@@immersioneer It's more practical than that :-) Bound weapons are nice and all, but they might glitch out, so you want to have something to throw as a backup :-)
@@immersioneer If you're going with Thrown weapons, daggers are not that good because they only do d4 piercing, while javelins do d6 piercing. Also make sure to have handaxes and light hammers, that way you can do slashing and bludgeoning damage when need be.
The spell DC -1 which showed for your Eldritch Knight is a graphical glitch. It's been around since forever. Sometimes that shows the stats of the previously selected character. In this case, lae'zel's bad INT is why it incorrectly shows you have a -1. Your INT is only barely better, though. With your INT 10 you get a bonus to DC and to spell attack rolls of 0. Witchbolt is really bad for your character. You'd be exchanging multiple attacks per round for a single d12 attack which barely has any chance to hit. Remember, your INT is what gives you your bonus on attack rolls with spells, so you have a +0 with spells whereas your STR gives you a +4 with melee attacks and throwing weapons. Without significantly improving your INT it's best to not only avoid spells with a saving throw but also spells which require an attack roll. Eldritch Knights choose the bulk of their spells from the abjuration and evocation schools, so you're quite limited, but when you use your "Replace spell" feature during a level up you're not bound by this restriction, so you can exchange some evocation/abjuration spells for, for example Find Familiar (a raven is useful to blind enemies), Blur (spell level 2), Cloud of Daggers (level 2 spell, no saving throws), or Expeditious Retreat (dash with a bonus action) It's also worth mentioning that at level 10 your Eldritch knight gains the class ability Eldritch Strike, which does: "When you hit a creature with a weapon attack, it has Disadvantage on its next Saving throw against a spell you cast before the end of your next turn." This is really powerful and makes you a strong debuffer. So by then you could consider switching to having much better INT and switching your spells over to having more crowd control.
Yup, agree with all of the above and that's all very helpful. I'm hoping to get the band of intellect from the Ogres to get 17 INT and +3 DC / to hit. That will have to do for the whole playthrough, but hopefully we'll mostly be relying on defensive spells until level 10 and then make use of the class ability to reduce enemy saving throws thereafter.
I'd take Protection from Evil and Good, it's not a worst thing to concentrate on in some fights. You might get some use out of it at least, unlike all other options you had.
@@immersioneer Other choices were completely useless :-)) In solo runs Protection is essential for some fights, not only undead, of which there are a few, but fey and devils as well
12:51 you didn't get branded by priestess Gut and now she is in her chapel. if you want the perks from your gloves you can talk to this warlock goblin right there and get yourself branded - or Lae'zel. 😉
1:17:44 'we saved Halsin...' a welcome change compared to your run with Michael. and you agreed to help him - now that the kids escaped the camp is hostile to you anyway. and you lost access to both the traders there. back to Arron and Dammon for heavy armour and a sword then. good luck. 🤞
Haha, yeah! I didn’t know that stopping them from escaping actually stops the camp from going hostile - I just pretended that was the case in our playthrough with Mike, haha! Good to know now!
29:58 if you don't want to find the whole goblin camp hostile once you exit the pens again, you have to stop the kids from reaching the door. your Githyanki shouldn't have any compunctions about it, right?
No, they wouldn’t, haha. I didn’t actually know that not letting kids run away is what prevents the rest of the camp from turning hostile. I just pretended that was the case in our Rogue playthrough with Mike, haha! Pretty cool!
I don’t know - I don’t rate Alert or GWM :) I feel survivability stand above everything in these “true” honour mode runs as duo (or even solo). Savage attacker only truly pays off when you have at least extra attack, so that it triggers 4 times on opening with action surge and then twice per turn.
