Black Elk
Habitué
- Messages
- 499
On Summons - So BG3 reminds me of the first BG1, in that there are options to stack quite a few summons. The way it seems to work, these are cap'd by summon type rather than total number of summons, or with a ceiling for the party as a whole. So there's a slot for a familiar, animal companion, undead (3 skeletons/zombies/mushrooms), Woodland Being and the Woodwoad, Minor Elementals, Greater Elemental/Myrmidon, Planar Being, then there a couple specialty Zombies, along with one offs like the Little Spiders or any sort of Lump's Horn type summons from items. I'm not sure which class/multi-class would give the most options, especially since the most powerful summons are lvl 6 spells which can't be written via dip into Wizard.
I think for the meta, the lvl 4 spellslot is the most valuable over all, since those summons can be replenished via a potion of Arcane Cultivation, so sort of a freebie there. Probably skeleton Archers are the most versatile, but Ice Memphits are pretty solid, and the Woodland Being is of course a badass if she can survive the opening salvo. Enemies always seem to pick on her, probably because she's always concentrating so hard. In any case after that the lvl 5 spellslots are the workhorse and those can be replenished via the Wizards special when out of combat. Otherwise I think only the Druid Circle of the Land can replenish a lvl 6 Spellslots for free. Probably makes them the best overall Summoner since then you get a free cast on that, to prep the lvl 6 Myrmidon and then immediately replenish the spellslot.
The dilemma for Priests is that the lvl 6 slot for Planar Being or a Myrmidon competes directly with Heroes Feast, which buffs all the Summons at once with extra HP and resistances. So you really want at least one priest to have that slot available, since it makes such a difference as a buff. Aid is similar for a group buff, but that's only a lvl 2 slots so more of a given. What it means in my more recent runs is that instead of Summoning Myrmidons with Gale and Jaheira, I've been burning the lvl 5 slot instead to just use a Greater Elemental. They're not as strong as Myrmidons, but they all have some form of warp which is the main benefit. I think the flying Air Elemental is probably the best for my playstyle, with a water Elemental for support. It's a decent balance between damage type and attack versatility. Air Elemental does the zap Multiattack or the thunder ranged and can fly/warp as well as vortex, Water Elemental can do the slam prone AoE mini, Ice Multiattack with the warp, they also pair well when things get wet to stack more damage. Earth Elementals are also pretty reliable, though they're much larger and kinda get in the way when targeting. Fire I think I only really use vs the Vampires, they tend to explode everything around them if there are surfaces or barrels, even though they look pretty cool I usually just go Air or Water. Djinni I think is among the most useful since his Vortex can restrain even many of the bosses, unless they have a legendary against being restrained, but it's pretty solid for a freebie CC like every turn. His standard swipe can be hit or miss, but he's got the warp which again is sorta the top thing. I haven't messed with the Deva or the Cambion all that much, the Djinni just seems to outclass them, but maybe that's more down to the way I play.
In any event it probably didn't matter all that much for the final here, cause we still had quite a few Allies to burn. I spent the first turn just calling everyone so I wouldn't forget. We went right instead of left this time just to mix things up. The Emperor got off'd by some random Vampiric Ghouls, and Mizora got off the hold monster to set up the Dragonslaying.
Once again it was Alfira with the killshot! He wasn't ready for our Magical Secret blast hehe.
We pushed it right down to the wire, Crouching and Displacing, dodging the cannons till the very last round, but got to the Crown just in time!
For the Brain itself, I used the Fireworks kaboom Chronos style. It's the most reliable. Trick is to just try and one shot her with a single damage type all at go, so all Fire in this case.
Alternative is to work the brain down with a rotating damage type thing, but that can be hard to execute. I think the only other dmg type that can stack that high is Force, like from explosives or just a shit ton of grenades on the floor, but fire is definitely easier. 2 trips to Felogyr's and then commit hehe. We used the upcast fireball to ignite and then just watched as it showered down multicolored rainbow death hehe.
Pretty good times. We never did that make swim, I guess maybe my approval was too low from random criminality along the way. Least Astarion and Gale seemed to be riding high off their accomplishments. Got some random commentary from Minsc I hadn't seen before. Reunion camp with Alfira is a nice touch!
