Thanks again for all the tips and tricks in you LW videos my dude ! Just finished my first run this morning thanks to seeing some of the tricks you used that I’d never have even considered !
I stole your monk build from fists only - but kept to robes for armour as the trade off for eating some many tasty worms - because bonus action black hole is just too good for me to pass up 😂
@kierrynhigbed3902 True! I'm sad I didn't get to use the Mind Sanctuary at all. I could've converted actions into bonus actions. Which means more flurry of blows 😈
4:30 martial classes can often benefit from thief's Fast Hands because of great weapon master and letting you heal back what damage you take far more consistently. I've been in solo fights where I needed to heal 120hp in one turn and I just did, with the periapt and supreme heal potion. Power!
@@Pheeon It's a huge boon for two thirds of the game. It really only falls off once you have access to a lot of supreme heals since those heal a lot very consistently, and you get some good amulets in act 3, but it's still one of my faves
I've done a couple of tactician solo runs, so I'll mention in a couple of things I've found helpful: Elixirs of Hill Giant strength are incredibly useful in Act 1 as they set your strength to 21, much higher than you'll be able to achieve naturally. This means that regardless of class or build, chugging a hill giant elixir and whacking things with a melee weapon is actually just better than using low tier spells or cantrips. If you're playing a martial, you can dump strength and focus instead on stats like dexterity (for AC and initiative) and constitution. This is very helpful to reaching level 5 when most builds actually become functional. You get one for free at the start of the game in the adventurer's pack found in your camp stash, and you can buy three from Auntie Ethel that refreshes every long rest. Another that's more specific for martials, is that if you sacrifice a companion to the fish people in the Underdark, you gain a permanent buff that gives you advantage against bleeding enemies, so if you open combat by using lacerate, you have easy access to a source of advantage that doesn't require going to act 2 for the risky ring. Last one that's honestly more entertaining then useful, if you recruit Gale to your camp and feed him one magical item when he asks for it, it spawns the NPC for his questline in the Mountain Pass. If you kill that NPC, it gives a pretty decent 1k xp. Not an easy fight given the NPC is level 20 and packing some very powerful spells, but it is possible and a pretty nice stack of XP for your trouble.
Wait, I have a question. When you said you can kill the NPC related to Gale. Are you describing a figure who may or may not be a spell caster and an old man? (I described him in order to avoid spoilers) If you are talking about the person I'm thinking of. That is incredibly ballsy, and amazing at the same time.
@@LoreFoundry Yep, he's exactly who I'm talking about. It'll probably take a few reloads given he can use spells that are much higher tier than what you can access at that point in the game. So really it's just a fun challenge to kill him, and the 1k xp is just a bonus on top of that.
When playing lonewolf I went to the underdark n spam refresh the traders(by lv my characters at camp) which sells cloud giant finger and got very op even at lv 2. Very fun when i use a throwing fighter build which needs barely long rest. Highly recommended anyone play strength builds!!
I am about to do some testing with a hireling in one of my games. I want to see if the Moon Druid Water elemental can benefit from the magical gear with bonuses to ice damage.
you can rob withers with impunity, any money you spend on respecing can be stolen back for free
Well, at least you pointed out the most important: quicksave.
Thanks again for all the tips and tricks in you LW videos my dude ! Just finished my first run this morning thanks to seeing some of the tricks you used that I’d never have even considered !
Hey, congrats! Glad to hear it, what were you playing as?
I stole your monk build from fists only - but kept to robes for armour as the trade off for eating some many tasty worms - because bonus action black hole is just too good for me to pass up 😂
@kierrynhigbed3902 True! I'm sad I didn't get to use the Mind Sanctuary at all. I could've converted actions into bonus actions. Which means more flurry of blows 😈
The build feels so underpowered until 6 and then just doesn’t stop being utterly cracked from there - esp once you have the goodies from HoH 💪🏻
4:30 martial classes can often benefit from thief's Fast Hands because of great weapon master and letting you heal back what damage you take far more consistently. I've been in solo fights where I needed to heal 120hp in one turn and I just did, with the periapt and supreme heal potion. Power!
The periapt is soo good even without a pocket medic. Especially if you have equipment that heals you too
@@Pheeon It's a huge boon for two thirds of the game. It really only falls off once you have access to a lot of supreme heals since those heal a lot very consistently, and you get some good amulets in act 3, but it's still one of my faves
Thanks for this, really appreciate it!
Would love to see a vid on multiclassing and general leveling options for solo tac!
I'll look to make one after next week's vid, lots of people have been pitching in their ideas so I'll have to share some
I've done a couple of tactician solo runs, so I'll mention in a couple of things I've found helpful:
Elixirs of Hill Giant strength are incredibly useful in Act 1 as they set your strength to 21, much higher than you'll be able to achieve naturally. This means that regardless of class or build, chugging a hill giant elixir and whacking things with a melee weapon is actually just better than using low tier spells or cantrips. If you're playing a martial, you can dump strength and focus instead on stats like dexterity (for AC and initiative) and constitution. This is very helpful to reaching level 5 when most builds actually become functional. You get one for free at the start of the game in the adventurer's pack found in your camp stash, and you can buy three from Auntie Ethel that refreshes every long rest.
Another that's more specific for martials, is that if you sacrifice a companion to the fish people in the Underdark, you gain a permanent buff that gives you advantage against bleeding enemies, so if you open combat by using lacerate, you have easy access to a source of advantage that doesn't require going to act 2 for the risky ring.
Last one that's honestly more entertaining then useful, if you recruit Gale to your camp and feed him one magical item when he asks for it, it spawns the NPC for his questline in the Mountain Pass. If you kill that NPC, it gives a pretty decent 1k xp. Not an easy fight given the NPC is level 20 and packing some very powerful spells, but it is possible and a pretty nice stack of XP for your trouble.
Wait, I have a question. When you said you can kill the NPC related to Gale. Are you describing a figure who may or may not be a spell caster and an old man? (I described him in order to avoid spoilers)
If you are talking about the person I'm thinking of. That is incredibly ballsy, and amazing at the same time.
@@LoreFoundry Yep, he's exactly who I'm talking about. It'll probably take a few reloads given he can use spells that are much higher tier than what you can access at that point in the game. So really it's just a fun challenge to kill him, and the 1k xp is just a bonus on top of that.
@@Sullyeet holy cow, I didn't know I could actually fight him. I am on the dark urge, and well, Gale isn't around. Can I still meet this guy?
@@LoreFoundry Nope, unfortunately for him to spawn in the mountain pass you need to recruit Gale and feed him at least one magical item.
When playing lonewolf I went to the underdark n spam refresh the traders(by lv my characters at camp) which sells cloud giant finger and got very op even at lv 2. Very fun when i use a throwing fighter build which needs barely long rest. Highly recommended anyone play strength builds!!
Currently on my first tactician solo run after I finished my party of 4 game, just hit lvl 5
Time for the Power!
*Furiously scribbles down notes*
There's plenty of notes to take lol, though your own notes from self experimentation are where it's at
I am about to do some testing with a hireling in one of my games. I want to see if the Moon Druid Water elemental can benefit from the magical gear with bonuses to ice damage.