as someone who buys and keeps one of every single magical item just in case I decide to respec all my characters and suddenly *need* that mediocre ring I found in a ditch in act 1, I am very much looking forward to this series. Maybe I can finally let go of my hang ups and sell some of the really garbage stuff. Maybe.
I have a bad hoarding habit too. I pick up every buried chest I dig up, and send it to camp until I have a chest for each gear slot to store all my junk. And then I never use any of it.
@KyleHead I have the bag full of bag mods, which contains labeled bags for each gear slot and has bags that work like the camp supply pack but for potions, grenades weapon coatings, arrows, and scrolls. Highly recommend it for people like me who need to have all the items
@@LadyBernkastel92that is a great mod! I’ve been playing mod-less recently because I’ve been streaming the game with GeForce Now to my Steam Deck. But I’m hoping this mod or something similar will work when patch 7 comes out.
@@KyleHead the first playthrough you should hoard everything. I made the mistake of disposing some itens that i assumed bad for obtaining more gold, then after learning more about the game, i regreted that decision. Even some rings that cost 40 gp can be cracked in some builds. One good tatic for disposing your itens, is selling to an NPC which you know that he will reappear later in act three (Dammon, Roah Moonglow and Blurg). I think Blurg is the best here because he doesn't dies or become hostile based on your decisions on the history and always stay at myconid colony, so it's very unlikely that you kill him during act one. So selling to Blurg means that you can buyback the item in case you need it on act three.
Poisoners robe is ever worse when you consider that something like 50% of the enemies in the game that are actually difficult have poison resistance or flat out immunity, especially in act 2
Its actually really decent early game with the poison cantrip on a human draconic sorcerer who can also run a shield so you can have tons of armor and go melee With the cantrip you can target 2 creature at the same times which is more than enough to kill two goblin early game for free You need to respect later in the game of course if you dint want the bad poison spray cantrip, ir you can just roll with it with fire thunder or ice sorcerer anyway And yes it falls of really hard and become useless as soon as you go into the underdark or the mountain pass
they should create a new poison based cantrip honestly, its big selling point was "omg 1d12 damage extra at certain levels, but alot of enemies resist it" (yet dogshit range) it should honestly be like a 10m range at least, and the robe should increase all poison damage by 1d4 (situational, but poison builds would become very useful, and it would make sense lore wise about the drow)
Idk I had a pretty good time spamming cloudkill w poisoner's robe + myriad of spell dc items / prisoners gloves + ring with draconic sorcerer. It would do like 25-35 dmg to all enemies in the area and in a single turn of combat if the enemies are clumped up together you can get hundreds of damage out of it and therefore 10/20s of damage out of this item in a single combat.
@@braulesthat doesn’t sound very good though. On honour mode most mobs in act 3 has like 75-100 health minimum. Spending a level 5 spell slots and an armor to do mid tier dmg with a debuff that isn’t that amazing as just straight out killing them is also not ideal. You do not want fights to be long as legendary actions tends to perform better the longer the fight goes on, or you just take too much unnecessary save checks . I tend to end almost every encounter in less than 4 turns or at the very least, delete the boss by then. Letting them take alot of turns is usually a very bad idea with the perfect example being the gith boss at the end of act 1. I had to used heighten spell hold person or cheese it with barrels cause letting him take 2-3 turns would almost guaranteed and honor run fail
@@mausklick1635 Give it a decade or 2 and we’ll probably see another D&D game similar in scope, but in the meantime I hope the modding community is up to the task of giving us more BG3 content.
I would bump The Mighty Cloth up to A tier, not for the +2 strength, but for the doubling of carrying capacity. Doubling the carrying capacity of a character with 20 strength gives 192kg of additional carrying capacity (12 water barrels/7.4 smokepowder barrels) effectively letting you ignore inventory management. That extra utility in addition to a free feat makes it an easy A for me. +2 Strength is awesome, but the x2 carrying capacity makes The Mighty Cloth best in slot for any loot goblins or aspiring barrelmancers.
@@TheSolidSnakeOil idk about their default patterns, but as someone who’s used both in my party at the same time, I have noticed they have slightly different color schemes when put in the same dye
Wonderful! Thanks for continuing Baldurs gate 3 content, for I cant stop playing it as well. Ultimately you're going to have the most comprehensive set of content about this beautiful game.
It’s ironic that the the character that would most benefit from a non-concentration spell that works best if you get hit a lot, a flat bonus to AC without armor, and cold-resistance is the EXACT same character you gotta kill to get this robe
Your videos are wonderful, I have learned so much of the game mechanics from you. My fire draconic sorcerer is using the Potent Robe well into act 3, along with the necklace of elemental augmentation. Each fire bolt adds charisma modifier ×3. It really helps to get through the adventuring day without running out of spell slots, and twinning a fire bolt is basically the most powerful level 1 spell (1 sorcery point = L1 spell slot). It's like splitting a level 3 scorching ray between 2 enemies.
I'm doing the same thing, but you can also add the markoheshkir fire to add proficiency on top of that. Then add the spellmight gloves to make your firebolt do 3d10+1d8+4+(3x charisma)
The mighty cloth paired with Auntie Ethel's hair and the Strength drought from the Drow in Moonrise Towers allows you to cap strength if you have it at 15. This is very useful for Barbarians or Tavern Brawler Monks, and if you worry about your HP, AC, or Wisdom being low, just keep your Dex at 8 and throw on the Gloves of Dexterity, and pump your Constitution and Wisdom to at least a +3.
Going super defensive is a decent strategy for the first part of the Netherbrain fight. While you (arguably) need to neutralise the Mind Flayers, the rest of the battlefield is just a nuisance that you want to put behind you, so there's a case for going big on defensive spells and items. I donned all my items that boosted saving throws etc, made a beeline for the Mind Flayers, and went for the portal ASAP. So IMO it's worth hanging on to some of those defensive items just for that.
I ran a high dex, high charisma ancients paladin using the infernal rapier and wearing the robe of supreme defenses. Good luck getting through +12 on saving throws on top of stats and proficiencies xD
Larian did such an amazing job of handling Itemization, certain items could be said to be class defining and certain item "sets" add so much variety to item builds.
Yep, apparently that was changed in a patch since I last tested it (as I mention in the video I wasn't using that mechanic because it's too annoying). My bad - I'll correct in a future video!
