For those of you curious about Tempest Cleric 6/Sorcerer 6, it's honestly just as good as Cleric 2/Sorcerer 10 and more focused on pure nova damage with less utility that you would have gotten from 4th and 5th level sorcerer spells. 2x Channel Divinity means big burst, but no hold monster or banishment for helping out your team! The choice is always yours to make!
@@Archigosaigiven the utility and the access to high level wizard spells with the way the game has implemented wizards multi-class currently I'd say it could be worth it. However with 8 or 10 int your only be able to memorize 1 wizard spell, as it's your wizard level plus your int modifier. The headband of intellect might help with this but i don't know if it affects memorization and it would take your helm slot.
@@CarBENbased It does affect memorization so with the headband and one level of wizard you'll have four wizard spells to swap around according to the situation. Personally I like more flexibility so I went cleric 2/sorc 6/wiz 4.
I'm theorycrafting here, but I here's my take on the build. 1 - Sorc (start level 1 as Sorc for CON saving bonus.) 2-3 - Cleric (for Storm Tempest) 4-8 - Sorc (for damage reasons. Also I prefer Draconic, but Storm is ok too.) 9-12 - Cleric (finishing up and getting an extra channel divinity at 12) Starting stats are 8-10-14-8-16-17, with ability improvement and hag's hair you can boost CHA to 20. In addition while levelling, you can get dual wielding. This will allow you to use two staves. I like Markoheskir for Chain Lightning and Staff of Spellpower for the Arcane Battery and Arcane Enhancement effects. If you really want to min-max, in Act 3 you can respec and go 14-10-8-8-16-17 from level 1 and equip the Gloves of Dexterity for 18 DEX and Robe of the Weave for bonuses to spell attack and DC, and Birthright for +2 charisma. You may also choose between Amulet of Greater Health for 23 CON or Amulet of the Devout for a 3rd Channel Divinity Charge. Any other items are preference. Lastly, you can also get +2 CHA from the Mirror of Loss. If you do everything correctly, your endgame stats should be 14-18-23-8-16-24 and you'll be doing absolutely bonkers damage while still having the option to heal when needed. I personally prefer this 6-6 split. Please let me know any suggestions, thanks!
One thing that can occasionally be useful, regarding the water surface. If you first hit it with some kind of fire attack, it will turn into a steam cloud. The steam cloud also causes the wet condition, but also affects flying enemies, so they too can receive the vulnerability that they wouldn't get just from groundwater.
This is perfect. I was looking for a new sorc build for my 2nd playthrough but almost all of them were based on spamming Eldritch Blasts (which I already on my 1st playthrough). This keeps things fresh.
Lots of gear that can be added to your build. There an amulet (amulet of elemental torment) that applies the status of what you are standing in. So if you stand in water and casting lightning spells the people you hit are considered wet. There are also boots that will electrify water you walk in.(The Watersparkers)
Just tested this and unfortunately it does not work, stepping on water does not make a character wet, the character will need to be hit by the initial "splash" of water to get 3 rounds of wet.
Nice guide just finished the game with similar build last night... Just wanna add something. Its better to start as Sorcs (main class) because you are getting Con saving bonus and at level 2 get Cleric and you still get Heavy armor and shield because you get it from the Sub-class not main class proficiency. Edit: Later in the video you mention this... My bad :D
@rishibashi Level 1 - Sorc 1 Level 2- tempest cleric 1/sorc 1 (get access to shield and armor for better AC and cleric spells) Level 3- tempest cleric 2/sorc 1 (can use chromatic orb upcasted to 2nd level for 48 lightning damage on wet target) Progression after that would be the same!
Just a small remark. You don't need to start with Tempest Cleric to get the Heavy Armour proficiency. Subclass proficiencies, unlike base class proficiencies, are fully adopted when multiclassing into them. That means you'll still get Heavy Armour proficiency if you'd multiclass into Tempest Cleric, but not let's say, Fighter. So you could technically start as a Sorcerer if you prefer saving throw proficiency for CONstitution rather than WISdom, for instance.
This situation could be buggy because when I completely switched classes, choosing a rogue/fighter multiclass, I lost my proficiency with heavy armor. This issue arose because I initially took three levels in rogue before adding any fighter levels. However, when I reversed this process, I unexpectedly regained my proficiency with heavy armors. Nevertheless, instinctively, you should be correct.
