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Creative Excuses Gaming
United States
เข้าร่วมเมื่อ 25 ก.พ. 2021
Video games are an Excuse to be Creative. Especially builds. Video games with builds are *chef's kiss*
The BEST Classes for Each Origin Character | Baldur's Gate 3
These are my takes on the best classes for each of the Origin characters. Let me know how you like them!
Origin characters deserve a little more love than generic DnD classes IMO. If NPCs can get unique features, so can our player characters. These six custom one level classes bring something mostly unique or at least more flavorful to each of the companions with powerful and fun effects available to each character.
Sadly, this mod is not YET on console, but it is targeted. To all of you PC players, if you like this mod go give a download and support it! It won't break the rest of the game at all, and you can always respec characters out of these classes. But, the more downloads, the better chance it has of reaching our console friends which would be fantastic. Thanks friends :)
-- Mod link: mod.io/g/baldursgate3/m/originclasslevels
-- Join my Discord! discord.gg/CP36VuDYHu
-- Kofi: ko-fi.com/creativeexcuses
Chapters:
0:00 - Intro
0:24 - Mod Concept
1:20 - Astarion
3:13 - Karlach
5:44 - Shadowheart
7:38 - Gale
12:04 - Lae'zel
15:00 - Wyll
16:44 - Final Thoughts
#baldursgate3 #baldursgate3builds #bg3mods
Origin characters deserve a little more love than generic DnD classes IMO. If NPCs can get unique features, so can our player characters. These six custom one level classes bring something mostly unique or at least more flavorful to each of the companions with powerful and fun effects available to each character.
Sadly, this mod is not YET on console, but it is targeted. To all of you PC players, if you like this mod go give a download and support it! It won't break the rest of the game at all, and you can always respec characters out of these classes. But, the more downloads, the better chance it has of reaching our console friends which would be fantastic. Thanks friends :)
-- Mod link: mod.io/g/baldursgate3/m/originclasslevels
-- Join my Discord! discord.gg/CP36VuDYHu
-- Kofi: ko-fi.com/creativeexcuses
Chapters:
0:00 - Intro
0:24 - Mod Concept
1:20 - Astarion
3:13 - Karlach
5:44 - Shadowheart
7:38 - Gale
12:04 - Lae'zel
15:00 - Wyll
16:44 - Final Thoughts
#baldursgate3 #baldursgate3builds #bg3mods
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Don't train crafting like this | Runescape 3 Ultimate Ironman
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It is a new dawn, a new day, a new year, and my Ultimate Ironman is feeling GOOD. Get subbed to watch this new season and year of progress unfold! Join my discord! discord.gg/CP36VuDYHu Support me on Ko-fi ko-fi.com/creativeexcuses Creative Excuses merch! (Some REALLY cool stuff is coming soon) creative-excuses-gaming-shop.fourthwall.com/? My livestream (currently on a hiatus, not sure when I'l...
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IT IS FINISHED! This Ultimate Ironman account is now competing with my normie ironman account for my favorite Runescape experience. I do not have these drops anywhere else, and they look absolutely sick. And even more than that, they are my BEST IN SLOT hybrid gear for pretty much the entire life of the account unless Jagex gifts me some new hybrid gear to chase! This is fantastic, and thank yo...
Gregorovic Dropped His Pants | Runescape 3 Ultimate Ironman
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Way of the Four Elements but BETTER | Baldur's Gate 3 Mod
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My first mod of Baldur's Gate 3 and I think it is an absolute banger. Way of the Four Elements is a pretty solid Monk subclass in Baldur's Gate 3, but the sheer power of the Open Hand Monk just completely outclasses it in terms of damage, and every other spell caster in the game beats it in crowd control, and most others beat it in damage. Well not any more. This mod fixes many of those issues....
The first drop!! | Runescape 3 Ultimate Ironman
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This One Bar Bow Build is WILD | Elder Scrolls Online Warden
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Wardens make AMAZING Arcane Archers. I love Arcane Archers, the idea of using magic with a bow just seems so cool to me, and ever since Hybridization in the Elder Scrolls Online it has been very fun to fulfill that power fantasy on my sorcerer. But now the time has come to expand my horizons and bring the beauty and power of the Arcane Archer to the other classes and see if I can get them to sl...
This is the BEST One Bar BOW BUILD | Elder Scrolls Online Dragonknight
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Pyrebrand strikes again, pushing the Dragonknight far beyond any other Arcane Archer! I love Arcane Archers, the idea of using magic with a bow just seems so cool to me, and ever since Hybridization in the Elder Scrolls Online it has been very fun to fulfill that power fantasy on my sorcerer. But now the time has come to expand my horizons and bring the beauty and power of the Arcane Archer to ...