Advantage on Dex checks and +1 to Dexterity means you will pretty consistently clean house on stealth and slight of hand checks, even without proficiency
Drunken Cloth was my go to for the Drunkbarian build. It + punch drunk bastard + amulet that extends drunkenness + gloves of Belligerent skies was the most fun Ive had in BG3. Also once you get to act 3 (i believe theres some in act 1 and 2 as well, youll have access to wineglasses/goblets. For some reason they are a free action to drink and inflict drunkenesss without spending a bonus action. Its a really fun build for Wildheart Barbarian. Would put it at B for niche build synergy but that's just me
I think you can get around that if you wait until the end of Act 2/early Act 3; once the character wearing it shows up in your camp, I believe it's possible to knock them out and loot the robe without making them permanently hostile (and definitely obtainable if they end up dead at a later point in Act 3).
Currently playing through a run, intending to pick up the Wavemother's robe. He is Gale, Great Old Warlock of Waters deep, blade pacted to Umberlee, wielding her trident and sickle, wetting them to gain advantage against them and to heal himself in order to get broodmother's revenge. Oh and obviously he also electrocutes the water with the watersparkers.
no, my party are all storm cleric and dragonborn corcerer (lighting type) so I can deal 180 damage 4 times each turn.. sorry I meant 360 for each character with quicken spell
Something worth noting about the enraging heart garb for casters is its synergy with taking a first level dip in Barbarian. You get con save proficiency, unarmored defense, shield proficiency, and two rage charges which are basically bonus action blade wards twice a day because you can end your rage on the next turn for free before casting spells, and the extra hp from starting as a barbarian and of course having 18 CON. It is a very nice dip for a caster, way better than a resilient Con feat on an otherwise full caster build.
Wavemother needs to be bumped to A tier as it can heal your entire party to full HP between fights. Saves a lot of time and the indignity of spamming Raphael’s fountain.
Passing it around the party for 1d4 per turn sounds like an excruciatingly slow and inefficient way to heal, when in most situations you can just rest or use potions. It should be A-tier just for the aesthetics though
I think the Robe of Supreme Defences belongs easily in S-Tier. Plus 5-7 to all saving throws is quite broken and can contribute significantly to maintain concentration on concentration-critical spells such as Haste or Globe of Invulnerability. Not even mentioning that it does mitigate a lot of damage. On my spellcasters I would prefer it to the other options in almost all cases.
Initiative is a dexterity check. Graceful cloth not only gives you +2 on dex it gives advantage on initiative (and stealth, and sight of hand) and I know how you like initiative rolls.
I love how thorough this is! You do the most detailed tier lists out there. Do you take into account the fact that an item is gated behind a very specific story event? I’m thinking in particular the infernal robe, which most people won’t have access to because it costs you a companion. The potent robe and the moon devotion robe are in a similar, if slightly more forgiving, situation. There are probably others I’m missing. (Also, does an evocation wizard not benefit from their own sculpt spell passive? That seems… odd)
Thanks! I mentioned a couple times when an item needs a specific story choice, but I'm mostly not judging the strength of the item based on that. The evocation wizard thing I could have explained more but I might do a build based on it at some point! You are immune to your own wall of fire damage, but not the burning damage from standing in the fire surface that it creates, so you take 1d4 burning damage every turn - my idea was that the drunken cloth could offset that, which would at least be very funny
graceful cloth is the best. advantage on pickpocket is just game over for vendors. by the time you get it (around level 5) your pickpocket skills on a rogue is already crazy high with easy to get gear.
Raging Heart is also really good on a Barbarian Monk multiclass. It ends up being a +1 to AC as well if your Con is higher than Wis, which for Bonks is likely. Only other competitor is bonespike armor.
Vest of soul rejuvenation can be absolutely crazy. If you increase wisdom and get 20-21 ac depending on if you have cloak or robe of protection u can trigger opportunity attacks from certain enemies at the end of your turn and use your reaction to get two unarmed strikes because of extra attack so typically it's better to use it on your turn to double the amount of damage you can get with it since typically taking an attack of opportunity is better than letting the enemies have their turn
52:11 The vest of soul rejuvenation is excellent, yes. It's also worth to mention that greater kushigo counter is doubly effective if you bait opportunity attacks, since it refreshes your action to make that attack. With extra attack, you get 2 extra hits per turn. You have to have a decent AC monk though, which can be difficult to get
@@ethanpeeples6187 Didn't say it was impossible, if you stack dex, wisdom and unarmored items, but by the end mine was around 22 which I consider relatively "meh" for endgame. Still quite strong, I'd bait attacks with blur
@@sinner5452 Literally that was the original version of the joke then I thought even the faintest whisper of politics would bring out the chuds so I changed it
also for the drunken monk build use the „wine goblet“, that gives you 2 rounds being drunk (5if you have the amulet) without wasting an action you can use it whenever.
S and A tier item locations (not gonna bother with lower tiered items) Top to bottom = Left to right in tier list SPOILERS --- S Act 1 Female human vendor in Mountain Pass Act 1 Chest at the end of the trapped bridge near the Grymforge Act 2 Quest reward in Last Light Inn, from Alfira Act 3 Female dragonborn vendor in Rivington Act 3 Within a Globe of Invulnerability underneath Lorroakan (Bring See Invisibility) Act 3 Vendor in Sorcerous Sundries A Act 1 Granted to Wyll in a long rest event, after killing Karlach Act 2 Male bugbear vendor in Moonrise Towers Act 2 Within a sarcophagus in the area between the House of Healing and the Stonemason's Guild Act 2 Looted from Isobel Act 3 Male dwarf vendor in Wyrm's Crossing Honorable mention: Mighty Cloth - Act 2 Female human vendor in Last Light Inn
Ooh... Just starting. I can't wait to see what you have to say about Graceful Cloth. As far as I can tell, it's amazing but I've seen some people blow it off. It is fugly tho.
I think one of the biggest issues with cloth armor in the game are actually racial armor proficiencies. Out of all 6 origin characters, 4 of them have at least light armor proficiency due to their race, especially the canonical wizard in the group, and it seems to me that most caster cloth is just worse than a 12-AC light armor.
@@NabilStendardo you dont need to use a spell slot. There are tons of spell scrolls of mage armor as well. Which is part of why i brought it up to begin with.
Garb of land and sky becomes s-tier on a shadow monk/rogue hybrid. That loss of flurry of blows is somewhat mitigated by the fact that your weapon attacks (and throwing attacks with daggers) now get sneak attack damage. This build lives and dies by it's mobility and ability to obtain advantage. Garb of land and sky allows you to get both with a single bonus action and ki point. Step of the wind is an alternative to Shadow Step if your opponent isn't in shadows.
Zoomed to the end to make sure graceful cloth was at the top... good to know I'm not the only one who thinks so. Looking forward to this series as well!
You can offset the cost of Garb of land and sky with the theif subclass or the inner harmony skill from open hand monk. I tend to go for a necro focused monk/druid for nutty unarmed damage and easy access to decent spells.
