I wish there was actual negatives for having illithid powers. They seemed to have that planned based on voice lines (and especially the fact you drag and put a parasite in your brain) but the only negative is potentially being forced to take the Astral tadpole
@@sunbleachedangel I mean it’s not a negative gameplay wise, but it IS a negative for the sake of your character being forced to go through with it. I’m more annoyed that you can eat NO tadpoles, free Orpheus, and he still gets mad and says you were “abusing his powers” which I think is a lot more of a stretch ther
@@kingofgrim4761 Well you can still pass a check to resist it and if you don't, again, it's a strict upside (minus the looks). The Orpheus thing sucks and seems like a big oversight
@@Maddoxoxox I understand he “means” stasis, but it makes a lot more sense for him to be understanding of using his power to keep from turning, rather than using his powers to become PARTIAL illithid/consume more. I think a good aligned character who doesn’t take any tadpoles should at least get some acknowledgment from Orpheus as opposed to being told off. I’d say the former is “abuse” rather than “use” of his power.
Cull the weak is the most OP out of all of them IMO. By the end of game, small dmg from things like psionic backlash just one shot enemies with 35 hp, It's basically the equivalent of a whole extra attack at the cost of nothing.
Cost of a reaction* But yes I agree it is very good. I prioritize getting that along with other few. Edit: I was referring to Psionic Backlash. Don't mind me lmao 😅
Agreed. It makes all kinds of spells from magic missiles to spirit guardians much better at finishing targets, it makes bloodlust elixir easier to activate etc and all that as a passive free effect.
I think you underrate Black Hole, it instantly trivializes an entire combat encounter. And just in case anybody succeeded their saving throw you can cast it five more times!
@@keithwiechart7744 especially combined with that damn smoke that deals damage when you stay insinde, if the mf that casted it stay hidden or succeed his saving throws while the boss spam the black hole the whole army takes huge damage
It's absolutely GLORIOUS for house of grief, lol. Just suck half of the enemies into one spot, place some kind of unpleasant AoE over it, like hunger of hadar or insect plague, and bombard with fireballs until ded
Charm is pretty good when trying to solo. If you’re fighting a powerful enemy it can be worth it to purposefully take an opportunity attack in order to completely negate the enemies turn. Edit: It turns out, the effect ends as soon as the enemy turn begins. I still maintain charm can be useful in some situations and while underwhelming it it’s not rp tier.
@@MundaneThingsBackwards Wdym free? Taking opportunity attacks causes you to take damage.. and if its a powerful enemy its probably not a small amount.
Black Hole solved Orin's fight for me in honor mode. If you awaken your tadpole and take 3 levels in thief, you can cast black hole twice in a turn. It basically means that you can drag all of Orin's acolytes off the side of the arena. It's busted.
You can also get Survival Instinct by passing checks when you drink the potion Omeluum makes for you in the Underdark, it heals a target for 3d4 whenever they fall unconscious which essentially gives you a free revive, and it also benefits from the Zaith'isk giving you BA Illithid powers.
A bit late but might have been worth mentioning/including the value of the tadpole powers that get unlocked by your options. For example another massive point in favor of going Psionic overload on basically everyone is that you need to take it to grab Ability Drain, while Displacer Beast is trapped behind really mid powers so it would need to be amazing to be worth.
It should also be noted, however, that Psionic Overload disabling Concentration spells can be pretty terrible on several classes that prefer using Concentration spells. It's fantastic on Fighters and dual-wielding Thief multiclasses, but not on casters or hybrids which makes it less ubiquitously useful than certain other tadpole powers that are just stupid good on everything.
One funny thing about Ability Drain - if you use it to start combat with a multihit spell like Scorching Ray, since you're not in combat, it activates it on ALL of them, which can just straight up kill someone just from the fact they now have 0 in one of their stats
All the scorching rays benefit from favorable beginnings too, right? So you’re getting the +2-4 to hit on like 6 rolls which is obviously great. And then your fire acuity stacks are already built up now 😎
Wow, I never used Shield of Thralls because I misread it and thought the person LOSING the temp hitpoints had to make a save against stunned. I was shocked when you put it in A tier, but that's absolutely where it belongs. Can't wait to bust it out.
It was an indiscriminate aoe a few patches back, rather than an 'enemy aoe'. Can also cast it on a foe and pop the shield for a stun attempt on those around that foe, though I don't think it can stun the enemy it was cast on.
FYI repulsor hits all targets in a decent sized AOE, not just one target. Very nice if you can place yourself in a big group of enemies, but beware that (at least in honor mode) it hits allies as well.
Concentrated blast isn't as situational as you might think. It is common that I am concentrating on a non-combat spell before combat (guidance, resistance, enhance ability, detect thoughts) or if you are concentrating on cloud of daggers or something where all the enemies have left the area, then you can cast this without feeling the penalty of breaking concentration. I never try to get the healing. It's just a bonus that can happen.
Psionic Backlash is also good, because damage can break concentration. So it is a cheaper (but worse) version of counterspell for martials, in a way. If you have the resonance stone active, it deals 2d4 per spell level. So up to 30 [12-48] if the enemy uses a 6th level spell. If an enemy concentrates on a spell, and they take damage, they have to pass a con save with a DC of 10 or half the damage taken, whichever is higher. A save of 10-15 is not exactly hard to make, but enemies will still fail it sometimes, which then immediately ends their concentration, and basically nullifies their turn Viconia has +0 on her con saves, for example, so whenever she casts a concentration spell, you can immediately cancel it for free 50% of the time (or more, if multiple characters use psionic backlash or she uses a higher level spell)
Transfuse health is actually better than you think for different reasons that presented in the video. If you bring it on everyone, this drastically increases the survivabilty not the entire squad, because now it is as if you all collectively have a shared pool of hitpoints, and the only way for enemies to kill any of you, is to kill all of you. This protects frontliners who take loads of damage in a long fight, because the backliners that are not being focused can sacrifice their health to keep the tank tanking, while also letting frontliners to better protect backliners from freak incidents when they do get targeted. This is actually why a rogue can be detrimental to the overall safety of the party because by virtue of hiding, they often force enemies to split their attacks between 3 instead of 4 characters, increasing the risk of losing part members
The best uses for Concentrated Blast are for when your damaging AoE spell has done all it's going to and you were going to stop it anyway. Or an opener when you just cast Guidance on a dialogue check.
Transfuse health is a lot of fun on self healing builds, in particular wildheart barbarians with tiger heart, who spam cleave to get healing with the sword of chaos. You are very tanky, since you rage, and do not have to use reckless attack for advantage (booals benediction + prof on bleeding targets) and will heal most of the damage you take from this in a round, so this effectively makes you both a tank and combat healer, who does not use spell slots as a limited resource. It also allows you to quickly proc items like the helmet of grit, which only work when you are below 50% health
i personally find that shattered flail with the periapt of wound closure on a barbarian is the best way to become immortal and can be done as early as act 1
The Awakened buff from the Gith Creche is actually not that hard to get. It is just a series of Saving Throws (INT DC12, WIS DC15, and CON DC18). It is easy to have a cleric cast resistance (+1d4 to all saving throws), consume a something that heals + whispering promise (+1d4 to saving throws), and put on minthara's armor for advantage on CON saves. If you have a bard in your party, add another 1d6 to all those saving throws. And there are a number of items you can equip to get some flat bonuses to your saves. And, any gnome has advantage on all INT and WIS saves.
Stage Fright is insane. Recently finished Honour mode with my friend, who played high AC pally. It did so much damage for every single time it was used. Sure, it's hardly useful against bossess - but almost no boss encounters are without packs of helpers.
Yeah I think the thing that makes it the most useful (which he didn’t really mention in the video unfortunately) is that it’s AoE. The range isn’t huge from what I remember, but if you can group some enemies together and give most of them disadvantage + damage on missed attacks that’s a massive benefit.
In my opinion Favourable Beginnings is by far the most impactful Illithid power. Getting a bonus to accuracy and dialogue checks in the early game is absolutely massive, especially since it can help take the sting out of powerful feats like Sharpshooter. Sure, Freecast and Mind Sanctuary are broken in the late-game but imo they can't match just how impactful Favourable Beginnings is from the moment you get your first tadpole.
Transfuse Health is S tier for easily activating 50% HP abilities like helmet of grit. Trying to damage your allies before fights is very annoying without it.
