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

Jermu

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Aug 13, 2017
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I feel like Alert is just a "I can't be assed" choice. Then again there aren't many good feats anyway.
alert is wonderful, can just run around without paying any attention to ambushes and always going first is a huge advantage

anyway my tactician ironman party just reached act 2 (mc lore bard + frog lady + goth + vampire spawn), nearly died at goblin stronghold but consumables are too good.
act 2 got few tough battles which might kill me (frog place + tower + balthazar if I decide to fight him at Shar's domain that fight is brutal)
act 3 Im not worried about anything other than Hope's place if I decide to go there

also can't control danse macabre ghouls anymore :negative:
and interesting change but I have not tested this yet myself
Did some testing myself. Any ranged spells with an attack roll will trigger sneak attack as long as you have a bow equipped. The best part? A spell with multiple attack rolls (aka eldritch blast or scorching ray) will trigger sneak attack for each attack roll.
 

Desiderius

Found your egg, Robinett, you sneaky bastard
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Insert Title Here Pathfinder: Wrath
Bane is a very solid spell, but is better on a character that's both in position to cast it (close enough to the action) and has invested in Concentration maintenance (items, consumables, CON Resilience, War Caster, maybe even some class abilities?) to keep it up once you get there. Not really Rogue's focus, at least the way I'm playing him. Same reason Color Spray got swapped out on my AT Astarion. Spray and Sleep are both no save so good for non-casters. They go by current hit points so can finish off mobs that are low without needing a roll, and sometimes multiples. But Spray also requires being in melee which my Rogue often isn't to get benefit from High Ground and ease of Bonus Hide.
 

Desiderius

Found your egg, Robinett, you sneaky bastard
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Insert Title Here Pathfinder: Wrath
This improved AI mod looks like it might potentially be interesting. I haven't tried Tactician Plus because at a casual glance it just seems to make enemies HP sponges, but more tricksy AI could be more fun (well, up to a point). Could just be a "shove you off cliffs"-fest though, unless you use any of the mods that make shove a full action.

The extent of "better AI" on Tactician out of the box just seems to be "go for Gale" lol (those Gloves of Missile Snaring are great for him, for that reason).

Ever since I gave Gale a Shield he doesn’t get attacked as much. Also keep him on High Ground to help land Rays which helps too I think.
 

Barbarian

Arcane
Joined
Jun 7, 2015
Messages
8,163
Bane is a very solid spell, but is better on a character that's both in position to cast it (close enough to the action) and has invested in Concentration maintenance (items, consumables, CON Resilience, War Caster, maybe even some class abilities?) to keep it up once you get there. Not really Rogue's focus, at least the way I'm playing him. Same reason Color Spray got swapped out on my AT Astarion. Spray and Sleep are both no save so good for non-casters. They go by current hit points so can finish off mobs that are low without needing a roll, and sometimes multiples. But Spray also requires being in melee which my Rogue often isn't to get benefit from High Ground and ease of Bonus Hide.

Rogue's focus is position and sneak attack. In the case of assassin also surprise or at least best your enemies on initiative rolls.

Extra action with haste or potion of speed is kind of... lackluster though. You can only sneak attack once after all, and the rest of the useful stuff is a bonus action for rogues(disengage, dash, hide, etc). Just using it for a regular attack is ok but I want other options.

I think having Bane as an option for bigger fights might fill that gap, at least for a round(you only cast it once and then try to mantain concentration). My durge is to have somewhat high wisdom and constitution anyway(including wis save proficiency through resilient feat).

It is the cost of a feat that is somewhat high, but the spell is good and you get two decent cantrips with it. I wonder how many spells you can learn through events(such as speak with dead and danse macabre with necronomicon thingy).
 

Rhobar121

Scholar
Joined
Sep 22, 2022
Messages
1,280
This improved AI mod looks like it might potentially be interesting. I haven't tried Tactician Plus because at a casual glance it just seems to make enemies HP sponges, but more tricksy AI could be more fun (well, up to a point). Could just be a "shove you off cliffs"-fest though, unless you use any of the mods that make shove a full action.