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Let your claws burn, and watch your enemies burn to ash. Werewolves have been in a really tough spot for the past few years. Their damage hasn't been crazy good, their sustain has been tough, and their survivability outside of PvP hasn't been so good either. Well, the new Pyrebrand set may change all of that for Dragonknight werewolves because my god does this set slap. Pyrebrand is one of the ...
Back to the Drawing Board | Runescape 3 Ultimate Ironman
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ESO has a new Wandering World Boss! Let's Fight them ALL!!
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Ink as a guaranteed drop would make these wandering bosses SO MUCH BETTER. I have known about the wandering world bosses in Galen and Fargrave for years now, but I've only ever tried fighting the Fargrave bosses. Today, we are taking on both of those and the new wandering boss located in West Weald. All three of these wandering bosses give achievements, so this should be at least a little fun. ...
Early Game Ironman FRIENDLY Herblore?! | Runescape 3 Ultimate Ironman Progress
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Conquering the West Weald World Bosses!! | Elder Scrolls Online Gold Road
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West Weald has some WICKED world bosses. I love soloing world bosses, but with a new chapter released, you just can't solo them! There are too many players jumping in with you which is a great problem to have. Today we are working through the new world bosses with whatever random players show up to shake some of the rust off of my Necromancer before I update the build in the coming weeks. Get s...
Achieving the DREAM!! | Runescape 3 Ultimate Ironman Progress
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Play this ARCANE ARCHER in PvP!!! | One Bar Casual Bow Sorcerer PvP Build | ESO
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Subtle and Tasteful, Raytraced or Not | Baldur's Gate 3 Reshade
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I hope you extend or create a separate mod for the later companions. I would particularly have a class specifically for minsc and jaheira. Minsc in bg2 is a ranger with a rage ability. We could multiclass ranger and barb. The problem is very very MAD(multiple attribute dependent) build. It's first thing i thought when you have Karlach it's own rage ability. Jaheira is fighter/druid in bg2. The combination is also very MAD. I hope you consider the other characters in the game.
For my own homebrew of Shadowheart, I mimic her kit based on the people at the house of grief and some custom spells. Giving her superior dark vision, bone chill cantrip. Blight. Necrotic Spirit Guardian also inflict curse extra dmg if they fail the check. Giving her shadow ambush, grave magic, radiant retort on her sharran spear and the shield of faith when casted on the dark justiciar armor doesn't require concentration. Channel divinity shroud self will now apply greater invis instead of normal invis. Finally a new Divine intervention spell (restore on long rest) that when failed the check, enemies will be perma confused (from contagion) or if they succeed take (8d10)/2 necrotic damage. Also control undead and summon friendly dark justiciar for funsies
That is quite a few Sharran features! I never run her as the DJ Shart so I like the features to be a little more ambiguous
You cannot escape Leftie Spellblade Astarion.
Creative and interesting, but... OP and broken.
Anytime you start modding your game, you are stepping outside of the intended balance and have to control that yourself. Tactician enhanced and other difficulty mods go a long way in letting you find the balance that suits you and the mods you like 👍
these look really fun, the title kinda undersells it though
First off: THANK YOU for this mod. Great idea, good flavor, and a... fair excecution. Some tweaks I'd suggest: - Shadowhearts favored weapon selection is oddly limiting. I would add a few simple weapons common to clerics and sharrans, or at least inclide the mace we're used to her starting with. - Karlachs 1/campaign ability absolutely needs a pop up warning you about that restriction, and asking if you're REALLY sure about using it. Its way too easy to misclick on something like that or just fail to read the description before first use. - Astarions health drain *shouldn't* be effected by sneak attack dice - its plenty powerful as is. You could scale the healing directly by a lesser amount though - one hp per character level maybe? Also, him being charisma based is an interesting choice... Its fairly in character, but at odds with his default int based Rogue subclass. In any case his default mental stats for this class being set to such a high value seems a bit off. - What I would suggest for Gale instead of All That a unique arcane recovery ability that only applies to his highest level slot. I say go 1/short rest on that and call it a day. - Lazels weapon features are kinda... awkward. Dex based longswords are common in equipment mods, and are often directly modded as a universal feature of longswords. I'd suggest something simpler: One feature that grants Greatswords and longswords the benefits of Str and Dex at the same time. The first adds Str+Dex to greatsword accuracy (damage remains normal), and the second applies Str+Dex to longsword damage (accuracy is unchanged). This only applies if both Str and Dex provide a bonus - otherwise each weapon benefits from a flat +1 bonus to their normal attributes. This setup should completely ignore other mods to either weapon type, but I can't say if it'd screw with Pact of the Blade etc. - Wylls bonus action Blade Ward is a common mod, one I've been using for months. What would REALLY be interesting is Blade Ward as a REACTION. And this may be overkill, but the Pact of the Blade is so iconic of a feature for him that I suggest giving him a variant of it. Maybe a passive that makes normally Finesse weapons instead trigger off of Dex or Cha? - And a general issue: any one character can take any of these classes, and any number of them at once. They are all a lot stronger than your average class level, and it is rather temping to combine them. One way to mitigate that is to make a SINGLE one level class, and then each of the six origin levels can be a "subclass" that you select. That might create other issues, and isn't strictly necessary, but it might be worth looking at anyway. Would clean up the class selection screen a bit at any rate.