And the fact that it works in globe of invulnerability is nice. Can be guaranteed better than almost any/any other heal in the game as well, thought I guess most of the time a supreme healing potion will suffice
Charm can be good when your low AC character gets jumped by a fighter with Action Surge. In that case you are potentially saving that character from taking 4 attacks. In my first playthrough I had a really low AC caster that kept getting focused. This ability saved his life many, many times in late game.
Maybe im crazy but i dont feel that the zaith'isk saves are that hard to pass provided you have 4 inspiration banked up. By that point you will have access to the warped headband of intelect, ring and cloak of protection, and the safeguard shield. Those alone will give you a +7 to int saves. Combine with the resistance cantrip and an elixer of heroism means hitting an 18 will be easy.
They’re not hard if you know what’s coming, but going in blind to three consecutive saving throws (dialogue saving throws themselves being extremely rare) where if you fail any of them, you have an almost permanent debuff is what makes the zaithisk challenging. It’s not the saving rolls per se as much as the stakes of passing, the consecutive requirement, and the fact they are saving throws over checks.
Displacer beast is a run saver, if your about to wipe just turn into the cat and either teleport away or make enough clones so that the enemy will be effectively unable to kill you
Concentrated blast becomes much better if you put your mind to it - you can either do the dc30 Arcana check in creche, if you aren't in honor mode, or you can have concentration as a bonus action, for which there is several ways. So if you do that, it's action + bonus action setup, which is much more tolerable, especially since it doesn't cost any spell slots
Shield of thralls can be used on enemies, then you pop it with damage for a easy aoe stun! S tier for sure. At least that's how it worked when I was playing, maybe they patched it.
6:30 Favorable beginnings is also great as it applies to skill checks made against someone for the first time, namely persuasion, deception or intimidation. So it has nice social use as well. As for charm, the main use is if you're targetted by a multi attack, charm will stop it at the first hit so there's that.
I think Displacer Beast Shape should be S tier considering you can pre-cast before any fight, so it is basically economy free 110 free HP and the abilities of the beast are pretty good. I used on my Karlach and took her on the frontline, the clones ability of this form are excellent for this especially because the IA of this game is dumb and they attack the clones a lot.
I agree it's atleast a A tier. 3 attacks at 4d6 damage and a bonus action 2d6 psychic (very easy to get vulnerability) that also creates a clone, is actually pretty damn strong. The main drawback is lack of synergy with your actual build (like normal wildshape), which is imo what drags it down.
Concentrate blast is at least B tier. It's occasionally useful to add free damage in the last round when you know that dropping concentration is not a problem. I use it frequently with cleric: I run into the last enemy with spirit guardians and then I shoot concentrating blast to finish it off.
In defense of Concentrated Blast, if you stick it on your Guidance party member you can drop that concentration turn 1 for some good dmg before you need to heal or buff. Pretty solid amount of fights that start with an opportunity to get that Guidance concentration up during the dialogue, so no prep needed. And ofc with the bonus action you can CB and then still get your impactful concentration spell up turn 1
Another nice use of Psionic Backlash is when an enemy casts a nasty concentration spell, it's giving you a chance to break their concentration immediately. (Edit: Nope, that doesn't work. See replies.)
With 3 or 4 party members who have backlash and cull the weak you can pop enemies quickly when they all react with psionic backlash them down low enought to cull them
@@h4wk5t4rthe amount of low health spellcasters who killed themselves by trying to cast a spell is just such an amazing use of a reaction. Psionic backlash and cull the weak are such a great combo
Haven't played in a while but I am pretty positive the psionic backlash triggers before they even cast the spell so it won't break concentration. But can stop a spell from casting if you kill them with it.
@@ethanpeeples6187 Ah, you're right; I just tested this out and it did indeed do the damage before the spell was cast. This might be something that got changed in a patch, or I might just be mis-remembering (I also haven't played in a while; I thought I remembered sometimes breaking concentration with this, but who knows).
Note about Transfuse health is that globe of invulnerability does block the damage without preventing the healing, oh and the healing from it can heal *all* entities, including objects, constructs, and undead. It helps out a ton during Halsin's quest to defend the portal. As well as a wall of Barrels to prevent ranged attacks.
To see you not count the zaithisk in this hurts. So many good powerful abilities getting ranked low because you’re counting them as an action when they *could* be a bonus action is silly.
This is based on honor mode. You will almost never get the zaithisk buff on honor mode because of the risk of permanent debuff and the crazy checks you have to pass
Really like illithid expertise because it's freed up a feat for me on my sorc, now all i need is the mirror of loss to hit 20 and i can pick alert and resilient
Concentrated blast was great on my tav because I didn’t usually use my concentration, so it was always just already on mind reading. Great damage early, and niche tool in the box
While I agree for most of these I actually think Black hole should be in S. It absolutely TRIVIALIZES some of the hardest encounters. If you get it on a bonus action with someone using Hunger of Hadar. Mystra help whomever you have locked in there. I'd also put Ability drain in A tier because, while it IS good.. It loses a lot of value when you either lack extra attack, or are using an ability that's worth reducing most of the time. I don't think it's worth using if you're not using it on a dex user OR targeting specific saving throws.
Transfuse health is very good on not just a high health character but also a high self healing character. There’s a good amulet/flail combo that this aestus fella told me about
I have a feeling you'll end up shifting a couple of these powers after using them more. For instance, both Stage Fright and Repulsor are AOE. I absolutely love both of them! I also value charm on certain characters, like lower AC mages. Particularly if they get targeted by an annoying archer, it can definitely save them some HP.
Charm is good because it can force an enemy to switch priority off of a low health/ac character and onto a higher health/ac character. It's really nice when you can force an enemy targeting your weaker backline characters to refocus on your tanks
Some of that powers works really good with specific builds and items Transfuse health is really good if you have build with Helmet of Grit, also you don't get any damage if you cast it from globe of invulnerability. Luck of the far realms can be easily combined with Surgeon's Subjugation Amulet on some fights Black hole is pretty sure S tier for last fights if you became full illithid, especially if you have thief subclass on your character. With bloodlust elixir you can kill most of the enemies solo in last fights by casting 4 black holes every turn. Also Ability drain is not only for stacking, it counts as a condition so it works really good on character with Diadem of Arcane Synergy.
Casting Transfuse health inside a globe of invulnerability, you don't lose health but still heals an ally for half of the current health. Plus spamming transfuse to each other evens out the health percentage so that a short rest can heal maximum health.
