The Spellsparkler is amazing with a Magic Missile Machine gun build, used by an evocation wizard, using Psyquic Spark, Ring of Absolute Force, and a member of the party used the Shriek ability of Phalar Aluve, the wizard can solo some fights, or even deal with 80% of the health of enemies, so the rest of the party can clean what is left alive.
Putting the belligerent sky gloves on tosses out a ton of reverberation as well. One magic missle can decimate an encounter and leave survivors prone for clean up
I’m so happy to get more Cephalopocalypse biography and historical weapon content!! More please, big fan of your physics-forward analysis of fantasy gaming staples!
Rain dancer - The radius of the effect is larger than a thrown bottle’s radius. It’s basically three (give or take bards and elixirs) first level spell slots per day. Early in the game when you have only three first level spell slots for the day it’s not terrible. Early in the game you also don’t have a huge stockpile of water bottles. It’s also easy to micromanage and rotate in and out. Obviously you’re not using it in act 3 or anything. But, when you first find it, it has value. Yes you have to buy it. I think with a charisma character the cost is less than 200 gold if I recall. That’s less than the cost of a single hill giant elixir.
Exactly this, this weapon never left my pack when I picked it up. There was a sub-set of useful gear I kept on me but only equipped for dialogue or world traversal. Especially in act 1, there's a lot of area's blocked by fire (Whakeens Rest notably) and I'd prefer my characters not fumble with jumping around them. Water bottles weigh enough to be annoying aswell, I'd rather hold 1 staff the whole game and have more than enough casts of create water for the entire game.
True and you can steal the raindancer from Aaron easily with Astarion or any decent rogue or bard with sleight of hand expertise with the smuggler ring and a cast of cats grace from Shadowheart. And that’s not an exploit … its playing as intended.
@@Alex-qy8nj He didn't talk about magic missile, which is in my opinion the best use of this staff in act 1. Can do some crazy damage with that :D I guess he didn't think of it.
@@BurzmanA tier is best in slot for a specific build, so that sounds reasonable to me? I can see an argument for S tier though. It’s just that most casters will probably prefer Melf’s for the bonus to spell save DC, and some will prefer Morning Frost
I'm a martial artist and was totally ready to chime in on your weapon rant. But you are also a martial artist, and your rant was quarterstaff specific! Thank you for knowing what you're talking about, and for talking about that specific weapon. I love your content - if you ever start a more general chanel about tactics, dnd, weaponry etc I'd watch the fuck out of it.
Gale with cold build and dual wielding Mourning frost and cold-enchanced Markoheshkir is a sight to behold... like chosen of Cold goddess whatwashername, she was prominent in the icewind dale series...
Correlons grace is also an excellent stat stick for things like the zathisk or the omelleum saving throw checks or even the shar’s blessing statues. That’s actually the primary use for it and what makes it S tier imo and not a niche monk build that doesn’t qualify as S tier.
Correllon’s Grace is pretty good for spell casters too-just for the bonus to saving throws. In the early game, that will help a character maintain concentration on s-tier cleric spells like Bless or s-tier wizard /warlock spells like Cloud of Daggers. So not only is this an s-tier staff for monks. It’s also s-tier for clerics and wizards So it is very versatile-the proper way-because many different classes of characters will benefit from using Correllon’s Grace. But, wait! There’s more … When it comes time to read the Necromancy of Thay, equipping Corellon’s Grace (along with a few other saving throw boosting and/or proficiency items) before opening that book can help whoever’s reading it pass those savings throws in one go. Durge could also use it in Act 2 when it comes time to resisting the urge and not murder whoever is being romanced at that point in the campaign. So it is worth hanging onto to this magical quarter staff and using if for some key camp scenes.
Spellsparkler has a fun interaction with Tempest Cleric lvl 6 ability Thunderbolt Strike + Spike Growth, as every time they take a step, they take 1 lighting point of damage, and thus are knocked back. Comes online at lvl 9, 6 in Cleric, 3 in Druid)... Maknig them basically unable to ever reach you. xD
@zero11010 for a more real build you can also go gloomstalker ranger to 5th lvl for spike growth and dual attacks, that way you can benefit even more of pushback via ranged attacks. Slap on the reverb gloves and boots for even more meme, elemental weapon for more lightning, give alacrity weapon damage helmet and then get the mysterious scoundrel, and now you got a pretty good command bonus action use as well. So now you can force them to walk that path 😆
@@TheRedAzuki that’s also a fun thing. But, it doesn’t come online until level 11. The game is over at that point. I don’t know if every thing that happens needs to come from the same character. It’s OK if the barbarian is hurling people into the spike growth, or if the warlock is using repelling blast or whatever else. The key combo is spike growth and pushback. Or, hunger of hadar or any number of other options that kinda do the same thing. There’s an effect (not spiked growth) where for each meter of movement a target takes damage, right? That would stack with the spike growth really well, and also mesh with the pushes. Plant growth would also go well with these things … I think. But, you could also just do the Wolverine and badger barbarian combo or whatever where you knock people prone and remove ALL movement and things are stuck prone because it takes movement to stand up.
@zero11010 lvl 11 is basically start of act 3. The push back & control on same character is just for the fun of it. This game is easy enough that you don't even need meta builds to complete it on honor mode. Edit: The effect you're thinking of is rapture and I only know of 1 dagger that causes it. Comboing it with plant growth is negative synergy since theyll walk less. You want to force them to walk a lot.
@@TheRedAzuki yep. Rupture and push back. Sorry, was trying to think of additional ways to make use of the push back mechanic as a way to create damage while walking.
Blind is very good with staff of cherished necromancy since it can be upcast and doesn't require concentration, you can disable a large group of enemies.
The staff also works well with Bestow Curse: Dread. Forcing a powerful enemy to skip turns on failed saves with disadvantage is a worthy use of your concentration! Also a cleric being able to upcast inflict wounds to sixth level without using a spell slot is fun
There is a particular use for Incandescent staff which negates a lot of its downsides and its on a Open Hand Monk or Moon Druid. You fireball a group of enemies, unequip it for free and continue punching or clawing.