@@felleg4737 yes, multiclassing into fighter or Paladin will not give you heavy armor proficiency. Multiclassing into Cleric won't either UNLESS you get the subclasses that do have proficiency in it, such as War, Tempest and Life. It's the subclasses that give you automatic proficiency.
When would you do the switch from Sorceror to the 2 level Cleric dip then? Seems like it would be best to start with Cleric and at level 3 go full sorc
@@leekit8951 For a Storm Sorcerer, probably 2 levels to get the first metamagic points (for Twinned especially). Or 3 levels to nab Quickened. But you can go either way. The biggest difference is which proficiency you prefer between CON and WIS.
There is an amulet that helps this build in the temple near Basilisk Gate. You have to steal it and deal with the anger of the gods, but if you get it you get one more divinity charge per short rest. Great for max lightning damage twice a battle!
There’s a choker in act 3 that adds 2 DC to your spells and +1 use per day of channel divinity. Godlike for this build OH and, in Larroakan’s tower (sorcerous sundries) you can burst the protective barriers with… lightning spells ;) MORE tips for this build as main character : In the crèche, dont let Laezel get on the purification engine ; but go on it yourself, succeed all 3 skill/save tests, and ALL your tadpole powers become a BONUS action PERMANENTLY (buff called awakened tadpole). So you can use Black Hole as a bonus action to pull everyone in a prepared wet area ; THEN you can hit them with the lightning spell. Finally, have another caster in frost bonus gear (can be a druid) : cold ALSO doubles damage on wet targets. But with encrusting frost etc, they land a massive debuffs to movements, and create that slippery surface that you can thaw again for the wet debuff all over = you will control every mass battles easy peasy. On tactician, the only fights that may present « some » difficulties will be Ansur (lightning immune) and House of Hope final battle, as devils are resistant (half damage) to lightning and cold. Everything else will just be vaporised in a jiffy
i love to see those videos at the moment. So many guys doing "6 turns" "9 turns" "11 Turns!!" Videos, but then comes te wizard and oneshot all with only one level 5 spell. i love it.
Thank you for including a little showcase of the builds damage. So many build videos out there that either don't show any combat or if they do its on a guard with 50 hp. Subbed! 👍🏻
Was already planning and working on this build with gale and this guide just gave a bunch of extra info to really bring out its full potential, thanks for the helpful video!
There is actually a necklace you can get, that gives you a second channel divinity charge. **SPOILER AHEAD** You can find it when you enter the cellar of stormshore tabernacle. There are a few offering chests you can loot and one of them contains the necklace.
You should take Sorcerer first so you get con save proficiency. (To be fair, you said that). Tempest domain gives you all the proficiencies at lvl2. In my opinion, the channel divinity is worth more later, so I'd save the second level of cleric at character level 8 and rush the level 6 free spells from storm sorc. The advantage of draconic sorcery is mostly lost cause heavy armor, but extra hp are nice? Elemental affinity is nice too? Rather have free spells and be able to fly as a bonus action after casting a spell. Flying is frickin' cool and thematic for a lightning caster.
Key take away: Your gear does not matter, so this is the perfect first playthrough build. High charisma, fun combat, and no gear guide needed. You can miss any items due to RP decisions galore!
I mean this isn't actually true, gear still matters if you want to actually hit the spells and also not have the enemy roll a save on them. stacking spell attack and spell save dc just makes this build triple as effective. if an enemy rolls a save it halves the damage you can stack enough DC with the right gear to make it almost impossible for any enemy to ever roll a save.
@@boxforusa8970he meant the build doesn’t rely/revolve around items. Yeah you can min max any build but he was saying you don’t have to look/force yourself into a rp decision you don’t want for some gear and can instead say/do what you want and still have everything you need for the build
ALWAYS start sorcerer 1, so you get proficiency in con saves for concentration. Even more important if you use (twinned) haste, but it is a must for all casters
@@-Emet- While I suggest you respec, it doesn't matter that much early on until you get haste imo. So just respec when you have the extra money to spare
Great video. You explained everything really well. I'd suggest you bring Halsin with you. As a druid he also has Create Water. If he happens to go first he can setup your sorcerer.
