yee so casting warding bond with gale is basically a perma resistance for all your run. I only used it in my honour mode run bc its so broken it makes the game boring in other dificulties lmao
I was going to say something similar. With heals, you at least KNOW you're getting healed, no question. Sometimes it just feels safer than taking a gamble.
Don't forget "Always have an invisibility". There are a couple fights you can't cheese like this, but most fights allow an invisible character to gtfo and flee back to camp. If you don't want to permanently keep a party member at camp to rez everyone else via Withers, you can use invisibility to get someone out of the fight to keep the run going.
you forgot the most important tip : play with 3 party members and always leave one at camp as a backup , you won't die if there is at least one party members alive in your party
@@dislexyc not really, you still cant reload and you have to figure out how the hell youre going to revive them without getting bodied immediately as that single character. plus you will eventually run out of revive scrolls.
Pro tip: if you *really* want to take advantage of haste, consider having a spore druid with you during act 3 because you can get a piece of gear that allows them to cast haste spores as a bonus action once a day. It's waaaay better than regular speed potions or haste scrolls imo because, as a bonus action, they create a literal cloud of haste that anyone can walk into and gain free haste for a single turn WITHOUT THE FATIGUE and the cloud lingers so you can keep running through it every turn
I completely bumbled my way through honour mode using regular tactician tactics. It worked absolutely fine and there were only a few scary moments like when Cazador swarmed the whole party and I had to break out the noblestalk spam.
Nice. I’m in act 2 on my honor mode right now and had a piss your pants moment with Balthazar. We were fighting and I tried a powerful spell I had just unlocked with my storm cleric, the destructive wave spell. Anyways, I cast it and it does literally nothing. At a key moment in the fight. It did 0 damage, I mean nothing. Has to be a glitch. Anyways I barely pulled the win out after that.
@absoluteandrew398 If you see 0 damage popups, it usually means it did 1 damage, but the target's resistances reduced it. Handy trick for Balthazar if you ever go through it again -- I did this on my run -- kill him in his little lab room upstairs when first encountered, using a Paladin's divine smite with a Sussur greatsword, having carefully positioned your other party members in the corners of the room, which are where he tries to run when attacked. He'll still pop a speed potion, but being Silenced means he can't spam Ray of Sickness. Then, wherever he runs, he'll be in attack range and you can alpha him down on Turn 1 or 2.
@@noecarrier5035 Yeah I know that’s a thing with 0 damage but I’m saying I didn’t even get a hit indicator of any kind. Combat log literally said “shadowheart cast destructive wave” and then nothing after.
@@absoluteandrew398 was there Silence in effect maybe? The secondary effect of the Silence spell, outside of preventing verbal components for spells and vocal abilities (like shouts), is negation of all Thunder damage, since it's basically a very loud noise. And Destructive Wave, IIRC, is Thunder damage. As far as I rememer, Balthazar does use Silence every now and then.
@@Mordring Yeeeaaah no silence. No reason for the spell to fail unless you count standing on an ice surface as some kind of spell nullifier…. It was definitely a glitch of some kind. And an incredibly rare one at that because I googled it and couldn’t find anyone who had the same thing happen.
Running away is a perfectly valid choice on honor mode. You can rez companions at the camp. Potions of Invis help a lot Camp Cleric setup is too long to go through for each day, but before hard bosses - yes please. Even if clerics die from Warding Bond, they've served their purpose
3:20 Thank you! I watch these "be the Best X" vids and they usually blow off important Check stats. Plus having an 8 Wisdom might get more positive elsewhere, you are constantly blowing Perception, Survival, etc rolls. Love the channel!
I do quite a bit of healing in honor mode, but it's a special case: life cleric geared with whispering promise and hellriders pride. Every mass healing word/class heal is a group buff for two turns while keeping everyone nice and healthy. Nice little bit is that the bless effect from whispering promise isnt a concentration.
One thing Absolute left out of the healing tip is the fact that, if your party member goes down, they lose their main action. This is not true for regular fifth edition. So going down *does* put an absolutely massive strain on your action economy, as now you have to get someone back up (at best, a bonus action), *and* that someone loses their main attack. In total, it's almost putting you a complete turn behind. So I think healing is slightly better in this instance than he's making it out to be -- not to mention the fact that healing spells can't miss, while damaging spells can.
@@paragonvice1128 one counterpoint to that would be that you definitely DON’T have to get that party member up. Everything kind of depends on the situation for sure, but if you’re at the end of the fight and someone goes down, it might just be worth it to finish the fight with 3 people instead of wasting 2 or 3 actions on making sure someone gets back up and doesn’t go down again. One thing I’m learning starting out my tactician run is that it’s “fine” to let people die sometimes. Revivify scrolls are a thing in the game and there are plenty of them. Use them! lol. Anyways my point is, I sort of agree that people downplay healing too much - but I also kind of agree that it’s generally a better plan to attack rather than heal. Healing never misses, that is true, but you still have to role for it - and if it’s a low role, they may die anyway which further wrecks your action economy worse than it would have if you had just dealt damage and then helped the downed party member back up.
That, and there are situations where a party member doesn't hace a means of advancing the battle, and throwing a healing potion at those who can is better than doing nothing. I went into the Auntie Ethel fight with two battlemasters (Tav and Lae'zel) and two spellcasters (Gale and Shadowheart) not knowing that she would have a legendary action that multiplies Ethel every time magic is cast. Shadowheart dealt decent damage with her crossbow, but I hadn't given Gale any ranged weapon and his hit rates with throwing daggers was pretty shit. Having to avoid spells meant that the best thing my casters could do was keeping my fighters from going down, because their attack actions are what advances the fight
Just some notes about the #1 tip: - Warding bond is very good. But be aware, that the cleric in camp does receive the same damage as you receive. And additionally, he does NOT get the heal you get. So when you get some damage, heal fight on, heal again -- your cleric might die in the camp. The bond is undone in this case, but when you see it, it is already too late. When you short rest, only your current party members will heal from it -- so again, the cleric in camp does not. Best idea in this situation is to take some time, for example when you short-rest between fights, go to camp and let the cleric heal himself. Because he does not do that, when you do not order him to do it. That is unrealistic, yes. You of course can resurrect the cleric, what might be best done using Withers to save resurrection scrolls -- or when your clerics have an amble level, they might be able to cast resurrect. The best for such "camp clerics" is to have the highest constitution you can assign them, when you respec them. Higher constitution means more hitpoints as much I understood. - When you have only one cleric in camp, you can still cast Aid on all companions in the party. It is a little difficult to undertake because the companions have the bad behavior to run to their own places, when you do not have them selected -- but it is possible to do that but it also depends on the camp geometry and the locations of your party member. You can only have (without mod) 4 party members, so one of your designated member must go out, put the cleric into the party and than let all three members move in a way, so that their movements intersect at one point -- when all reached it, let the cleric cast Aid. It has a rather big radius, so you can reach all party members if done right. It is easier to do it outside of camp, but than you will Aid only two other party members and yourself, if the cleric stays in camp for the day. I did that in one run and most of the time I managed to "Aid" at least one other party member and rather often two party members, all in camp -- three only when the camp did cater to it. I had only one "campaign-cleric" because I had two other hirelings at the start. One I had with "medicine", that was good in mixing potions and elixirs.
@@smdb5874 Oh yes, you are right. I forgot about Gale, because I have him always in my party. He does only -- I suppose -- because he has this special condition and we don't want an atomic mushroom above our camp ...
Don't need to think too much about it. Just get the Barbarian Hireling (Eldra Luthrinn) because Gold Dwarves get more hp, respec him to lvl4 Cleric with 16 con, get the Tough feat and put the rest of the levels in Wizard so you can get Mage Armour, Longstrider, Darkvision, Knock, Transmutation school, Remove curse and 2 more feats to put in Con so he gets 20 con.