@@immersioneerthey’re right those are the best choices. Alert makes a massive difference over the course of an honor run(both for safety & strategic.) I personally also like sentinel & mobile for melee characters
@@immersioneer That's because you don't know :-)) Going first and going hard - that's what matters the most. Survivability is determined by how you start fights, positioning, how you identify the most dangerous enemies and how fast you kill them. I'm not convincing you, I know I'm right :-) I've done it a lot of times. Solo melee is not something I'm yet ready to try though 😁
12:30 y'know the traders will have an update on their wares once you level up. maybe pay her a visit again then and she might have a suitable weapon for you. 😉
18:51 this is actually quite useful. the traders get an update now when you level up and you can check on them. once Lae'zel levels up, the traders get another update. it means you have twice the chance to discover an item you might fancy for yourself. since the camp has two traders (and Volo is a trader too) you can hope four times to get your sword. 😉
Yeah, I think it’s on long rest and on level up. We are pretty good on gear though, but I do visit the traders in between episodes for potions and scrolls as well.
I don't like short bows =P. I also don't like equipping weapons for passive stats / spells, as I feel that's a bit immersion breaking too (unless we actually regularly use that weapon). I might change my mind on this though...
@@immersioneer I don't see how it is 'immersion breaking', it's a magical effect of the item in a magical world. You will not use your ranged weapon anyway, might as well use a slot for something useful :-)) You will be struggling for initiative, and in honor mode initiative is crucial, often the difference between win and loss. That's why Alert is so good
You stay in character nicely. Pleasant.
Thank you! Appreciate the appreciation ;)
Hauling a bunch of daggers with you is always a good idea for any throwing character :-)
Hmm, I think that's pretty thematic actually. I like a dagger throwing Eldritch Knight :) I might do it.
@@immersioneer It's more practical than that :-) Bound weapons are nice and all, but they might glitch out, so you want to have something to throw as a backup :-)
@@alexmashkin863 Yeah, but I want to stay in character as much as possible, which limits our options :)
@@immersioneer If you're going with Thrown weapons, daggers are not that good because they only do d4 piercing, while javelins do d6 piercing.
Also make sure to have handaxes and light hammers, that way you can do slashing and bludgeoning damage when need be.
The spell DC -1 which showed for your Eldritch Knight is a graphical glitch. It's been around since forever.
Sometimes that shows the stats of the previously selected character. In this case, lae'zel's bad INT is why it incorrectly shows you have a -1.
Your INT is only barely better, though. With your INT 10 you get a bonus to DC and to spell attack rolls of 0.
Witchbolt is really bad for your character.
You'd be exchanging multiple attacks per round for a single d12 attack which barely has any chance to hit.
Remember, your INT is what gives you your bonus on attack rolls with spells, so you have a +0 with spells whereas your STR gives you a +4 with melee attacks and throwing weapons.
Without significantly improving your INT it's best to not only avoid spells with a saving throw but also spells which require an attack roll.
Eldritch Knights choose the bulk of their spells from the abjuration and evocation schools, so you're quite limited, but when you use your "Replace spell" feature during a level up you're not bound by this restriction, so you can exchange some evocation/abjuration spells for, for example Find Familiar (a raven is useful to blind enemies), Blur (spell level 2), Cloud of Daggers (level 2 spell, no saving throws), or Expeditious Retreat (dash with a bonus action)
It's also worth mentioning that at level 10 your Eldritch knight gains the class ability Eldritch Strike, which does: "When you hit a creature with a weapon attack, it has Disadvantage on its next Saving throw against a spell you cast before the end of your next turn."
This is really powerful and makes you a strong debuffer. So by then you could consider switching to having much better INT and switching your spells over to having more crowd control.
Yup, agree with all of the above and that's all very helpful. I'm hoping to get the band of intellect from the Ogres to get 17 INT and +3 DC / to hit. That will have to do for the whole playthrough, but hopefully we'll mostly be relying on defensive spells until level 10 and then make use of the class ability to reduce enemy saving throws thereafter.
such a nice video!! reallt greatfull that i discovered your videos
Thanks a lot! Appreciate the support and glad you are enjoying them!
Great video, loving the playthrough
Thanks a lot! I appreciate the kind words and the support!