This is such a great build. Sorcerer's Metmagic really helps with the fact that there aren't that many different lightning or thunder spells. It also makes perfect sense lore-wise. You are a cleric of Talos who is also a Storm Socerer. That works! And you don't have to be evil either. You can be one of these types of followers og an evil deity who are actually following because they are afraid of them and see no alternative and/or tell themself that their god isn't evil. They see them more like a force of nature. That works very well with weather-related gods like Talos.
Theres the Amulet of the Devout in the basement of Stormshore Tabernacle that gives an additional point of Channel Divinity per long rest. Makes the 2 Cleric/10 Sorc vastly superior
@@KazuYuuu Hello, how soon will the build on paladin come out? Checking the channel every day, really looking forward to it! Thanks again for the cleric build, you are the best. I apologize for my English, not my native language
I enjoy 5th fighter 7 storm cleric so i can use wrath, not just destructive wrath. With the jolty vest and other lightning charge items it's great fun.
I've currently got Shadowheart as Lvl 3 Tempest cleric/Level 2 Storm Sorcerer/ Lvl 1 Wizard and I'm currently planning on 1 more Level in Sorcerer and then dumping the rest into cleric. Therefore I'm keeping her pretty much a cleric yet giving her access to even great spells since she's able to write spells into her spell book. Plus you can dump intel and give her the Band you get in level 1.
One correction, take a sorcerer level first for that sweet constitution save. Tempest cleric being a subclass you still get heavy armor and martial weapons even if you take it as your second character level.
Another banger of a video. I tried to make this character in a friend's game when I joined his session. But he kicked me immediately :( I was halfway through customizing my character's face... wtf... I wanted him to look like a combination of Anthony Bourdain and Jeffrey Epstein, since they both kind of look similar to each other.
Only available via Storm Sorcerer (And Tempest 6) This build is Tempest 2/Draconic 10. I believe that Storm Sorcerer is better than Draconic for this build, better flexibility of spells. 2 Tempest/9 Storm/1 Wizard is probably one of the best iterations.
Level 9 and 10 of Sorcerer don't give you much. They only give 2 Sorcery Points, 2 known spells, an extra cantrip and an extra metamagic option. Instead what I like to do is take 2 levels in wizard, making it Sorcerer 8/Cleric 2/Wizard 2. Pick the Evocation subclass for wizard, making it so all your evocation AOE spells ignore allies. For these 2 levels you get the aforementioned subclass feature, a couple wizard spells known, a couple cantrips and the same spell slot progression. But the most important thing is that you can now copy spells from scrolls into your spellbook. This will allow you to learn 6th level spells where otherwise you'd have none. They will scale off of intelligence, but this doesn't matter for all spells. For chain lightning it's a save for half damage. Which we want to be high, but it's still very good damage and has a far better target spread as opposed to lightning bolt. Plus, if you want to push int a bit higher you can wear the headband of intellect. This along with items that boost your save dc in general will make wizard spells completely viable.
If you choose dragonborn blue or bronze you start out with lightning breath and extra lightning resistance. Probably doesent matter in the long run but maby helpfull in the beginning.
I'm going for 6 tempest cleric first and draconic sorc after. But will make another companion pure storm sorc for the twin haste, long duration create water at level 6. Most fights should pretty much end with 2 double max damage call lightnings with oath charges at level 6 and they refresh with short rest. If enemies still live we still got hasted call lightning going on and the other party members. Then I can convert the preserved spell slots (due to call lightning) into sorcery points to do it every short rest up to 3 fights when I start leveling sorc. I still have the storm sorc companion to use lightning bolt instead hence why they have high sorcery point max and ability to high duration wet after twin haste.
I went with 6 cleric for the cleric spells and thunderous strike for repositioning while I twin spell or bonus action create water into a lightning bolt.
So, you could drop the last level of Sorcerer for Wizard. You loose the extra meta magic BUT you keep access to every spell you have learned as a Wizard. Start as a level 10 or whatever wizard, learn all the spells you want, then respec to this build and just 1 wizard level and you will still be able to cast level 6 spells learned this way even though you can't technically learn them with only 1 level in wizard.