I have to say, I have really enjoyed all of these tier videos, more so than ones from other games and content creators. Sure, ultimately they are all just opinions, but yours are extremely well informed opinions. I also really appreciate the research you have done to point out all the times the tooltips or descriptions are misleading or flat wrong. Now if only we can get a patch 7 supported mod to let us transmog or otherwise customize our gear. I’m with you that Robe of Summer > Graceful Cloth, at least in the fashion department. In Elden Ring for example, I can intentionally pick out a good but sub optimal fashion, and overcome that limitation with good play. I feel like I’m able to do that a little less in a numbers game like BG3, but that’s probably just me optimizing the fun out of the game (which is my kind of fun I guess).
Bided Time and Bloodguzzler are made slightly better when paired with an Ice Draconic Sorcerer with Armor of Agathys (I say Draconic Sorcerer and not Warlock because Draconic Sorcerer can keep casting this spell with their large assortment of spellslots). Also you can reliably get out of range to use your ranged attacks by purposefully triggering opportunity attacks.
very informative video! Is it possible to add a card in the middle of the screen showing the in-game description of the item? Just for when you are explaining the ability of the item and it can fade away.
Poisoner robe is definitely one of the most disappointing items in the game, being the only loot from a very difficult fight. But, it does also work on the cantrip poison spray. This makes it 1D12+1D4. That’s an average of 9 damage per round and definitely higher than firebolt’s average of 5.5 or the 4.5 from chill touch or ray of frost. It’s still not a good spell. But, it does boost a cantrip and that’s not nothing. I think there may be room for a low level poison build with a handful of poison boosting gear from act 1. It wouldn’t compete with wet condition or the sorc fire builds … but, it’s something they seem to have intentionally tried to support. It’s got more support than acid splash (which I keep trying to make functional as a legit AOE ranged cantrip).
🛑🛑🛑🛑Helldusk armor (the one u get from raphael) is mot categorized as armor for some reason the tooltip says it gives you proficiency to use it but i think it’s technically clothes because if u use bracers of defense or something that gives you a bonus for not wearing armor it still works with helldusk🛑🛑
Yep! I decided to cover that under the heavy armour section because that's where the game categorizes it, but you're right that it's treated as cloth (as is the elven chain). They do indeed let you rage!
Potent Robe on a class other than Warlock... was legit the most fun I had in combat. Draconic Acid Sorceror heavily multiclassing into Wizard, quickening Potent Cantrip Acid Splashes that can't miss, and a party grouping up enemies to repeatedly-nuke was heaven
I've been liking it on my white draconic cold build. Mourning frost, for extra cold damage plus chilled, Winters clutches and the hat who's name I forget from balthazars room for encrusted with frost. Necklace to add spell casting modifier so with sorc and potent robe that's plus 15 to ray of frost that can be twincasted. Disintegrating night walkers to misty step around and not slip. Been starting bosses off with twin cast haste, have a create water and lightning build jaheira with the sorcerer tav to just continue getting enemies wet or chilled and bullying them with cold and lightning. Been very fun
Another TH-camr I watch said that with the Vest of Soul Rejuvenation, if you trigger the reaction unarmed attack on your turn (IE walk away from an enemy so they take an attack of opportunity against you), then you also get to use extra attack on that extra reaction strike. Do you know if this is the case? If so, I wonder if it depends on the difficulty setting... In any case, he said it can be used as a way to squeeze out the most attacks possible in a round.
One thing if I could give some feedback, I would have liked to see on the screen somewhere what each armor does, like pull up the wiki page or whatever the tooltip looks like in game, I know you're just reading the tooltip/wiki to us but I really find it hard to focus on just listening instead of reading whats on the screen. Just a personal preference I guess but could be good for people who are more visual learners.
I want to have a playthrough where I avoid just killing everything before they get a turn, instead allowing for longer fights and more interesting strategies. Any recommendations for difficulty level/self imposed restrictions to make this work and have fun with less OP builds?
I had pretty good luck stacking the party with several of Ceph's more durable builds (Abjuration Wizard, Dex Bearheart Barbarian, Light Cleric, Sorcadin, Sword Druid, etc.) from recent videos.
I do have my PC as a Sw.Bard archer for some reliable damage, currently, but Karlach is still pretty much Ceph's dexbear, though I decided it would be fun to take DW for her last feat, so she's now popping Cloud Giant elixirs and swinging the Divine Intervention mace + Nyrulna as I wind my way toward the finale. She almost soloed Orin.
I know it might take more editing it would be great if you could add visuals for the items when you’re talking about them maybe just a screen grab of the items information block
Even for a house rule no elixir run, the tavern brawler monk would probably be better off doing a dump of strength stats into wisdom then puting the club of hill giant strength in your off hand.
You mention several times that fire is the most common damage type. Do you have a source for that? I have a hard time imagining the most common damage type isn't one of bludgeoning, piercing, or slashing.
Sure that was a bit unclear: fire is the most common elemental damage type, if you include physical it's slashing (though since piercing includes archers, it's usually a more relevant resistance)
Yeah, it's more generally usable than some of the other B tier armors! I tend to have pretty high standards for the act 3 gear though - it really needs to do something very special to be worth using imo
@@Cephalopocalypse fair enough. I appreciate the video. I've never been sold on the Sparkswall. It is good and all but you have to keep up the charges. Only recently have I realized that is rather easy.
Can you recommend which builds might use Graceful Cloth most of the game? I know its great for Monks, but I imagine anyone who could wear light/medium might only swap it in as needed for sleight of hand checks.
I had a dexterity based fighter that used this with scroll/camp cast mage armour until they got the Yuan-ti Scale since they ended up with better AC than any armour provided (they were completely unarmoured until they got the Graceful cloth).