@willyboi1105 OR just use Gale, respec to cleric and get ritual casting for longstrider. Gale can put the bond on all 4 characters, and he heals himself when damaged.
I finally came back to Baldur’s gate after months since. I had every achievement before the honor mode one. I’m in my first Honor mode one and got into Act 3, and have beaten every major boss except Raphael, Orin, Gortash, and then the finale.
My tip for beating honored mode was horde as many useful items and scrolls as possible, and use at least 1 cleric with sanctuary and start every hard fight with sanctuary on your cleric.
My tip to replace (or multiclass) one of the camp healers: grab 2 levels of transmutation wizard and 3 levels of bard for medicine expertise and spells (or 1 level of rogue for the expertise to put the rest of the levels into cleric). Have them make all of your potions.
1 level Life cleric, 6 levels bard, 3 levels rogue. 3 act 1 items. Every heal will give you blade ward, temp hit points, and extra healing. You'll have access to a healing spell that is repeatable every round. Now taking half damage from all physical sources makes healing double as effective as it usually is. Your enemies will have to deal 10 damage to take 5hp. Since you'll have 2 bonus actions you can heal 3 times per turn if needed. Healing is super OP and 3 damage dealers is more than enough.
Great tips, I am abt 22 hrs into honour mode with lightfoot halfling bard tav & it is both terrifying and thrilling at the same time. Despite being a bit of a D&D nerd & having 700hrs into tactician runs I have almost TPK'd 3 times :) The game has also really surprised me & I am still seeing completely new content that I never saw before. Your point about having a plan even if it's a bad one is really great. Personally I am trying with as little cheese as possible and as little ilithid as possible :) If I wipe I will be returning cheesed to the eyeballs though :) Thx
“You should never rely on healing” “You should stock up on as many healing potions as possible” It would’ve been easier just saying using healing as a bonus action is fine, but not as an action.
The warding bond tip is good for every fight except for the final one. Don’t rely too much on buffs from camp clerics because you’ll be forced into a long rest and won’t be able to return to camp. I recommend to just make sure there’s a cleric in your party at that time
Yes! I didn't want to drag on too long, but the best advice for the final fight is to have plenty potions of resistance to give the same benefit then as well. Several shops in Act 3 sell it
I feel like camp-druid is also a cool thing. Always having goodberries to top you off, when you take damage. Plus it saves camping supplies if for some reason you are running out of them.
I actually have a necklace on my life cleric that lets her cast 2 free heals (one group, one single) per long rest. The best part is, a partial rest refreshes this too. Infinite heals👍
It’s nice as the sussur tree gives 4 (you’ll use one to activate the elevator) and then you find 2 outside the tower, which is just enough to disable all adds so you can focus Bernard, just leave them on the ground next to the robots and they’re out of the fight and you can pick them off at your leisure. Need a little positioning to move 1 to disable the two behind Bernard, leave it right in the middle between them :)
You can also avoid the robot fight entirely! Read the books on the floors before the fight and you can recite poetry to him to have him identify you as an ally, didn't even know it was a boss until a friend asked if I had trouble fighting him!
You can also use a transmutation wizard at level 6 to give yourself or party members proficiency in con saves, darkvision, and more move speed. (you can only have one normally, as the transmuter's stone stays in your inventory and gets replaced when you use the ability again. Luckily, there's One exploit I found with this that I haven't heard anyone else talk about. You can send the stone to camp, and the effect doesn't get removed when you recast it... What this means is that you can use one level 6 wizard, and layer +10 move speed, darkvision if you need, and proficiency with con saves, along with resistance to elemental dmg types if you aren't using the warding bond exploit. While the ability is on shotrest/casting a 1st level or above transmutation spell, You can just cast featherfall or longstrider to refresh it. Along with all the cleric buffs, and the perm buffs you can find in the world, as long as you plan engagements and optimize your characters it's almost impossible to lose.
Tip 6: don't approach a trap to disarm with your whole party. Lost an honor mode run to the damn traps that throw you 20 feet leading up to Blood of Lathander last night. Launched my entire party into the freaking chasm. I know, I know, I got complacent. Dumb ways to dieeeeeeee.
I think the best advice is to respec often. There are a lot of OP builds here but they are really only OP act 2 or 3. You should constantly respec so you have the strongest build for your level.
This was me for my solo honor mode attempts. Especially pre lvl 5. I was all over the place with leveling AND IM GLAD I WAS. I tried classes and combos I never would have in a normal playthrough with party members.
2:00 Of course you shouldn't heal constantly, but... healing is *vital* in Honour-mode in my experience. I'm currently in the early to mid phase of Act II and, just like with all my other play-throughs, SH has never once sat out a day at camp. The way I see it: There's a reason why you can heal using a Bonus Action. SH can heal/buff *and* deal damage on the same turn - all you "lose" is her ability to cast another bonus-action-spell like Sanctuary or Spiritual Weapon if you decide to heal. Here's how I've been dealing with healing/cleric support: 1. Re-specc SH into a Life-cleric. This doesn't break her lore/the story, IMO. I usually turn her into a Life cleric very early and then into Light once she changes her hair. Story/RP is important to me, but I find this an acceptable approach. Trickster is probably the least useful cleric domain overall and Life makes healing mid-combat much more of an option. 2. Kit her out with as many healing items as possible. Mine runs the full set that's available at this point, but you should definitely use Hellrider's Pride gloves to automatically put Blade Ward on everyone you heal. You should also *definitely* put the Whispering Promise ring on her which will automatically bless everyone you heal for two turns. Beyond a certain level, Life clerics will automatically heal themselves a bit every time they heal others and you should give her that weird Druid-crown to take this self-healing even further. Amulet of Restoration is another must-have for her, because it gives you Healing Word/Mass Healing Word for free once per long rest. Salving Ring and Boots of Aid and Comfort are optional pieces for early/mid-game SH. Even with the minimum gear-set I just laid out, you won't just heal your party, but you'll bless them and make them more resistant to damage *and* heal SH - all for the cost of a bonus action and a spell-slot. Heck, I sometimes use Mass Healing Word not to heal folks but just to put the buffs on the whole party. Stick with bonus-action healing/mass healing when characters start to get too close to dangerous HP-levels. Don't wait until they're in the red, but rather consider healing once they drop below 60 or 70 percent. Especially in early/mid game when HP-pools aren't that deep. If it's looking real hairy, "sacrifice" an action and use Preserve Life - at least that one won't use a spell-slot and since your Channel Divinity charges replenish after short rests, you should always have it available. Don't forget that healing will also bring back downed companions for much "cheaper" than Revivify and make them get up with more HP than 1. My SH already saved my Honour-run at least twice. During the Gith patrol fight for example she was the only one left standing at the start of round 2 while all the Gith were still alive. She did managed to revive two party members (Tav had full-died) and thus I was able to win that fight and keep my run going.
master tip: prey upon weak and ambush everything like a real predator in real life, where you have only 1 chance too and nature doesnt forgive mistakes
The only issue with the camp buffers, which I did in my tactician run before knowing that was a thing, is the final fight. If you use potions of reprieve to get all your health and spells and whatnot back, which you almost definitely will need to after the courtyard fight, you’ll lose all the camp buffs and can’t get them back. It was tough seeing how much health I lost without heroes feast and level 6 aid
If you do go the way of using Hero's Feast, just remember that all party members are immune to the effects of Cloudkill. That's right, you can cast cloudkill all over yourselves and force the enemy to fight in it.
I would also add don't be afraid to re-spec early and often. As you progress there will be certain fights that are more suited to particular classes. You may want to start with a tank heavy class for survivability, but be aware of huge class benefits that kick in at higher levels. Same goes for multi-classing.
