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This New Build is COMPLETELY INSANE in Baldur's Gate 3 (Light Cleric)

Автор: Toyhouze

Загружено: 2024-02-15

Просмотров: 644987

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This might be one of the most fun builds I've ever played, forcing enemies to constantly miss their attacks and take radiant damage, along with absolutely destroying Undead enemies with this secret trick...
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Timestamps
00:00 Light Cleric Intro
00:24 Level 1 - Light Domain
03:02 Level 2 - Channel Divinity
03:39 Level 3 - Scorching Ray
04:44 Level 4 - War Caster
05:28 Level 5 - Destroy Undead
08:53 Level 6 - Improved Warding Flare
09:10 Level 7 - Change Class to Sorcerer
11:10 Level 8 - Banishment
11:57 Level 9 - Ability Improvement
12:12 Level 10 - Destructive Wave
12:32 Level 11 - Divine Intervention
12:58 Level 12 - 6th Level Spells
13:50 Best Helm - Holy Lance Helm & Hat of Fire Acuity
14:08 Best Cloak - Cloak of Displacement
14:29 Best Armor - Luminous Armour
14:56 Best Gloves - Luminous Gloves
15:14 Best Boots - Boots of Speed
15:58 Best Amulet - Amulet of the Devout
16:34 Best Ring - Coruscation Ring
16:54 Second Best Ring - Callous Glow Ring
17:20 Best Melee Weapon - Phalar Aluve
17:39 Best Ranged Weapon - Gandrel's Aspiration

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To get started, choose Light Domain at level 1. Light Domain Clerics receive Warding Flare at level 1. This Reaction shields you with Divine Light, causing Disadvantage on your attacker possibly causing their attack to miss. This is key for our build which focuses on generating lots of Radiating Orbs which further decrease enemies chance to hit.

For your race, this build is perfect for any type of elf. Wood-elf would be ideal for the increased move speed but any elf is good because we want Fey Ancestry so that we cannot be magically put to sleep. This will come in handy later when we use Glyph of Warding: Sleep on top of ourselves when we’re surrounded by enemies to put them all to sleep without falling asleep to it ourselves. Shadowheart is a half-elf so she works perfectly for this build too.

However, keep in mind that the Fire Bolt granted from High Elf and High Half-Elf are from the Wizard spell list and its attack roll adds your Intelligence modifier, which will be low. When it comes to act 1, I highly recommend using Produce Flame instead of Fire Bolt because Produce Flame uses your spellcasting ability modifier - which is Wisdom - instead of Intelligence for its attack roll so it will hit much more often. Also, Produce Flame’s tooltip is actually incorrect in game on Clerics and it actually deals more damage than it says at level 5 and 10. However, against undead, if you’re going to use a cantrip, Sacred Flame is the way to go. There’s also a necklace called Necklace of Elemental Augmentation which adds your spellcasting ability modifier to the damage of your cantrip when it deals acid, cold, fire, lightning, or thunder damage, so make sure to grab that when you’re in the Inquisitor’s Chamber in Creche Y’llek to make your produce flame even stronger.

Produce Flame can also be helpful in act 2 to provide your party a source of light against the shadow curse before you gain protection against it. Also, make sure to get Guidance as your third cantrip as this will be used very frequently in dialogue and when faced with ability checks. You can also use it preemptively when entering new areas to give yourself a bonus to nature, perception, and religion or history ability checks for example that can happen when you discover a new area.

For your spells you’ll want to choose Guiding Bolt, Command, Bless, and Inflict Wounds. Guiding Bolt grants advantage on the next attack roll against the target creature and deals 2d6 radiant damage. This is your ranged single target damage spell. Inflict Wounds is also great for single target, but requires melee range and deals 3d10 Necrotic Damage. Since Inflict Wounds is an attack roll and melee range, you can guarantee it’s a critical hit by using it on targets that are sleeping, or paralyzed from Hold Person. Bless is great for improving your team’s ability to land attacks and command is solid crowd control. You can also disarm enemies with Command: Drop Weapon.

At level 2 you’ll gain your first channel divinity charge. This can be used to Turn Undead, which causes Undead creatures to flee in a large area of effect. This will get much stronger at level 5 once we gain Destroy Undead.

We also gain Radiance of the Dawn, which uses a Channel Divinity Charge to deal 2d10 + character level radiance damage in a large area of effect. Radiant damage is a huge part of this build so this will be what we use on non-undead creatures for repeatable AOE radiant damage.

#bg3 #baldursgate3 #baldursgateiii
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This New Build is COMPLETELY INSANE in Baldur's Gate 3 (Light Cleric)

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