Agreed, "The Graceful Cloth" is definitely, by far, *the* *_-ugliest-_* *armor* in the entire game (it and "The Mighty Cloth" both are). Ugh, it is *SO* hit; which, like you said, is really unfortunate because of how amazing it is. I don't know what in the actual fuck whoever created it was thinking lol. My Astarion is currently wearing it... but I absolutely refuse to look at that mess, so I toggle his camp clothes on instead. Now I'm only reminded of it on his Level Up screen... 🙂 Honestly, it kind of reminds me of something that Shredder from Teenage Mutant Ninja Turtles would wear (or maybe even Raiden from Mortal Combat lol). And while I love both of those characters... it's still just fucking horrid 😒 Speaking of "The Graceful Cloth", I do have a quick question: At ~8:26 you say that it _“gives you Advantage on Dexterity Checks -_ *_that's Saving Throws, not Checks.”_* ...Am I misunderstanding that? I can't tell if you corrected yourself mid-sentence, or if you just misspoke lol. I was always under the impression that it only gave you Advantage on Dexterity *Checks* - *_not_* Dexterity *Saving Throws.* So, is that correct...? Or am I just being an idiot? Because I can totally see that as well 😅 haha. Anyways, thank you for the great video :) *P.S.* ~ I'm not sure if anybody else has pointed this out yet or not, but you absolutely do *NOT* get to keep your "Armour of Agathys" cast from the "Icebite Robe" if you unequip it afterwards. I know this because this Robe is actually what my Gale currently has equipped, and it has never worked that way for me lol. So, unless this is a bug or something like that (I'm playing on the PS5, if that makes any difference)... then no, you don't get to keep it. It would be nice if you _did,_ as that was the whole reason I put it on him in the first place... but, unfortunately, you do not. Sad times :(
You can't use the Icebite Robe as you suggested here. I've tried it and it doesn't work. You have to keep wearing the robes to keep the Armor of Agathys buff active. If you switch to a different robe after using the free spell you'll lose the backlash damage and temporary HP. So it's a long rest cooldown free use of a good lvl 3 spell, but you have to wear otherwise useless robes to get it. You would maybe use it for one fight then switch to something better. C tier I say.
Yep, apparently that was changed in a patch since I last tested it (as I mention in the video I wasn't using that mechanic because it's too annoying). My bad - I'll correct in a future video!
@@CephalopocalypseYeah they update the game so often it's hard to keep track of all the small changes like that. Perfectly understandable mistake. I'm just glad you're still making videos for this game. I'm still completely obsessed.
This ranking assumes that you have to put robes on your full caster. A one level dip for heavy armour and shield makes almost all the robes obsolete. In most cases it’s equivalent to around +5 AC.
That's all fine and good if you only care about AC, ,but there are almost no armors that boost spell DC or spell attack rolls which is much more important for full casters. Also, casters who have access to mage armor and bracers of defense/gloves of dexterity will have AC comparable to medium armor anyway.
If you're human or half-elf (as is the case for the origin/companion wizard & warlock; wood half-elf Tav/Durge benefits most builds, too) you get shield proficiency anyway, so that's a good chunk of the difference (2 or 3 out of ~5) while still getting the other benefits of robes designed for casters (or monk/barb). Shields are great! Likely a caster will want the shields with +initiative, +DC, or bonus spell slot. The one that gives crit immunity isn't bad either. A lot of the Act 2/3 options have solid unique benefits PLUS the Bash reaction. As mentioned in the video, the underlying logic here is that the primary users are going to be offense-focused damage-avoiders; some AC is nice, but probably less priority than boosting your damage/control effects, unless you get caught out of position.
Yes I’m a more defensive oriented player. I value protecting my concentration with a 20+ AC more than a +1 to spell atk/dc. Especially with the arcane acuity mechanic.
The fire shield itself is not going to be very useful... unless you are playing an abjuration wizard/white dragon sorcerer -- then it's boss through act 1 and 2.
First, I really appreciate your videos... thank you. Second, I was really super surprised to see the Protecty Sparkswall get placed in S tier. I have been wracking my brain trying to come up with a good combo for all the lightning gear. Whyl seems like such a loser. I would really like to soup him up.
as someone who buys and keeps one of every single magical item just in case I decide to respec all my characters and suddenly *need* that mediocre ring I found in a ditch in act 1, I am very much looking forward to this series. Maybe I can finally let go of my hang ups and sell some of the really garbage stuff. Maybe.
I have a bad hoarding habit too. I pick up every buried chest I dig up, and send it to camp until I have a chest for each gear slot to store all my junk. And then I never use any of it.
@KyleHead I have the bag full of bag mods, which contains labeled bags for each gear slot and has bags that work like the camp supply pack but for potions, grenades weapon coatings, arrows, and scrolls. Highly recommend it for people like me who need to have all the items
I do the same thing. Just in case someone joins who wants it
@@LadyBernkastel92that is a great mod! I’ve been playing mod-less recently because I’ve been streaming the game with GeForce Now to my Steam Deck. But I’m hoping this mod or something similar will work when patch 7 comes out.
@@KyleHead the first playthrough you should hoard everything. I made the mistake of disposing some itens that i assumed bad for obtaining more gold, then after learning more about the game, i regreted that decision. Even some rings that cost 40 gp can be cracked in some builds. One good tatic for disposing your itens, is selling to an NPC which you know that he will reappear later in act three (Dammon, Roah Moonglow and Blurg). I think Blurg is the best here because he doesn't dies or become hostile based on your decisions on the history and always stay at myconid colony, so it's very unlikely that you kill him during act one. So selling to Blurg means that you can buyback the item in case you need it on act three.
Poisoners robe is ever worse when you consider that something like 50% of the enemies in the game that are actually difficult have poison resistance or flat out immunity, especially in act 2
Its actually really decent early game with the poison cantrip on a human draconic sorcerer who can also run a shield so you can have tons of armor and go melee
With the cantrip you can target 2 creature at the same times which is more than enough to kill two goblin early game for free
You need to respect later in the game of course if you dint want the bad poison spray cantrip, ir you can just roll with it with fire thunder or ice sorcerer anyway
And yes it falls of really hard and become useless as soon as you go into the underdark or the mountain pass
they should create a new poison based cantrip honestly, its big selling point was "omg 1d12 damage extra at certain levels, but alot of enemies resist it" (yet dogshit range)
it should honestly be like a 10m range at least, and the robe should increase all poison damage by 1d4 (situational, but poison builds would become very useful, and it would make sense lore wise about the drow)
Idk I had a pretty good time spamming cloudkill w poisoner's robe + myriad of spell dc items / prisoners gloves + ring with draconic sorcerer. It would do like 25-35 dmg to all enemies in the area and in a single turn of combat if the enemies are clumped up together you can get hundreds of damage out of it and therefore 10/20s of damage out of this item in a single combat.
@@braulesthat doesn’t sound very good though. On honour mode most mobs in act 3 has like 75-100 health minimum. Spending a level 5 spell slots and an armor to do mid tier dmg with a debuff that isn’t that amazing as just straight out killing them is also not ideal. You do not want fights to be long as legendary actions tends to perform better the longer the fight goes on, or you just take too much unnecessary save checks . I tend to end almost every encounter in less than 4 turns or at the very least, delete the boss by then. Letting them take alot of turns is usually a very bad idea with the perfect example being the gith boss at the end of act 1. I had to used heighten spell hold person or cheese it with barrels cause letting him take 2-3 turns would almost guaranteed and honor run fail
It's fun though 😏
Bro turned BG3 into the most efficient content mill I've ever seen.
I mean it's a profound game
Yep, I just wish there was more of it.