The extent of "better AI" on Tactician out of the box just seems to be "go for Gale" lol (those Gloves of Missile Snaring are great for him, for that reason).
Normally I don't like a HP boost but in this game it's a very good idea. The enemies in this game have way too little HP.
 

notpl

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Dec 6, 2021
Messages
1,636
Bane is a very solid spell, but is better on a character that's both in position to cast it (close enough to the action) and has invested in Concentration maintenance (items, consumables, CON Resilience, War Caster, maybe even some class abilities?) to keep it up once you get there. Not really Rogue's focus, at least the way I'm playing him. Same reason Color Spray got swapped out on my AT Astarion. Spray and Sleep are both no save so good for non-casters. They go by current hit points so can finish off mobs that are low without needing a roll, and sometimes multiples. But Spray also requires being in melee which my Rogue often isn't to get benefit from High Ground and ease of Bonus Hide.

Rogue's focus is position and sneak attack. In the case of assassin also surprise or at least best your enemies on initiative rolls.

Extra action with haste or potion of speed is kind of... lackluster though. You can only sneak attack once after all, and the rest of the useful stuff is a bonus action for rogues(disengage, dash, hide, etc). Just using it for a regular attack is ok but I want other options.

I think having Bane as an option for bigger fights might fill that gap, at least for a round(you only cast it once and then try to mantain concentration). My durge is to have somewhat high wisdom and constitution anyway(including wis save proficiency through resilient feat).

It is the cost of a feat that is somewhat high, but the spell is good and you get two decent cantrips with it. I wonder how many spells you can learn through events(such as speak with dead and danse macabre with necronomicon thingy).
Bards get bane as well, and you could take mage hand and minor illusion as your cantrips for much better roguery.
 
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Desiderius

Found your egg, Robinett, you sneaky bastard
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Jul 22, 2019
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14,849
Insert Title Here Pathfinder: Wrath
Bane is a very solid spell, but is better on a character that's both in position to cast it (close enough to the action) and has invested in Concentration maintenance (items, consumables, CON Resilience, War Caster, maybe even some class abilities?) to keep it up once you get there. Not really Rogue's focus, at least the way I'm playing him. Same reason Color Spray got swapped out on my AT Astarion. Spray and Sleep are both no save so good for non-casters. They go by current hit points so can finish off mobs that are low without needing a roll, and sometimes multiples. But Spray also requires being in melee which my Rogue often isn't to get benefit from High Ground and ease of Bonus Hide.

Rogue's focus is position and sneak attack. In the case of assassin also surprise or at least best your enemies on initiative rolls.

Extra action with haste or potion of speed is kind of... lackluster though. You can only sneak attack once after all, and the rest of the useful stuff is a bonus action for rogues(disengage, dash, hide, etc). Just using it for a regular attack is ok but I want other options.

I think having Bane as an option for bigger fights might fill that gap, at least for a round(you only cast it once and then try to mantain concentration). My durge is to have somewhat high wisdom and constitution anyway(including wis save proficiency through resilient feat).

It is the cost of a feat that is somewhat high, but the spell is good and you get two decent cantrips with it. I wonder how many spells you can learn through events(such as speak with dead and danse macabre with necronomicon thingy).
Then don't waste Haste or Speed pot on Rogue. Non-sneak actions can be elemental arrows or applying surfaces or using scrolls/casting spells from items, etc... Feats are there to accentuate what you're best at not to give you a crappy action econ from another class. Position for sneaks and Assassinates is often high above the fight where Bane may not reach.
 

Desiderius

Found your egg, Robinett, you sneaky bastard
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Insert Title Here Pathfinder: Wrath
Why are some Illithid powers greyed out? Do I need to be True Soul to get those?
 

notpl

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Dec 6, 2021
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1,636
I'm talking about first ring
Then they should all be available. Second ring has prereqs within the first, but those should be obvious. Maybe you got bugged with your parasite count showing more than you actually have, and you can't buy a power for that reason?
 

volklore

Arcane
Joined
Jun 19, 2018
Messages
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Done with act2 with tactician plus with +2AB/DC and HP boost (double normal mode health instead of +30 percent from vanilla tactician) and I still pretty much wiped the floor with most boss fights.
Balthazar I fought straight in the shar pocket domain and I just 1 rounded him and then picked off the undead. Ketheric was okay but his necromites really aren't a threat at all just clutter with low AB. There isn't any reall reason to focus them out. Only fight where I was in real danger was the
3x minflayer fight in the colony. Those have nasty combos with big stuns and the reaction charm was actually a problem for my basic strat which is murdering shit with frog + MC barb lawnmower duo. Ketheric was fun, especially when he transform into a dark souls boss, and while his no-heal aura was surprising, simply splitting melee to avoid his scythe sweep was enough to mitigate most of the damage.
 