I was thinking it might be fun to attempt some sort of super summoner Multi-Class, or continue with my dip into Wizard from Druid, but still not sure how to optimize it really. I'll probably take it from the top again and see if there's time for another Tactician Enhanced run before patch 8 drops. Either way, I'm sure we'll be back lol
I think for the meta, the lvl 4 spellslot is the most valuable over all, since those summons can be replenished via a potion of Arcane Cultivation, so sort of a freebie there. Probably skeleton Archers are the most versatile, but Ice Memphits are pretty solid, and the Woodland Being is of course a badass if she can survive the opening salvo. Enemies always seem to pick on her, probably because she's always concentrating so hard. In any case after that the lvl 5 spellslots are the workhorse and those can be replenished via the Wizards special when out of combat. Otherwise I think only the Druid Circle of the Land can replenish a lvl 6 Spellslots for free. Probably makes them the best overall Summoner since then you get a free cast on that, to prep the lvl 6 Myrmidon and then immediately replenish the spellslot.
The dilemma for Priests is that the lvl 6 slot for Planar Being or a Myrmidon competes directly with Heroes Feast, which buffs all the Summons at once with extra HP and resistances. So you really want at least one priest to have that slot available, since it makes such a difference as a buff. Aid is similar for a group buff, but that's only a lvl 2 slots so more of a given. What it means in my more recent runs is that instead of Summoning Myrmidons with Gale and Jaheira, I've been burning the lvl 5 slot instead to just use a Greater Elemental. They're not as strong as Myrmidons, but they all have some form of warp which is the main benefit. I think the flying Air Elemental is probably the best for my playstyle, with a water Elemental for support. It's a decent balance between damage type and attack versatility. Air Elemental does the zap Multiattack or the thunder ranged and can fly/warp as well as vortex, Water Elemental can do the slam prone AoE mini, Ice Multiattack with the warp, they also pair well when things get wet to stack more damage. Earth Elementals are also pretty reliable, though they're much larger and kinda get in the way when targeting. Fire I think I only really use vs the Vampires, they tend to explode everything around them if there are surfaces or barrels, even though they look pretty cool I usually just go Air or Water. Djinni I think is among the most useful since his Vortex can restrain even many of the bosses, unless they have a legendary against being restrained, but it's pretty solid for a freebie CC like every turn. His standard swipe can be hit or miss, but he's got the warp which again is sorta the top thing. I haven't messed with the Deva or the Cambion all that much, the Djinni just seems to outclass them, but maybe that's more down to the way I play.
In any event it probably didn't matter all that much for the final here, cause we still had quite a few Allies to burn. I spent the first turn just calling everyone so I wouldn't forget. We went right instead of left this time just to mix things up. The Emperor got off'd by some random Vampiric Ghouls, and Mizora got off the hold monster to set up the Dragonslaying.
Once again it was Alfira with the killshot! He wasn't ready for our Magical Secret blast hehe.
We pushed it right down to the wire, Crouching and Displacing, dodging the cannons till the very last round, but got to the Crown just in time!
For the Brain itself, I used the Fireworks kaboom Chronos style. It's the most reliable. Trick is to just try and one shot her with a single damage type all at go, so all Fire in this case.
Alternative is to work the brain down with a rotating damage type thing, but that can be hard to execute. I think the only other dmg type that can stack that high is Force, like from explosives or just a shit ton of grenades on the floor, but fire is definitely easier. 2 trips to Felogyr's and then commit hehe. We used the upcast fireball to ignite and then just watched as it showered down multicolored rainbow death hehe.
Pretty good times. We never did that make swim, I guess maybe my approval was too low from random criminality along the way. Least Astarion and Gale seemed to be riding high off their accomplishments. Got some random commentary from Minsc I hadn't seen before. Reunion camp with Alfira is a nice touch!
I was thinking it might be fun to attempt some sort of super summoner Multi-Class, or continue with my dip into Wizard from Druid, but still not sure how to optimize it really. I'll probably take it from the top again and see if there's time for another Tactician Enhanced run before patch 8 drops. Either way, I'm sure we'll be back lol