@@mausklick1635 Give it a decade or 2 and we’ll probably see another D&D game similar in scope, but in the meantime I hope the modding community is up to the task of giving us more BG3 content.
I would bump The Mighty Cloth up to A tier, not for the +2 strength, but for the doubling of carrying capacity. Doubling the carrying capacity of a character with 20 strength gives 192kg of additional carrying capacity (12 water barrels/7.4 smokepowder barrels) effectively letting you ignore inventory management. That extra utility in addition to a free feat makes it an easy A for me.
+2 Strength is awesome, but the x2 carrying capacity makes The Mighty Cloth best in slot for any loot goblins or aspiring barrelmancers.
Nothing like thinking you have Cat Grace but you're wearing the Mighty Cloth by mistake. They really need to change the color on at least one of them.
You can dye them different colors! ❤
@@TheSolidSnakeOil idk about their default patterns, but as someone who’s used both in my party at the same time, I have noticed they have slightly different color schemes when put in the same dye
@@chrisrubin6445 colors of some of dyes look eh lmao
They both look pretty crap. Change the graceful cloth because I want to use it but hate the look
Your state flag is so bad I know about it and I don't even live in the us
IT’S HAPPENING!!! This channel just doesn’t stop getting doper and doper
gettin dyes tier list soon
Faewild S tier
Indigo is the best
Black and furnace red ftw
Drake General is ugly on most armors but when it hits it’s by far and away number 1 lmao.
muddy red is underrated. its such a basic low price dye
Wonderful! Thanks for continuing Baldurs gate 3 content, for I cant stop playing it as well. Ultimately you're going to have the most comprehensive set of content about this beautiful game.
Wavemothers robe should S tier simply because of the drip factor
Heh, drip
Budum-tiss
The drip is lethal when the enemy has lightning and you forgot to grab sparkswall ring :/
I use the Sparkswall on Gale so often that that’s what he’s wearing when I picture him. Great item set
With the gloves that give charges this works well on monks from my play throughs
It’s ironic that the the character that would most benefit from a non-concentration spell that works best if you get hit a lot, a flat bonus to AC without armor, and cold-resistance is the EXACT same character you gotta kill to get this robe
Your videos are wonderful, I have learned so much of the game mechanics from you.
My fire draconic sorcerer is using the Potent Robe well into act 3, along with the necklace of elemental augmentation. Each fire bolt adds charisma modifier ×3. It really helps to get through the adventuring day without running out of spell slots, and twinning a fire bolt is basically the most powerful level 1 spell (1 sorcery point = L1 spell slot). It's like splitting a level 3 scorching ray between 2 enemies.
Thanks very much!
I'm doing the same thing, but you can also add the markoheshkir fire to add proficiency on top of that. Then add the spellmight gloves to make your firebolt do 3d10+1d8+4+(3x charisma)
Add to that the Elemental Adept feat to ignore fire resistances and you'll tear through most encounters
The mighty cloth paired with Auntie Ethel's hair and the Strength drought from the Drow in Moonrise Towers allows you to cap strength if you have it at 15.
This is very useful for Barbarians or Tavern Brawler Monks, and if you worry about your HP, AC, or Wisdom being low, just keep your Dex at 8 and throw on the Gloves of Dexterity, and pump your Constitution and Wisdom to at least a +3.
the instant I got the graceful cloth for the first time my whole perception about armors in bg3 changed. I also found it pretty in my character
Your aesthetic experience is valid
@@AustinCampion nice way to say I have a bad taste 🤣🤣
Whoa, it finally happened: item tier lists!
Equipment tier list. Finally. The time has come
Going super defensive is a decent strategy for the first part of the Netherbrain fight. While you (arguably) need to neutralise the Mind Flayers, the rest of the battlefield is just a nuisance that you want to put behind you, so there's a case for going big on defensive spells and items. I donned all my items that boosted saving throws etc, made a beeline for the Mind Flayers, and went for the portal ASAP.
So IMO it's worth hanging on to some of those defensive items just for that.
I ran a high dex, high charisma ancients paladin using the infernal rapier and wearing the robe of supreme defenses. Good luck getting through +12 on saving throws on top of stats and proficiencies xD
Larian did such an amazing job of handling Itemization, certain items could be said to be class defining and certain item "sets" add so much variety to item builds.
ntgl the items are dope but it takes the hype out of it when +1 weapons and armore are absolutely everywhere as well as magic items.
Counterpoint, the infernal robe requires you to unalive barbarian mama, so it's F tier. D:
Once you disarm “ice bite robes”, unfortunately the armor of aghatis, that was casted before disappears. Checked multiple times during my play-through
Yep, apparently that was changed in a patch since I last tested it (as I mention in the video I wasn't using that mechanic because it's too annoying). My bad - I'll correct in a future video!
Great tier list! i hope we are getting armor and shields next! And then weapons.
Advantage on Dex checks and +1 to Dexterity means you will pretty consistently clean house on stealth and slight of hand checks, even without proficiency
Yep!
amazing video as always and I know this is a tough ask but it would be great to see the armor being discussed.
I stiil prefer The Mighty Cloth for my barbarians because having them in armor feels dirty.
Drunken Cloth was my go to for the Drunkbarian build. It + punch drunk bastard + amulet that extends drunkenness + gloves of Belligerent skies was the most fun Ive had in BG3. Also once you get to act 3 (i believe theres some in act 1 and 2 as well, youll have access to wineglasses/goblets. For some reason they are a free action to drink and inflict drunkenesss without spending a bonus action. Its a really fun build for Wildheart Barbarian. Would put it at B for niche build synergy but that's just me
It is worth mention that Moon devotion robe is locked behind story choice that will significantly affect your playthrough
I think you can get around that if you wait until the end of Act 2/early Act 3; once the character wearing it shows up in your camp, I believe it's possible to knock them out and loot the robe without making them permanently hostile (and definitely obtainable if they end up dead at a later point in Act 3).
@@fhmm418You can. I got mine by shapeshifting, knocking Isobel out and then casting dominate person on Alyin so that I was able to leave camp.
@@lejenddairy yeah, I was pretty sure I had read something along those lines but couldn't recall exactly. Thanks!
Very true!
Currently playing through a run, intending to pick up the Wavemother's robe.
He is Gale, Great Old Warlock of Waters deep, blade pacted to Umberlee, wielding her trident and sickle, wetting them to gain advantage against them and to heal himself in order to get broodmother's revenge. Oh and obviously he also electrocutes the water with the watersparkers.
I’ve been looking forward to this!! Thanks so much!
I just left a post on another video asking for tier list of weapons and armor. Great timing! Thanks!