Regarding number 5, I like opening with Mass Healing Word and the Hellriders Pride to grant resistance to all physical damage during thise vital opening 2 rounds of combat. Preventing half of the damage you'd receive is way better than just healing 1d4+Spellcasting ability modifier to everyone nearby.
My only advice is have an open palm monk in your party around just in case (with 3 levels in rogue, thief). Dump strength, make it an 8. You can just drink hill/cloud giant elixers for the +10 damage per hit from tavern brawler feat.
I'm on my first honour run and didn't realize what the Hag's Legendary ability was. Before I knew it my 2 casters had spawned like 7 duplicates, my archer was pushed off the ledge to his death and I only had Laezel for melee. I got so frustrated I rage quit and turn my PC off. When I came back, it reverted to my last save prior to the fight and I was able to bring in all melee toons. So yeah, you can actually cheese your way through Honour if you alt+ctl+del out of the game and come back to the last save.
Be careful if you alt f4 though. The game will actually save before closing with alt f4, make sure you are using task manager end task only. Alternatively, keep a backup of your save when you get to a good place. Happy hunting!!
@@timm8998because for probably 99% of players that it still going to be the hardest and most challenging run through they can do. The other modes don't force you to think, replan etc and some people don't have the time to spend 40 hours constantly getting back to the same fight, just to approach it slightly differently. There's no prize money here, many people will still feel they've accomplished the best they can in the game and when the reward is ultimately some coloured dice, it's really not a big deal unless you're hyper insecure.
I'm doing tactician and I want to 99% the game before I go for Foehammer. Two very op spells I really enjoy putting on my utility character are Knock and Arcane lock. They carried the Iron Throne fight by themselves, together with the infinite jump monk build I came up with.
Tips number 3 works just for Act1 if you build your party properly at the start of act 2 you will be almost lvl 7/8 most of your build come online and you will start to steamroll the game. Others tips are great tips. Also having all your party buffed by idle party member in camp with warding bond it's wort and a cool trick but just for act 1 and maybe 2 if you would like to be extra safe (act 2 my party comp steamrolled all the entire act almost without long resting). I have an other Tips for all who adventure in Honor Mode: always bring gale he will skip you the last fight with elder brain (that is just boring at this point) and as mage he can learn the most Op spell of all entire game the invulnerable bubble,this spell alone will switch fight like Raphael the undead Dragon and Orin from Honor hard mode to easy mode.
Thanks for the guide, and i imagine that the camp cleric strategy would be better if you have them multiclass into a wizard for a level to also get Longstrider, combined with using Tough and 2 ability score improvements to maximize hp for Warding Bond.
I would say this is especially valuable if you got gear that gives additional effects to creatures healed. A good combo is Mass Healing Word with Hellrider's Pride for applying Blade ward, The Whispering Promise to apply Bless, and the Boots of Aid and Comfort to apply temporary HP. That's essentially 4 different effects, applied through one spell, to ALL ALLIES! And all of these gear pieces can be acquired in act one.
Btw only characters with spell casting stats like int wisdom and charisma will be good at hitting enemies with spells including scrolls, so remenber if you have a spell that does 50 damage but hits 50% of the time, youre actibly doing 25
Another thing people should do is switch your builds to counter certain bosses if you can Just gather all the gear you can so it’s available to switch out with And when ever you switch just steal your gold back from withers
I like to have a dedicated solo/stealth character so I can travel as 4 but will always use either my group of 3 or my stealth character instead of playing as all 4. That way I can have someone to solo certain fights with ranged stealth or pick locks and steal when needed but will flee to effectively be a camp character for the main party otherwise. Feels less tedious than a buffer and tends to open more doors (literally) when it comes to gameplay
Currently I'm on the first Honor run and I'm going for Kethrick now. Life Domain Cleric, Abjuration Wizard, Arcane Fighter and Open Hand Monk and is a pretty good combination I must say. I hope to beat it in the first try xD.
I dont have an issue with healing but ONLY if I have a geared out healer. They HAVE to have the healer gear to make it worth the action. Being able to give temp health, blade ward, and bless on top of the raw health? worth the action.
As far as healing goes in my honor mode campaign I have a life cleric that gives blade wars to people I can heal the whole party 40 plus damage in one turn and have 23 ac so enemies don’t even bother attacking
Yep, respeced Shadowheart to life cleric (after she saved the asimaar) gave her those blade ward granting gauntlets, the ring that gives bless on heal and the staff doubling the bless die. It's an insane amount of buffs for a bonus action and a lvl 3+ spell slot
If you are careful to take on areas in sequence to stay leveled accordingly and stay far away from challenging Raphel or Ansur and you'll be alright and get through honor mode if you've played through a couple of times on tacticians previously
@umibozu1983 I wouldn't do it again but he wiped my party except for Lazel. I ran away with her and healed up, pulled all the enemies 1 by 1 killed them all off, snuck back in and ressurected my party, ran away, came back fully healed, pulled Raphel out of that room with Lazel, snuck in with rest of the team, took out the pillars, than jumped Raphael in the hallway with a fully healed up party and took him out.
Good guide, only the exploit on #1 is a bit weak. Also there is a big flaw in that "healing sux" theory: If you bring a cleric you always want him to support your buffed up melee dps. Keeping them alive with all their mitigation (high ac, resists) is better in most cases, than everything else he can do. If you needed camp clerics to beat tactician at release, you should reconsider your stance on healing.
Many characters whitout great bonuses spells have about 60% chance to hit at best, so youre literaly rolling the dice to do nothing in a turn and waste a spell slot, healing is auto hit, many spells are auto hit and do around that damage but normaly a lil higher, so yea you can secure damage or secure yourself that your party menbers arent max damaged crited once and going down cause you decided to throw a guiding bold that missed or position like shit a caster to use inflict wounds and miss, damage is not everything and situations will demand you to take different actions This is only for the first part of the video
Yes that is true! I guess I was mostly talking about a STR based character using a ranged attack. A Fighter in full plate armor with a mere 10 DEX has the same hit chance. But if you have a DEX fighter the math is different!!!
I have 2 tips, tavern brawler is super overpowered so if you want to have an easy time, abuse it. My second tip is use scrolls. My party was a tavern brawler monk, throw barbarian, normal barbarian, and a life cleric. The camp cleric thing is totally overkill and wastes so much time after each long rest.
It is not better to heal allies after they go down because their first turn back up will only allow them a bonus action. It's better to heal when they are low but not down. Unless you have a monk who can deal lots of damage or escape with their bonus don't let people go down, they'll just go down again and again The Hag's +1 buff is not tied to a skill check unless you want to save the girl too. You can just hand her over and get the buff
Aren’t you just wasting your time healing before they go down because the majority of healing spells will get beat out by enemy damage? There is a small number of really powerful heals that are worth using, but they are largely class dependent. The majority of healing is lackluster enough it’s not really worth trying to out pace damage with it.
@@tropicturtle9021 If you have a life cleric all healing is big, but really I can only say the same thing again. If you wait to heal your team after they go down, they will get up with a small amount of health and no actions. That's a much larger waste of time.
@@tropicturtle9021 No, it's not a waste of time unless you're healing your team and then blindly running them into danger. If you heal your allies and position them properly they can use their actions to kill still. Last time, if your fighter goes down and you heal to get them up...they only have some movement and a bonus action. Vs keeping them alive and having all their movement, bonus action AND actions. You want two attacks or one pommel strike?
Small notes on early game. Do not pick spellcaster early game. You can always respec later, but for the love of god, caster is hella weak in honor mode pre level 4.