FYI in regard to getting the Awakened buff, it is possible to guarantee this even on honour, which is a massive joke! Honour mode but we all use every exploit available - barrelmancy IS YOUR FRIEND. Best to attempt with all 4 inspiration points in case of multiple Critical Failures or super low rolls, it can and will happen be warned. You will have to pass the following saving throws, 12 INT, 15 WIS followed by a throw of 18 in either INT or your Main spell casting stat (marked by a star on Character sheet) I wanted the buff on my main and was already a Bard with 18 CHA and proficiency which gave +8 to the final roll as I chose CHA Assumptions, you have reached at least the Arcane Tower in the Under Dark and picked up the Staff of Arcane Blessing which gives 2d4 to saving throws have defeated the Duager by the boat and have JUST claimed your reward back at the Myconid colony which nets you a + 1d6 buff until long rest, have purchased or found a shield that give's + 1 to saving throws and are at a minimum level 5 (EDIT: forgot to mention there is a staff you can buy from the Auntie Ethel in the Emerald Grove which when not wearing armour gives a further +2 to saving rolls, there is a helmet just outside the entrance to Booal's cave with the fishmen in the Underdark that gives advantage on Wisdom rolls (on the corpse on the ledge where you climb down and finally there is the tiara you get from the ogres which sets your intelligence to 17 if you would prefer not to mess around with your ability points) Have the following classes as your companions Cleric with Resistance grants + 1d4 to saving throws Bard which can cast Bardic Inspiration for a further + 1d8 again must be level 5 or the bonus is only + 1d6- this must be an ally as you cannot cast this on yourself Respec at Withers whomever you want to have the Awakened buff to a class with proficiency in shields for the +1 saving throw from the Safeguard Shield you can buy from Damon in the Grove or if you have the Brand of the Absolute there is a shield that grants the same +1 to saving throws in the Goblin camp somewhere Obviously if you can pick a class which allows proficiency in either INT, WIS or CHA do that, best would be INT or your main spell casting stat if it is higher and you have proficiency Dump STR, DEX, CON - as you will have low health ensure you have a clear path to the crèche from the Myconid colony so you do not have any fights along the way pump INT, WIS & CHA to 16 if you haven't used the Hag's hair on these stat's if you have then 17 in that one Your 1st feat get Ability improvement to pump +2 on ability (whichever you will choose on the final roll so INT or your main Spell casting ability) Equip the following: Safeguard shield (or alternative) to character getting buff Equip the staff from the Hag (not the staff of crones found in the back room of her cave) - REMEMBER to remove armour so you get the bonus to saving throws Equip Staff of Arcane Blessing to your Bard as Bardic inspiration does not require concentration while Bless from the staff does Equip the necklace that gives Guidance to 4th party member found on corpse near the Harpers stash outside the Grove After speaking to the Gith lady enter turn based mode, Cast Bless from your Bard using the spell from the staff which will give + 2d4 on character getting buff Ensure that all party members are right next to the machine to ensure they can provide buffs, I have had instances where the bonuses were not available to use despite having them on my party members Sit in chair and Add Bonuses Cleric adds Resistance +1d4 Bard can cast Bardic Inspiration for +1d8 - (EDIT: Bard also has Ability Improvement which gives advantage on all rolls, not sure if this will work while you are concentrating on Bless but it is worth noting, so you can either get +2d4 or advantage on every roll, whatever you prefer although advantage is mathematically superior Use 4th party member to cast Guidance for +1d4 Safeguard Shield gives +1 Buff from Myconid colony gives +1d6 Staff from Auntie Ethel gives +2 Including the proficiency bonus of +3 to INT WIS & CHA if all set to 16 as advised above That is a bonus of a minimum +12 to a possible +36 in addition to your roll! Finally if you roll a 1 or somehow get + 1 from every one of the 7 rolls you have the inspiration points available to re roll All of the above on Honour mode and I had + 30 on every roll, didn't even need the inspiration points it wasn't even close. Respec back, steal gold from Withers and go on your merry way armed with knowledge, the most dangerous of weapons. :) Or watch a video on UA-cam might be easier EDIT: One extra exploit as a reward for those that actually read to the end (please keep this to yourself as it completely destroys the game balance depending on how far you push it) - you can sell a backpack to any vendor, once they have it open it up and place all their Gold, potions/elixirs, crafting materials, spell scrolls etc into the backpack. Upon level up or long rest while their inventory refreshes anything in the backpack does not! So you can stock them up on anything and everything you might need in the future but can't afford at the beginning of the game. Especially useful with Auntie Ethel as she has 3 potions of Hill Giant Strength every reset, you can have +60 potions of Hill Giant strength, plus all her gold, potions, spells, equipment and crafting materials once you kill her and Grat the Trader as he gives arrows for your ranged party member + you will have in excess of 40 Greater health potions + 10k gold and as many arrows as you can be bothered with as long as you either long rest in front of him or respec with Withers and then level up one level at a time then exiting moving inventory to the back pack, rinse and repeat. If you want to really push this just empty their entire inventory every time you see them and once dead you have a ridiculous amount of items to sell in exchange for stuff you actually want. One final reminder if you do this with the Hag do not accept her hair as the reward like I did on my current run, + 1 in a single ability stat is worthless compared to potentially having all 4 party members with strength set to 8 but artificially increased to 21 for your entire party for the rest of the game!
I love Black Hole. I can't get enough Void Bulbs. When you want to do an AOE thing and all the enemies are spread out, it's a chefs kiss to bring them all together in one spot and go to town.
Force tunnel helped me win the Orin fight (this is Honour mode + mod boosted bosses btw) to push one of the fringe Bhaalist ritual guys who I couldn't AOE down with the others off the map. Other than that, I haven't found a good reason to use it. lol Edit: 20:33 where are we getting single target from? "Push back all creatures and objects in range." "Push anything and anyone back."
For spamming Concentrated Blast, it's possible to use it each turn if you get the Zaithisk buff and take true strike. Cast True Strike, then use Concentrated as a Bonus Action. A bit niche, but it can be nice to have as a back pocket heal in fights where enemies constantly spam concentration spells.
Charm works well for me. It usually fails to land but in many situations there is no reason not to use it. If you're being melee attacked it can prevent the enemy from using their second attack.
Transfuse health pairs well with a Barbarian or fighter, and the Pariapt of wound closure. They'll always heal for the most amount of health, so being able to funnel all of your potions to them to heal the party was my go to out of combat way to heal. It saves potions, but in a game where that doesn't matter, it's low priority.
On my current lonewolf tactician run, I've learned the power of Force Tunnel and it's an easy S for me. The fact that its knockback cannot be blocked is insane. Just a few simple examples: - Against Dror Ragzlin, I stood on the edge of the spider pit and performed to group his five adds, then knocked all five of them into the pit with a Force Tunnel - Against the herdmaster encounter in Grymforge, I shoved the middle enemy to the edge on turn 1, then FTed both of them into the chasm and easily bullied the herdmaster 3v1 with the animals - Against Bernard, FT was my guaranteed shove out the window when Repulsor had a 35% chance to hit All of those are only in Act 1, I'll be getting more out of it later I'm sure. Can also use it to get out of danger, group enemies for something like Cloud of Daggers if you have Haste up, and it recharges on short rest. Crazy action.
Accidentally clicked the wrong response to Lae'zel in my honor run dueing the zaith-isk sequence. Now, all illithid powers suck except for passsives. That BA buff is so worth it, especially if you get bonus BA from theif.
my very first playthrough, I got the creche bonus and was playing sorcerer, so an incredibly strong endgame strat I found was Black Hole + Call Lightning, just repeat every round.
absorb intellect is actually really good for the steel watcher titan when combined with ability drain. first turn: hit with any wizard spell + absorb intellect second turn, hit with any wizard spell and it immediately dies at the start of the steel watcher titan's turn. It has a -2 int save so it's basically guaranteed to fail the save against absorb intellect. Without a wizard it still kills the steel watcher titan on its own in 4 turns without the party needing to do anything else (so you can walk in solo, pop absorb intellect, drink an invis potion, and watch it die) Considering this is otherwise the hardest honor mode encounter in the game for a lot of parties, that's pretty valuable. Easy B tier, possible argument to even give it A tier as solo honor mode is a popular challenge
Charm is really good on backline, squishier party members when used against enemies that attack more than once. It can potentially bring down the number of hits taken from 2 or 3 to just one. It is a bit tricky to apply since the enemy can pass the save check, but I wouldn't put it below B tier personally.
Stage Fright in B tier is a travesty, that ability is just downright free protection and free damage, have your supports cast it on all the little guys and watch them destroy themselves attempting to hit the fighter/paladin. It trivializes so many encounters where the difficulty comes from adds with just barely enough health to still get a turn after most AoE spells. Goblin camp front door is the first fight that comes to mind, but I don't think I've ever used it and then regretted it. Once you can cast it as a bonus action it's downright the best BA in the game. EDIT: I actually think the best example is Raphael since he starts with a very large cluster of relatively beefy adds all bunched up perfectly for you to BA Stage Fright them, then blow them to low enough health with AoEs that they can reasonably finish themselves off by missing
You probably know this and just didn't mention it but black hole can be placed over cliffs and drops to knock enemies off ledges and kill them, its also great for say a wizzard who is being rushed by multiple enemies
Arcane staff in the wizards tower for bless even for a party without a cleric, resistance, the buff from Phalar, the bliss spores from killing the beach duegar, and four inspiration almost always gets me the powers as a bonus action perk.
On the subject of Luck of the Far Realms (auto-crit once per long rest) we used it to kill Sarevok before he could attack us at all. Our Rogue was using the ring with Paralyzing Critical (when you crit, the target is paralyzed for 2 turns) and he gave himself an automatic crit at the start of the fight. Sarevok died before he unparalyzed. Legendary Resistance does nothing against this, because a critical hit automatically succeeds with no saving throws, including Paralyzing Crit apparently. Delicious cheese.
I play a Cleric and I got a lot of mileage out of concentrated blast. Before combat encounters I would cast guidance on myself or a party member (if they didn’t already have it up, I used guidance a lot) and would use concentrated blast as an opening attack.
Cloud of daggers is best single-target lvl spell even if it only stays on target for 1 turn. 10 damage average on cast + 10 at the beginning of opponent's turn. So casting cloud of daggers into concentrated blast next turn gives you very efficient damage. Also Ice wall into bonus action concentrated blast for ridiculous amount of burst damage.