Pedantic comment time! It appears to me that the Versatile property was an attempt to emulate the "dual weapon" property from 3.5ed. (Dual weapons function like two weapon fighting, but uses only one item, attacking with both sides) The reduced damage might be argued as using the staff in a short form, balancing your hands equally around the haft. The greater damage die would be long form, the way Ceph explained at the start the the video. Dual weapons might have been intended for 5ed, but dropped because of time constraints, or because they didn't quote fit the vibe.
FYI, Staff of Arcane Blessing does not work with sources of the Bless effect besides the spell itself. It doesn't work with Elixir of Heroism, Bless-on-Heal ring, or statue.
Yeah, and the tool tip made me think I was getting double Bless for a long time. When I noticed that people were not including it in build videos. I researched and tested it to find the truth.
Cacophony is a fantastic sword and board weapon for a paladin on the mid game. Thundurus smite on a short rest is fantastic for extra damage for paladins. You will typically run into this merchant around level 6, which is where paladins get a huge power spike with aura of protection. It will also become the strongest flat damage options for 1 handed weapon attackers since it's a +1 quaterstaff that as an extra damage dice. I'd put it at least in a tier since you won't find a better weapon until the end of Act 2
Well the blood of lathander is literaly in the same area and is a way better weapon for paladins. And if you want to go for a greatweaponmaster build the sword of the gith captain is better since it gives you +2 Initiative
@SebastianLamprecht I tend to put the blood of lathander of a non attacking character. Cachonpy will still do more damage (3.5+1+2.5 = 8 vs 3.5+3 = 7.5, also crits and savage attacker feat will favor the dice) and gives a decent spell for melee characters every short rest. The gith sword doesn't really compare on a sword and board paladin because you can not use it with a shield.
That's a good point! I often build S&B paladins as dex characters so the natural pick is phalar, but for a str-based or shillellagh paladin cacophony is probably the goto
@@davidwagner3710 your calculation asumes every hit lands but the BoL has +2 to attack rolls compared to the Cachonpy. Also you disregard its way more important effect: blinding all nearby undeads, ehich is incredible in act 2. So you really want the BoL to be on a character that wants to be surronded by enemies aniways, which would be either a fighter, paladin, cleric or barbarian depending on your party. And even if you have two melle characters, its better the other one probably wants to equip phalar alune for its shriek ability. I think Cachonpy is a really powerfull secondary option and i would honestly agree with A tier, its just a shame that its slot (one hand mellee weapon) has two of the best items in the game already contesting it.
Staff of the Emperor is my favorite weapon for my favorite Lore Bard/Divination Wizard, thematically. It also just makes Lae’zel is just so happy when you let her crack the Emperor
Great video. staffs are hard to choose because so many are amazing and most people mainly ignore then because they are not damage dealing on their own.
The quarter staff is versatile mainly to allow casters (not wiznerds) to be able to use the magic properties with a shield equipped. One can certainly lift a staff with one hand and aim its fireball blaster as well. I agree for its versatile damage it should be a d4
I usually dont build my monks such that it makes sense, but the funny thing about Correlons Grace is that there are Open Hand Tavern Brawler monk builds that only give up a slight bit of versatility that might want to start equipping the Correllons Grace again after getting the ability to regular action unarmed attack for a ki point. Not many other items have legitimate reasons to use early and late, but not mid game.
I always go straight for gold wyrmling staff in the beginning of the game to make Shadowheart have something to do more consistently, specially as produce flame is very annoying to use on console. Then I swap it for the Mourning Frost as soon as I can.
I had a build for astarion once where I multiclassed arcane trickster and wizard and equipped him with a dual wield rhapsody and woe and the ring that gives you bonus action illusions/enchantments spells and it worked really well.
Your Paladin and Eldritch knight Shillelagh builds really like Cacophony because it can be used to stack arcane acuity while still leaving the helmet of arcane acuity open still, and of course it works with Shillelagh which is very important. For paladins especially, Cacophany is worth using as its thunderous smite per short rest makes super smiting (thunderous + divine smite together) much less resource intensive whether used with Shillelagh or not. The combination of these two extra factors that you didnt mention here makes me feel like Cacophany is an A tier weapon.
Cacophony probably deserves a higher tier just because how we can get both it and the Storm Scion hat. Together they basically form a bargain basement version of the Helmet of Arcane Acuity, letting a 2nd party member similarly abuse Arcane Acuity.
Rain Dancer should have gotten at least C tier IMO. Depending on your route through Act 1, you may have a whole bunch of content to do before you see an upgrade to it. Especially for builds/parties that are utilizing cold or lightning damage. It's a level 1 spell that is much warranted in that case at a time when spell slots are more limited.
For the Rain Dancer it does have a niche use for Sorcerers since you can Quickened cast Create or Destroy Water with a bonus action if your goal is to end encounters quickly by abusing the wet mechanic. Pairs particularly well with Storm Sorcerers mechanically and thematically for obvious reasons, though it of course becomes obsolete when you get the spell later with that subclass or if you multiclass with Cleric.
I modded my game to receive Staff of a mumbling wizard early just for the roleplay. I made an apprentice wizard who sometimes doesn't quite get the spell he wants lol. It felt really cool throwing a fire bolt and praying it'd trigger a fireball (and it did during some clutch moments.)
Its a shame how mediocre Pale Oak is considering its 1: Class specific; you have to be a certain class to get it; and 2: locked behind an optional questline. Fortunally you can still get it with the Broodmothers amulet (Rath gives it instead) but considering how rare it is for an average player to get it it really should be something more special. At least it looks kinda cool I guess
I do have one niche use for the Big Boy's Staff, as a moon druid. Mind you, it's replicable with a colossus elixir, but moon druid has little other use for main hand slot. Might as well use it for enlarged owlbear shenanigans.
I refuse to dualwield quarterstaves. :p But I really love to build quarterstaff fighting characters. Edit to agree wholeheartedly about Nature's snare. So cool for druids, nature clerics or archfey warlocks in general.
The spellsparkler also works with magic missile, even more effective when combined with the necklace. Considering how early you can get both items with very minimal fighting you could say its almost S tier. Though standalone it's probably still A tier
Probably a long shot, but any chance you'll review the "Mystra Spells" mod? I really enjoy how you explain things and break mechanics down, and I'd appreciate your perspective on these spells in the realm of BG3.
Ive been playing with it on my most recent run, and gotta say the early level spells are pretty fun green flame got hit with a nerf hammer, compared to its 5e Spells (and dnd variant), but booming blade claps cheeks. Have only gotten to level 3 so havent tried the higher level stuff, but will report as i play.