Cantrips early game are weak, and damage spells aren't that great yet. But spellcasters with crossbows are good for early game. Optimised medium armor caster should have 14 dex and light/no armor caster should have at least 16 dex. And spells like bless, faerie fire, entangle, grease and sleep are very potent early game. Having access to longstrider and jump and buffing everyone is also very nice.
@@XxDAYMONx Sleep is the best for level 1, I agree. After that, it's a bit hard to find justification to use the spell, especially in Honor mode where even Intelect Devourer has 20 HP. I also agree with Bless and Entangle. However, if you want to use crossbow, the best early game build is rouge, having advantage with crate is a bit to easy and any spell is outdamaged by rouge sneak attack at this point. It also does not need spell slot and very resource efficient.
Lol, magic missile carries early. At this point your team will miss a ton, mm consistently hits for 10+ every time guaranteed. Just rest for spell slots a lot. It destroys hag clones and has a ton of uses.
@@galangtirtayudha3973 Well you were talking about pre level 4. So was i. Using a spellcaster with a crossbow, buffing martials and himself is the easy fix for bad damages with spells early game. Obviously for early levels it's better to have 2-3 martials and 1-2 casters than 4 casters because it's better to buff actually competent martials with archery or sneak attack or flurry of blows, maneuvers and big dices than just simple crossbow users. But i would say 1 caster and 3 martials is better than 4 martials. Also sword bard at level 3 and warlock at level 2 are casters but don't suffer from the bad cantrips problem. +5 to hit and 1d8+3 dmg or +4 to hit and 1d8+2 dmg with a light crossbow and having access to buffs or the shield spell ain't bad at all. Early game cantrips are bad and martials are better but before extra attack everyone can be a martial anyway.
@@germanrud9904 Magic missiles with a lvl1 spellslot is 10.5 average damage. Minimum 6 and max 15. Magic missile burns spellslots very fast but yeah it's better damage than most weapon attacks. And being able to split the damage between targets is more convenient. And it's not even hard to long rest. But a lvl1 rogue with double hand crossbows will also average 10.5 a turn (against 13 AC) without using ressources (not even bolts lol) provided he has advantage (14.09 dmg then) or an ally next to the ennemy. And wizard and sorcerer have very low hp. An easy fix is to not get in melee and using the shield spell when a ranged attack would hit tho. Also humans and half-elves have proficiency with a shield. An easy +2 ac for Gale of Waterdeep.
Id does not save after every check. So you can close the game and re-enter to load before a failed dice or bad fight start. It only saves on specific encounters/dices.
Exiting the game will make the game auto-save on honor mode! But you can shut off the power to your console to bypass this! I didn't mention that since that really does feel like cheating as opposed to tip #1
Thanks for this! Just got to act 3 in my honour mode run and I had no idea camp clerics were a thing! I've never used the hireling option before but now I am excited to try it!
Healing the damage dealer letting him survive another hit to deal nore damage is actually more damage than just dealing meaningless damage. It really depends.
I'm sorry about that 😂. To keep thing impartial I just searched "best bg3 build" in incognito mode, which would be the results a brand new youtube account would get
There is a particular build that mixes levels of cleric and wizard that allows you use warding bond, death bond and create a transmutation stone that can give another party caster other than the sorcerer proficiency in con saving throws
OMG are you serious! You could have opened with tip 1 or at least stated that the final tip is an absolute must. Those first four tips are pretty obvious I almost stopped the video at tip 3. Thank god I was having dinner at the time and was not able to change the video. Thanks for the tip!
Take Lucky with someone in your party!!! Re-rolling saves on somthing like a Hold Person or Command is how you save a run. Add on top of that Gale as a Divination Wizard and you have an extremely powerful safety blanket.
Another minor buff you can get from camp allies is the Stones from Transmutation wizards. Extra move speed, elemental resistance etc. Well worth having a couple.
Why even play honor mode if you plan on using cheese tactics like "camp clerics"? Seems to me that you are missing the spirit of the challenge if you go that route.
I just finished Honor Mode and honestly, you don't have to cheese it guys. Just be prepared. Always use bless with mystas staff from the underdark tower and you should be okay lol
Pro tips for honour mode , ctrl alt canc before the inevitabile defeat (i launched the dog ball on the oathbreaker he said enough and attacked me , after that i killed the camp was better to try the ctrl alt canc and worked), using always a healer , take what u need and nothing more . If instead you have a lot of time don't do that , whyle instead if you have 0 time to play and just want the acvment , you can search for save file in nexus mod , in the comments people say it works.
Gale is one sort of companion who heals himself automatically if he recieves any damage and isnt in the party
yee so casting warding bond with gale is basically a perma resistance for all your run. I only used it in my honour mode run bc its so broken it makes the game boring in other dificulties lmao
When you are thinking about using cure wounds to heal 1d8+3, ask yourself, could I be missing with guiding bolt instead?
xD I missed 95 percent chance 4 times in a row today. Not guiding bolt, but still. xD I wouldn't have it any other way.
Thought it was just my Shadowheart missing every single prone attack roll while having advantage
@@mariaveenema4337 missed a 99% the other day...
This is hilarious 😂
I was going to say something similar. With heals, you at least KNOW you're getting healed, no question. Sometimes it just feels safer than taking a gamble.
Don't forget "Always have an invisibility". There are a couple fights you can't cheese like this, but most fights allow an invisible character to gtfo and flee back to camp. If you don't want to permanently keep a party member at camp to rez everyone else via Withers, you can use invisibility to get someone out of the fight to keep the run going.
Indeed. I always keep an invisibility potion stashed in my back pocket!
Volo isdat u?
Duergar my beloved
you forgot the most important tip : play with 3 party members and always leave one at camp as a backup , you won't die if there is at least one party members alive in your party
Kinda defeats the purpose no? No real stakes
Yeah what's the point? You're basically playing tactitian with 3 members at that point @@revilo00
@@dislexyc not really, you still cant reload and you have to figure out how the hell youre going to revive them without getting bodied immediately as that single character. plus you will eventually run out of revive scrolls.
The skeleton guy at camp can revive them if I'm not mistaken@@Cloud-hc8uu
@@Cloud-hc8uu Withers? How is that ever a problem?
A well balanced party < 4 owlbears
Pro tip: if you *really* want to take advantage of haste, consider having a spore druid with you during act 3 because you can get a piece of gear that allows them to cast haste spores as a bonus action once a day. It's waaaay better than regular speed potions or haste scrolls imo because, as a bonus action, they create a literal cloud of haste that anyone can walk into and gain free haste for a single turn WITHOUT THE FATIGUE and the cloud lingers so you can keep running through it every turn
That’s sounds amazing - what gear is that?
@@fioraei9034its sold by the mystic carrion guy. The one that has the staff of cherished necromancy
I completely bumbled my way through honour mode using regular tactician tactics. It worked absolutely fine and there were only a few scary moments like when Cazador swarmed the whole party and I had to break out the noblestalk spam.
Nice. I’m in act 2 on my honor mode right now and had a piss your pants moment with Balthazar. We were fighting and I tried a powerful spell I had just unlocked with my storm cleric, the destructive wave spell. Anyways, I cast it and it does literally nothing. At a key moment in the fight. It did 0 damage, I mean nothing. Has to be a glitch. Anyways I barely pulled the win out after that.
@absoluteandrew398 If you see 0 damage popups, it usually means it did 1 damage, but the target's resistances reduced it. Handy trick for Balthazar if you ever go through it again -- I did this on my run -- kill him in his little lab room upstairs when first encountered, using a Paladin's divine smite with a Sussur greatsword, having carefully positioned your other party members in the corners of the room, which are where he tries to run when attacked. He'll still pop a speed potion, but being Silenced means he can't spam Ray of Sickness. Then, wherever he runs, he'll be in attack range and you can alpha him down on Turn 1 or 2.