I'd take Protection from Evil and Good, it's not a worst thing to concentrate on in some fights. You might get some use out of it at least, unlike all other options you had.
It's not bad, but I have no idea how many undead there will be in the game, so hard to judge. I also find you get a lot of scrolls for this one.
@@immersioneer Other choices were completely useless :-)) In solo runs Protection is essential for some fights, not only undead, of which there are a few, but fey and devils as well
12:51 you didn't get branded by priestess Gut and now she is in her chapel. if you want the perks from your gloves you can talk to this warlock goblin right there and get yourself branded - or Lae'zel. 😉
Tskva! No way we are getting branded!
1:17:44 'we saved Halsin...' a welcome change compared to your run with Michael. and you agreed to help him - now that the kids escaped the camp is hostile to you anyway. and you lost access to both the traders there. back to Arron and Dammon for heavy armour and a sword then. good luck. 🤞
Haha, yeah! I didn’t know that stopping them from escaping actually stops the camp from going hostile - I just pretended that was the case in our playthrough with Mike, haha! Good to know now!
29:58 if you don't want to find the whole goblin camp hostile once you exit the pens again, you have to stop the kids from reaching the door. your Githyanki shouldn't have any compunctions about it, right?
No, they wouldn’t, haha. I didn’t actually know that not letting kids run away is what prevents the rest of the camp from turning hostile. I just pretended that was the case in our Rogue playthrough with Mike, haha! Pretty cool!
Best choice: GWM. Good choice: Alert, Ability Improvement. OK choice: Savage Attacker, Heavy Armor Master, Athlete :-))
I don’t know - I don’t rate Alert or GWM :) I feel survivability stand above everything in these “true” honour mode runs as duo (or even solo). Savage attacker only truly pays off when you have at least extra attack, so that it triggers 4 times on opening with action surge and then twice per turn.
@@immersioneerthey’re right those are the best choices. Alert makes a massive difference over the course of an honor run(both for safety & strategic.) I personally also like sentinel & mobile for melee characters
@@immersioneer That's because you don't know :-)) Going first and going hard - that's what matters the most. Survivability is determined by how you start fights, positioning, how you identify the most dangerous enemies and how fast you kill them.
I'm not convincing you, I know I'm right :-) I've done it a lot of times. Solo melee is not something I'm yet ready to try though 😁
@@alexmashkin863 I have to agree with you, offense is always better than defense because of the action economy. Dead enemies can’t act
Better get used to exploring all angles and finding those elusive targeting pixels, throwing in this game is funny like that :-))
12:30 y'know the traders will have an update on their wares once you level up. maybe pay her a visit again then and she might have a suitable weapon for you. 😉
18:51 this is actually quite useful. the traders get an update now when you level up and you can check on them. once Lae'zel levels up, the traders get another update. it means you have twice the chance to discover an item you might fancy for yourself. since the camp has two traders (and Volo is a trader too) you can hope four times to get your sword. 😉
Yeah, I think it’s on long rest and on level up. We are pretty good on gear though, but I do visit the traders in between episodes for potions and scrolls as well.
Tal'quir didn't get a round of lethargic? Or did I miss it somehow?
He did at 46:16, I think.
@@immersioneer Indeed, but he instantly lost Lethargic without anything having happened. It certainly did NOT last a whole turn.
Bow of Awareness that Roah has is really good for you, why are you dismissing it out of hand?
I don't like short bows =P. I also don't like equipping weapons for passive stats / spells, as I feel that's a bit immersion breaking too (unless we actually regularly use that weapon). I might change my mind on this though...
@@immersioneer I don't see how it is 'immersion breaking', it's a magical effect of the item in a magical world. You will not use your ranged weapon anyway, might as well use a slot for something useful :-)) You will be struggling for initiative, and in honor mode initiative is crucial, often the difference between win and loss. That's why Alert is so good
You can't opportunity attack with a ranged weapon
Now I finally figured that out… :) Yet the shield always adds +2AC…