Thanks for such detailed feedback! - Shadowheart - I actually make her start with a dagger instead of a mace. Makes it feel better in general imo. For a larger selection of weapons, my solution to that is my spell rework mod which makes Shillelagh work with any Simple weapon. - For Karlach's ability, it is in the description seperated as its own sentence. That is the best I can do with my skillset lol. - Astarion - The sneak attack dice only heals 1/3rd of the damage, so its strong but crazy because it takes advantage to get, and only has a max heal of 2hp per dice. Not insane given the intended method of getting advantage is sneaking. The charisma is to match his obvious charm, and lets his casting stat match his expertise in persuasion and deception. As far as intelligence being high, that is because I made the stats on these characters in line with another mod I made. It makes my life simpler, and people will change default stats for most characters anyway I imagine. - Your idea for Laezel is pretty solid, but the problem is the accuracy version would be as problematic and overpowered as vanilla tavern brawler. By giving a minimum roll, it brings the floor up without blowing the ceiling off. As far as Dex longswords, it is a problem. Two of the three best longswords in the game are already dex based, and this feature is already available with just a single level dip in monk anyway. But, Dex is wicked strong as a stat. Really though, these two fighting styles are just here for flavor rather than power. Her actual power budget is in the damage reduction and riposte which are already absurdly powerful. - Blade Ward as a reaction for Wyll is actually kinda killer lol. I personally think Wyll's kit is the weakest of the six and that is a way to make it waaaay stronger. I wouldn't make it an interrupt though because those spells are more complicated to make. Id just make it cost a reaction like using spore druid features. I think this would lead to more turns feeling exactly the same though which isn't ideal. I designed this Blade Ward this way though because my other spell mod makes blade ward a bonus action, but it has a once per battle cooldown because otherwise it is way too strong. A version of pact of the blade is a good idea, and I did think about it, but its such a natural part of him taking warlock levels afterward that it felt unnecessary, especially now with Hexblade coming out. It still feels natural to give him some warlock levels, or maybe an oath of devotional paladin which gets sacred weapon anyway. I'm not sure. It would also require changing the saving throw stat on the bonus action Blade's Flourish because that uses your weapon action stat which will be dexterity. - For Gale, I am unsure how to make a system that only works on his highest level spell slot ... nevermind, I think I can figure that out. It would likely require another massive string of IF statements though lol. But using Arcane Recovery charges liberally instead of Warlock slots could be a very good idea. I do very much like the idea of him always getting sixth level spell slots though, so I might keep that part. It opens up some really fun possibilities with Arcane Trickster which I really do think fits him well. - Finally, for the idea of making these subclasses, a resounding YES. I actually had this thought like 10 minutes before I read this comment and wrote it in a new design doc for an upgrade. That will take a little bit of work to do, but its a good idea. I'm also going to make a few subclass options for Tavs and Durges I think, but not immediately. The views and comments on this video have inspired me to keep working on the mod lol Thanks so much for such detailed feedback!
@CreativeExcusesGaming My pleasure! I like focusing on these little nuances in games, even if I lack the skillset to do much with thrm on my own. So, some replies: - Shadowheart: Yeah, I just like her one level having a that special version without going druid or nature cleric. And while you do give her a dagger, we've all been used to her having that default mace. Plus throwing a mace with a nice BONK sounds like good times. Any chance she could at least get a better dagger? Like a Polished Dagger like from the harpy area. - Karlach: Fair enuf. - Astarion: Yeah that makes sense. I suppose it just throws me off a bit to have a 'canon' caster stat on a character that defaults to a martial. I don't suppose making these classes "caster stat" adaptable to some degree is in the cards at all? I know there is a mod that makes racial spells match your classes attribute, might be good for reference? - Laezel: I see the issue now, yeah. There are lots of other possible ways to go with it of course, I just like the idea of "ability score synergy" and tried to squeeze it in there lol. For some more general advice here: don't make the player choose between the two passives (its annoying enough to respec class with gear as is); either associate both with the same stats or none; and relate the two benefits in some way. The Greatsword feature you have would pair well with an increase to Longswords crit range boost, for example. If it weren't Laezel I would also reccomend that such a feature should apply to all 2-Handed and Versatile weapons, but I think you're good as is. - Wyll: Just putting normal blade ward in his spell list without consideration of your other mods is probably for the best best. I'm... nonestly not even sure what other mods are yours lol. I've run several different versions of blade ward, some being bonus action, some no concentration, and some AoE! And those aren't unusual to have. So... I'd reccomend giving him something distinct from all that. Maybe a form of mage armor that applies +2 AC (or +Cha mod) onlt when wearing Light Armor? There's some sort of Dashing Duelist theme to be had there. Alternatively, it could grant a couple points of general damage reduction. Dunno how well that balances out, but as long as you go for something noticeable but also less hassle than normal blade ward you're good. - Gale: Can't say I know just what the fiddly bits for you here are, but have a few other (progressively unhinged) ideas: 1.) Gale gains a warlock-y bonus spell slot that scales with his character level (reaching sixth quickly but not right away); 2.) Gale can eat magical items arbitrarily to refill a special "pool" of (level 6?) spell slots; 3.) Gale gets a special counterspell that absorbs enemy spell slots; 4.) Gale can only get extra level 6 spell slots by giving Tara snacks and scritches. I'm sure I could do worse here, but I'm satisfied. - Neat! Glad you enjoyed.