@@noecarrier5035 Yeah I know that’s a thing with 0 damage but I’m saying I didn’t even get a hit indicator of any kind. Combat log literally said “shadowheart cast destructive wave” and then nothing after.
@@absoluteandrew398 was there Silence in effect maybe? The secondary effect of the Silence spell, outside of preventing verbal components for spells and vocal abilities (like shouts), is negation of all Thunder damage, since it's basically a very loud noise. And Destructive Wave, IIRC, is Thunder damage. As far as I rememer, Balthazar does use Silence every now and then.
@@Mordring Yeeeaaah no silence. No reason for the spell to fail unless you count standing on an ice surface as some kind of spell nullifier…. It was definitely a glitch of some kind. And an incredibly rare one at that because I googled it and couldn’t find anyone who had the same thing happen.
Running away is a perfectly valid choice on honor mode. You can rez companions at the camp. Potions of Invis help a lot
Camp Cleric setup is too long to go through for each day, but before hard bosses - yes please. Even if clerics die from Warding Bond, they've served their purpose
If its it not before a big boss ill just buff like my two melees instead of whole party
I totally agree. Everyday camp clerics are a hassle to buff everyone. But right before a major boss is a safety net I don't wanna forego
Yeah, I did this when the skill check with Voss went awry. My Tav was dead dead, rest of the party just went "see ya!" and rezzed me at camp.
Anytime I go to the githyanki bridge I keep one party member very far away just in case skill checks don’t go my way
Honestly the length for the setup is worth it in my opinion
3:20
Thank you!
I watch these "be the Best X" vids and they usually blow off important Check stats.
Plus having an 8 Wisdom might get more positive elsewhere, you are constantly blowing Perception, Survival, etc rolls.
Love the channel!
When you set up camp clerics be sure to max out their con and HP when you respec so they never go down before you do
I do quite a bit of healing in honor mode, but it's a special case: life cleric geared with whispering promise and hellriders pride. Every mass healing word/class heal is a group buff for two turns while keeping everyone nice and healthy. Nice little bit is that the bless effect from whispering promise isnt a concentration.
One thing Absolute left out of the healing tip is the fact that, if your party member goes down, they lose their main action. This is not true for regular fifth edition. So going down *does* put an absolutely massive strain on your action economy, as now you have to get someone back up (at best, a bonus action), *and* that someone loses their main attack. In total, it's almost putting you a complete turn behind.
So I think healing is slightly better in this instance than he's making it out to be -- not to mention the fact that healing spells can't miss, while damaging spells can.
@@paragonvice1128 one counterpoint to that would be that you definitely DON’T have to get that party member up. Everything kind of depends on the situation for sure, but if you’re at the end of the fight and someone goes down, it might just be worth it to finish the fight with 3 people instead of wasting 2 or 3 actions on making sure someone gets back up and doesn’t go down again.
One thing I’m learning starting out my tactician run is that it’s “fine” to let people die sometimes. Revivify scrolls are a thing in the game and there are plenty of them. Use them! lol.
Anyways my point is, I sort of agree that people downplay healing too much - but I also kind of agree that it’s generally a better plan to attack rather than heal. Healing never misses, that is true, but you still have to role for it - and if it’s a low role, they may die anyway which further wrecks your action economy worse than it would have if you had just dealt damage and then helped the downed party member back up.
That, and there are situations where a party member doesn't hace a means of advancing the battle, and throwing a healing potion at those who can is better than doing nothing.
I went into the Auntie Ethel fight with two battlemasters (Tav and Lae'zel) and two spellcasters (Gale and Shadowheart) not knowing that she would have a legendary action that multiplies Ethel every time magic is cast. Shadowheart dealt decent damage with her crossbow, but I hadn't given Gale any ranged weapon and his hit rates with throwing daggers was pretty shit.
Having to avoid spells meant that the best thing my casters could do was keeping my fighters from going down, because their attack actions are what advances the fight
1:50
Zevlor's Gloves on a Paladin with healing Radiance:
Absolutely! But that's now a heal with a buff which isn't quite the same as just a heal anymore.
Have one of your ‘camp clerics’ take 2 levels in bard for Song of Rest and now you have 3 short rests per day
Just some notes about the #1 tip:
- Warding bond is very good. But be aware, that the cleric in camp does receive the same damage as you receive. And additionally, he does NOT get the heal you get. So when you get some damage, heal fight on, heal again -- your cleric might die in the camp. The bond is undone in this case, but when you see it, it is already too late. When you short rest, only your current party members will heal from it -- so again, the cleric in camp does not.
Best idea in this situation is to take some time, for example when you short-rest between fights, go to camp and let the cleric heal himself. Because he does not do that, when you do not order him to do it. That is unrealistic, yes. You of course can resurrect the cleric, what might be best done using Withers to save resurrection scrolls -- or when your clerics have an amble level, they might be able to cast resurrect.
The best for such "camp clerics" is to have the highest constitution you can assign them, when you respec them. Higher constitution means more hitpoints as much I understood.
- When you have only one cleric in camp, you can still cast Aid on all companions in the party. It is a little difficult to undertake because the companions have the bad behavior to run to their own places, when you do not have them selected -- but it is possible to do that but it also depends on the camp geometry and the locations of your party member. You can only have (without mod) 4 party members, so one of your designated member must go out, put the cleric into the party and than let all three members move in a way, so that their movements intersect at one point -- when all reached it, let the cleric cast Aid. It has a rather big radius, so you can reach all party members if done right. It is easier to do it outside of camp, but than you will Aid only two other party members and yourself, if the cleric stays in camp for the day.
I did that in one run and most of the time I managed to "Aid" at least one other party member and rather often two party members, all in camp -- three only when the camp did cater to it.
I had only one "campaign-cleric" because I had two other hirelings at the start. One I had with "medicine", that was good in mixing potions and elixirs.
Gale passively heals himself when he isnt a party member
@smdb5874 i was gonna say that... and he can put the bond on 3 people. 😊
@@smdb5874 Oh yes, you are right. I forgot about Gale, because I have him always in my party. He does only -- I suppose -- because he has this special condition and we don't want an atomic mushroom above our camp ...
Don't need to think too much about it. Just get the Barbarian Hireling (Eldra Luthrinn) because Gold Dwarves get more hp, respec him to lvl4 Cleric with 16 con, get the Tough feat and put the rest of the levels in Wizard so you can get Mage Armour, Longstrider, Darkvision, Knock, Transmutation school, Remove curse and 2 more feats to put in Con so he gets 20 con.
@willyboi1105 OR just use Gale, respec to cleric and get ritual casting for longstrider. Gale can put the bond on all 4 characters, and he heals himself when damaged.
did this man just call me a little goob?
I finally came back to Baldur’s gate after months since. I had every achievement before the honor mode one. I’m in my first Honor mode one and got into Act 3, and have beaten every major boss except Raphael, Orin, Gortash, and then the finale.
Congrats!!! That's amazing William I'm glad you beat honor mode
My tip for beating honored mode was horde as many useful items and scrolls as possible, and use at least 1 cleric with sanctuary and start every hard fight with sanctuary on your cleric.
My tip to replace (or multiclass) one of the camp healers: grab 2 levels of transmutation wizard and 3 levels of bard for medicine expertise and spells (or 1 level of rogue for the expertise to put the rest of the levels into cleric). Have them make all of your potions.
1 level Life cleric, 6 levels bard, 3 levels rogue. 3 act 1 items. Every heal will give you blade ward, temp hit points, and extra healing. You'll have access to a healing spell that is repeatable every round.
Now taking half damage from all physical sources makes healing double as effective as it usually is. Your enemies will have to deal 10 damage to take 5hp. Since you'll have 2 bonus actions you can heal 3 times per turn if needed.