Why do I need this high a wisdom? All the cleric spells seem to be unnecessary in so far as needing any more then 10 wisdom. Is it just for skill check rolls? Why not put con at 4? I mean in level 4 you get the feat to add in another dex and charisma, more dex seems like a better choice to get a better initiative?
i personally went with storm cleric 10 and oathbreaker 2. It's more of a tanky frontliner with really mean smite dmg that will yeet people. I have Minthara be my fighter - pact of the blade - vengeance paladin and backline I have shadowheart life cleric / bard and Gale is my evocation wizard. Been really enjoying the team comp.
You don't have to fight the guy at the top of the tower, there are books you can read on the floor below (there's even a flavor text for LZ) that you can use as commands to make him do things
At 3:00, what are the Wisdom points for? As far as I can see, we're not rolling any cleric spells that would require them. I went with 8/16/14/10/10/16 instead. Any thoughts?
@@kethy2730 Do you have a reason for that? I try to understand why people do certain things, that's why I'm asking. As far as I can see, adding Str will only increase my carrying capacity, but not my jumping distance. And it will make it easier to pass Athletics checks, as is required for shoving. But this character is designed to stay out of melee range as much as possible anyway, so shoving is not relevant. So lowering Int, and everything that comes with that, for Str, seems like a bad trade.
I had the same thought... why dump so much into Wisdom when you're only getting 2 levels of Cleric? Getting Dex to 16 for better initiative seems so much more valuable.
@@x241c29f so would you rather something or nothing because as far as I'm concerned intelligence does nothing unless you play wizard, which you are not
Can you explain, for which spells wisdom is needed? I am still not that proficient in this game but as far as I understand all those lightning spells scale from charisma. Then what for this high wisdom is needed? Can't those points be thrown for charisma or other stats?
For Itemization i found two ways that work well with this build, the crit or the Spell DC route: The single best item for this build it the "Amulet of the Devout" (Act III, Stormshore Tabernacle basement). It gives you +2 to spell DC and an additional channel divinity charge for destructive wrath. Unconditional crit Items: Elixir of Vicousness(ActII), Sarevok's Horned Helmet (Act III), Bloodthirst (Dagger,Act III), Knife of the undermountain King (Shortsword Act II), The deadshot bow (Act III), Spellsniper (feat), risky ring (Act 2, doubles total crit chance with attacks), Shade Slayer Coat (Act 3, crit -1 when hidden) Spell DC Items: Cloak of the weave ( +1, Act 3), Hood of the weave (+2, Act3), Robe of the Weave (+1, Act 3), Markoheshkir -Staff (+1, Act 3),Ketheric's Shield (+1, Act 2), Amulet of Devout (+2, Act 3) Gave me 25 Spell DC at the beginning of Act3 which allows you to use "Spellmight gloves" and risky ring to increase damagae without ever failing a single saving throw on enemies :D
What do you mean by not failing a single saving throw on enemies? Risky Ring gives you disadvantage on your saving throws while giving you advantage on your attack rolls. How are you not failing your saving throws at all if you have disadvantage on them?
@@majordakka5743 Nah, you're right. Should have said basically never fail. But you really only fail against enemies with high + to saving thrrows. Everything below +6 to the coressponding saving throw still had 100% hitchance. At +7 it was 90% , +8 -> 85% and so on. Thats why the disadvantage doesnt matter to much, since you have 100% success rate on 90% of enemies.
@@sdad-u7eoh you're referring to the target's saving throws failing to exceed your spell save DC. My bad. How are you dealing with the disadvantage to your saving throws though? You're basically going to end up eating the full damage from enemy fireballs and other spells.
Height + Destructive >>>>>>>>> quickened, since you get haste at the same lvl you get bolt, which means on the NEXT level you can pre-haste and then do two bolts, one of which is just fukken insane
Nice guide, I'm thinking about building a shadowheart that does damage but also supports wit buffs and heals. What would you recommend the leveling process to be? Right now I'm level 7
I am not this experienced at D&G so I got a question regarding your buildthat I like well. You spend a lot f point (16) into Wisdom, But if I understand well, we will use 95% sorcerer spell casting during the game. Is that very important to get Wisdom so high ? Wouldn't it be better to increase dexterity a bit and/or Constitution ? If we build the same with only 12 at Wisdom stat is this wrong ?. Thank you to help me understanding the 16 point in Wisdom utility in here
I would go 2 tempest cleric (destructive wrath) ; 6 bronze dragon sorcerer (Feat + Metamagic + Cha to lightning spell damage) ; 4 abjuration wizard (Feat + LEARN wizard spell all the way up to chain lightning with scrolls + crazy Arcane Ward). Sure you can use a destructive wrath on the boss ... but all the way to the boss, you have an unatural amount of AC and you can steamroll your way to the boss with Fire Shield reflect damage and Glyph of Warding (ajuration) doing lightning damage in AoE. Apply stoneskin if necessary. With adamantine heavy armor + heavy armor feat (5 damage reduction) + arcane ward, you're unkillable.