@@fallout3fanboy1 The Blade cantrips were the biggest reason for me wanting the mod, honestly. How is Green-Flame Blade different from the 5e Spells version? Any future updates/experiences you're willing to share would be much appreciated!
@@MarkSpirals So in 5e spells, it scales the way it does in TT, 1d8+1d8 1-4, 2d8+2d8 5-9,3d8+3d8 10+ in this one, its 0+1d8 1-4, 1d8+2d8 5-9 ect ect, booming blade stays mostly the same, but insteqd of being a full action you can "smite" with them once per turn, or just use them as part of your attack.
@@fallout3fanboy1 Ah, I see. Still very much worth it seems. I can only guess it was a balancing measure. Booming Blade seems VERY strong though, especially on Eldritch Knight.
>Rain dancer in D slot. ...you did that to annoy the people who didn't watch the video/troll the h8ers, didn't you? Alright, I'll give that a watch, ya' smartass. :P *oine watch later* ooooooh! I always forget about water bottles...I really need to use them and mage hand for that. Derp. XD
Idk I just did a cold sorc run and I felt like the Mourningfrost wasn't worth dual wielding. 12 CON is really bad and it was really annoying having chilled not proc when I could just have a support create water or a martial throw a bottle. 2 damage is also nothing when you're doing 60-100 damage. Compared to the insane shields you get in Act 2/3 it really isn't worth it.
I would have bumped up Staff of Crones very slightly to C tier, because it drops alongside the Poisoner's Robe after Auntie Ethel. This causes poison spells to deal bonus damage. I could see it being marginally useful for a poison-themed character, such as a black dragonborn draconic sorcerer.
something fun I like to do with gale is dual wield markoheshkir + staff of spellpower and use the amulet of spell slot restoration, four level 6 spells per day baby
I always wondered why people kept telling me to fire at him but then he told me he was the blade of frontiers for the 18th time in an hour and I understood
Im a little bit confused about the order of the act 1 staffs 🤔❓ You get Corellions Grace and Rain Dancer both in the Druid's Grove from vendors right on lv2. But for Mourning Frost you have to investigate the... How to say without Spoilers? ... Investigate the Darkness very extensive. Most of us have to make a bunch of quests in a row and fight against a really tough lv5 boss, to lay hands on this. (Yes, there are some sneaky magic tricks to avoid things.) And also have to come up with the idea how to finally obtain this staff. This usually does not happen before reaching enough money to pay the trader for his Rain Dancer. I don't think so. Even the Spellsparkler is way faster and easier to obtain. You just have to reach this smoked building, and manage to don't fall over your own shoelaces, by immediately stress-clicking on your camp-button, instead of helping dieing NPCs. No long Questline and no surprised Boss. Most of us actually will see Staff of Crones before Mourning Frost! Just because of the Questmarker you got from one of the Vendors. You know, who I mean... Near Dammon from an old lady, called Auntie Ethel (kind cute granny with lots of lotions and potions 😃). Yeah, I knew you remember her! 😄 She marks her sweet little teahouse kindly on your map. Isn't she adorable? Does anyone noticed how good larian designed this though old lady? Super strong female Character. Anyway! Im confused by the order. And im going to test dualwielding first Gold Wyrmlibgs, than Mourning Frost and Spellsparkler on an lv 4-5 Tempest Cleric Sorcerer. Yes, I plan to have some fun in this game 😁 Avoid Spoilers and Have a nice day!
Ceph - no matter how long I play the game I always learn something new from your videos. This time I learned that to apply the Frozen condition with Mourning Frost you have to do Chilled first and then use Water. I always used the staff the other way around .. water first .. since that does make common sense. But that does not ever get to Frozen and it wastes the power of the staff which applies vulnerability to cold damage. When will I learn to always read the notes in the Wiki?
You missed the primary use of Corellon's Grace. It is a DRUID weapon, because the bonus applies when shapeshifted, since all attack count as unarmed. And Druids normally cast Bark Skin while not wearing armor, thereby counting as not wearing armor for the +2 saving throws.
Today I found out: you can throw water bottles (I have finished the game almost twice), I always thought they were cool because they sell for more than 1 gold so they’re actually worth picking up
I think the cacophony is slightly undervalued. I used it on my first monk playthrough on a reverb build all the way through to the end game and it crippled enemies with nearly instant prone from the reverb stacks. That utility should bump it up to A tier imo.
I'm wondering about Corellon's Grace - would this weapon work for a elk trampler barbarian? Can you think of other weapons that could compete with in this build?
I do wish there were a little more weapon options for spellcasters to prevent staves from being best in slot for so many of them, considering how many of the classes are casters. I was thinking magical instruments for bards, but of course that doesn't compete for weapon slots so wouldn't make a difference.
I might be wrong on this, but shouldnt monks after lvl 4 not even use a stave anymore since you deal way much more damage with tavern brawler? Like, you basically debuff yourself when you cant use your fists for an action to punch or do i miss something? ^^ Edit: It gets even worse when you make Karlach a monk if u consider how soul coins work with tavern brawler
That's correct for tavern brawler monks (which is, of course, the most powerful way to build them)! For weapon monks or dex-based monks, using a staff can still provide a lot of value.
The staff of cherished necromancy isn’t just for necromancers. I equip it on my light cleric to cast lvl6 inflict wounds. Devastating if combined with hold person/monster
Golden Wyrmling staff's casting of firebolt: useful for clerics, Druids, and bards who don't get good ranged options. Incandescent staffs firebolt: useless trash that is outclassed.
You can get the GWS very early in the game, when casting firebolt can be a good option. By Act 2, most characters probably won’t be using firebolt very often unless they’re building around it (eg Draconic bloodline sorc)
Both staffs and staves are acceptable english plurals - staffs is more common in US english and staves in british english. I used one in the title and the other in the thumbnail because I don't trust youtube's search algorithm to know those are the same word!
With all of your random background and historical knowledge of how these things work, it makes me wonder what you do besides make content? Or what was your job before you became a content creator? I personally find your historical knowledge very interesting but I'm just curious if it was another hobby of yours to learn more about it or if you have some sort of job where you utilize all of this.
44:58 during my honor mode run, whenever I killed an enemy with lvl 6 Inflict Wounds, I never got a life essence stack. Whenever I killed one with sacred flame I did. Is that a bug or something?
