a frick ton of gold.
@@foofoo3344 Or the in house mods you can download FROM the main menu.
4:04 Gyat something in my eye
The blood of lathander's effect is working for me I'm on xbox so maybe it's a different platform bug or I'm lucky.
never forget....Lucky IS a superpower! =D
@@milaemouse8442 considering I did not roll over a 5 and rolled 9 nat 1s last time I played bg3 the luck gods hate me.
Could be working on consoles. I should have mentioned that. I only confirmed it wasnt working on pc.
You forgot the astral plane sword possibility to get at act 1
Wheres the act 2 list?
Sword in the thumbnail is just click bait
its a spear not a sword lol
No it’s not, it’s a spear you can craft by combining a broken spear head and a broken spear shaft
Dose anyone know how to use more then 1 spell a turn as a sorcerer
Metamagic Quickening
At sorcerer level 3, you can unlock Quicken Spell as a Metamagic option which uses 3 sorcery points to cast spell as a bonus action.
in addition to Quicken Spell, consider Elixir of Bloodlust. Any time you kill an enemy, you gain an additional action that you can use to cast another spell. Stack Haste or a Potion of Speed on top of that and your sorlock will become an eldritch blast machine gun very quickly
I like your energy
I believe at this point you have listed ALL even slightly magical items in act 1.
So the thumbnail sword is just straight up not in the video at all?
Nice click bait.
Periapt = Perry Apt
Is it possible to get stealth build in act 1?
yes
@@Firespark81 How lol
@@houhoou4851 a lot. depends. invis helmet, minthara's or just some elven light armor, stealth ring, cats grace armor, hand crossbows, misty step or poison amulet, corrosive damage ring. just from the memory
Isn’t the githyanki kresh in act 2? It doesn’t really matter I guess.
Nah githyanki kresh is right before the mountain pass for act 2, act 2 in the under dark/curse lands
Underdark, the Crèche, the mountain pass, and the monastery are all act one. bg3.wiki/wiki/Act_One
no its act 1
That makes sense, I’m playing on console and before you head to the mountain pass you get a message warning you to clear up any unfinished business before you progress so I kind of just assumed that was act 1 ending. It totally doesn’t matter in any way, but I appreciate people clearing it up, good lookin out dudes. Thanks!
@@jonathanzimmerman634
The Creche wasn't part of the Early Access material, so technically it could be called Act 1.5.
It does advance the storyline, so you had better have done everything time sensitive (like the Goblin Camp/Emerald Grove, I think Waukeen's Rest too) before moving into it.
no mention where to find halberd
In doubt, assume it's the crèche.
Ahhh already part two, bro when act 2?
I cannot get the soulbreaker sword no matter what I try. Maybe they patched it? Or i just suck :)
They patched it, no one is able to get it anymore until act 3
I got it in an Honor mode run a couple of weeks ago, only one chance to get it on honor mode so I got lucky.
Invisible blademaster fighter with disarming strike while buffed with Bless +1d4 , Bardic inspiration +1d6, Enlarge advantage on str checks irc, Oil of sharpness +2 and potion of Hill Giant Strength +5 str. Hitting him is not too hard but you have to overcome his saving throw afterwards, I am not totally certain which of my buffs affected his saving throw but it worked for me.
So you just made a vid: "i read all the items you can find in the game" with a missleading title... 😂
Not really, it is easy to miss many of these items organically and not everyone might know you can stack them like this.
Try being less salty
@@thebritishviking Oof... your point B and C have NOTHING to do with my point A, why you even trying to beef?
its cool that he provided the locations and all... but still not my point :D
try reading? :)
🧠 💀
Please tune down the enhancements on the voice, gives ear fatigue. Please
Imo. You barely go down within this game meaning that a lot of these abilities that occur on going to 0 don’t occur making them less useful personally.
Dude. Slow down. Take a breath. Please stop editing out the silence between sentences.
No don't stop please we already have a lot of 1 hour builds channels
Broodmother's Revenge really only does d4 poison damage.
I used this just the other day and the mace brought me back that is odd
Really wish you gave coordinate or mini map picture tracking some of these items down from other people videos wasn't easy
I put links in the description that tell you where to find each item very easily. I stated as such in the video.
isnt skinburster act2 ?
No. You get it from the Githyanki Creche which is still technically Act 1 since it's in the mountain pass. Act 2 only starts once you enter the Shadowcursed lands. The defining factor is that you get the achievement "The Plot Thickens" (leave Act 1 achievement) when you enter the Shadowcursed lands.
3:45 AYO?!😂😂😂
Bro bro you say periapt like Perry-apt
Nice clickbait lol
Are there any classes for pronouncing obscure words? You might want to invest in that
Yeah, ummm. It would help to know what trader (ring of salving), or who gives you the wapira's crown, etc. Just sayin, it's like 2 more seconds to talk per item. Maybe consider it for future videos.
he does say how you can get both in the video, the crown is from the quest for saving the refugees (kill all the goblin leaders then talk to Zevlor and he will give you a pack containing gold and items the crown included) and says the ring is on one of the vendors in the mushroom colony.
@@ZKSTLKDESU That's fine, except, I've killed the goblin leaders and Zevlor meets me at the enterance to the grove to congratulate me, and I've never received this crown or pack. And I've visited the hobgoblin and dwarf-lady merchant in the underdark and didn't notice this ring. Is there another merchant in the underdark? See why the actual name would help?