Powers in the 2 Inner Rings Listed in Order of Preference: NOTE: The #-# notation refers to the clock position(1 to 11) & ring position(1-inner ring, 2-middle ring) the perk is located on the brain power-tree. 1) 2-1 Favorable Beginnings(S)[Passive] 2) 2-2 Luck of the Far Realms(S)[Passive] 3) 12-1 Psionic Overload(A) [godlike only if you have multiple attacks per turn] 4) 10-1 Transfuse Health(B) [only useful for characters with a big health pool] 5) 10-2 Perilous Stakes(S)[great for taking down bosses, not for use on allies] 6) 8-1 Concentrated Blast(C) [you won't use this often] 7) 7-2 Cull the Weak(S)[Passive, Toggleable] 8) 8-2 Psionic Backlash(A)[Passive] 9) 1-2 Ability Drain(A)[Passive] 10) 9-2 Shield of Thralls(A) 11) 11-2 Stage Fright(B) 12) 4-1 Force Tunnel(C) [only useful for Tanks] 13) 4-2 Displace(B) [Passive; highly situational, not that useful] 14) 5-2 Replusor(B) [highly situational, not that useful] 15) 3-2 Charm(C)[Reaction; front-liners who want to hold aggro should not use this, not that useful] 3rd Ring Perks: 9-3 Freecast(S)[Passive, Toggleable], 8-3 Mind Sanctuary(S), 9-3 Freecast(S)[Passive], 5-3 Fly(S), 3-3 Psionic Dominance(A)[Passive], 7-3 Mind Blast(A), 4-3 Black Hole(A), 2-3 Illithid Expertise (B)[Passive], 11-3 Displacer Beast Shape(B), 1-3 Fractured/Shattered Psyche(C), 10-3 Absorb Intellect(C)
ability drain is so good for any spell+sword characters that use the diadem of arcane synergy as well! i just ran a melee GOO warlock and i never took it off cause it applied the condition every time i hit.
Honestly, I saw a lot of mileage out of Displacer Beast. Especially the Rapheal fight. In my Critical Mode run, I chose to play as Astarion and went into Thief. The two bonus actions allowed me to basically port Rapheal out of the fight while I dealt with everything else. I expected him to spend like 5 turns to get back, but nope, he just stood there. And it kept me alive in many other situations as well. Id place it in A tier at least.
19:54 Displace can also be useful for berserker barbs, since you can throw enemies off ledges and such. Still a niche use obviously, but I had it proc quite a few times on my first play through where my tav was a berserker
There is an amulet (can't remember the name) that allows to paralyze on a crit once per long run. It actually pairs so well with Luck of the far Realms, it can make any fight trivial by making the big main baddie totally useless, you just gotta think ahead a bit and ask yourself, what will be my main fight today. It's still once per long rest only but quite cool noneless.
Cull the Weak + Spike Growth + the AI’s insistence on running into the thorns is a ridiculous combo. Obviously any AoE can get similar results with chain psychic explosions, but doing it on the enemy’s turn is too funny
Repulser is AOE. I think its one of the spells I used the most in my frontliners as it allows them to retreat without all of the units backstabbing them
Transfuse health is A or even S for me. I have it on my main character (Fighter Tank) and have the amulet of wound closure, so I can blast health to save my party members and then quaff a superior potion and get max HP back. Yes, the combo takes a turn, so I do it in combat in an emergency, but out of combat, it essentially DOUBLES the party healing and effectiveness of healing potions.
I actually think that in honor mode, black hole is a more impactful ability than psionic backlash. I would put it as top of A tier, if not S tier. Not just because movement control is powerful, but because so many boss fights become much easier if you can turn off reactions for a turn or two. Cazador becomes easier when he isn't swarming you on approach, Ansur is much more manageable without a retaliation attack, and being able to shut off counterspells and clear the way for a big spell is huge. That ability definitely carries every time I use it.
I didn't even know Perilous Stakes could be used on enemies! I thought it was a pretty bad gambit type of ability, but knowing that you can suddenly make an enemy vulnerable totally changes my view on it.
Just wanted to point out - Stage Fright is cast in a pretty generous AoE. If you have decent spell save DC you can regularly proc on 3-5 targets. A-tier is probably still correct, however it’s easily S-tier as a bonus action on my origin Gale lol
Fly n every teamate is SO good I wish there was a reason to NOT take those powers at all. I'm playing (almost finished) a tactician run with a halfling Durge MC and only Shadowheart is not partially transformed (for RP reasons and because this halfling is not gonna convince his 9/10 girl to ruin her peachy skin and man, SO many times I have to remove her from group and manually control to jump and find patch where all the rest of the team just fly effortlessly. I wish there was a real trade off, something you have to lose to use those amazing powers. As it is it's really just a RP choice.
What i do is I don’t take any tadpoles before the Astral one. After I take the astral tadpole it gives me all the inner tier for free. Then I use the the eight tadpoles I have collected at this point to fill out the outer powers. Also if you survive the machine in the gith crèche it gives you tadpole powers as bonus actions rather than actions.
Charm I think is *slightly* better than RP tier purely because it's like... If you have a character like a spellcaster who's likely to get slapped around and they get low, then being able to force someone to target a different character can be fairly useful. (Example and mild spoilers, REALLY wishing that I had gotten charm on my Gale when fighting The Honor Guard since watching him get flurry-of-blows'd multiple times was just plain sad)
I wish there was actual negatives for having illithid powers. They seemed to have that planned based on voice lines (and especially the fact you drag and put a parasite in your brain) but the only negative is potentially being forced to take the Astral tadpole
Which isn't a negative
@@sunbleachedangel I mean it’s not a negative gameplay wise, but it IS a negative for the sake of your character being forced to go through with it.
I’m more annoyed that you can eat NO tadpoles, free Orpheus, and he still gets mad and says you were “abusing his powers” which I think is a lot more of a stretch ther
@@kingofgrim4761 Well you can still pass a check to resist it and if you don't, again, it's a strict upside (minus the looks).
The Orpheus thing sucks and seems like a big oversight
@@kingofgrim4761 By powers he means his stasis mindfield shit not tadpole abilites
@@Maddoxoxox I understand he “means” stasis, but it makes a lot more sense for him to be understanding of using his power to keep from turning, rather than using his powers to become PARTIAL illithid/consume more.
I think a good aligned character who doesn’t take any tadpoles should at least get some acknowledgment from Orpheus as opposed to being told off. I’d say the former is “abuse” rather than “use” of his power.
Cull the weak is the most OP out of all of them IMO. By the end of game, small dmg from things like psionic backlash just one shot enemies with 35 hp, It's basically the equivalent of a whole extra attack at the cost of nothing.
Cost of a reaction*
But yes I agree it is very good.
I prioritize getting that along with other few.
Edit: I was referring to Psionic Backlash. Don't mind me lmao 😅
@@Dragonking3787 I am not sure but i believe it works everytime i can kill like 5 enemies in one hit with in lategame
Agreed. It makes all kinds of spells from magic missiles to spirit guardians much better at finishing targets, it makes bloodlust elixir easier to activate etc and all that as a passive free effect.
But it's rather weak in the early game, no?
To be honest, for me now all other abilities are just points for Сull the weak.
I think you underrate Black Hole, it instantly trivializes an entire combat encounter. And just in case anybody succeeded their saving throw you can cast it five more times!
Yeah, to be fair, I found Zrell’s Black Hole to be very problematic in the assault on Moonrise.
@@keithwiechart7744 especially combined with that damn smoke that deals damage when you stay insinde, if the mf that casted it stay hidden or succeed his saving throws while the boss spam the black hole the whole army takes huge damage
@@mat0808grease + hunger of hadar + black hole is a very nasty combo. It's like watching flies struggle and die on flypaper.
It's absolutely GLORIOUS for house of grief, lol. Just suck half of the enemies into one spot, place some kind of unpleasant AoE over it, like hunger of hadar or insect plague, and bombard with fireballs until ded
@@keithwiechart7744it's OP with hunger of hadar, and GUESS WHAT ABSOLUTE'S CULTISTS CAN CAST
Charm is pretty good when trying to solo. If you’re fighting a powerful enemy it can be worth it to purposefully take an opportunity attack in order to completely negate the enemies turn.
Edit: It turns out, the effect ends as soon as the enemy turn begins. I still maintain charm can be useful in some situations and while underwhelming it it’s not rp tier.
powerful enemies tend to have high saves, not worth
@@austinpowers1061 It's free on a solo run. No reason not to try.
