probably a stupid question, but.... - eviltoast

Well- two stupid questions:

  1. When should I multiclass? For instance: I have a very low level level cleric that I’d like to try a level or two of Druid with. Is there a specific level where I should take a level of Druid, or does it not matter? Do I do it way later, or earlier?

  2. If I take a level of Druid, can I go back to leveling cleric? Or does cleric stop at that level?

Thanks in advance!

  • TheGreatFox@lemm.ee
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    1 year ago

    In this case, doesn’t matter which you start with. For some classes, it matters, for example fighter only gives heavy armor proficiency if you start as it, not if you multiclass into it, but there’s nothing like that here. It’s mostly a matter of how much you’re fine with delaying those higher level cleric spells. I’d suggest picking up Shillelagh with your druid levels, getting both your weapons and spells scaling with Wisdom.

    Btw, take a look here for more info on the classes: https://bg3.wiki/wiki/Classes

    • Fushuan [he/him]@lemm.ee
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      1 year ago

      I’d suggest picking up Shillelagh with your druid levels

      You can do this with a druid initiate feat too, without damaging the spell levels of cleric.

        • Fushuan [he/him]@lemm.ee
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          1 year ago

          That 1 lvl dip is delaying spells like planar ally (infinite revivifies hello?) and big ones. If you take it at 6 you won’t get wall of fire at 7 (light cleric), fore example, and wall of fire is one of the most cheesiest spell in the game, shsrt did more damage than the tavern thrower karlach or the dual xbow sharpshooter lae’zel, or my warlock lote bard hasted blastspammer, for aoe encounters. Knowing the encounters that happen at lvl 7, wall of fire trivialises them.

            • Fushuan [he/him]@lemm.ee
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              1 year ago

              Why is your party taking damage with Light Cleric

              Uhhh, there were several late game combats where enemies used big area of effect spells that did 60+, some even 100 damage. Stuff died. That was not really avoidable with warding flare.

              You mention act 2 and 3 so spoilers I guess:

              A2 spoilers

              In the halsin fight, a well placed wall of fire completely trivialises the fight. Spirit guardians do less damage and is not as wide.

              Below moonrise, there’s a big fight against a summoner that is triggered on the door, I just went back a bit, walled it, and just waited until the enemy naturally died.

              A3 spoilers

              In the Minsc fight, taking your party back the tunnel and doinvg a forward wall of fire ensured 2 turns of free damage minimum, completely trivialised the fight, took minsc out with telekinesis to then knock him our ofc.

              In the Temple of Grief, same thing as in A2, back the party to the door, place a wall, trivialise the fight with it and the damage of the ranged party.

              I did use the wall in the guild fight, and killed 2-3 enemies with it but then one npc went inside so I had to turn it off. still not a bad use anyway.

              I used the wall in the cazador fight, where right as it began I misty stepped with a pre-hasted party memeber to help astarion, and then dimension door both out, then cook them out easily with a well placed wall at the entrance, really easy fight.

              In the intelect devourer fight in A3, a wall in the stairs again saved the day, since the big devourers would have exploded in the party.

              In the fight against Raphael (amazing ost btw), he does a lost of unavoidable areas, where you need to either save against the effect or you just take damage. He killed several party memebers, but the Deva + being able to shoot with bonus actions really made it so much easier. Also, the spike ground did him so much damage too.

              In the Ansur fight, his blast did 100-ish damage and killed all my party but my main (who had the amulet of constitution) and the deva, which really helped with the revivs.

              I can’t recall more encounters right now, but I usually position my party so that the enemies have to go though the wall to get to me and usually I don’t really take damage from melee enemies, ever.

              One amazing thing with the wall is that it has infinite duration, so even if the enemy takes some turns to be brave enough to go in, you can just pass turns or recover your team slowly on the other side and wait.

              In general I felt that spirit guardian has its uses, but that there’s way too many ranged enemies, and melee enemies do way more damage than the ranged ones, making the concentration checks harder if you get closer. Good on the A3 rats fight, but so is the light channel divinity. Same thing for the morphic rats.

                • Fushuan [he/him]@lemm.ee
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                  1 year ago
                  spoiler

                  The summoner is the one with lots of zombies at the right of the final boss fight. And as stated I used telekinesis to move Minsc out of the fire before dying and used nonlethal with a melee fighter. He and Boo are alive.

                  In the Raphael fight I kinda ignored him and I didn’t realize that I had to destroy the towers for a while. To do 666 damage in a single turn you had to have several hasted party memebers with action surge and lots of buffs, no? My taven brawler and corssbow sharpshooters usually do around 120-ish damage per round, without haste, the eldritch blast spammer does more or less the same without action surge but hasted. 666 in one turn seems a LOT of damage.

                  IDK, I’m playing in normal and I don’t really minmax the fight so much, I guess that I like the passive cheese too much