@@MJ-kc8iz so yes, it will be a bag that appears in your inventory, and yes there is a third merchant, but the ring should be on either hobgoblin or mindflayer
I think it's Omeluum who sells the ring iirc. You can ask Blurg to summon it if it's not there already.
@@MJ-kc8iz
Did you agree to his gift?
can you please not edit out pauses between sentences? it's really, really hard to follow along. thank you!
Sarcasm?
Or natural soy condition?
a·duh·man·teen took me 10 seconds to google it and google even said the word so I could hear it too. It took almost as long for him to mispronounce the word twice as it did for me to google the correct pronunciation. Audiobook narrators do this all the time and it is such a pet peeve of mine. There was a lot of good information early in the video, but after the 6 min mark this is all my OCD brain could think about.
Click bait
How is it clickbait?
The video has items, and recommends a strong unison they can offer by using them in tandem.
It offers what the title claims.
Sounds like you were expecting some 1 shot item that is completely broken
Guessing you an everyone else are just bad at the game, which is why you want something OP and call something clickbait when you still need to do actual work.
@@thebritishviking He obviously meant the picture. This weapon simply doesn't exist.
@@bens2876it does
@@bens2876 Are you blind? It's the spear "Vision of the absolute".
@@Iilah-ah I don't know what thumbnail u see, but it is a huge sword that does simply not exists in bg3 act1
Can't pronounce adamantine.
Healing is a noob trap.
Having tunnel vision on the usage of abilities is an extreme noob trap.
@@DaJodad Healing is a noob trap. You can damage far better than sinking your abilities into healing.
@@DisappointedSon0813 at lower difficulties maybe. In tactician or honor mode, enemies can dish out just as much damage or more than a player can. Keeping yourself alive is just as important as doing damage. and certain builds can do both at the same time. If you want to make things harder for yourself to avoid calling hurting your ego, be my guest.
@@derekstapleton3396 I get it man, you want to play heals and I didn’t say that isn’t fine, my opinion is that it’s a noob trap, it weighs down builds that could otherwise be better utilized dealing damage than wasting a party member or spell slot on a heal that isn’t even worthwhile until higher levels anyways lol
@@derekstapleton3396 There are fights in honor mode where I think healing is good. The steel watch boss fight in act 3 for example, provided you are not gonna run any super optimized one-hit killer builds, blasts you with so much non-resistable hellfire that a supreme healing potion for a bonus action is a really good deal.
That said, DisappointedSon is right.
If you play with all four characters and play smart the game is beatable without mad gear combos or multiclassing.
But once you start challenge runs like solo or two characters and avoid straight exploits, you get to realize that dedicating equipment slots to healing is a bad call. That helmet that drips 1d6 tiny hit points on you only when you decide to take a specific action could be filled with fire resistance and crit immunity (which prevents getting hurt to begin with and most importantly prevents getting hurt in big, unmanageable amounts due to bad luck)
This is true for many games and applies not just for healing but also for biteback damage. Some genres/games subvert this of course, like WoW for PvE and Overwatch for PvP. But generally you will find that if a game is hard or if you make it hard through extra rules, you don't want to plan to fail. Anything that is only useful to you when you start meeting a failure condition comes at the opportunity cost of something that has 100% uptime.
On a side note: My personal unpopular opinion is that big damage is an intermediate player trap. I play a lot of permadeath games or games that I delete my file on if I die, like Cyberpunk. And I've found that the super high damage builds that are published online often sacrifice too much survivability. From a strategic perspective the really powerful items and skills are the ones that provide the best consistency/ mitigate surprises. If you told me I had only a single life and offered me a +3m movespeed or a +2 acid damage ring, I would take the one that keeps me out of reach of all melee danger every time.
Everburn blade is the "worst" magical weapon in act 1. It's useful on the beach until you get to a merchant in the grove, but a +1 greatsword is way better. You can dip any dippable weapon onto a candle to set it on fire for the same benefit as everburn blade. You likely don't have anything to do with your bonus actions in the first few PC levels anyway. Ditch that as soon as possible.
You save your bonus action in case you need heals or can choose other options now such as rage or jump.
Nah that Bonus Action can be powerful right from the beach. War cleric benefits from it. Any lvl 1 melee lvl 1 monk benefits from it from the beach.
You speak like you don't know where to take breath
It's ok to hate yourself.
Clickbait lmao
so one problem with this video is the mountain pass is part of act 2 not act 1. When you head to mountain pass or leave via the elevator in the underdark at Grym forge you leave act 1 and enter act 2. I got the achievement for leaving act 1 after clicking to enter the mountain pass while my friend got it leaving the elevator in the underdark. so the skinburster, Lathander's mace, a few others would not be act 1 items.
Lathanders mace is in act one though since it’s just before you go to the shadow cursed lands which is act 2
Technically all of that is still act one. Not act 2 and you can still very easily get back to the starting map. Even fast travel.
Mountain Pass is Act 1. It’s still act 1, but it locks out the Grove quest line if you haven’t handled the goblin camp
I don't know I got the achievement for leaving act 1 in the mountain pass and then getting voss's aid before entering the shadowlands.
@@ZKSTLKDESU I think it’s to do with the story like you finish the grove and it’s like ok they aren’t near the grove start act 2s story and just say that they’ve left act 1 behind
;p ❤
Disliked due to click bait bullshit
Game is broken my saves always gone.
on console? its a known issue on xbox that u can lose save files, microsoft should be working on a fix afaik.
just enable cross saves so ur saves get uploaded to the cloud and what not, u wont lose save files that way.