@@MundaneThingsBackwards Wdym free? Taking opportunity attacks causes you to take damage.. and if its a powerful enemy its probably not a small amount.
nah charm is the most worthless one
@@austinpowers1061 ✨arcane aquity✨
"How is perilous stakes on C tier???"
- Can not be used on an enemy in Honor mode.
"Oh."
Something something it's all about perspective
It's basically cheating. Put it on a boss as a bonus action, hit your barbarian or fighter with haste and the boss is just deleted
Black Hole solved Orin's fight for me in honor mode. If you awaken your tadpole and take 3 levels in thief, you can cast black hole twice in a turn. It basically means that you can drag all of Orin's acolytes off the side of the arena. It's busted.
Drag everyone into one clump and then sling AOE spells. The chef's kiss beautiful wombo combo of destruction.
Wait that's actually incredible
There's nothing more satisfying than activating Cull The Weak after proccing Psionic Backlash, like the enemy just explodes
You can also get Survival Instinct by passing checks when you drink the potion Omeluum makes for you in the Underdark, it heals a target for 3d4 whenever they fall unconscious which essentially gives you a free revive, and it also benefits from the Zaith'isk giving you BA Illithid powers.
A bit late but might have been worth mentioning/including the value of the tadpole powers that get unlocked by your options. For example another massive point in favor of going Psionic overload on basically everyone is that you need to take it to grab Ability Drain, while Displacer Beast is trapped behind really mid powers so it would need to be amazing to be worth.
Yeah, this would have been good to take into consideration for ranking
It should also be noted, however, that Psionic Overload disabling Concentration spells can be pretty terrible on several classes that prefer using Concentration spells. It's fantastic on Fighters and dual-wielding Thief multiclasses, but not on casters or hybrids which makes it less ubiquitously useful than certain other tadpole powers that are just stupid good on everything.
One funny thing about Ability Drain - if you use it to start combat with a multihit spell like Scorching Ray, since you're not in combat, it activates it on ALL of them, which can just straight up kill someone just from the fact they now have 0 in one of their stats
Eldritch Blast didn't need to be even better lol
All the scorching rays benefit from favorable beginnings too, right? So you’re getting the +2-4 to hit on like 6 rolls which is obviously great. And then your fire acuity stacks are already built up now 😎
@@skylerdama I haven't checked but probably yes?
How would they have 0 in one of their stats? Or did you mean +0 for the ability score bonus?
@@hobojoe9717 No, literally 0, because you drained it. It won't happen too often because most creatures have 10 or more in most or all of their stats
Wow, I never used Shield of Thralls because I misread it and thought the person LOSING the temp hitpoints had to make a save against stunned. I was shocked when you put it in A tier, but that's absolutely where it belongs. Can't wait to bust it out.
Great to put on your healer, especially if she's also tanking.
It was an indiscriminate aoe a few patches back, rather than an 'enemy aoe'. Can also cast it on a foe and pop the shield for a stun attempt on those around that foe, though I don't think it can stun the enemy it was cast on.
FYI repulsor hits all targets in a decent sized AOE, not just one target. Very nice if you can place yourself in a big group of enemies, but beware that (at least in honor mode) it hits allies as well.
It hits allies in normal mode as well, found that out the fun way 😆
I was wondering about this, he said single target and I was very confused because I always remembered it being an AOE…
Concentrated blast isn't as situational as you might think. It is common that I am concentrating on a non-combat spell before combat (guidance, resistance, enhance ability, detect thoughts) or if you are concentrating on cloud of daggers or something where all the enemies have left the area, then you can cast this without feeling the penalty of breaking concentration. I never try to get the healing. It's just a bonus that can happen.
Psionic Backlash is also good, because damage can break concentration. So it is a cheaper (but worse) version of counterspell for martials, in a way.
If you have the resonance stone active, it deals 2d4 per spell level. So up to 30 [12-48] if the enemy uses a 6th level spell.
If an enemy concentrates on a spell, and they take damage, they have to pass a con save with a DC of 10 or half the damage taken, whichever is higher. A save of 10-15 is not exactly hard to make, but enemies will still fail it sometimes, which then immediately ends their concentration, and basically nullifies their turn
Viconia has +0 on her con saves, for example, so whenever she casts a concentration spell, you can immediately cancel it for free 50% of the time (or more, if multiple characters use psionic backlash or she uses a higher level spell)
Psionic backlash with Cull the Weak killed Ketheric in my first successful Solo Honour run
Its really funny when the whole team have it and you just see a mage evaporate
Transfuse health is actually better than you think for different reasons that presented in the video. If you bring it on everyone, this drastically increases the survivabilty not the entire squad, because now it is as if you all collectively have a shared pool of hitpoints, and the only way for enemies to kill any of you, is to kill all of you. This protects frontliners who take loads of damage in a long fight, because the backliners that are not being focused can sacrifice their health to keep the tank tanking, while also letting frontliners to better protect backliners from freak incidents when they do get targeted.
This is actually why a rogue can be detrimental to the overall safety of the party because by virtue of hiding, they often force enemies to split their attacks between 3 instead of 4 characters, increasing the risk of losing part members
The best uses for Concentrated Blast are for when your damaging AoE spell has done all it's going to and you were going to stop it anyway. Or an opener when you just cast Guidance on a dialogue check.
Transfuse health is a lot of fun on self healing builds, in particular wildheart barbarians with tiger heart, who spam cleave to get healing with the sword of chaos. You are very tanky, since you rage, and do not have to use reckless attack for advantage (booals benediction + prof on bleeding targets) and will heal most of the damage you take from this in a round, so this effectively makes you both a tank and combat healer, who does not use spell slots as a limited resource.
It also allows you to quickly proc items like the helmet of grit, which only work when you are below 50% health
Found some strong items that activate when you are below 50% health, transfuse could be a good way to activate them.
i personally find that shattered flail with the periapt of wound closure on a barbarian is the best way to become immortal and can be done as early as act 1
The Awakened buff from the Gith Creche is actually not that hard to get. It is just a series of Saving Throws (INT DC12, WIS DC15, and CON DC18). It is easy to have a cleric cast resistance (+1d4 to all saving throws), consume a something that heals + whispering promise (+1d4 to saving throws), and put on minthara's armor for advantage on CON saves. If you have a bard in your party, add another 1d6 to all those saving throws. And there are a number of items you can equip to get some flat bonuses to your saves. And, any gnome has advantage on all INT and WIS saves.
Sovereign Spaw's Bliss Spores
Stage Fright is insane.
Recently finished Honour mode with my friend, who played high AC pally. It did so much damage for every single time it was used.
Sure, it's hardly useful against bossess - but almost no boss encounters are without packs of helpers.
Yeah I think the thing that makes it the most useful (which he didn’t really mention in the video unfortunately) is that it’s AoE. The range isn’t huge from what I remember, but if you can group some enemies together and give most of them disadvantage + damage on missed attacks that’s a massive benefit.
In my opinion Favourable Beginnings is by far the most impactful Illithid power. Getting a bonus to accuracy and dialogue checks in the early game is absolutely massive, especially since it can help take the sting out of powerful feats like Sharpshooter. Sure, Freecast and Mind Sanctuary are broken in the late-game but imo they can't match just how impactful Favourable Beginnings is from the moment you get your first tadpole.
Transfuse Health is S tier for easily activating 50% HP abilities like helmet of grit. Trying to damage your allies before fights is very annoying without it.
And the fact that it works in globe of invulnerability is nice. Can be guaranteed better than almost any/any other heal in the game as well, thought I guess most of the time a supreme healing potion will suffice
RP tier should be called 'Buff Cull the Weak" Tier
Absolutely! In one build I took a bunch of illithid powers I wasn't interested in and had no plan to use, just to let Cull the Weak proc more often.
Charm can be good when your low AC character gets jumped by a fighter with Action Surge. In that case you are potentially saving that character from taking 4 attacks. In my first playthrough I had a really low AC caster that kept getting focused. This ability saved his life many, many times in late game.
If u somehow had ur low ac character get jumped by a fighter....u have another problem lol
Aestus you madlad you finally made it!!! I've been hyped for this for ages... let's gooo
Maybe im crazy but i dont feel that the zaith'isk saves are that hard to pass provided you have 4 inspiration banked up. By that point you will have access to the warped headband of intelect, ring and cloak of protection, and the safeguard shield. Those alone will give you a +7 to int saves. Combine with the resistance cantrip and an elixer of heroism means hitting an 18 will be easy.