I would have thought that Correllon's Grace would be A Tier. A great weapon for one class (Monks) for generally one level (3). Usually you'll be third level by the time you can get to a merchant, and most monks will take Tavern Brawler at 4th level. S Tier that does not make.
Feels like you over rated the mourning frost; for, say, abjuration wizards was one of your examples as a good user, literally all you're getting out of it is a +1 cold damage because enemies on higher difficulty are very infrequently going to fail the very low DC.
The Staff of Interruption is good, but it should not be A-tier. All rankings are ultimately relative, which means we have to ask the question; who is going to use this, let alone in Act 3? Who is going to give up their weapon? No-one is going to give up their Act 3 weapon for Staff of Interruption outside of very specific circumstances, or if you're running some kind of all-wizard party. Maybe a monk.
For Bigby's chew toy - is that an accident or intentional? Just like Melf, there's a wizard named Bigby who has a whole range of spells named after him, so the name for the staff could be correct, or at least a jokey reference.
I always thought about Corellon's Grace more as a druid weapon, since you turn into an animal and therefore, all your attacks are unarmed and you don't have an armor, so... doesn't it work best there?
Any of the elemental staves are fine. 1D8+1D4+dex mod+enhance damage (give or take any extras like the act 1 caustic band). Mourning frost’s cold damage will double with wet condition. Wyrm staff gives a little fire damage, and it also gives a ranged cantrip which … VERY rarely can be useful. Light crossbow shots will usually be better. Special fire arrows can do what the cantrip does. I don’t use my monks as archers and don’t leave special arrows on them. So, on the off chance you need ignite something now the monk can do it, too.
Yep, zero pretty much covered it - though I'd add that unless you want specifically a staff for the aesthetic, there's great alternatives in the blood of lathandar and later the spear of evening, which is best in slot for a shadow monk. Generally though I think a lot of weapon monk builds will be multiclassing with something that gives martial weapon proficiency so they'll have access to other weapons as well, which may change your evaluation
Both staffs and staves are acceptable english plurals - staffs is more common in US english and staves in british english. I used one in the title and the other in the thumbnail because I don't trust youtube's search algorithm to know those are the same word!
The thing with Staffs is, I have eyed them thinking they would make pretty good weapons, for someone who isn't a melee character. But, they all require Strength (not Dexterity or Spell Casting Modifier). So all the seemingly attractive melee boons are redundant. A high Strength melee, will never choose a Staff over a magical Great Sword, Battle Axe etc. Equally, a High Dex or Spell Casting empowered weapon user (e.g. Charisma, Wisdom) has far more powerful, and far more quantity choices of weapon than a Staff. So, I wonder, why did Larian include melee only attributes on any Staff in the game? Why not make them all Magic Enhancement Staffs, solely for use in Spell Casting, and save the confusion. It's frustrating.
The reason I wanted to learn quarterstaff fighting was the awesome treatment they got in Wheel of Time - those books haven't *entirely* aged well but they were pretty formative for me as a teenager and there's no better description of how dangerous a big stick is anywhere in literature
@@Cephalopocalypse literally exactly the same man! I picked up fire staff spinning along the way to get some fun party utility out of the skill in my late 20's lol. I feel the books aged mostly fine, but wow the show broke my heart.
"Normal non-magical quaterstaff" Sir, that's just a very long stick.
Technically true, but also a staff is a stick the way a leather jacket is a cow
love me bonk stick
@@Cephalopocalypse this made me laugh so hard
@@Thoth728 'ate the absolute. 'ate the elder brain. luv me tadpole. luv me bonk stick. simple as.
@@gregoberski5897 so tru brodder
I can't wait for the Ultimate Underwear Tier List
S+ tier: [none]. 🧐
Just make to shuffle companions' underwear, and you're good
Shart's is A tier.
Sounds like the perfect April Fools video.
The Spellsparkler is amazing with a Magic Missile Machine gun build, used by an evocation wizard, using Psyquic Spark, Ring of Absolute Force, and a member of the party used the Shriek ability of Phalar Aluve, the wizard can solo some fights, or even deal with 80% of the health of enemies, so the rest of the party can clean what is left alive.
That's true, core for that build!
Putting the belligerent sky gloves on tosses out a ton of reverberation as well. One magic missle can decimate an encounter and leave survivors prone for clean up
I’m curious, what’s the ring’s purpose in that build? What am I missing?
@@Bigredhound It acts as a damage rider with Phalar Aluve's shriek, so it causes a bunch of extra damage
callous glow ring works really well with magic missle
I’m so happy to get more Cephalopocalypse biography and historical weapon content!! More please, big fan of your physics-forward analysis of fantasy gaming staples!
Rain dancer -
The radius of the effect is larger than a thrown bottle’s radius. It’s basically three (give or take bards and elixirs) first level spell slots per day. Early in the game when you have only three first level spell slots for the day it’s not terrible.
Early in the game you also don’t have a huge stockpile of water bottles.
It’s also easy to micromanage and rotate in and out.
Obviously you’re not using it in act 3 or anything. But, when you first find it, it has value.
Yes you have to buy it. I think with a charisma character the cost is less than 200 gold if I recall. That’s less than the cost of a single hill giant elixir.
Exactly this, this weapon never left my pack when I picked it up. There was a sub-set of useful gear I kept on me but only equipped for dialogue or world traversal. Especially in act 1, there's a lot of area's blocked by fire (Whakeens Rest notably) and I'd prefer my characters not fumble with jumping around them. Water bottles weigh enough to be annoying aswell, I'd rather hold 1 staff the whole game and have more than enough casts of create water for the entire game.
I used it in my first playthrough to avoid being all bloody in cutscenes lol
@@benross9174Meanwhile the Gods of Development gave us Sponges and Soaps 🧼🧽 to clean up our Party before talking to friendly NPCs. 😂
True and you can steal the raindancer from Aaron easily with Astarion or any decent rogue or bard with sleight of hand expertise with the smuggler ring and a cast of cats grace from Shadowheart. And that’s not an exploit … its playing as intended.
Spellsparkler is easily S tier and is really only replace by Markoheshkir which is saying something
I have literally no idea why it’s not S tier. Feels really strange that he decided to downplay it.