@ those Gale suggestions are definitely unhinged 😂 I dont have the foggiest of how to implement any but the first, but the first has the issue that you cant use the warlock spell slot until the slots of the same level have been used up which is unfortunate. But i did just use a community post to propose a new version of Gale using Arcane Recovery for some different fun and flavor. - For your Wyll follow up, I am actually designing this for use with mod suite explicitly because I am working a vanilla+ mod that compiles them all together. That way they can serve as a base for other people to add their crazier stuff on top of it. - For Astarion, that isnt a bad idea, though I fully expect people to play him as a thief instead of arcane trickster lol, especially with this because then he can sneak, sneak attack, and cantrip all on the same turn for maaaaaaasive damage which may be a bit problematic, but only if they go deep on thief. Or they will go assassin and get the automagic crit and do 6d10 + 12d6 necrotic, and with the new death domain allowing necrotic damage to bypass resistances, that is gonna be heckin strong lol. - a polished dagger for Shadowheart is brilliant 😂😂 i can do that
Oh, so its just a level! I thought that It wasnt finished. I also thought that It was bugged, since It said that you can learn spells as gale, but i couldnt learn unless i was a wizard.
You can only learn spells with Gale's class that are of the level that you have a normal spell slot with. (You can get around this with respecs though, same as a regular warlock). But yes, just a level each! Leaves all the normal class fun open to you because of it which is very fun imo.
@@CreativeExcusesGaming thanks
With Gale I would scale it back some. Have it be one 6th level spell slot instead of two and let the rest of his spell slots scale normally.
Yes, and no. This was actually the original design for Gale in this mod. The problem is spell slots have a priority order they are used in, so if you have a normal spell slot and a warlock spell slot, you can only use the normal spell slot until it is depleted, then the warlock slots kick in. This means the value of those single warlock slots become significantly less valuable if he gets all of his normal slots unless he only has a single normal spell slot of the same level available. Its a weird limitation, but thats why I went with this design. For example, say at level 2 i have 3 level one slots, and 1 level one warlock slot. In order to start using the warlock slot, Id have to use all three level one slots. But, to maximize the usefull of that warlock slot, Id have to use all three before short resting so during the first third of my day, I get four spell casts, but after that I only get one spell per third of the day divided by short rests. That kinda play pattern sucks imo lol
Can you also make this Mod for the dark urge?
Laezel was originally supposed to be a Bard, someone know what changed? It would have been much more interesting than a simple fighter. Shadowheart was a Twilight Cleric in early access, even slightly stronger than Light domain.
I imagine Laezel was changed because a bard doesnt really fit the theme of the githyanki story they ended up going with.
Awesome work, would be cool to see a Dark Urge Origin one, which then has a Sub class/feat depending on if you embrace or resist the urge
Its a thought, but a tough one. I havent played a durge myself, and have no desire to. Durge and Tav are also already fully custom so instead of a Durge or Tav, Id probably just make another couple fun one level classes based on a character idea, maybe with features from multiclass builds that only work at level 10 and beyond or something like that. But i think that would a different mod than this one
goddamn i appreciate the effort but can i watch like one bg3 video without the uploader unnecessarily shitting on my favorite companion. some of us actually like the guy
Wyll? I actually love him too 😂 i made community oriented jokes but also my original class idea was split between him being what he says he is and my friends take which is that he is a pathological liar incapable of good 😂😂 I think he is great though, the most well adjusted and bravest character IMO
@ is your friend okay
@lawrencefosterjenkins8216 some days lol
Hard disagree on the Shadowheart thing. I don't see why adding the need for ImpUI is a bad thing when you can actually turn it into an ability that isn't ridiculously strong at the start of the game.
I admire your courage with making mods then. Creating custom assets for the resources is a giant pain for me
@CreativeExcusesGaming yeah that's fair enough. I'm gonna add one other thought - have you thought about making an additional one for Tav and Durge? Just to put them on the same level as the rest of them. Durge ideas are probably easier than Tav.