I'm personally running tempest cleric 2, draconic sorcerer 6, divination wizard 4, since wizards can learn spells up to max spell slot they have available this way you get access to sixth level spells, you could go with just one or two levels of wizard if you don't mind having to swap wizard spells more often according to situation. You could also go evocation wizard to make it easier to just spam AoE spells without having to worry about allies but I like having extra options with the portents.
@@YakultLitro There isn't enough stat points so the build pretty much needs one or more of the set stat to X items. Dump int to 8 and just put on the warped headband of intellect for int 17 and that'll give you 7 wizard spells for memorization.
@@LantisRayEarth u get full caster level, so u get 6th spellslot. u then can learn spells from scrolls to fill 4-6th levels. anyway, not a bit fan, since u cant max out int and need to wear headband. better go storm sorc, this way u can invest in int and forget about charisma. u get +3 dmg to all lightning and thunder spells (instead of +5 to lightning from) + u will get thunder and lightning resistance + you will get fly as bonus action + you will get more DC because of going full int and free the helmet slot. also, would go 2/8/2 instead of 2/6/4, u will get feat from sorc instead + u will end up with more sorcery points. wiz 4 only gives u ability to regenerate level 1 spell slot regain more, which translates to having 1 sorcery point more, that's worse than having 2 more sorcery points.
@@alicjaalvena1120if you go draconic bloodline at lvl 6 any lightning spell scale from your charisma. tbh my best take on this triple multiclass was 2 tempest cleric 2 evocation wizard and 8 draconic sorcerer, as you get the lvl 6 lightning spell as well as gardian ward with wizard (from scroll) and still charisma scaling
The legendary staff from the mage tower in lower city is insane on this combination. I think its bugged but it gives you a chain lightning (rank 6) every turn for no concentration if you choose the Doom Bolts variant.
That's definitely a bug xD Mine only casts once per short rest, though I did notice it didn't consume any sorcery points to twin it (YES you can twin chain lightning) so it's gonna be fixed up in the next major patch most likely
@@KazuYuuu It's probably cause it doesn't use a spell slot and Twinned Spell costs 1 Sorcery Point per Spell Slot level used. It's weird cause even a cantrip costs 1 sorcery point but it looks like a spell granted by an item is special. We'll see with the big patch if it's a bug or if Larian thinks that's ok.
You can go even harder than this. 2 cleric 4 wizard 6 sorcerer. Wear the 17 intellect head piece, choose dual wielder over heavy armor, equip the two staffs with arcane battery and get freecast from 2nd tier of illithid powers. That gives you 4 swappable spell slots, lets you learn spells from scrolls so you aren't capped at level 5 spells and 3x no cost spells that recharge on a partial or short rest. Lets you have two incredible turns instead of just one which is going to be enough for most encounters in this game. This variation makes you squishier but you can offset that by wearing the helldusk armor which is heavy armor anyone can wear that has 21 AC.
Can u tell me whats the pint of wisdom? (I still dont really understand the game very well) since ur using sorcerer spells isnt charisma the only stat needed?
Cleric is always a strong class to take, the big issue with the tempest domain is that you do not have access to good lightning spells like a Sorc would. But at the same time by being a pure cleric you get higher spell slots and you still have acess to all the huge cleric buffs and damage spells.