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Jermu

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balthazar in shar domain might be the hardest fight in the game depends on if he gets a turn before you can disable him
 

Cyberarmy

Love fool
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Feb 7, 2013
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Location
Smyrna - Scalanouva
Divinity: Original Sin 2
balthazar in shar domain might be the hardest fight in the game depends on if he gets a turn before you or not

You can pickpocket him for his potions when you first met with him. And getting his brother killed in some random combat helps too. Oops flesh golem """"slipped"""" into the void.
 

whydoibother

Arcane
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Joined
May 2, 2018
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Location
bulgaristan
Codex Year of the Donut
balthazar in shar domain might be the hardest fight in the game depends on if he gets a turn before you can disable him
Balthazar, Raphael and Orthon Yurgir (if you don't cheese it by skipping dialogue and sneaking behind him, or use Balthazar's bell) are the hardest fights.
 

Jermu

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Yurgir also depends on which direction are u coming from but yeah it can be one of the hardest fights

Raphael you should be max level at that point with some silly disabling spells they should have given him legendary resistance. first playthrough I had to reset 2 times vs Raphael which was more than any other fight (before I realized to use hold monster)
 

volklore

Arcane
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Jun 19, 2018
Messages
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Yurgir died in 1-2 rounds can't remember. His lackeys with sentinel feat were actually annoying to clean up though.
When I play evil next after a few patches, I'll avoid that 2x GWM setup. Not much can survive a round of that.
 

whydoibother

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bulgaristan
Codex Year of the Donut
Raphael you should be max level at that point with some silly disabling spells they should have given him legendary resistance. first playthrough I had to reset 2 times vs Raphael which was more than any other fight (before I realized to use hold monster)

I fought him at level 11, because I was very interested in his fight in particular. Took a few attempts, but with Hope's divine intervention and actually equipping blunt weapons for the obelisks, it went well.
 
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volklore

Arcane
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Jun 19, 2018
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I fought him at level 11, because I was very interested in his fight in particular. Took a few attempts, but with Hope's divine intervention and actually equipping blunt weapons for the obelisks, it went well.
Hmm you're talking about another fight it seems. I thought that was the one in temple of shar.
 

whydoibother

Arcane
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bulgaristan
Codex Year of the Donut
I fought him at level 11, because I was very interested in his fight in particular. Took a few attempts, but with Hope's divine intervention and actually equipping blunt weapons for the obelisks, it went well.
Hmm you're talking about another fight it seems. I thought that was the one in temple of shar.
I meant Raphael in Act III, I added a quote to make it clear.
For Yurgir , the fight is hard if you walk into the ambush as scripted, have the conversation, and fight from lowground.
Its not hard, if you then skip the ambush, sneak around, and end up behind him.
 

Rhobar121

Scholar
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Sep 22, 2022
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I fought him at level 11, because I was very interested in his fight in particular. Took a few attempts, but with Hope's divine intervention and actually equipping blunt weapons for the obelisks, it went well.
Hmm you're talking about another fight it seems. I thought that was the one in temple of shar.
I meant Raphael in Act III, I added a quote to make it clear.
For Yurgir , the fight is hard if you walk into the ambush as scripted, have the conversation, and fight from lowground.
Its not hard, if you then skip the ambush, sneak around, and end up behind him.
Actually, that's not entirely true. If he wins the initiative, he is able to kill most of your team before you can do anything.
On a tactician, he can throw bombs and then detonate them in the same turn.
 

Barbarian

Arcane
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Jun 7, 2015
Messages
8,163
Asking for a spoiler - what happens if you agree to escort the tieflings outside of the grove as Khaga suggests?

Or is this a fake choice that leads nowhere?
 

Puukko

Arcane
Joined
Jul 23, 2015
Messages
3,936
Location
The Khanate
balthazar in shar domain might be the hardest fight in the game depends on if he gets a turn before you can disable him
Protip: you can choose where the skellies spawn by moving the bones around pre-fight. I was stuck in dialogue listening to my buddy make noises in the background, started the fight on his mark, 90% of the skellies were on top of my cleric and I just used spirit guardians to mop them all in one go. :lol:
 

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