Nice work! This gets me excited. Trying it out ASAP
can’t wait to try this mod out when i have some free time!!!! actually pretty excited to try Gale’s :D
Gale: Wizard Astarion: Rogue Shadowheart: Cleric Karlach: Barbarian Laezel: Fighter Wyll: Who's Wyll?
Wyll gets all the warlock features except spell slots! He’s the blade of frontiers!
so no Dark Urge specific origin class? but then again they can be a whole custom character
Exactly right. Theyre entirely custom already so it feels less necessary and important.
Secondary Companion Classes - Just a concept Alfira - The Weeping Bard (Not a real companion but I have her modded into my games as one) 1. Melody of Healing; Alfira can use an action to heal allies in a 60ft radius around her that restores health equal to 1d8+ her Charisma Modifier. Once per Short Rest 2. Inspiring Dirge; She plays a dirge for the fallen inspiring an ally to have advantage on its next attack roll or saving throw. Once per short rest 3. Aura of Resilience; Alfira has made an oath to protect her allies and family at all costs she can activate this aura 10ft around her that gives her allies temporary health equal to her bard level - Gains as level 7 once per long rest 4. Weeping Inspiration; Alfira’s unique bardic inspiration that functions like any combat inspiration but also heals the person when consumed 1d8 + Alfira’s bard level Halsin - First Druid Thaniel’s Presence; Halsin can call upon his connection with his fey companion to either charm or frighten nearby enemies they must succeed a wisdom saving throw or be enthralled this can be used several times equal to his wisdom modifier Nature’s Resilience; Halsin gains temporary hit points equal to his proficiency bonus when standing in natural overgrown terrain Healing Touch; Halsin can channel his druidic powers to heal an ally he touches the receive healing equal to 1d8 + his wisdom modifier once per short rest Druidic Healing; Halsin’s healing spells are empowered and allow him to heal the extra health equal to the spells level Minthara - Drow Exile Cunning action Hide Fast Hands Dual Wielding Feat Poisonous Resurgence; Minthara will deal and extra 1d6 poison damage when healed Jaheira - High Harper Shapeshifter’s boon Tavern Brawler Elder’s Wisdom; Jaheira will have a guidance uniqie to her that does not require concentration Dual wielding fighting style Minsc - Ranger Champion Berserker Rage; Minsc gains three rage charges per long rest Battle Cry; Minsc can inspire his allies allowing him to have advantage on their next attack roll. Once per short rest Raging Defence; When raging he has resistance to all non-magical damage types Weapon Mastery; Minsc has profiency in all weapons and armour Tav - Detective of the Gate Keen Observer; Tav has advantage on all insight and perception checks Cunning disengage Crossbow Expert Feat Debilitation Insight; Tav can apply a debuff to enemies granting advantage on attack rolls against them and dealing 1d4 fire damage - similair to hunters mark nut better Durge - Frostborn Assassin Chilling Stab; deals an additional 1d4 cold damage when damaging someone with daggers Draconic Resilience Frostborn Ray; can cast ray of frost from within stealth and will not break it if they pass a dexterity saving throw Shadow Arts Hide If any other talented modders want to take make my dream reality I would be forever in debt as I love this mod but I hate how not everyone gets a turn to be overpowered but in a super lore heavy way
I cant read the full wall of text right now, but I will after work! Best part of my day is often comments so I read and usually respond to almost all of them 👍🏻 ill have thoughts later
@@CreativeExcusesGaming Understandable it is alot ive editted it to make it easier to read + hopefully comprhend
@cassaurus554 these are all solid ideas. I especially like Halsin’s because he really does come across as a Cleric/Druid combo doesnt he? As far as playing durge, I just dont like the evilness of it, even playing as resist durge. I dont play the evil routes in this game as they truly are *evil.* At worst I play a chaotic good mercenary lol, and even then, Im still just basically good lol. Worst Ill do is rob every merchant blind because it has no real consequences
@@CreativeExcusesGaming my main question honestly is do you have plans to do the rest of the companions I did read in other comments that you do plan to do other classes seprate for origins i just really would love to see a finished companion level one class mod
@cassaurus554 no current plans, but that is likely more to do with playing other games and trying to catch up on videos than lack of desire lol.
My first grind for a dragon hatchet came in at 650+ kills, and then it rained dragon hatchets! I've now had 20 dragon hatchets in 2600+ kills
Amazing lol. Good early invention xp!
For Gale would a good compromise be to leave his spell as normal or minus 1 to his normal progression and/or sacrifice his Arcane charges for the warlock slots?
I don't know about Gale, it doesn't sit right with me.
What about Durge?
Durge is fully custom! Making a default and powerful level 1 class for Durge feels wrong to me.
Conceptually Gales ability is interesting, but you seem to not have accounted for the simple fact that long rests are very cheap in BG3, with only a handful of points in the story where they are not easily available. So for a vast majority of the time you've sacrificed three fourth and two fifth level spells lots for one more sixth level spellslots in a fight, and the ability to use a short rest to regain only those sixth level slots, rather than taking a long rest to get everything back.