At this point it's a discussion whether you focus on metamagic and higher lvl spells (sorc 10) or destructive wrath (tempest 6). Since you later get the staff with chain lightning, you may skipp 4 lvl spells entirely and get consistent maxed up damage for multiple rounds, which is much more OP in my opinion and more fun. Consider this: either you want to nuke everyone in first round but be much weaker later, or be consistently powerful? Not every fight will be over in the first round. A nice combo seems to be tempest 11/wiz 1 with the intelligence diadem, which may give you haste spell to cleric and basically, you will get 6 lvl spell naturally and get tons of destructive wraths and various spell combos. Sleet storm saved me many times because high area and then throw spells on laying enemies. Anyway, I would start with 6 levels of sorc, because this will give you a standard playthrough. You won't be OP, but won't be weakened either. One wrath and loosing 2 levels on early game is too "one shoot" type of deal. Use it and then you're without powerful ammo. On lvl 6th you get the damage bonus, which will be an incredible change, then 2 levels later. However, this build is problematic thou. It needs more wisom, and you will get the spells at the end on cleric, but that would be dubbing what you already have. Unless you spec, it won't be a good choice for a normal progression. Hmm....
6 sorc/ 6 cler is not bad, is very very good indeed. 2 channel divinity and push every enemy 10 feet away with linghtning damage is so underrating, pushing enemies is too op in this game, plus call lightning can be a good option to control the map. i like use the cleric spell list for supporting in melee combat, its sad booming blade is not available in the game
Great build, but what's all this about fighting a boss in the Arcane tower? Dude, you can get the ring just by talking to the guy. Plus a lot of good loot, as well. But I love the build, I'm definitely trying this out.
This came at a perfect time, I was just about to begin testing Fighter 2/Cleric 10 vs. Cleric 2/Sorcerer 10. It looks like it won't really be a competition lol
ty for the guide, i am new to bg3, so this is probably a dumb question. If we 2 temp 10 sorcerer, can i put put wisdom to 8 points and use those points into cons or dex since we are mainly using sorc spells which im guessing use charisma stats. thanks
Yes but keep in mind that it'll also affect your WIS saves, aside from that the main effect is not being able to prepare as many cleric spells so a fine tradeoff for most people.
The main uses for Dexterity in this build: Initiative ( great) and saves ( e.g. against Lightning Bolt 😉 ) . AC comes from Heavy Armor alone, we probably do not use Stealth in Heavy Armor too much, and as a full caster we do not use ranged or Finesse weapons. Con: 14 is of course better than 12, for Concentration, Con Saves, HP. However: Wisdom gives the most important Save in DnD, Wisdom> Con> Dex >> Strength> Cha> Int . it boosts our Perception plus other Wisdom skills. And, Clerics can memorize additional spells, like Bless, Healing Word, Command, etc. , based upon their Modifier. It is indeed a bit of a toss-up between Con and Wis, but if you position carefully enough, the active benefits speak for Wisdom.
Curious if this build (and some other multiclass ones) still work the same with the New Patch # 1 released. I saw something that said spellcasting (and abilities) will now function as per the level of the subclass casting adn NOT on the overall character level. Any idea if this is true?
as long as you multiclass in full caster class you'll get the full caster spell slots, so like going wizard, cleric and sorcerer you can take any level of those 3 it wont matter and you'll get the max amount of spell slots.
@@ruirodrigues2938well no since wizard can learn any spell he can cast so the only prob would be int scaling, which can be resolved with draconic bloodline lvl 6
HUGE problem with this build is if you have melees and you do not kill the monsters you just now shut down your melee from getting into range to hit the monsters because they will be electrocuted and this is HARD if you are multiplayer and try getting your friends to NOT go balls to the wall since the turn order does NOT work properly as everyone in your party seem to act all at the same time.
nah it just depends on your dex and initiative roll, if you have the same number you play at the same time, I don't have high dex and always plays after my friend
I have a question. I was thinking of doing this on a custom character, picking a Tiefling or Dragonborn (With either Acid, Fire, Cold, or Posion as the resistance) and putting that 13 into Str instead of Dex, grabbing Heavy Armor Master for that Bludgeoning, Piercing, and Slashing damage reduction. Once I hit level 8 with Thunder and Lightning Resistance granted this gives me three elemental resistances and damage redcution against some of the most common type of damage. My question is is this a good idea? After all I will be sacrificing Dex and I can see situations in which initiative might screw me over.