@@Alex-qy8nj He didn't talk about magic missile, which is in my opinion the best use of this staff in act 1. Can do some crazy damage with that :D I guess he didn't think of it.
@@BurzmanA tier is best in slot for a specific build, so that sounds reasonable to me? I can see an argument for S tier though. It’s just that most casters will probably prefer Melf’s for the bonus to spell save DC, and some will prefer Morning Frost
Peak content for my bus ride home. In the RUclips algorithm we trust
Should've saved my comment the staff rant was great
I'm a martial artist and was totally ready to chime in on your weapon rant. But you are also a martial artist, and your rant was quarterstaff specific! Thank you for knowing what you're talking about, and for talking about that specific weapon. I love your content - if you ever start a more general chanel about tactics, dnd, weaponry etc I'd watch the fuck out of it.
Gale with cold build and dual wielding Mourning frost and cold-enchanced Markoheshkir is a sight to behold...
like chosen of Cold goddess whatwashername, she was prominent in the icewind dale series...
Correlons grace is also an excellent stat stick for things like the zathisk or the omelleum saving throw checks or even the shar’s blessing statues. That’s actually the primary use for it and what makes it S tier imo and not a niche monk build that doesn’t qualify as S tier.
Dual wield it at level 4 and you have a very defensive Mage/Sorcerer
Ceph casually talking bout how he's an irl Monk with his staff fighting knowledge
Correllon’s Grace is pretty good for spell casters too-just for the bonus to saving throws.
In the early game, that will help a character maintain concentration on s-tier cleric spells like Bless or s-tier wizard /warlock spells like Cloud of Daggers.
So not only is this an s-tier staff for monks. It’s also s-tier for clerics and wizards
So it is very versatile-the proper way-because many different classes of characters will benefit from using Correllon’s Grace.
But, wait! There’s more …
When it comes time to read the Necromancy of Thay, equipping Corellon’s Grace (along with a few other saving throw boosting and/or proficiency items) before opening that book can help whoever’s reading it pass those savings throws in one go.
Durge could also use it in Act 2 when it comes time to resisting the urge and not murder whoever is being romanced at that point in the campaign.
So it is worth hanging onto to this magical quarter staff and using if for some key camp scenes.
Spellsparkler has a fun interaction with Tempest Cleric lvl 6 ability Thunderbolt Strike + Spike Growth, as every time they take a step, they take 1 lighting point of damage, and thus are knocked back. Comes online at lvl 9, 6 in Cleric, 3 in Druid)... Maknig them basically unable to ever reach you. xD
That's really interesting! Druid and cleric generally don't mesh very strongly, but that's a fun quirk!
@zero11010 for a more real build you can also go gloomstalker ranger to 5th lvl for spike growth and dual attacks, that way you can benefit even more of pushback via ranged attacks.
Slap on the reverb gloves and boots for even more meme, elemental weapon for more lightning, give alacrity weapon damage helmet and then get the mysterious scoundrel, and now you got a pretty good command bonus action use as well. So now you can force them to walk that path 😆
@@TheRedAzuki that’s also a fun thing. But, it doesn’t come online until level 11. The game is over at that point.
I don’t know if every thing that happens needs to come from the same character. It’s OK if the barbarian is hurling people into the spike growth, or if the warlock is using repelling blast or whatever else.
The key combo is spike growth and pushback. Or, hunger of hadar or any number of other options that kinda do the same thing.
There’s an effect (not spiked growth) where for each meter of movement a target takes damage, right? That would stack with the spike growth really well, and also mesh with the pushes. Plant growth would also go well with these things … I think.
But, you could also just do the Wolverine and badger barbarian combo or whatever where you knock people prone and remove ALL movement and things are stuck prone because it takes movement to stand up.
@zero11010 lvl 11 is basically start of act 3. The push back & control on same character is just for the fun of it. This game is easy enough that you don't even need meta builds to complete it on honor mode.
Edit: The effect you're thinking of is rapture and I only know of 1 dagger that causes it. Comboing it with plant growth is negative synergy since theyll walk less. You want to force them to walk a lot.
@@TheRedAzuki yep. Rupture and push back.
Sorry, was trying to think of additional ways to make use of the push back mechanic as a way to create damage while walking.
Blind is very good with staff of cherished necromancy since it can be upcast and doesn't require concentration, you can disable a large group of enemies.
The staff also works well with Bestow Curse: Dread. Forcing a powerful enemy to skip turns on failed saves with disadvantage is a worthy use of your concentration! Also a cleric being able to upcast inflict wounds to sixth level without using a spell slot is fun
There is a particular use for Incandescent staff which negates a lot of its downsides and its on a Open Hand Monk or Moon Druid. You fireball a group of enemies, unequip it for free and continue punching or clawing.
Pedantic comment time!
It appears to me that the Versatile property was an attempt to emulate the "dual weapon" property from 3.5ed. (Dual weapons function like two weapon fighting, but uses only one item, attacking with both sides)
The reduced damage might be argued as using the staff in a short form, balancing your hands equally around the haft. The greater damage die would be long form, the way Ceph explained at the start the the video.
Dual weapons might have been intended for 5ed, but dropped because of time constraints, or because they didn't quote fit the vibe.
FYI, Staff of Arcane Blessing does not work with sources of the Bless effect besides the spell itself. It doesn't work with Elixir of Heroism, Bless-on-Heal ring, or statue.
Yeah, and the tool tip made me think I was getting double Bless for a long time. When I noticed that people were not including it in build videos. I researched and tested it to find the truth.
Just wanna thank u, i've finally beaten honour mode thanks to your guides! All achievments!
Awesome, congrats on the win!
A Quarterstaff +1 is also known as a Buck-and-a-quarterstaff.
Spell sparkler got it a bit rough, it carries pretty well on a magic missile build in act 1 and 2 especially with Reverberation stacked on top
That's true! It's best in slot for a specific build and second-best for a few other more common builds. High A or low S I think would both be fine.