Its balanced around taking ~3 fights per day instead of kit dumping casters in one fight and then long resting. That makes it more or less powerful depending on your playstyle which I am okay with, but Gale’s setup is likely to change anyway in the future once I have a good enough idea to work with.
@@CreativeExcusesGaming one thought that's been bubbling in my head as well is that the feature would funnel gale into a conservative playstyle in the final fight due to how little short rest opportunities that gives. on the flip side it does in turn make the angelic 'rest' potions more worthwhile
I love Shadowheart's origin class. But could you add glaives to that weapon bond? Aylin does gift a glaive after her quest. Also there is a dagger of shar in the game so daggers for weapon binding is perfect for her
Honestly, id rather just modify the glaive than add the feature to Shadowheart lol. That glaive needs a buff for sure
I'd love this to come to council but you forgot about Dark Urge man
Forgot is the wrong word, more like chose not to. Durge isnt a companion, and is already a fully custom character so I dont feel a need to make a custom default one level class for the character.
Will this be on console soon?
I hope so but I dont get a timeline unfortunately.
This is a really good mod, I'll definitely give it a download to play around with! Have you considered making a similar class for the dark urge origin? Or some of the non-origin companions?
Durge and Tav not so much because they are already fully custom characters. The non origin companions, its on my mind but I dont have any concrete plans at this time
Op af. Just turn on cheat engine, its easier.
Its balanced around modding and bringing the power floor up. Nothing here is more powerful than a vanilla swords bard, and optimization of the vanilla gear, exploits, and intended mechanics can already beat 400% increased health with 3 extra actions and 3 extra bonus action enemies. The game wasnt terribly balanced to begin with. So just mod the difficulty higher. Its more fun like that.
I hope this arrives on console, so I can play it too.
I hope so too!
i love this mod already and i haven't even tested it, but i love most of the ideas you had, specially the once per campaign rage for karlach, that's dope!
Thanks!
@@CreativeExcusesGaming oh taking advantage that i was noticed, is there any problem for my tav to use like Wyll's class? cause i'd love to make a tiefling warlock with his class as the start
@lorenzobr3646 technically no problem but the class lore description will still be about Wyll. Technically you can take all 6 classes at once and break your game so wide open its absurd lol
@@CreativeExcusesGaming oh well i've had more scuffed characters XD thank you for answering! i loved the mod so far
I've had my eye on this mod for a while. Very interesting. Love the video. I'm enjoying your explanation of your reasoning and value your attempt to keep balance. Matching out of play lore to in play mechanics and feel is always a problem in D&D. Any fan of gaming fiction notices how little what a character can do on a page or screen has to do with what they end up doing turn to turn in combat. My only minor concern with this mod is that it turns up the power of the companions without turning up the power of the NPCs. That's not a big issue; just part of modding. I'll be trying this with More Enemies, Extra Encounters, and at Custom difficulty using the Honor Mode rules set but with multiple save slots to hopefully keep the game challenging. Commenting to feed the algorithim.
I play with tactician enhanced, with honour settings, with out knowing enemy hp numbers at 100% additional health, and sometimes an extra action for enemies. With my mod load order, Which generally brings the power floor up quite a bit, I have been having lots of fun with those settings, and I also play without route optimization. Id prefer to have a little extra power in my classes than the god tier power that comes from item optimization. 👍🏻
I know a lot of people dislike Gale in this mod. But I kinda like the concept personally. Origin Gale gets Shadow Magic charges instead tho, maybe that could be a better fit?
That is an idea that has come up. One thing i hadn't thought of though was using Shadow Magic charges and modifying their recharge rate which could work quite well for this. Make them short rest instead of using warlock slots.
I see two aspects to Gale's unique class. 1) emphasising that he was an archmage, and 2) the orb. 1) Could you not incorporate some of the various wizard subclass features into his natural progression? Implemented by choosing two of all the lv 2 subclass features at lv 2, for example, and adding the empowered cantrip ability at character lv 5. 2) Instead of the warlock spell slots, could the wizard's arcane recovery charge be consumed by the orb (until it's stabilised in act 1), and then function in a similar way to sorcery points? That way, you could convert a lv 4 spell slot into x "karsite points", and then adding those to your existing ones, convert them into a lv 6 spell slot (the way a sorcerer can with sorcery points). That's just an example, but I feel like modelling this on a sorcerer might yield better results than doing so on a warlock. Overall, this mod is really cool and I like what you're doing. I hope to be able to play this on xbox one day.