Healing is super OP and 3 damage dealers is more than enough.
Dont forget to rob volo every day
Great tips, I am abt 22 hrs into honour mode with lightfoot halfling bard tav & it is both terrifying and thrilling at the same time. Despite being a bit of a D&D nerd & having 700hrs into tactician runs I have almost TPK'd 3 times :) The game has also really surprised me & I am still seeing completely new content that I never saw before. Your point about having a plan even if it's a bad one is really great. Personally I am trying with as little cheese as possible and as little ilithid as possible :) If I wipe I will be returning cheesed to the eyeballs though :) Thx
I am still playing fornthe First time and as an old DnD player, these cheese abuse tactics annoy me to the core.
You’re good at this. Keep doing it!
“You should never rely on healing”
“You should stock up on as many healing potions as possible”
It would’ve been easier just saying using healing as a bonus action is fine, but not as an action.
The warding bond tip is good for every fight except for the final one. Don’t rely too much on buffs from camp clerics because you’ll be forced into a long rest and won’t be able to return to camp. I recommend to just make sure there’s a cleric in your party at that time
Yes! I didn't want to drag on too long, but the best advice for the final fight is to have plenty potions of resistance to give the same benefit then as well. Several shops in Act 3 sell it
I feel like camp-druid is also a cool thing. Always having goodberries to top you off, when you take damage. Plus it saves camping supplies if for some reason you are running out of them.
I actually have a necklace on my life cleric that lets her cast 2 free heals (one group, one single) per long rest. The best part is, a partial rest refreshes this too. Infinite heals👍
Use sussur blooms against the smaller robots in the mage tower
It’s nice as the sussur tree gives 4 (you’ll use one to activate the elevator) and then you find 2 outside the tower, which is just enough to disable all adds so you can focus Bernard, just leave them on the ground next to the robots and they’re out of the fight and you can pick them off at your leisure. Need a little positioning to move 1 to disable the two behind Bernard, leave it right in the middle between them :)
You can also avoid the robot fight entirely! Read the books on the floors before the fight and you can recite poetry to him to have him identify you as an ally, didn't even know it was a boss until a friend asked if I had trouble fighting him!
@@CarlosGarcia-wz4ld but he has a cool weapon!! and the robots give u alchemy ingrediant
The flower is perfect when playing without casters. You take a guardian feature, and no enemy magician will be able to cast a single spell.
Mass heal that also gives bless and blade Ward to everyone is worth it
The full moon druid party is so tempting
You can also use a transmutation wizard at level 6 to give yourself or party members proficiency in con saves, darkvision, and more move speed. (you can only have one normally, as the transmuter's stone stays in your inventory and gets replaced when you use the ability again. Luckily, there's One exploit I found with this that I haven't heard anyone else talk about. You can send the stone to camp, and the effect doesn't get removed when you recast it... What this means is that you can use one level 6 wizard, and layer +10 move speed, darkvision if you need, and proficiency with con saves, along with resistance to elemental dmg types if you aren't using the warding bond exploit. While the ability is on shotrest/casting a 1st level or above transmutation spell, You can just cast featherfall or longstrider to refresh it. Along with all the cleric buffs, and the perm buffs you can find in the world, as long as you plan engagements and optimize your characters it's almost impossible to lose.
Now that sounds busted lol
Tip 6: don't approach a trap to disarm with your whole party. Lost an honor mode run to the damn traps that throw you 20 feet leading up to Blood of Lathander last night.
Launched my entire party into the freaking chasm. I know, I know, I got complacent. Dumb ways to dieeeeeeee.
I've also done that 😥
It'd be funny if Larian added dialogue for a character getting annoyed that they are a camp cleric or camp buffer lol
I think the best advice is to respec often. There are a lot of OP builds here but they are really only OP act 2 or 3. You should constantly respec so you have the strongest build for your level.
This was me for my solo honor mode attempts. Especially pre lvl 5. I was all over the place with leveling AND IM GLAD I WAS. I tried classes and combos I never would have in a normal playthrough with party members.
monk (open hand) 9, rogue (thief) 3 is juat nuts
2:00 Of course you shouldn't heal constantly, but... healing is *vital* in Honour-mode in my experience. I'm currently in the early to mid phase of Act II and, just like with all my other play-throughs, SH has never once sat out a day at camp. The way I see it: There's a reason why you can heal using a Bonus Action. SH can heal/buff *and* deal damage on the same turn - all you "lose" is her ability to cast another bonus-action-spell like Sanctuary or Spiritual Weapon if you decide to heal. Here's how I've been dealing with healing/cleric support:
1. Re-specc SH into a Life-cleric. This doesn't break her lore/the story, IMO. I usually turn her into a Life cleric very early and then into Light once she changes her hair. Story/RP is important to me, but I find this an acceptable approach. Trickster is probably the least useful cleric domain overall and Life makes healing mid-combat much more of an option.
2. Kit her out with as many healing items as possible. Mine runs the full set that's available at this point, but you should definitely use Hellrider's Pride gloves to automatically put Blade Ward on everyone you heal. You should also *definitely* put the Whispering Promise ring on her which will automatically bless everyone you heal for two turns. Beyond a certain level, Life clerics will automatically heal themselves a bit every time they heal others and you should give her that weird Druid-crown to take this self-healing even further. Amulet of Restoration is another must-have for her, because it gives you Healing Word/Mass Healing Word for free once per long rest.
Salving Ring and Boots of Aid and Comfort are optional pieces for early/mid-game SH. Even with the minimum gear-set I just laid out, you won't just heal your party, but you'll bless them and make them more resistant to damage *and* heal SH - all for the cost of a bonus action and a spell-slot. Heck, I sometimes use Mass Healing Word not to heal folks but just to put the buffs on the whole party.
Stick with bonus-action healing/mass healing when characters start to get too close to dangerous HP-levels. Don't wait until they're in the red, but rather consider healing once they drop below 60 or 70 percent. Especially in early/mid game when HP-pools aren't that deep. If it's looking real hairy, "sacrifice" an action and use Preserve Life - at least that one won't use a spell-slot and since your Channel Divinity charges replenish after short rests, you should always have it available.
Don't forget that healing will also bring back downed companions for much "cheaper" than Revivify and make them get up with more HP than 1. My SH already saved my Honour-run at least twice. During the Gith patrol fight for example she was the only one left standing at the start of round 2 while all the Gith were still alive. She did managed to revive two party members (Tav had full-died) and thus I was able to win that fight and keep my run going.
if your playing on pc you can task manager your game and close it to reload your save
master tip: prey upon weak and ambush everything like a real predator in real life, where you have only 1 chance too and nature doesnt forgive mistakes
The only issue with the camp buffers, which I did in my tactician run before knowing that was a thing, is the final fight. If you use potions of reprieve to get all your health and spells and whatnot back, which you almost definitely will need to after the courtyard fight, you’ll lose all the camp buffs and can’t get them back. It was tough seeing how much health I lost without heroes feast and level 6 aid
If you do go the way of using Hero's Feast, just remember that all party members are immune to the effects of Cloudkill. That's right, you can cast cloudkill all over yourselves and force the enemy to fight in it.
Oh wow, this just changed my Honor run! Thanks you!
How the f do you have 15k view on this video and only 82 subscribers? Madness. Give it time, you’ll get them to subscribe! Keep it up!
almost got wiped in the zhent hideout, made it through thanks to the warding bonds
I would also add don't be afraid to re-spec early and often. As you progress there will be certain fights that are more suited to particular classes. You may want to start with a tank heavy class for survivability, but be aware of huge class benefits that kick in at higher levels. Same goes for multi-classing.