Cacophony is a fantastic sword and board weapon for a paladin on the mid game. Thundurus smite on a short rest is fantastic for extra damage for paladins. You will typically run into this merchant around level 6, which is where paladins get a huge power spike with aura of protection. It will also become the strongest flat damage options for 1 handed weapon attackers since it's a +1 quaterstaff that as an extra damage dice. I'd put it at least in a tier since you won't find a better weapon until the end of Act 2
Well the blood of lathander is literaly in the same area and is a way better weapon for paladins. And if you want to go for a greatweaponmaster build the sword of the gith captain is better since it gives you +2 Initiative
@SebastianLamprecht I tend to put the blood of lathander of a non attacking character. Cachonpy will still do more damage (3.5+1+2.5 = 8 vs 3.5+3 = 7.5, also crits and savage attacker feat will favor the dice) and gives a decent spell for melee characters every short rest. The gith sword doesn't really compare on a sword and board paladin because you can not use it with a shield.
That's a good point! I often build S&B paladins as dex characters so the natural pick is phalar, but for a str-based or shillellagh paladin cacophony is probably the goto
@@davidwagner3710 your calculation asumes every hit lands but the BoL has +2 to attack rolls compared to the Cachonpy. Also you disregard its way more important effect: blinding all nearby undeads, ehich is incredible in act 2. So you really want the BoL to be on a character that wants to be surronded by enemies aniways, which would be either a fighter, paladin, cleric or barbarian depending on your party.
And even if you have two melle characters, its better the other one probably wants to equip phalar alune for its shriek ability.
I think Cachonpy is a really powerfull secondary option and i would honestly agree with A tier, its just a shame that its slot (one hand mellee weapon) has two of the best items in the game already contesting it.
Also the free d4 of thunder damage synergizes with a lot of other items that proc off thunder damage
I don’t know why, but you knowing how to fight people with a quarter staff is very fitting
Staff of the Emperor is my favorite weapon for my favorite Lore Bard/Divination Wizard, thematically. It also just makes Lae’zel is just so happy when you let her crack the Emperor
Great video. staffs are hard to choose because so many are amazing and most people mainly ignore then because they are not damage dealing on their own.
The quarter staff is versatile mainly to allow casters (not wiznerds) to be able to use the magic properties with a shield equipped. One can certainly lift a staff with one hand and aim its fireball blaster as well. I agree for its versatile damage it should be a d4
I usually dont build my monks such that it makes sense, but the funny thing about Correlons Grace is that there are Open Hand Tavern Brawler monk builds that only give up a slight bit of versatility that might want to start equipping the Correllons Grace again after getting the ability to regular action unarmed attack for a ki point. Not many other items have legitimate reasons to use early and late, but not mid game.
Choking up on the shaft gives me true strike.
I always go straight for gold wyrmling staff in the beginning of the game to make Shadowheart have something to do more consistently, specially as produce flame is very annoying to use on console. Then I swap it for the Mourning Frost as soon as I can.
I'm here for the bonus rant
Morning Friday and Gold Wyrmling staff are amazing for early game shadowheart because it gives an attack cantrip based on wisdom
my take on why staves are versatile is simply so they can be a 1h stat stick for casters
actually attacking with it 1 handed is silly, I agree xD
I had a build for astarion once where I multiclassed arcane trickster and wizard and equipped him with a dual wield rhapsody and woe and the ring that gives you bonus action illusions/enchantments spells and it worked really well.
I always love your bg3 content! Thanks
Thanks so much for the support! I really appreciate it - glad you're enjoying the videos!
Your Paladin and Eldritch knight Shillelagh builds really like Cacophony because it can be used to stack arcane acuity while still leaving the helmet of arcane acuity open still, and of course it works with Shillelagh which is very important.
For paladins especially, Cacophany is worth using as its thunderous smite per short rest makes super smiting (thunderous + divine smite together) much less resource intensive whether used with Shillelagh or not.
The combination of these two extra factors that you didnt mention here makes me feel like Cacophany is an A tier weapon.
I think that's totally reasonable! The shillelagh usage and the use for str-based sword and board paladins probably should push it into A
Couldn’t agree more with your historical realism rant lol. I’ve had the same thought many times 😂
I wonder how much the classic image of Gandalf with sword and staff is to blame.
@@smncameron I think it's a combo of that and like Jackie Chan movies where he fights with a pool cue
Cacophony probably deserves a higher tier just because how we can get both it and the Storm Scion hat. Together they basically form a bargain basement version of the Helmet of Arcane Acuity, letting a 2nd party member similarly abuse Arcane Acuity.
"the wizard Melf, who is a character you can tell was named before the internet" - now that's S-tier.
I love the commentary on how your a martial adept with staves
Rain Dancer should have gotten at least C tier IMO. Depending on your route through Act 1, you may have a whole bunch of content to do before you see an upgrade to it. Especially for builds/parties that are utilizing cold or lightning damage. It's a level 1 spell that is much warranted in that case at a time when spell slots are more limited.
Another great vid. Just wanted to drop in and add some engagement 👍
monks be like: "Brother Hawk, two uh hand that thing"
For the Rain Dancer it does have a niche use for Sorcerers since you can Quickened cast Create or Destroy Water with a bonus action if your goal is to end encounters quickly by abusing the wet mechanic. Pairs particularly well with Storm Sorcerers mechanically and thematically for obvious reasons, though it of course becomes obsolete when you get the spell later with that subclass or if you multiclass with Cleric.
You can cast enlarge then take off the staff, making it at least better than D tier
I modded my game to receive Staff of a mumbling wizard early just for the roleplay. I made an apprentice wizard who sometimes doesn't quite get the spell he wants lol.
It felt really cool throwing a fire bolt and praying it'd trigger a fireball (and it did during some clutch moments.)
haha that's a fantastic idea. Not crazy OP and really funny. I bet it would have some crazy interactions early game with a wild magic sorcerer
Its a shame how mediocre Pale Oak is considering its 1: Class specific; you have to be a certain class to get it; and 2: locked behind an optional questline. Fortunally you can still get it with the Broodmothers amulet (Rath gives it instead) but considering how rare it is for an average player to get it it really should be something more special. At least it looks kinda cool I guess
I do have one niche use for the Big Boy's Staff, as a moon druid. Mind you, it's replicable with a colossus elixir, but moon druid has little other use for main hand slot. Might as well use it for enlarged owlbear shenanigans.
I refuse to dualwield quarterstaves. :p But I really love to build quarterstaff fighting characters.
Edit to agree wholeheartedly about Nature's snare. So cool for druids, nature clerics or archfey warlocks in general.