The scorn on ‘your double-Sorcerer party or whatever’
no, my party are all storm cleric and dragonborn corcerer (lighting type) so I can deal 180 damage 4 times each turn.. sorry I meant 360 for each character with quicken spell
@@Amin-al-Husseini_1941picture oh I know they’re effective characters, I was just picking up (& teasing) on Ceph’s tone!
Something worth noting about the enraging heart garb for casters is its synergy with taking a first level dip in Barbarian. You get con save proficiency, unarmored defense, shield proficiency, and two rage charges which are basically bonus action blade wards twice a day because you can end your rage on the next turn for free before casting spells, and the extra hp from starting as a barbarian and of course having 18 CON.
It is a very nice dip for a caster, way better than a resilient Con feat on an otherwise full caster build.
Monks typically have a great AC. They get to add their full Dex and Wis modifier to their AC.
That's correct, but other characters get to wear armour ;)
This creator just doesn't know how to use a monk 😂
I just was looking for some guide on this channel. Your videos are great. I am trying Honor run on my own thanks to your videos.
Wavemother needs to be bumped to A tier as it can heal your entire party to full HP between fights. Saves a lot of time and the indignity of spamming Raphael’s fountain.
Passing it around the party for 1d4 per turn sounds like an excruciatingly slow and inefficient way to heal, when in most situations you can just rest or use potions. It should be A-tier just for the aesthetics though
Can’t believe you’re ranking all of this
Absolutely here for it
I think the Robe of Supreme Defences belongs easily in S-Tier. Plus 5-7 to all saving throws is quite broken and can contribute significantly to maintain concentration on concentration-critical spells such as Haste or Globe of Invulnerability. Not even mentioning that it does mitigate a lot of damage. On my spellcasters I would prefer it to the other options in almost all cases.
Initiative is a dexterity check. Graceful cloth not only gives you +2 on dex it gives advantage on initiative (and stealth, and sight of hand) and I know how you like initiative rolls.
I love how thorough this is! You do the most detailed tier lists out there.
Do you take into account the fact that an item is gated behind a very specific story event? I’m thinking in particular the infernal robe, which most people won’t have access to because it costs you a companion.
The potent robe and the moon devotion robe are in a similar, if slightly more forgiving, situation. There are probably others I’m missing.
(Also, does an evocation wizard not benefit from their own sculpt spell passive? That seems… odd)
Thanks! I mentioned a couple times when an item needs a specific story choice, but I'm mostly not judging the strength of the item based on that.
The evocation wizard thing I could have explained more but I might do a build based on it at some point! You are immune to your own wall of fire damage, but not the burning damage from standing in the fire surface that it creates, so you take 1d4 burning damage every turn - my idea was that the drunken cloth could offset that, which would at least be very funny
@@Cephalopocalypse ah, that makes more sense! Yeah a build of that nature would be hilarious
graceful cloth is the best. advantage on pickpocket is just game over for vendors. by the time you get it (around level 5) your pickpocket skills on a rogue is already crazy high with easy to get gear.
My bag trick is the best thief i have
Graceful Cloth + Hag Hair Dex + Strength Elixirs is just so freaking good.
Raging Heart is also really good on a Barbarian Monk multiclass. It ends up being a +1 to AC as well if your Con is higher than Wis, which for Bonks is likely. Only other competitor is bonespike armor.
Vest of soul rejuvenation can be absolutely crazy. If you increase wisdom and get 20-21 ac depending on if you have cloak or robe of protection u can trigger opportunity attacks from certain enemies at the end of your turn and use your reaction to get two unarmed strikes because of extra attack so typically it's better to use it on your turn to double the amount of damage you can get with it since typically taking an attack of opportunity is better than letting the enemies have their turn
52:11 The vest of soul rejuvenation is excellent, yes. It's also worth to mention that greater kushigo counter is doubly effective if you bait opportunity attacks, since it refreshes your action to make that attack. With extra attack, you get 2 extra hits per turn. You have to have a decent AC monk though, which can be difficult to get
You're crazy. My monk had 26 ac. It isn't the best but pretty high.
@@ethanpeeples6187 Didn't say it was impossible, if you stack dex, wisdom and unarmored items, but by the end mine was around 22 which I consider relatively "meh" for endgame. Still quite strong, I'd bait attacks with blur
+ Cloak of Displacement
You should rename d tier to drip tier, kinda works like rp tier, that it’s viable if you want the drip.
Oh yeah, it’s Bidet Time 🥰 😎
Sorry, its Biden time xD
@@sinner5452 Literally that was the original version of the joke then I thought even the faintest whisper of politics would bring out the chuds so I changed it
@@Cephalopocalypse came for the build advice, stayed for the jokes
also for the drunken monk build use the „wine goblet“, that gives you 2 rounds being drunk (5if you have the amulet) without wasting an action you can use it whenever.
Listen Graceful Cloth can look amazing when paired with the right dye, especially on a character with non-standard skin colour.
S and A tier item locations (not gonna bother with lower tiered items)
Top to bottom = Left to right in tier list
SPOILERS
---
S
Act 1 Female human vendor in Mountain Pass
Act 1 Chest at the end of the trapped bridge near the Grymforge
Act 2 Quest reward in Last Light Inn, from Alfira
Act 3 Female dragonborn vendor in Rivington
Act 3 Within a Globe of Invulnerability underneath Lorroakan (Bring See Invisibility)
Act 3 Vendor in Sorcerous Sundries
A
Act 1 Granted to Wyll in a long rest event, after killing Karlach
Act 2 Male bugbear vendor in Moonrise Towers
Act 2 Within a sarcophagus in the area between the House of Healing and the Stonemason's Guild
Act 2 Looted from Isobel
Act 3 Male dwarf vendor in Wyrm's Crossing
Honorable mention: Mighty Cloth - Act 2 Female human vendor in Last Light Inn
Ooh... Just starting. I can't wait to see what you have to say about Graceful Cloth. As far as I can tell, it's amazing but I've seen some people blow it off. It is fugly tho.
I think one of the biggest issues with cloth armor in the game are actually racial armor proficiencies. Out of all 6 origin characters, 4 of them have at least light armor proficiency due to their race, especially the canonical wizard in the group, and it seems to me that most caster cloth is just worse than a 12-AC light armor.
Mage armor gives you 13 ac till long rest. Imo that invalidates the entire reason for gale/wyll to wear light armor.
@@vadaritis early on, i find myself spell slot starved
@@NabilStendardo you dont need to use a spell slot. There are tons of spell scrolls of mage armor as well. Which is part of why i brought it up to begin with.
Garb of land and sky becomes s-tier on a shadow monk/rogue hybrid. That loss of flurry of blows is somewhat mitigated by the fact that your weapon attacks (and throwing attacks with daggers) now get sneak attack damage.