Regarding number 5, I like opening with Mass Healing Word and the Hellriders Pride to grant resistance to all physical damage during thise vital opening 2 rounds of combat. Preventing half of the damage you'd receive is way better than just healing 1d4+Spellcasting ability modifier to everyone nearby.
My only advice is have an open palm monk in your party around just in case (with 3 levels in rogue, thief). Dump strength, make it an 8. You can just drink hill/cloud giant elixers for the +10 damage per hit from tavern brawler feat.
I'm on my first honour run and didn't realize what the Hag's Legendary ability was. Before I knew it my 2 casters had spawned like 7 duplicates, my archer was pushed off the ledge to his death and I only had Laezel for melee. I got so frustrated I rage quit and turn my PC off. When I came back, it reverted to my last save prior to the fight and I was able to bring in all melee toons. So yeah, you can actually cheese your way through Honour if you alt+ctl+del out of the game and come back to the last save.
Be careful if you alt f4 though. The game will actually save before closing with alt f4, make sure you are using task manager end task only. Alternatively, keep a backup of your save when you get to a good place. Happy hunting!!
@@thechoseone456 The game still saves when you ctrl+alt+del and end task, btw. at least it does for me
Why do that though. Why even play honour mode if you are going to cheat out of it?
@@timm8998because for probably 99% of players that it still going to be the hardest and most challenging run through they can do. The other modes don't force you to think, replan etc and some people don't have the time to spend 40 hours constantly getting back to the same fight, just to approach it slightly differently.
There's no prize money here, many people will still feel they've accomplished the best they can in the game and when the reward is ultimately some coloured dice, it's really not a big deal unless you're hyper insecure.
I'm doing tactician and I want to 99% the game before I go for Foehammer. Two very op spells I really enjoy putting on my utility character are Knock and Arcane lock. They carried the Iron Throne fight by themselves, together with the infinite jump monk build I came up with.
Tips number 3 works just for Act1 if you build your party properly at the start of act 2 you will be almost lvl 7/8 most of your build come online and you will start to steamroll the game. Others tips are great tips.
Also having all your party buffed by idle party member in camp with warding bond it's wort and a cool trick but just for act 1 and maybe 2 if you would like to be extra safe (act 2 my party comp steamrolled all the entire act almost without long resting).
I have an other Tips for all who adventure in Honor Mode: always bring gale he will skip you the last fight with elder brain (that is just boring at this point) and as mage he can learn the most Op spell of all entire game the invulnerable bubble,this spell alone will switch fight like Raphael the undead Dragon and Orin from Honor hard mode to easy mode.
Thanks for the guide, and i imagine that the camp cleric strategy would be better if you have them multiclass into a wizard for a level to also get Longstrider, combined with using Tough and 2 ability score improvements to maximize hp for Warding Bond.
Ty for sharing your work. I ll try those camp buffers :)
Your points about healing really mainly apply to single-target heals. If you happen to be able to get everyone into a mass heal, that can be huge.
I would say this is especially valuable if you got gear that gives additional effects to creatures healed. A good combo is Mass Healing Word with Hellrider's Pride for applying Blade ward, The Whispering Promise to apply Bless, and the Boots of Aid and Comfort to apply temporary HP. That's essentially 4 different effects, applied through one spell, to ALL ALLIES! And all of these gear pieces can be acquired in act one.
The other blunder is that this isnt 5e where you get your actions back upon getting up. You only have your bonus action
Your #1 tip is to use the cheesiest of all exploits in the game - the camping dummy? Jesus, I am sorry I wasted almost 15 minutes of my life.
Wow- didnt know about that last one! Definitely doing that from now on lmao. I havent made it past act 1 yet!
XD, I was already using the camp cleric that I discovered on a game tactician while testing the game mechanics, OP
Praise the absolute!
Btw only characters with spell casting stats like int wisdom and charisma will be good at hitting enemies with spells including scrolls, so remenber if you have a spell that does 50 damage but hits 50% of the time, youre actibly doing 25
Another thing people should do is switch your builds to counter certain bosses if you can
Just gather all the gear you can so it’s available to switch out with
And when ever you switch just steal your gold back from withers
I like to have a dedicated solo/stealth character so I can travel as 4 but will always use either my group of 3 or my stealth character instead of playing as all 4. That way I can have someone to solo certain fights with ranged stealth or pick locks and steal when needed but will flee to effectively be a camp character for the main party otherwise. Feels less tedious than a buffer and tends to open more doors (literally) when it comes to gameplay
Great video- thanks
wha thx for the number one it made all the diff in my first honor run
Currently I'm on the first Honor run and I'm going for Kethrick now.
Life Domain Cleric, Abjuration Wizard, Arcane Fighter and Open Hand Monk and is a pretty good combination I must say.
I hope to beat it in the first try xD.
I dont have an issue with healing but ONLY if I have a geared out healer. They HAVE to have the healer gear to make it worth the action. Being able to give temp health, blade ward, and bless on top of the raw health? worth the action.
As far as healing goes in my honor mode campaign I have a life cleric that gives blade wars to people I can heal the whole party 40 plus damage in one turn and have 23 ac so enemies don’t even bother attacking
Yep, respeced Shadowheart to life cleric (after she saved the asimaar) gave her those blade ward granting gauntlets, the ring that gives bless on heal and the staff doubling the bless die. It's an insane amount of buffs for a bonus action and a lvl 3+ spell slot
Step 1 be a bard. Step 2 have a open hand Monk Karlach companion. Step 3 destroy everything.
also never forget that sometimes being lucky, is better than being good
I wish there was a harder mode. Honor mode was hard at first but after a few runs and learning the best strats and builds, its too simple.
If you are careful to take on areas in sequence to stay leveled accordingly and stay far away from challenging Raphel or Ansur and you'll be alright and get through honor mode if you've played through a couple of times on tacticians previously
I dont think Raphael would actually be that bad because of the free long rests that let you give yourself a lot of powerful buffs
@@umibozu1983 I had to cheese him to win. He is ultra powerful in honor mode
@@CosmicCosmo1 cheese him how? Did you use the runepowder barrel + glove of invulnerability?
@umibozu1983 I wouldn't do it again but he wiped my party except for Lazel. I ran away with her and healed up, pulled all the enemies 1 by 1 killed them all off, snuck back in and ressurected my party, ran away, came back fully healed, pulled Raphel out of that room with Lazel, snuck in with rest of the team, took out the pillars, than jumped Raphael in the hallway with a fully healed up party and took him out.
Awesome and concise vid
The buff phase is basically magical steroids
Run a light domain cleric and a crit paladin build and you’re pretty much set.
Good guide, only the exploit on #1 is a bit weak. Also there is a big flaw in that "healing sux" theory:
If you bring a cleric you always want him to support your buffed up melee dps. Keeping them alive with all their mitigation (high ac, resists) is better in most cases, than everything else he can do.
If you needed camp clerics to beat tactician at release, you should reconsider your stance on healing.
Many characters whitout great bonuses spells have about 60% chance to hit at best, so youre literaly rolling the dice to do nothing in a turn and waste a spell slot, healing is auto hit, many spells are auto hit and do around that damage but normaly a lil higher, so yea you can secure damage or secure yourself that your party menbers arent max damaged crited once and going down cause you decided to throw a guiding bold that missed or position like shit a caster to use inflict wounds and miss, damage is not everything and situations will demand you to take different actions
This is only for the first part of the video
Yes that is true! I guess I was mostly talking about a STR based character using a ranged attack. A Fighter in full plate armor with a mere 10 DEX has the same hit chance. But if you have a DEX fighter the math is different!!!
I have 2 tips, tavern brawler is super overpowered so if you want to have an easy time, abuse it. My second tip is use scrolls.
My party was a tavern brawler monk, throw barbarian, normal barbarian, and a life cleric.