They’re not hard if you know what’s coming, but going in blind to three consecutive saving throws (dialogue saving throws themselves being extremely rare) where if you fail any of them, you have an almost permanent debuff is what makes the zaithisk challenging. It’s not the saving rolls per se as much as the stakes of passing, the consecutive requirement, and the fact they are saving throws over checks.
do you go to the shadowlands before the creche? I thought you got that clock at last light
@@MyLalala9 you can get there through the grymforge. After just back track to the wilderness and go to the creche
Displacer beast is a run saver, if your about to wipe just turn into the cat and either teleport away or make enough clones so that the enemy will be effectively unable to kill you
THE MAN IS BACK. I LOVE YOUR VIDEOS
Longstrider gang reporting for duty
Concentrated blast becomes much better if you put your mind to it - you can either do the dc30 Arcana check in creche, if you aren't in honor mode, or you can have concentration as a bonus action, for which there is several ways. So if you do that, it's action + bonus action setup, which is much more tolerable, especially since it doesn't cost any spell slots
Shield of thralls can be used on enemies, then you pop it with damage for a easy aoe stun! S tier for sure. At least that's how it worked when I was playing, maybe they patched it.
I think S-tier is a fair ranking.
Glad you made this. Your vids have rewatchability like the game has replayability.
6:30 Favorable beginnings is also great as it applies to skill checks made against someone for the first time, namely persuasion, deception or intimidation. So it has nice social use as well.
As for charm, the main use is if you're targetted by a multi attack, charm will stop it at the first hit so there's that.
Great stuff, thanks. You know what's also missing on youtube? A bg3 consumables/throwables tier list
I mostly ban that stuff in my runs, so I'm not sure if I have anything worth saying on those.
Casual Veteran Gamer did an elixirs tier list (or maybe it was elixirs and potions?) somewhat recently, if you want to check that out
@@hobojoe9717 CVG is a good alternative!
@@Aestus_RPG Why though? They're part of the game
@@ucfj The game is more fun for me if I don't use them.
Repulsor can get someone out of threat. Great for Shadowheart if she is running around with her AOE spell and you are threatened.
I think Displacer Beast Shape should be S tier considering you can pre-cast before any fight, so it is basically economy free 110 free HP and the abilities of the beast are pretty good. I used on my Karlach and took her on the frontline, the clones ability of this form are excellent for this especially because the IA of this game is dumb and they attack the clones a lot.
I agree it's atleast a A tier. 3 attacks at 4d6 damage and a bonus action 2d6 psychic (very easy to get vulnerability) that also creates a clone, is actually pretty damn strong. The main drawback is lack of synergy with your actual build (like normal wildshape), which is imo what drags it down.
also gives you control because you can teleport enemies around the battlefield which is great
Glad someone said it. It's wild to me that he rated it so low, and just tells me he hasn't bothered to really give it a try honestly.
I'm really tired of gamer tier list clickbait videos but you did an excellent job here. Kudos!
Awesome video as always; your analysis on the game is always a fresh perspective for me
Shield of Thralls is a personal favorite of mine. It turns the negatives of something like Psionic Overload or Heat into a positive.
Concentrate blast is at least B tier. It's occasionally useful to add free damage in the last round when you know that dropping concentration is not a problem. I use it frequently with cleric: I run into the last enemy with spirit guardians and then I shoot concentrating blast to finish it off.
In defense of Concentrated Blast, if you stick it on your Guidance party member you can drop that concentration turn 1 for some good dmg before you need to heal or buff. Pretty solid amount of fights that start with an opportunity to get that Guidance concentration up during the dialogue, so no prep needed. And ofc with the bonus action you can CB and then still get your impactful concentration spell up turn 1
Hex
@@Qwertype315 I wouldn't put it on a Warlock, your limited in spell slots already.
Not a video I was expecting but can't say no to a aestus tier list vid
Another nice use of Psionic Backlash is when an enemy casts a nasty concentration spell, it's giving you a chance to break their concentration immediately. (Edit: Nope, that doesn't work. See replies.)
With 3 or 4 party members who have backlash and cull the weak you can pop enemies quickly when they all react with psionic backlash them down low enought to cull them
@@h4wk5t4rthe amount of low health spellcasters who killed themselves by trying to cast a spell is just such an amazing use of a reaction. Psionic backlash and cull the weak are such a great combo
Haven't played in a while but I am pretty positive the psionic backlash triggers before they even cast the spell so it won't break concentration. But can stop a spell from casting if you kill them with it.
@@ethanpeeples6187 Ah, you're right; I just tested this out and it did indeed do the damage before the spell was cast. This might be something that got changed in a patch, or I might just be mis-remembering (I also haven't played in a while; I thought I remembered sometimes breaking concentration with this, but who knows).
Note about Transfuse health is that globe of invulnerability does block the damage without preventing the healing, oh and the healing from it can heal *all* entities, including objects, constructs, and undead. It helps out a ton during Halsin's quest to defend the portal. As well as a wall of Barrels to prevent ranged attacks.
To see you not count the zaithisk in this hurts. So many good powerful abilities getting ranked low because you’re counting them as an action when they *could* be a bonus action is silly.
This is based on honor mode. You will almost never get the zaithisk buff on honor mode because of the risk of permanent debuff and the crazy checks you have to pass
Really like illithid expertise because it's freed up a feat for me on my sorc, now all i need is the mirror of loss to hit 20 and i can pick alert and resilient
Looking foward to this!
Transfuse health with the helmet that heal you 1d6 when you heal other is infinite healing out of combat.
By far the worst part about Charm for me is how long the frigging animation is
Concentrated blast was great on my tav because I didn’t usually use my concentration, so it was always just already on mind reading. Great damage early, and niche tool in the box
Good enabler for concentrated blast IS detect thoughts. It's a Ritual concentration spell you can Just "fire Off" - can also enable arcane synergy.
I will confess, I did not here to come for the tier but to learn what the illithid powers ACTUALLY do ...thank you for explaining
While I agree for most of these I actually think Black hole should be in S. It absolutely TRIVIALIZES some of the hardest encounters. If you get it on a bonus action with someone using Hunger of Hadar. Mystra help whomever you have locked in there. I'd also put Ability drain in A tier because, while it IS good.. It loses a lot of value when you either lack extra attack, or are using an ability that's worth reducing most of the time. I don't think it's worth using if you're not using it on a dex user OR targeting specific saving throws.
Charm + Compell to duel is quite a nice combo, makes the target have disatvantage on attack rolls for 3 turns with a bonus action and a reaction.
Transfuse health is very good on not just a high health character but also a high self healing character. There’s a good amulet/flail combo that this aestus fella told me about
I have a feeling you'll end up shifting a couple of these powers after using them more. For instance, both Stage Fright and Repulsor are AOE. I absolutely love both of them!
I also value charm on certain characters, like lower AC mages. Particularly if they get targeted by an annoying archer, it can definitely save them some HP.
Charm is good because it can force an enemy to switch priority off of a low health/ac character and onto a higher health/ac character. It's really nice when you can force an enemy targeting your weaker backline characters to refocus on your tanks
I find Charm quite useful because it stops the extra attacks from enemy, and it's especially helpful when you're wearing armors.
Some of that powers works really good with specific builds and items
Transfuse health is really good if you have build with Helmet of Grit, also you don't get any damage if you cast it from globe of invulnerability.
Luck of the far realms can be easily combined with Surgeon's Subjugation Amulet on some fights
Black hole is pretty sure S tier for last fights if you became full illithid, especially if you have thief subclass on your character. With bloodlust elixir you can kill most of the enemies solo in last fights by casting 4 black holes every turn.
Also Ability drain is not only for stacking, it counts as a condition so it works really good on character with Diadem of Arcane Synergy.
Casting Transfuse health inside a globe of invulnerability, you don't lose health but still heals an ally for half of the current health.
Plus spamming transfuse to each other evens out the health percentage so that a short rest can heal maximum health.
I love your rankings
FYI in regard to getting the Awakened buff, it is possible to guarantee this even on honour, which is a massive joke! Honour mode but we all use every exploit available - barrelmancy IS YOUR FRIEND.
Best to attempt with all 4 inspiration points in case of multiple Critical Failures or super low rolls, it can and will happen be warned.