The spellsparkler also works with magic missile, even more effective when combined with the necklace. Considering how early you can get both items with very minimal fighting you could say its almost S tier. Though standalone it's probably still A tier
Probably a long shot, but any chance you'll review the "Mystra Spells" mod? I really enjoy how you explain things and break mechanics down, and I'd appreciate your perspective on these spells in the realm of BG3.
Ive been playing with it on my most recent run, and gotta say the early level spells are pretty fun green flame got hit with a nerf hammer, compared to its 5e Spells (and dnd variant), but booming blade claps cheeks.
Have only gotten to level 3 so havent tried the higher level stuff, but will report as i play.
@@fallout3fanboy1 The Blade cantrips were the biggest reason for me wanting the mod, honestly. How is Green-Flame Blade different from the 5e Spells version?
Any future updates/experiences you're willing to share would be much appreciated!
@@MarkSpirals So in 5e spells, it scales the way it does in TT, 1d8+1d8 1-4, 2d8+2d8 5-9,3d8+3d8 10+ in this one, its 0+1d8 1-4, 1d8+2d8 5-9 ect ect, booming blade stays mostly the same, but insteqd of being a full action you can "smite" with them once per turn, or just use them as part of your attack.
@@fallout3fanboy1 Ah, I see. Still very much worth it seems. I can only guess it was a balancing measure.
Booming Blade seems VERY strong though, especially on Eldritch Knight.
@@MarkSpirals Im using it on a 2 storm/2 paladin and yea it fucking claps.
>Rain dancer in D slot.
...you did that to annoy the people who didn't watch the video/troll the h8ers, didn't you?
Alright, I'll give that a watch, ya' smartass. :P
*oine watch later*
ooooooh! I always forget about water bottles...I really need to use them and mage hand for that. Derp. XD
Idk I just did a cold sorc run and I felt like the Mourningfrost wasn't worth dual wielding. 12 CON is really bad and it was really annoying having chilled not proc when I could just have a support create water or a martial throw a bottle. 2 damage is also nothing when you're doing 60-100 damage. Compared to the insane shields you get in Act 2/3 it really isn't worth it.
I would have bumped up Staff of Crones very slightly to C tier, because it drops alongside the Poisoner's Robe after Auntie Ethel. This causes poison spells to deal bonus damage. I could see it being marginally useful for a poison-themed character, such as a black dragonborn draconic sorcerer.
Great tier list, now I know which sticks are good or bad.
A critical life lesson!
With SpellSparkler the main use is in magic missle builds where it can trigger and apply 2-3 times
something fun I like to do with gale is dual wield markoheshkir + staff of spellpower and use the amulet of spell slot restoration, four level 6 spells per day baby
A lot of the staves that let you cast spells seem really useful, I just wish we could cast them somewhere besides at Wyll 😔
I always wondered why people kept telling me to fire at him but then he told me he was the blade of frontiers for the 18th time in an hour and I understood
Im a little bit confused about the order of the act 1 staffs 🤔❓
You get Corellions Grace and Rain Dancer both in the Druid's Grove from vendors right on lv2. But for Mourning Frost you have to investigate the... How to say without Spoilers? ... Investigate the Darkness very extensive. Most of us have to make a bunch of quests in a row and fight against a really tough lv5 boss, to lay hands on this. (Yes, there are some sneaky magic tricks to avoid things.) And also have to come up with the idea how to finally obtain this staff. This usually does not happen before reaching enough money to pay the trader for his Rain Dancer. I don't think so.
Even the Spellsparkler is way faster and easier to obtain. You just have to reach this smoked building, and manage to don't fall over your own shoelaces, by immediately stress-clicking on your camp-button, instead of helping dieing NPCs. No long Questline and no surprised Boss.
Most of us actually will see Staff of Crones before Mourning Frost! Just because of the Questmarker you got from one of the Vendors. You know, who I mean... Near Dammon from an old lady, called Auntie Ethel (kind cute granny with lots of lotions and potions 😃). Yeah, I knew you remember her! 😄 She marks her sweet little teahouse kindly on your map. Isn't she adorable? Does anyone noticed how good larian designed this though old lady? Super strong female Character. Anyway!
Im confused by the order.
And im going to test dualwielding first Gold Wyrmlibgs, than Mourning Frost and Spellsparkler on an lv 4-5 Tempest Cleric Sorcerer. Yes, I plan to have some fun in this game 😁
Avoid Spoilers and Have a nice day!
The order (within each Act) is just alphabetical
Ceph - no matter how long I play the game I always learn something new from your videos. This time I learned that to apply the Frozen condition with Mourning Frost you have to do Chilled first and then use Water. I always used the staff the other way around .. water first .. since that does make common sense. But that does not ever get to Frozen and it wastes the power of the staff which applies vulnerability to cold damage. When will I learn to always read the notes in the Wiki?
You missed the primary use of Corellon's Grace. It is a DRUID weapon, because the bonus applies when shapeshifted, since all attack count as unarmed.
And Druids normally cast Bark Skin while not wearing armor, thereby counting as not wearing armor for the +2 saving throws.
Sadly like most items, the corellon's grace bonus is lost when you wildshape
Today I found out: you can throw water bottles (I have finished the game almost twice), I always thought they were cool because they sell for more than 1 gold so they’re actually worth picking up
Gotta do an all staves party now and see how it goes.
I think the cacophony is slightly undervalued.
I used it on my first monk playthrough on a reverb build all the way through to the end game and it crippled enemies with nearly instant prone from the reverb stacks.
That utility should bump it up to A tier imo.
I'm wondering about Corellon's Grace - would this weapon work for a elk trampler barbarian? Can you think of other weapons that could compete with in this build?
I tested it a bit - it seems that the bonus to attack rolls works, but the damage bonus doesn't.
I need a staff length tier list so my dual wielding shield dwarf can decide which two will clip through the floor the least 💀
Quarterstaff fighting - the only image is of Gandalf bonking an orc om the head with his staff
I do wish there were a little more weapon options for spellcasters to prevent staves from being best in slot for so many of them, considering how many of the classes are casters. I was thinking magical instruments for bards, but of course that doesn't compete for weapon slots so wouldn't make a difference.
Hello stick nation!