This build lives and dies by it's mobility and ability to obtain advantage. Garb of land and sky allows you to get both with a single bonus action and ki point.
Step of the wind is an alternative to Shadow Step if your opponent isn't in shadows.
Zoomed to the end to make sure graceful cloth was at the top... good to know I'm not the only one who thinks so. Looking forward to this series as well!
You can offset the cost of Garb of land and sky with the theif subclass or the inner harmony skill from open hand monk. I tend to go for a necro focused monk/druid for nutty unarmed damage and easy access to decent spells.
Believe, Moon Devotion Robe is made for Sorcerer Durge 😅
Used it in my evil durge run and it's a very powerful armour
I have to say, I have really enjoyed all of these tier videos, more so than ones from other games and content creators. Sure, ultimately they are all just opinions, but yours are extremely well informed opinions.
I also really appreciate the research you have done to point out all the times the tooltips or descriptions are misleading or flat wrong.
Now if only we can get a patch 7 supported mod to let us transmog or otherwise customize our gear. I’m with you that Robe of Summer > Graceful Cloth, at least in the fashion department. In Elden Ring for example, I can intentionally pick out a good but sub optimal fashion, and overcome that limitation with good play. I feel like I’m able to do that a little less in a numbers game like BG3, but that’s probably just me optimizing the fun out of the game (which is my kind of fun I guess).
Thanks very much - I appreciate the kind words!
We give thanks to our favorite support item from League of Legends for yet another amazing video
Aaaaalright! Soon I can actually start playing.
What are we missing? Rest of the body armor classes, gloves, boots, rings, amulets?
A review of all dye options would be helpful.
would take ages
Bided Time and Bloodguzzler are made slightly better when paired with an Ice Draconic Sorcerer with Armor of Agathys (I say Draconic Sorcerer and not Warlock because Draconic Sorcerer can keep casting this spell with their large assortment of spellslots).
Also you can reliably get out of range to use your ranged attacks by purposefully triggering opportunity attacks.
I usually dont use magic items at all. For some items you have to make specific choices and do something you normally would not do.
Woooot ! a new tier list
very informative video! Is it possible to add a card in the middle of the screen showing the in-game description of the item? Just for when you are explaining the ability of the item and it can fade away.
My monk right now. 👀
Poisoner robe is definitely one of the most disappointing items in the game, being the only loot from a very difficult fight.
But, it does also work on the cantrip poison spray. This makes it 1D12+1D4. That’s an average of 9 damage per round and definitely higher than firebolt’s average of 5.5 or the 4.5 from chill touch or ray of frost.
It’s still not a good spell. But, it does boost a cantrip and that’s not nothing. I think there may be room for a low level poison build with a handful of poison boosting gear from act 1.
It wouldn’t compete with wet condition or the sorc fire builds … but, it’s something they seem to have intentionally tried to support.
It’s got more support than acid splash (which I keep trying to make functional as a legit AOE ranged cantrip).
My abjuration wizard wearing the infernal robes 👀
The first two robes are for classes that have unarmored benefits as in the AC is better with out armor ie monk and barbarian
🛑🛑🛑🛑Helldusk armor (the one u get from raphael) is mot categorized as armor for some reason the tooltip says it gives you proficiency to use it but i think it’s technically clothes because if u use bracers of defense or something that gives you a bonus for not wearing armor it still works with helldusk🛑🛑
*not, also id have to check if barbarian rage is impeded by it
Yep! I decided to cover that under the heavy armour section because that's where the game categorizes it, but you're right that it's treated as cloth (as is the elven chain). They do indeed let you rage!
Potent Robe on a class other than Warlock... was legit the most fun I had in combat. Draconic Acid Sorceror heavily multiclassing into Wizard, quickening Potent Cantrip Acid Splashes that can't miss, and a party grouping up enemies to repeatedly-nuke was heaven
I've been liking it on my white draconic cold build. Mourning frost, for extra cold damage plus chilled, Winters clutches and the hat who's name I forget from balthazars room for encrusted with frost. Necklace to add spell casting modifier so with sorc and potent robe that's plus 15 to ray of frost that can be twincasted. Disintegrating night walkers to misty step around and not slip. Been starting bosses off with twin cast haste, have a create water and lightning build jaheira with the sorcerer tav to just continue getting enemies wet or chilled and bullying them with cold and lightning. Been very fun
Another TH-camr I watch said that with the Vest of Soul Rejuvenation, if you trigger the reaction unarmed attack on your turn (IE walk away from an enemy so they take an attack of opportunity against you), then you also get to use extra attack on that extra reaction strike. Do you know if this is the case? If so, I wonder if it depends on the difficulty setting... In any case, he said it can be used as a way to squeeze out the most attacks possible in a round.
Does the "disadvantage on attack rolls eqauls about 3.5" take into account that crits basically become non existent?
One thing if I could give some feedback, I would have liked to see on the screen somewhere what each armor does, like pull up the wiki page or whatever the tooltip looks like in game, I know you're just reading the tooltip/wiki to us but I really find it hard to focus on just listening instead of reading whats on the screen.
Just a personal preference I guess but could be good for people who are more visual learners.
Lae’zel is my rogue, and in act 3 still wears Graceful Cloth.
I want to have a playthrough where I avoid just killing everything before they get a turn, instead allowing for longer fights and more interesting strategies. Any recommendations for difficulty level/self imposed restrictions to make this work and have fun with less OP builds?
I had pretty good luck stacking the party with several of Ceph's more durable builds (Abjuration Wizard, Dex Bearheart Barbarian, Light Cleric, Sorcadin, Sword Druid, etc.) from recent videos.
I do have my PC as a Sw.Bard archer for some reliable damage, currently, but Karlach is still pretty much Ceph's dexbear, though I decided it would be fun to take DW for her last feat, so she's now popping Cloud Giant elixirs and swinging the Divine Intervention mace + Nyrulna as I wind my way toward the finale. She almost soloed Orin.
A while back I posted a set of houserules designed to help with this in my community (text) posts - that might be worth checking out!
I know it might take more editing it would be great if you could add visuals for the items when you’re talking about them maybe just a screen grab of the items information block
Even for a house rule no elixir run, the tavern brawler monk would probably be better off doing a dump of strength stats into wisdom then puting the club of hill giant strength in your off hand.
The robe that gives Armor of Agethis turned off my buff when I took off the armor. Think it’s intended to work this way for most of these items
what do you mean the enraging hart garb is bugged?!! I switched my cats grace robe for that.... on my barbarian monk :(
It's frustrating because it would be such a good item for an unarmored barbarian who don't otherwise get real item support until act 3!