The sorcery points concept is a solid one, the only issue being making unique resources can be a bit... frustrating lol. It requires using Improved UI which I don't care for requiring. But using Arcane Recovery charges for something or Gale's unique Shadow Spell Slot are also options. My current new idea is to straight up convert his entire spell system to a point system where each spell he casts costs points equal to its level, kinda like ki points. Incorporating Wizard features could also be a solid plan instead of changing his spell slot progression as dramatically as I did. Though I didn't model it off of warlock, I just didn't want to make a unique short rest powered spell resource, though now I am realizing I can make his normal spell slots recharge on short rest if I really wanted to. I just really like the idea that he can still cast powerful magic, but has to take a quick breather quite often. TLDR; I am not sure exactly what changes I am going to make to his setup, but I do think I will change it a bit. (P.S. Modifying story events to make things line up and work with him satisfying his hunger when the player actually does so, not at an assumed level, is waaaaay outside the scope of this mod unfortunately. That involves story scripting which I am not equipped to do lol)
@CreativeExcusesGaming Oh, I'm not suggesting modifying any story events, apologies if that's how it came across. I just meant something like; Gale needs magical items to calm the orb, and until said orb is stabilised, the "karsite points" (for lack of a better term) can't be used to their full effect, whatever that may be. What about implementing the arcane battery feature at later levels? If you want him to be able to cast more than one lv 6 spell (without resting), could you set the arcane battery to "charge" by consuming karsite points? Given Gale's natural ability with the weave, I still think having a resource similar to sorcery points makes sense, as arcane recovery charges don't feel powerful enough for a wizard prodigy who might as well be part sorcerer.
@jewgoslav1878 oh not actually modifying story events, but hooking into them. In the mod tools it is called the “story editor” and that is how some things can be made by story events instead of class levels, its how some spells trigger voice lines, and its where the real game is built. The best I can do is say that at level 6, he gets full access to his orb powers, but you might not get there in your run until level 7 or you might get there at 5. It just depends. These are good ideas! Just not sure what I am going to do yet. Gale will get changes, Ive just got some other irons in the fire to tend to first
Gale's ability is SO overcomplicated and everything else seems a little OP, but this is a really creative and cool idea!
I do agree that theyre a little OP lol, at least early on. But I play with Tactician Enhanced on so it all balances out in the end lol. Gale is definitely the most complicated. Good feedback
Please tell me that during 10 years of fury, Karlach screams "FUCK YOU!" and "COME ON!" when she attacks
I super love this concept! Very very fun and playing with some thematic flavour makes the game more fun IMO. But when I went to your mod I noticed you had full classes for 3 origins already. Are you planning on making a full class for the rest eventually?
This mod came about because the first three full classes were so much work (and because the Shadowheart mod project is now borked and wont let me edit it). This is the scoped down and maintainable version, but I won't take the other three mods down. Those ones serve a slightly different purpose than this one and are still quite a lot of fun. Some features are also shared! Karlach's features here are basically 1-1 copies of a few of her full class mod features. Shadowheart's shadowstep is in her full mod, as is the wisdom scaling dagger attacks, and Gale's mod has warlock spell slots. (I would NOT recommend playing with a combination of the mods though. Use this one OR the individual full classes, but not both)
I should add, I have an idea for an additional mod to bring some of the features I was planning for the other classes to the game in the form of some additional feats themed after the characters, as if the companions taught you some new trick and it actually gets to affect your gameplay. I've had some ideas for this, but they aren't fully fleshed out just yet and I have sooooo many projects to cover before I go making a bunch more lol.
I would love a mod that just gives me soap at the beginning of the game
Cheater’s Ring/Cheater’s Scroll 👍🏻
@ OCD keep me from using a lot of mods learn this from Skyrim personal problem🥹
I would give up my third eye and fourth nipple for this mod on PlayStation five let it be witnessed by the Internet gods and let it be so
I've been using this mod for a while and I love my Astral Soldier Bae'zel, its perfect for a duo run.
That is great to hear! Which fighting style did you choose? And have you found the damage reduction impactful and a fun choice between it and riposte?
I feel like Gale's abilities are too overworked. He may have lost much of his power, but he gains that power back as the game progresses. And his usage of warlock spell slots makes using Wyll less feasible since he's objectively better as a warlock.
Thanks for the feedback! Are Warlock spell slots the only advantage that Warlocks get? I feel like there are more advantages like invocations, their spell lists, their single attribute dependence, their party face abilities, etc. Gale’s class here still means he casts with intelligence which means he may get a lot of warlock slots, but I think it means he combines super funky with being an actual warlock.
@ In my opinion, the best part about the warlock is the spellcasting. There is no need to prioritize which spell level you use because they're all at the highest level. Also it wouldn't work with the scrolls found in the Sorcerous Vault.
@borplorp This is true that this wouldnt allow you to learn the spells in Sorcerous Sundries without respecing into a wizard first which is a bit of a bummer. Maybe I am over valuing the level 6 spell slots. I do have a new idea on how I can make something like this but a little bit better I think, but I gotta do some more thinking on it.