You will have to pass the following saving throws, 12 INT, 15 WIS followed by a throw of 18 in either INT or your Main spell casting stat (marked by a star on Character sheet) I wanted the buff on my main and was already a Bard with 18 CHA and proficiency which gave +8 to the final roll as I chose CHA
Assumptions, you have reached at least the Arcane Tower in the Under Dark and picked up the Staff of Arcane Blessing which gives 2d4 to saving throws have defeated the Duager by the boat and have JUST claimed your reward back at the Myconid colony which nets you a + 1d6 buff until long rest, have purchased or found a shield that give's + 1 to saving throws and are at a minimum level 5 (EDIT: forgot to mention there is a staff you can buy from the Auntie Ethel in the Emerald Grove which when not wearing armour gives a further +2 to saving rolls, there is a helmet just outside the entrance to Booal's cave with the fishmen in the Underdark that gives advantage on Wisdom rolls (on the corpse on the ledge where you climb down and finally there is the tiara you get from the ogres which sets your intelligence to 17 if you would prefer not to mess around with your ability points)
Have the following classes as your companions Cleric with Resistance grants + 1d4 to saving throws
Bard which can cast Bardic Inspiration for a further + 1d8 again must be level 5 or the bonus is only + 1d6- this must be an ally as you cannot cast this on yourself
Respec at Withers whomever you want to have the Awakened buff to a class with proficiency in shields for the +1 saving throw from the Safeguard Shield you can buy from Damon in the Grove or if you have the Brand of the Absolute there is a shield that grants the same +1 to saving throws in the Goblin camp somewhere
Obviously if you can pick a class which allows proficiency in either INT, WIS or CHA do that, best would be INT or your main spell casting stat if it is higher and you have proficiency
Dump STR, DEX, CON - as you will have low health ensure you have a clear path to the crèche from the Myconid colony so you do not have any fights along the way
pump INT, WIS & CHA to 16 if you haven't used the Hag's hair on these stat's if you have then 17 in that one
Your 1st feat get Ability improvement to pump +2 on ability (whichever you will choose on the final roll so INT or your main Spell casting ability)
Equip the following:
Safeguard shield (or alternative) to character getting buff
Equip the staff from the Hag (not the staff of crones found in the back room of her cave) - REMEMBER to remove armour so you get the bonus to saving throws
Equip Staff of Arcane Blessing to your Bard as Bardic inspiration does not require concentration while Bless from the staff does
Equip the necklace that gives Guidance to 4th party member found on corpse near the Harpers stash outside the Grove
After speaking to the Gith lady enter turn based mode, Cast Bless from your Bard using the spell from the staff which will give + 2d4 on character getting buff
Ensure that all party members are right next to the machine to ensure they can provide buffs, I have had instances where the bonuses were not available to use despite having them on my party members
Sit in chair and Add Bonuses
Cleric adds Resistance +1d4
Bard can cast Bardic Inspiration for +1d8 - (EDIT: Bard also has Ability Improvement which gives advantage on all rolls, not sure if this will work while you are concentrating on Bless but it is worth noting, so you can either get +2d4 or advantage on every roll, whatever you prefer although advantage is mathematically superior
Use 4th party member to cast Guidance for +1d4
Safeguard Shield gives +1
Buff from Myconid colony gives +1d6
Staff from Auntie Ethel gives +2
Including the proficiency bonus of +3 to INT WIS & CHA if all set to 16 as advised above
That is a bonus of a minimum +12 to a possible +36 in addition to your roll! Finally if you roll a 1 or somehow get + 1 from every one of the 7 rolls you have the inspiration points available to re roll
All of the above on Honour mode and I had + 30 on every roll, didn't even need the inspiration points it wasn't even close. Respec back, steal gold from Withers and go on your merry way armed with knowledge, the most dangerous of weapons. :)
Or watch a video on UA-cam might be easier
EDIT:
One extra exploit as a reward for those that actually read to the end (please keep this to yourself as it completely destroys the game balance depending on how far you push it) - you can sell a backpack to any vendor, once they have it open it up and place all their Gold, potions/elixirs, crafting materials, spell scrolls etc into the backpack. Upon level up or long rest while their inventory refreshes anything in the backpack does not! So you can stock them up on anything and everything you might need in the future but can't afford at the beginning of the game. Especially useful with Auntie Ethel as she has 3 potions of Hill Giant Strength every reset, you can have +60 potions of Hill Giant strength, plus all her gold, potions, spells, equipment and crafting materials once you kill her and Grat the Trader as he gives arrows for your ranged party member + you will have in excess of 40 Greater health potions + 10k gold and as many arrows as you can be bothered with as long as you either long rest in front of him or respec with Withers and then level up one level at a time then exiting moving inventory to the back pack, rinse and repeat. If you want to really push this just empty their entire inventory every time you see them and once dead you have a ridiculous amount of items to sell in exchange for stuff you actually want.
One final reminder if you do this with the Hag do not accept her hair as the reward like I did on my current run, + 1 in a single ability stat is worthless compared to potentially having all 4 party members with strength set to 8 but artificially increased to 21 for your entire party for the rest of the game!
I love Black Hole. I can't get enough Void Bulbs. When you want to do an AOE thing and all the enemies are spread out, it's a chefs kiss to bring them all together in one spot and go to town.
Force tunnel helped me win the Orin fight (this is Honour mode + mod boosted bosses btw) to push one of the fringe Bhaalist ritual guys who I couldn't AOE down with the others off the map. Other than that, I haven't found a good reason to use it. lol
Edit: 20:33 where are we getting single target from? "Push back all creatures and objects in range." "Push anything and anyone back."
For spamming Concentrated Blast, it's possible to use it each turn if you get the Zaithisk buff and take true strike. Cast True Strike, then use Concentrated as a Bonus Action. A bit niche, but it can be nice to have as a back pocket heal in fights where enemies constantly spam concentration spells.
tadpole charm is the worst. resisted 99% of the time and when it isnt, doesnt do anything significant
Charm works well for me. It usually fails to land but in many situations there is no reason not to use it. If you're being melee attacked it can prevent the enemy from using their second attack.
Transfuse health pairs well with a Barbarian or fighter, and the Pariapt of wound closure. They'll always heal for the most amount of health, so being able to funnel all of your potions to them to heal the party was my go to out of combat way to heal. It saves potions, but in a game where that doesn't matter, it's low priority.
Also Fracture Psyche can stack, so it can actually be up to -8 AC, which can be pretty funny.
Thank you!
On my current lonewolf tactician run, I've learned the power of Force Tunnel and it's an easy S for me. The fact that its knockback cannot be blocked is insane. Just a few simple examples:
- Against Dror Ragzlin, I stood on the edge of the spider pit and performed to group his five adds, then knocked all five of them into the pit with a Force Tunnel
- Against the herdmaster encounter in Grymforge, I shoved the middle enemy to the edge on turn 1, then FTed both of them into the chasm and easily bullied the herdmaster 3v1 with the animals
- Against Bernard, FT was my guaranteed shove out the window when Repulsor had a 35% chance to hit
All of those are only in Act 1, I'll be getting more out of it later I'm sure. Can also use it to get out of danger, group enemies for something like Cloud of Daggers if you have Haste up, and it recharges on short rest. Crazy action.
🥳🍾 when that new Aestus video drops
You make the best bg3 videos bros
Accidentally clicked the wrong response to Lae'zel in my honor run dueing the zaith-isk sequence.
Now, all illithid powers suck except for passsives. That BA buff is so worth it, especially if you get bonus BA from theif.
my very first playthrough, I got the creche bonus and was playing sorcerer, so an incredibly strong endgame strat I found was Black Hole + Call Lightning, just repeat every round.
absorb intellect is actually really good for the steel watcher titan when combined with ability drain.
first turn: hit with any wizard spell + absorb intellect
second turn, hit with any wizard spell and it immediately dies at the start of the steel watcher titan's turn. It has a -2 int save so it's basically guaranteed to fail the save against absorb intellect.
Without a wizard it still kills the steel watcher titan on its own in 4 turns without the party needing to do anything else (so you can walk in solo, pop absorb intellect, drink an invis potion, and watch it die)
Considering this is otherwise the hardest honor mode encounter in the game for a lot of parties, that's pretty valuable. Easy B tier, possible argument to even give it A tier as solo honor mode is a popular challenge
Charm is really good on backline, squishier party members when used against enemies that attack more than once. It can potentially bring down the number of hits taken from 2 or 3 to just one. It is a bit tricky to apply since the enemy can pass the save check, but I wouldn't put it below B tier personally.