Potent robe on a spell sniper eldritch blast sorcerer is very nice
You mention several times that fire is the most common damage type. Do you have a source for that? I have a hard time imagining the most common damage type isn't one of bludgeoning, piercing, or slashing.
Sure that was a bit unclear: fire is the most common elemental damage type, if you include physical it's slashing (though since piercing includes archers, it's usually a more relevant resistance)
I think Wavemother's is closer to A. It is pretty good for several builds. Maybe it's a B+
Yeah, it's more generally usable than some of the other B tier armors! I tend to have pretty high standards for the act 3 gear though - it really needs to do something very special to be worth using imo
@@Cephalopocalypse fair enough. I appreciate the video. I've never been sold on the Sparkswall. It is good and all but you have to keep up the charges. Only recently have I realized that is rather easy.
How is potent robe accessible in act 1?
Eh I caught up, you caught it.
@@Wand422you can definitely lock yourself out of it in Act 1 lol.
Great video idea
Seems to me Veil of the Morning comes one act too late LOL. I completely forgot that robe existed.
If I ever decide to do a 3rd run, I'm gonna hack the worst act 3 gear into act 1 so it'll actually get some use
Wave mother is s tier in looks😂😂😂😂 also wet/lightning dual wield build is very cool
Can you recommend which builds might use Graceful Cloth most of the game? I know its great for Monks, but I imagine anyone who could wear light/medium might only swap it in as needed for sleight of hand checks.
I had a dexterity based fighter that used this with scroll/camp cast mage armour until they got the Yuan-ti Scale since they ended up with better AC than any armour provided (they were completely unarmoured until they got the Graceful cloth).
Dex barb, or any archer (rogue, bard, or fighter). One doesn't care about getting hit, the others can usually stay out of the way.
For some reason, the Mutilated Carapace doesn't work with Displacer Beast shape.
Agreed, "The Graceful Cloth" is definitely, by far, *the* *_-ugliest-_* *armor* in the entire game (it and "The Mighty Cloth" both are). Ugh, it is *SO* hit; which, like you said, is really unfortunate because of how amazing it is. I don't know what in the actual fuck whoever created it was thinking lol. My Astarion is currently wearing it... but I absolutely refuse to look at that mess, so I toggle his camp clothes on instead. Now I'm only reminded of it on his Level Up screen... 🙂
Honestly, it kind of reminds me of something that Shredder from Teenage Mutant Ninja Turtles would wear (or maybe even Raiden from Mortal Combat lol). And while I love both of those characters... it's still just fucking horrid 😒
Speaking of "The Graceful Cloth", I do have a quick question: At ~8:26 you say that it _“gives you Advantage on Dexterity Checks -_ *_that's Saving Throws, not Checks.”_*
...Am I misunderstanding that? I can't tell if you corrected yourself mid-sentence, or if you just misspoke lol. I was always under the impression that it only gave you Advantage on Dexterity *Checks* - *_not_* Dexterity *Saving Throws.*
So, is that correct...? Or am I just being an idiot? Because I can totally see that as well 😅 haha.
Anyways, thank you for the great video :)
*P.S.* ~ I'm not sure if anybody else has pointed this out yet or not, but you absolutely do *NOT* get to keep your "Armour of Agathys" cast from the "Icebite Robe" if you unequip it afterwards. I know this because this Robe is actually what my Gale currently has equipped, and it has never worked that way for me lol. So, unless this is a bug or something like that (I'm playing on the PS5, if that makes any difference)... then no, you don't get to keep it.
It would be nice if you _did,_ as that was the whole reason I put it on him in the first place... but, unfortunately, you do not. Sad times :(
Any gear that gives resistance to damage is just outclassed by hirelings that cast Warding Bond.
I have played a lot of Monk and patient defense seems like a waste of a ki point when I can just punch them to the ground
You can't use the Icebite Robe as you suggested here. I've tried it and it doesn't work.
You have to keep wearing the robes to keep the Armor of Agathys buff active. If you switch to a different robe after using the free spell you'll lose the backlash damage and temporary HP.
So it's a long rest cooldown free use of a good lvl 3 spell, but you have to wear otherwise useless robes to get it. You would maybe use it for one fight then switch to something better. C tier I say.
Yep, apparently that was changed in a patch since I last tested it (as I mention in the video I wasn't using that mechanic because it's too annoying). My bad - I'll correct in a future video!
@@CephalopocalypseYeah they update the game so often it's hard to keep track of all the small changes like that. Perfectly understandable mistake. I'm just glad you're still making videos for this game. I'm still completely obsessed.
Any chance we'll see more of the *objectively* most fun classes tier list?
It's finished! I covered every subclass
Wow, this is like the University for Baldur’s Gate 3 or perhaps the university of Faerûn. Excellent stuff, thank you. ❤
„the vest of soulrejuvenation“ is bugged i my game
when ever the passive gets triggered i get a hole nother turn with it not just a single ua strike.
We all know which tier the bhaalist armor will get.
The Infernal Robe costs the use of soul coins. Legitimate RP choice, but objectively a poor trade off.
This ranking assumes that you have to put robes on your full caster. A one level dip for heavy armour and shield makes almost all the robes obsolete. In most cases it’s equivalent to around +5 AC.
That's all fine and good if you only care about AC, ,but there are almost no armors that boost spell DC or spell attack rolls which is much more important for full casters. Also, casters who have access to mage armor and bracers of defense/gloves of dexterity will have AC comparable to medium armor anyway.
If you're human or half-elf (as is the case for the origin/companion wizard & warlock; wood half-elf Tav/Durge benefits most builds, too) you get shield proficiency anyway, so that's a good chunk of the difference (2 or 3 out of ~5) while still getting the other benefits of robes designed for casters (or monk/barb).
Shields are great! Likely a caster will want the shields with +initiative, +DC, or bonus spell slot. The one that gives crit immunity isn't bad either. A lot of the Act 2/3 options have solid unique benefits PLUS the Bash reaction.
As mentioned in the video, the underlying logic here is that the primary users are going to be offense-focused damage-avoiders; some AC is nice, but probably less priority than boosting your damage/control effects, unless you get caught out of position.
Yes I’m a more defensive oriented player. I value protecting my concentration with a 20+ AC more than a +1 to spell atk/dc. Especially with the arcane acuity mechanic.
You should do a bull + mutant run pls
The fire shield itself is not going to be very useful... unless you are playing an abjuration wizard/white dragon sorcerer -- then it's boss through act 1 and 2.
First, I really appreciate your videos... thank you. Second, I was really super surprised to see the Protecty Sparkswall get placed in S tier. I have been wracking my brain trying to come up with a good combo for all the lightning gear. Whyl seems like such a loser. I would really like to soup him up.