I'm doing something similar, finishing act 2 rn and I'm pretty sure my version has a higher damage per round then yours Here it goes: Full Tempest Cleric + a second character with sorcerer (a support character) Step 1: the support character uses metamagic twin spells to cast haste on the cleric and on my fighter then uses the quickened metamagic to also cast create water and apply wet to the enemies Step 2: Upcast Call Lightning (use your higher spell lot and you can use it as many times you want with the highest spell slot as long as you maintain concentration). Equals two cast per turn on wet targets with two charges of Destructive Wrath (that recharges on short rest, so they are on every fight) Yes, obvious it requires one more character but since storm cleric is overpowered, it is enough to clear pretty much everything Also a fighter with one extra action + action surges equals 6 attacks in one turn that helps single out the remaining enemies
With full cleric you lose the metamagic and its not worth the sacrifice. Also you lose the flying ability from Storm Sorc and its Wisdom based soo no Charisma bonuses for dialogs.
For those of you curious about Tempest Cleric 6/Sorcerer 6, it's honestly just as good as Cleric 2/Sorcerer 10 and more focused on pure nova damage with less utility that you would have gotten from 4th and 5th level sorcerer spells. 2x Channel Divinity means big burst, but no hold monster or banishment for helping out your team! The choice is always yours to make!
Thoughts on Cleric 2/Sorc 9/ Wizard 1
@@Archigosaigiven the utility and the access to high level wizard spells with the way the game has implemented wizards multi-class currently I'd say it could be worth it. However with 8 or 10 int your only be able to memorize 1 wizard spell, as it's your wizard level plus your int modifier. The headband of intellect might help with this but i don't know if it affects memorization and it would take your helm slot.
@@CarBENbased It does affect memorization so with the headband and one level of wizard you'll have four wizard spells to swap around according to the situation. Personally I like more flexibility so I went cleric 2/sorc 6/wiz 4.
@@novadea1643 not a bad split as it gets you your wizard subclass. Which did you go with?
@CarBENbased I'd recommend Evocation so you can save sorcery points on Careful Spell as you effectively get it for free and won't damage your allies.
I'm theorycrafting here, but I here's my take on the build.
1 - Sorc (start level 1 as Sorc for CON saving bonus.)
2-3 - Cleric (for Storm Tempest)
4-8 - Sorc (for damage reasons. Also I prefer Draconic, but Storm is ok too.)
9-12 - Cleric (finishing up and getting an extra channel divinity at 12)
Starting stats are 8-10-14-8-16-17, with ability improvement and hag's hair you can boost CHA to 20. In addition while levelling, you can get dual wielding. This will allow you to use two staves. I like Markoheskir for Chain Lightning and Staff of Spellpower for the Arcane Battery and Arcane Enhancement effects.
If you really want to min-max, in Act 3 you can respec and go 14-10-8-8-16-17 from level 1 and equip the Gloves of Dexterity for 18 DEX and Robe of the Weave for bonuses to spell attack and DC, and Birthright for +2 charisma. You may also choose between Amulet of Greater Health for 23 CON or Amulet of the Devout for a 3rd Channel Divinity Charge. Any other items are preference. Lastly, you can also get +2 CHA from the Mirror of Loss.
If you do everything correctly, your endgame stats should be 14-18-23-8-16-24 and you'll be doing absolutely bonkers damage while still having the option to heal when needed. I personally prefer this 6-6 split. Please let me know any suggestions, thanks!
One thing that can occasionally be useful, regarding the water surface. If you first hit it with some kind of fire attack, it will turn into a steam cloud. The steam cloud also causes the wet condition, but also affects flying enemies, so they too can receive the vulnerability that they wouldn't get just from groundwater.
wouldnt Fog spell cause wet condition to flying?
nearly no fire attack creates fire surface and its needed to turn water into gas. its just more efficient to use create water spell.
Also, since you're not using casting from the cleric part of the build, might as well drop WIS and pump DEX/CON for Init/HP+Conc save
This build won’t work anymore. They removed the wet debuff for lightning. Wet only gives cold vulnerability for tactician.
@@zeroonezero6270 Literally playing this rn in tactician and wet give ligthning vulnerability
This is perfect. I was looking for a new sorc build for my 2nd playthrough but almost all of them were based on spamming Eldritch Blasts (which I already on my 1st playthrough). This keeps things fresh.