I might be wrong on this, but shouldnt monks after lvl 4 not even use a stave anymore since you deal way much more damage with tavern brawler? Like, you basically debuff yourself when you cant use your fists for an action to punch or do i miss something? ^^ Edit: It gets even worse when you make Karlach a monk if u consider how soul coins work with tavern brawler
That's correct for tavern brawler monks (which is, of course, the most powerful way to build them)! For weapon monks or dex-based monks, using a staff can still provide a lot of value.
The staff of cherished necromancy isn’t just for necromancers. I equip it on my light cleric to cast lvl6 inflict wounds. Devastating if combined with hold person/monster
I wish staff of crones was viable. I loved the story and the look of it
You forgot to take into account that woe looks really cool
The most important factor!
Golden Wyrmling staff's casting of firebolt: useful for clerics, Druids, and bards who don't get good ranged options.
Incandescent staffs firebolt: useless trash that is outclassed.
You can get the GWS very early in the game, when casting firebolt can be a good option. By Act 2, most characters probably won’t be using firebolt very often unless they’re building around it (eg Draconic bloodline sorc)
Isn’t the thunder attunement also pretty good? It gives free reverberation
no wet joke?
I'm early. How surprising
Is the plural of staff not staffs? Appart from that great list. Will come in very handy once I do a full wizard Honor mode playthrough.
Both staffs and staves are acceptable english plurals - staffs is more common in US english and staves in british english. I used one in the title and the other in the thumbnail because I don't trust youtube's search algorithm to know those are the same word!
With all of your random background and historical knowledge of how these things work, it makes me wonder what you do besides make content? Or what was your job before you became a content creator? I personally find your historical knowledge very interesting but I'm just curious if it was another hobby of yours to learn more about it or if you have some sort of job where you utilize all of this.
Come for the tier lists, stay for the historical/practical exposition, lol.
Wait, you can use staves for things other than Shillelagh builds? Damn that's crazy.
44:58 during my honor mode run, whenever I killed an enemy with lvl 6 Inflict Wounds, I never got a life essence stack. Whenever I killed one with sacred flame I did. Is that a bug or something?
I would have thought that Correllon's Grace would be A Tier. A great weapon for one class (Monks) for generally one level (3). Usually you'll be third level by the time you can get to a merchant, and most monks will take Tavern Brawler at 4th level. S Tier that does not make.
Feels like you over rated the mourning frost; for, say, abjuration wizards was one of your examples as a good user, literally all you're getting out of it is a +1 cold damage because enemies on higher difficulty are very infrequently going to fail the very low DC.
Sounds like Marco is the chief of stave.
I laughed
Show someone an image of the tier list at 7:08. Without the preamble, it just looks like insane bahavior
Has anyone found if the Woe healing triggers bless from the Whispering Promise ring?
The Staff of Interruption is good, but it should not be A-tier. All rankings are ultimately relative, which means we have to ask the question; who is going to use this, let alone in Act 3? Who is going to give up their weapon? No-one is going to give up their Act 3 weapon for Staff of Interruption outside of very specific circumstances, or if you're running some kind of all-wizard party. Maybe a monk.
For Bigby's chew toy - is that an accident or intentional? Just like Melf, there's a wizard named Bigby who has a whole range of spells named after him, so the name for the staff could be correct, or at least a jokey reference.
I was wondering why so few of my attacks with Staff of the Ram were stunning enemies
I always thought about Corellon's Grace more as a druid weapon, since you turn into an animal and therefore, all your attacks are unarmed and you don't have an armor, so... doesn't it work best there?
Sadly like most items, the corellon's grace bonus is lost when you wildshape
Helping the algorithm so... barbarian bladelock build??
spell sparkler is S tier no debate
So after corellions grace what is the best staff for monks in your opinion? Assuming no TB
Any of the elemental staves are fine. 1D8+1D4+dex mod+enhance damage (give or take any extras like the act 1 caustic band).
Mourning frost’s cold damage will double with wet condition.
Wyrm staff gives a little fire damage, and it also gives a ranged cantrip which … VERY rarely can be useful. Light crossbow shots will usually be better. Special fire arrows can do what the cantrip does. I don’t use my monks as archers and don’t leave special arrows on them. So, on the off chance you need ignite something now the monk can do it, too.
Yep, zero pretty much covered it - though I'd add that unless you want specifically a staff for the aesthetic, there's great alternatives in the blood of lathandar and later the spear of evening, which is best in slot for a shadow monk. Generally though I think a lot of weapon monk builds will be multiclassing with something that gives martial weapon proficiency so they'll have access to other weapons as well, which may change your evaluation
Staves*!
But good video
I love you
Both staffs and staves are acceptable english plurals - staffs is more common in US english and staves in british english. I used one in the title and the other in the thumbnail because I don't trust youtube's search algorithm to know those are the same word!
The Creations Echo could have been better for sure
I should know this but I don’t - how do you equip a weapon in just your offhand?
By swapping it with other character's shield
@@cannyvalley8522 thanks!
If they wanted Despair of Athkatla to remain in hands of its owner, they could make him less of a dick, not the weapon redundant among others 😅
The thing with Staffs is, I have eyed them thinking they would make pretty good weapons, for someone who isn't a melee character. But, they all require Strength (not Dexterity or Spell Casting Modifier). So all the seemingly attractive melee boons are redundant.
A high Strength melee, will never choose a Staff over a magical Great Sword, Battle Axe etc.
Equally, a High Dex or Spell Casting empowered weapon user (e.g. Charisma, Wisdom) has far more powerful, and far more quantity choices of weapon than a Staff.
So, I wonder, why did Larian include melee only attributes on any Staff in the game?
Why not make them all Magic Enhancement Staffs, solely for use in Spell Casting, and save the confusion.
It's frustrating.
Using creations echo to remove the annoying sound spell slot elixers create when you do anything 🧠
spears and staves have always gotten a bad deal in rpg's and ttrpgs. they are arguably more deadly than swords by a pretty large margin.
The reason I wanted to learn quarterstaff fighting was the awesome treatment they got in Wheel of Time - those books haven't *entirely* aged well but they were pretty formative for me as a teenager and there's no better description of how dangerous a big stick is anywhere in literature
@@Cephalopocalypse literally exactly the same man! I picked up fire staff spinning along the way to get some fun party utility out of the skill in my late 20's lol.
I feel the books aged mostly fine, but wow the show broke my heart.
The quarterstaff is 1h so you can pretend to be Gandalf with a Sword in the other.
Yep!