The camp cleric thing is totally overkill and wastes so much time after each long rest.
throwing healing potion at your ally + sanctuary as bonus action works well for me. No need to take level 1 healing spells in my opinion.
Definitely take healing word anyway for those moments that you don’t have potions and the benefit of being able to heal as a bonus action.
It is not better to heal allies after they go down because their first turn back up will only allow them a bonus action. It's better to heal when they are low but not down. Unless you have a monk who can deal lots of damage or escape with their bonus don't let people go down, they'll just go down again and again
The Hag's +1 buff is not tied to a skill check unless you want to save the girl too. You can just hand her over and get the buff
Aren’t you just wasting your time healing before they go down because the majority of healing spells will get beat out by enemy damage? There is a small number of really powerful heals that are worth using, but they are largely class dependent. The majority of healing is lackluster enough it’s not really worth trying to out pace damage with it.
@@tropicturtle9021 If you have a life cleric all healing is big, but really I can only say the same thing again. If you wait to heal your team after they go down, they will get up with a small amount of health and no actions. That's a much larger waste of time.
@@tropicturtle9021 No, it's not a waste of time unless you're healing your team and then blindly running them into danger. If you heal your allies and position them properly they can use their actions to kill still. Last time, if your fighter goes down and you heal to get them up...they only have some movement and a bonus action. Vs keeping them alive and having all their movement, bonus action AND actions. You want two attacks or one pommel strike?
honour mode is hard until you start getting 15 short rest a day
Small notes on early game. Do not pick spellcaster early game. You can always respec later, but for the love of god, caster is hella weak in honor mode pre level 4.
Cantrips early game are weak, and damage spells aren't that great yet.
But spellcasters with crossbows are good for early game.
Optimised medium armor caster should have 14 dex and light/no armor caster should have at least 16 dex.
And spells like bless, faerie fire, entangle, grease and sleep are very potent early game.
Having access to longstrider and jump and buffing everyone is also very nice.
@@XxDAYMONx Sleep is the best for level 1, I agree. After that, it's a bit hard to find justification to use the spell, especially in Honor mode where even Intelect Devourer has 20 HP.
I also agree with Bless and Entangle. However, if you want to use crossbow, the best early game build is rouge, having advantage with crate is a bit to easy and any spell is outdamaged by rouge sneak attack at this point. It also does not need spell slot and very resource efficient.
Lol, magic missile carries early. At this point your team will miss a ton, mm consistently hits for 10+ every time guaranteed. Just rest for spell slots a lot. It destroys hag clones and has a ton of uses.
@@galangtirtayudha3973 Well you were talking about pre level 4. So was i.
Using a spellcaster with a crossbow, buffing martials and himself is the easy fix for bad damages with spells early game.
Obviously for early levels it's better to have 2-3 martials and 1-2 casters than 4 casters because it's better to buff actually competent martials with archery or sneak attack or flurry of blows, maneuvers and big dices than just simple crossbow users.
But i would say 1 caster and 3 martials is better than 4 martials.
Also sword bard at level 3 and warlock at level 2 are casters but don't suffer from the bad cantrips problem.
+5 to hit and 1d8+3 dmg or +4 to hit and 1d8+2 dmg with a light crossbow and having access to buffs or the shield spell ain't bad at all.
Early game cantrips are bad and martials are better but before extra attack everyone can be a martial anyway.
@@germanrud9904 Magic missiles with a lvl1 spellslot is 10.5 average damage. Minimum 6 and max 15.
Magic missile burns spellslots very fast but yeah it's better damage than most weapon attacks. And being able to split the damage between targets is more convenient. And it's not even hard to long rest.
But a lvl1 rogue with double hand crossbows will also average 10.5 a turn (against 13 AC) without using ressources (not even bolts lol) provided he has advantage (14.09 dmg then) or an ally next to the ennemy.
And wizard and sorcerer have very low hp.
An easy fix is to not get in melee and using the shield spell when a ranged attack would hit tho.
Also humans and half-elves have proficiency with a shield. An easy +2 ac for Gale of Waterdeep.
I play the 'beat tactician with this' and die before leaving the nautiloid.
I didn’t even know healing spells could use your main action point. I thought all healing was done through bonus action points
Id does not save after every check. So you can close the game and re-enter to load before a failed dice or bad fight start. It only saves on specific encounters/dices.
Exiting the game will make the game auto-save on honor mode! But you can shut off the power to your console to bypass this! I didn't mention that since that really does feel like cheating as opposed to tip #1
@@absolutesuspect it does not on ps5. Go ahead and try.
Thanks for this! Just got to act 3 in my honour mode run and I had no idea camp clerics were a thing! I've never used the hireling option before but now I am excited to try it!
Did everything you said and still wiped on Orin🥴. She one shot my durge, turne to my team, feared them and procceded to kill one by one.
Knowing which bosses have fear = you should be using heroism potions or spells.
Me just blowing everything up like the pyro maniac I am
Healing the damage dealer letting him survive another hit to deal nore damage is actually more damage than just dealing meaningless damage.
It really depends.
This entire video was awesome except for the part where that burnt sienna turd burglar's face kept popping up on your bg3 build search.
I'm sorry about that 😂. To keep thing impartial I just searched "best bg3 build" in incognito mode, which would be the results a brand new youtube account would get
Now do it without exploits.
Do not forget to protect your camp clerics with dmg reduction armor + heavy armor mastery ;-)
Amazing video, more pople should see this
There is a particular build that mixes levels of cleric and wizard that allows you use warding bond, death bond and create a transmutation stone that can give another party caster other than the sorcerer proficiency in con saving throws
OMG are you serious! You could have opened with tip 1 or at least stated that the final tip is an absolute must. Those first four tips are pretty obvious I almost stopped the video at tip 3. Thank god I was having dinner at the time and was not able to change the video. Thanks for the tip!
Commenting again to say I love this video. This video fucking rocks
Take Lucky with someone in your party!!! Re-rolling saves on somthing like a Hold Person or Command is how you save a run.
Add on top of that Gale as a Divination Wizard and you have an extremely powerful safety blanket.
Another minor buff you can get from camp allies is the Stones from Transmutation wizards. Extra move speed, elemental resistance etc. Well worth having a couple.
Why even play honor mode if you plan on using cheese tactics like "camp clerics"? Seems to me that you are missing the spirit of the challenge if you go that route.
I just finished Honor Mode and honestly, you don't have to cheese it guys. Just be prepared. Always use bless with mystas staff from the underdark tower and you should be okay lol
Only fight I had to cheese / study for was Raphael lmaooo. That shit raised my blood pressure
@addisoncagan9545 I was able to get yurgir to help plus hope healing. It wasn't too bad. For me it was the sharrans that fight is stupid lol
Bro I’m like right there the paranoia of fuckin up rn is real 😂
Ahh yes Baldur Gates 3, my favorite game.
Oh shit Ima do that camp cleric thing. I bought this game on a whim and have been watching guides non stop never played anything like this lol
Pro tips for honour mode , ctrl alt canc before the inevitabile defeat (i launched the dog ball on the oathbreaker he said enough and attacked me , after that i killed the camp was better to try the ctrl alt canc and worked), using always a healer , take what u need and nothing more . If instead you have a lot of time don't do that , whyle instead if you have 0 time to play and just want the acvment , you can search for save file in nexus mod , in the comments people say it works.
Using warding bond from a character back at camp is so smart! 👌
Thats just broken. Definitely should be patched out at some point.
Damn! This is the first time i've heard about the whole camp Cleric idea. I gotta do that. Does it matter which Cleric subclass?
Any of them work fine!
@@absolutesuspect cool. I am already plotting to setup a half orc and gold dwarf cleric to see who works better as the tanky camp cleric.