Stage Fright in B tier is a travesty, that ability is just downright free protection and free damage, have your supports cast it on all the little guys and watch them destroy themselves attempting to hit the fighter/paladin. It trivializes so many encounters where the difficulty comes from adds with just barely enough health to still get a turn after most AoE spells. Goblin camp front door is the first fight that comes to mind, but I don't think I've ever used it and then regretted it. Once you can cast it as a bonus action it's downright the best BA in the game.
EDIT: I actually think the best example is Raphael since he starts with a very large cluster of relatively beefy adds all bunched up perfectly for you to BA Stage Fright them, then blow them to low enough health with AoEs that they can reasonably finish themselves off by missing
Stage Fright + Radiating Orbs + Warding Flare + Shield = GG?
You probably know this and just didn't mention it but black hole can be placed over cliffs and drops to knock enemies off ledges and kill them, its also great for say a wizzard who is being rushed by multiple enemies
Arcane staff in the wizards tower for bless even for a party without a cleric, resistance, the buff from Phalar, the bliss spores from killing the beach duegar, and four inspiration almost always gets me the powers as a bonus action perk.
Phalar buff stacks with Bless?
Yes, it does
On the subject of Luck of the Far Realms (auto-crit once per long rest) we used it to kill Sarevok before he could attack us at all. Our Rogue was using the ring with Paralyzing Critical (when you crit, the target is paralyzed for 2 turns) and he gave himself an automatic crit at the start of the fight. Sarevok died before he unparalyzed.
Legendary Resistance does nothing against this, because a critical hit automatically succeeds with no saving throws, including Paralyzing Crit apparently. Delicious cheese.
upgraded abilities are worth taking if you can get past looking like Squidward every playthrough
Barely even noticeable as a dragonborn.
Instant access to fly is far too overpowered tbh.
@@kingofgrim4761 yeah flying without having to cast a spell or drink a potion is so strong.
I play a Cleric and I got a lot of mileage out of concentrated blast. Before combat encounters I would cast guidance on myself or a party member (if they didn’t already have it up, I used guidance a lot) and would use concentrated blast as an opening attack.
Cloud of daggers is best single-target lvl spell even if it only stays on target for 1 turn. 10 damage average on cast + 10 at the beginning of opponent's turn. So casting cloud of daggers into concentrated blast next turn gives you very efficient damage. Also Ice wall into bonus action concentrated blast for ridiculous amount of burst damage.
Powers in the 2 Inner Rings Listed in Order of Preference:
NOTE: The #-# notation refers to the clock position(1 to 11) & ring position(1-inner ring, 2-middle ring) the perk is located on the brain power-tree.
1) 2-1 Favorable Beginnings(S)[Passive]
2) 2-2 Luck of the Far Realms(S)[Passive]
3) 12-1 Psionic Overload(A) [godlike only if you have multiple attacks per turn]
4) 10-1 Transfuse Health(B) [only useful for characters with a big health pool]
5) 10-2 Perilous Stakes(S)[great for taking down bosses, not for use on allies]
6) 8-1 Concentrated Blast(C) [you won't use this often]
7) 7-2 Cull the Weak(S)[Passive, Toggleable]
8) 8-2 Psionic Backlash(A)[Passive]
9) 1-2 Ability Drain(A)[Passive]
10) 9-2 Shield of Thralls(A)
11) 11-2 Stage Fright(B)
12) 4-1 Force Tunnel(C) [only useful for Tanks]
13) 4-2 Displace(B) [Passive; highly situational, not that useful]
14) 5-2 Replusor(B) [highly situational, not that useful]
15) 3-2 Charm(C)[Reaction; front-liners who want to hold aggro should not use this, not that useful]
3rd Ring Perks:
9-3 Freecast(S)[Passive, Toggleable], 8-3 Mind Sanctuary(S), 9-3 Freecast(S)[Passive], 5-3 Fly(S), 3-3 Psionic Dominance(A)[Passive], 7-3 Mind Blast(A), 4-3 Black Hole(A), 2-3 Illithid Expertise (B)[Passive], 11-3 Displacer Beast Shape(B), 1-3 Fractured/Shattered Psyche(C), 10-3 Absorb Intellect(C)
ability drain is so good for any spell+sword characters that use the diadem of arcane synergy as well! i just ran a melee GOO warlock and i never took it off cause it applied the condition every time i hit.
So hit once, they lose 1 cha, you gain synergy to then deal an extra 5~ damage on your next melee hit? (Whatever your CHA score is)
@@skylerdama yup exactly, it's really good stacking with a GWM pact of the blade + lifedrinker warlock!
Honestly, I saw a lot of mileage out of Displacer Beast. Especially the Rapheal fight. In my Critical Mode run, I chose to play as Astarion and went into Thief. The two bonus actions allowed me to basically port Rapheal out of the fight while I dealt with everything else. I expected him to spend like 5 turns to get back, but nope, he just stood there. And it kept me alive in many other situations as well. Id place it in A tier at least.
19:54 Displace can also be useful for berserker barbs, since you can throw enemies off ledges and such. Still a niche use obviously, but I had it proc quite a few times on my first play through where my tav was a berserker
There is an amulet (can't remember the name) that allows to paralyze on a crit once per long run. It actually pairs so well with Luck of the far Realms, it can make any fight trivial by making the big main baddie totally useless, you just gotta think ahead a bit and ask yourself, what will be my main fight today.
It's still once per long rest only but quite cool noneless.
Cull the Weak + Spike Growth + the AI’s insistence on running into the thorns is a ridiculous combo. Obviously any AoE can get similar results with chain psychic explosions, but doing it on the enemy’s turn is too funny
Repulser is AOE. I think its one of the spells I used the most in my frontliners as it allows them to retreat without all of the units backstabbing them
Transfuse health is A or even S for me. I have it on my main character (Fighter Tank) and have the amulet of wound closure, so I can blast health to save my party members and then quaff a superior potion and get max HP back. Yes, the combo takes a turn, so I do it in combat in an emergency, but out of combat, it essentially DOUBLES the party healing and effectiveness of healing potions.
concentrated blast works good with ranger since hunters mark is a bonus action. the 100% accuracy is VERY useful for some fights
I actually think that in honor mode, black hole is a more impactful ability than psionic backlash. I would put it as top of A tier, if not S tier. Not just because movement control is powerful, but because so many boss fights become much easier if you can turn off reactions for a turn or two. Cazador becomes easier when he isn't swarming you on approach, Ansur is much more manageable without a retaliation attack, and being able to shut off counterspells and clear the way for a big spell is huge. That ability definitely carries every time I use it.
I didn't even know Perilous Stakes could be used on enemies! I thought it was a pretty bad gambit type of ability, but knowing that you can suddenly make an enemy vulnerable totally changes my view on it.
Just wanted to point out - Stage Fright is cast in a pretty generous AoE. If you have decent spell save DC you can regularly proc on 3-5 targets.
A-tier is probably still correct, however it’s easily S-tier as a bonus action on my origin Gale lol
With the Awakened buff (I know it’s hard to get on honor mode) but black hole on sorcerers or Wizard is crazy, just black hole and AOE everyone in it.
Fly n every teamate is SO good I wish there was a reason to NOT take those powers at all.
I'm playing (almost finished) a tactician run with a halfling Durge MC and only Shadowheart is not partially transformed (for RP reasons and because this halfling is not gonna convince his 9/10 girl to ruin her peachy skin and man, SO many times I have to remove her from group and manually control to jump and find patch where all the rest of the team just fly effortlessly.
I wish there was a real trade off, something you have to lose to use those amazing powers. As it is it's really just a RP choice.
What i do is I don’t take any tadpoles before the Astral one. After I take the astral tadpole it gives me all the inner tier for free. Then I use the the eight tadpoles I have collected at this point to fill out the outer powers. Also if you survive the machine in the gith crèche it gives you tadpole powers as bonus actions rather than actions.
Thanks I needed something to watch while cooking
Charm I think is *slightly* better than RP tier purely because it's like... If you have a character like a spellcaster who's likely to get slapped around and they get low, then being able to force someone to target a different character can be fairly useful. (Example and mild spoilers, REALLY wishing that I had gotten charm on my Gale when fighting The Honor Guard since watching him get flurry-of-blows'd multiple times was just plain sad)
Damn I’m early, exploring the astral powers so I’m keen for this!