@@CreativeExcusesGamingI myself have also been thinking about this. The idea of Gale using warlock spell slots hasn't sat right with me, but balancing him with his Netherese orb is sort of difficult- especially considering how his entire probpem gets solved at the end of Act 1. I was thinking about something along the lines of his magical equipment not being able to be anything but rare, but that would severely limit the player's freedom of choice with him.
icantspell
Unfortunately this isnt available yet on consoles but I am hopeful for the future! The more PC players that download and use this, the more likely it gets pushed through to consoles so support it if you like it! The link is in the description 👍🏻
Would definitely love to see this one on console, rooting for this mod
Is this viable with stamina?? I’m trying the build hack the Minotaur made but this looks crazy fun
This is a stamina build primarily. Youre using magicka skills, but sustain is far more limited by stamina than magicka
@ looks really really fun I think I’m going to run this thank you!
@@CreativeExcusesGaming throughout your arcane archer sets what was your best and most recommended I’m doing warden wood elf for role play but just curious anything you’d recommend ??
@ Unfathomable Darkness or Threads of War, Vateshran Bow, Maw of the Infernal or Nerieneth, 2pc penetration like Pestilent Host, Oakensoul.
I'm sorry to bother you, but do you think the Unfathomable darkness would be a better choice than Order's wrath for this build? Probably in this case will pair it with Stormfist and Pestilent 2 piece. I understand that Threads of war is bis, but tbh not the best at weaving and won't probably ever be sweating enough to perfectly weave. Sooo will the Unfathomable darkness be fine for vet arenas clears (no records) and maybe world bosses or some vet dungeons? Or are there better options?
Unfathomable is better than order's wrath for this build! Unfathomable is one of the best solo sets in the game imo. Threads of War IS ahead of Unfathomable but it relies on perfect weaving. Unfathomable is just barely behind it and doesnt require perfect weaving.
@CreativeExcusesGaming thank you very much!
hello. First of all, thanks for the video. And I wanted to ask if orc + NB + two-handed bow and sword could be a good option for pvp or would you recommend another archer for this? greetings :)
Bowblades are very common and strong, so that would be fine, but I think resto staves and sword + shield back bars are more common because they are much more defensive and can let you turtle up if you cant get away. But honestly, when I play even in PvP I play exclusively one bar builds so I am not the best to ask for advice on a pvp setup!
for leveling any advice? ps: what profession for crafting?
No advice for leveling unfortunately. Leveling is just the long tutorial in ESO (and should be straight up removed imo). For crafting, if its your main character, all of them but at least alchemy on every character for the medicinal use passive.
@@CreativeExcusesGaming ok thanks. I guess I have to get the skills for the final build that he explained in the video :) it's my first pg I bought the game today. and I'm trying to figure it out :)
@ ahh! If youre brand new to the game, ignore everything in the video, grab a bow and go do some quests! Youre a long ways away from a build like this being useful to you, and there is a LOT of fun to be had while youre new. Explore, see the game’s world, meet the game’s characters, and enjoy that. High end builds will be there once youve gotten the itch for hard content. I highly highly recommend the Balmora city questline in Vvardenfell as a super fun questline to start with 👍🏻👍🏻
ZOS killed Pyrebrand & Stormfist. What's the point in grinding hours in IA ? Not to mention wasting resources to gold it out. Here I thought class specific sets were special. I liked the way they were going but never again will I waste my time when pvpers are gonna cry no matter what. Separate pve/pvp once and for all.
Hi! I've been looking for a build that can work for questing, vet dungeons, and world bosses/solo arenas. I want a 1 bar bow warden build. However, I am thinking to use different sets, to work not only for solo target dmg based on light attacks. What do you think about the following combo? Order's wrath full set, Point blank bow, Oakensoul, Slimecraw 1 piece, 3 piece Oblivion's Foe or similar set (wpd + penetration). Plan on casual play, so no records, but would be nice to do some world bosses and rarely arenas.
For casual stuff and ver dungeons thatll work fine, but a monster set like Iceheart and any 2pc pen set would be better than slimecraw 1pc +3 of another set. Itll serve you better in pretty much every way. Edit: also your profile pic checks out lol, wanting a warden archer😂 nice job 👍🏻
@@CreativeExcusesGaming thank you so much for your reply :) Will use a monster set + 2pc pen set as you suggested. Yep, I do archery in real life, so play with a bow in almost all games :D Got a break from ESO, sold my xbox with 1500 cp account and built a pc. Thought I'll never get back to ESO, but your build inspired me to start from scratch on pc.
Does the overland set from west Weald work ?
@@theg4amingbird809 Depends which set and for what purpose. If you mean Macabre Vintage, yes itll do amazingly well for AoE damage but will deal a bit less single target
@ what is your crit chance ?
~30% ish. We arent optimizing for crit chance because its a solo build and penetration is more important for most non-quest solo content.
@ ok thanks