Lots of gear that can be added to your build. There an amulet (amulet of elemental torment) that applies the status of what you are standing in. So if you stand in water and casting lightning spells the people you hit are considered wet. There are also boots that will electrify water you walk in.(The Watersparkers)
That is a great tip! It is so much easier to get water on your own character than it is to get it on multiple enemies.
sadly, wet or electrified status won't be transferred to the target
Just tested this and unfortunately it does not work, stepping on water does not make a character wet, the character will need to be hit by the initial "splash" of water to get 3 rounds of wet.
Lots isnt 2 things 💀💀💀
Watersparkkers shock you and your party
Nice guide just finished the game with similar build last night... Just wanna add something. Its better to start as Sorcs (main class) because you are getting Con saving bonus and at level 2 get Cleric and you still get Heavy armor and shield because you get it from the Sub-class not main class proficiency.
Edit: Later in the video you mention this... My bad :D
Still a great tip to recommend!
@@KazuYuuu How would I build if I start as Sorc? Choosing same things as you do when you fo at lv 3 when you sub as sorc lv 1?
@rishibashi Level 1 - Sorc 1
Level 2- tempest cleric 1/sorc 1 (get access to shield and armor for better AC and cleric spells)
Level 3- tempest cleric 2/sorc 1 (can use chromatic orb upcasted to 2nd level for 48 lightning damage on wet target)
Progression after that would be the same!
u get shield proficiency? it says only heavy armor and martial weapons
@@alicjaalvena1120 Yes you get shield proficiency.
Just a small remark.
You don't need to start with Tempest Cleric to get the Heavy Armour proficiency. Subclass proficiencies, unlike base class proficiencies, are fully adopted when multiclassing into them. That means you'll still get Heavy Armour proficiency if you'd multiclass into Tempest Cleric, but not let's say, Fighter.
So you could technically start as a Sorcerer if you prefer saving throw proficiency for CONstitution rather than WISdom, for instance.
This situation could be buggy because when I completely switched classes, choosing a rogue/fighter multiclass, I lost my proficiency with heavy armor. This issue arose because I initially took three levels in rogue before adding any fighter levels. However, when I reversed this process, I unexpectedly regained my proficiency with heavy armors.
Nevertheless, instinctively, you should be correct.
@@felleg4737 yes, multiclassing into fighter or Paladin will not give you heavy armor proficiency. Multiclassing into Cleric won't either UNLESS you get the subclasses that do have proficiency in it, such as War, Tempest and Life. It's the subclasses that give you automatic proficiency.
@@simongoff9190 Thanks for the clarification!
When would you do the switch from Sorceror to the 2 level Cleric dip then? Seems like it would be best to start with Cleric and at level 3 go full sorc
@@leekit8951 For a Storm Sorcerer, probably 2 levels to get the first metamagic points (for Twinned especially). Or 3 levels to nab Quickened.
But you can go either way. The biggest difference is which proficiency you prefer between CON and WIS.
There is an amulet that helps this build in the temple near Basilisk Gate. You have to steal it and deal with the anger of the gods, but if you get it you get one more divinity charge per short rest. Great for max lightning damage twice a battle!
Share it
Share it.
@@broseidon2519
Share it.
Share it.
There’s a choker in act 3 that adds 2 DC to your spells and +1 use per day of channel divinity. Godlike for this build
OH and, in Larroakan’s tower (sorcerous sundries) you can burst the protective barriers with… lightning spells ;)
MORE tips for this build as main character : In the crèche, dont let Laezel get on the purification engine ; but go on it yourself, succeed all 3 skill/save tests, and ALL your tadpole powers become a BONUS action PERMANENTLY (buff called awakened tadpole). So you can use Black Hole as a bonus action to pull everyone in a prepared wet area ; THEN you can hit them with the lightning spell.
Finally, have another caster in frost bonus gear (can be a druid) : cold ALSO doubles damage on wet targets. But with encrusting frost etc, they land a massive debuffs to movements, and create that slippery surface that you can thaw again for the wet debuff all over = you will control every mass battles easy peasy.
On tactician, the only fights that may present « some » difficulties will be Ansur (lightning immune) and House of Hope final battle, as devils are resistant (half damage) to lightning and cold. Everything else will just be vaporised in a jiffy
what’s the choker called
i love to see those videos at the moment. So many guys doing "6 turns" "9 turns" "11 Turns!!" Videos, but then comes te wizard and oneshot all with only one level 5 spell. i love it.
lol true, that 11 turns is cool but such a hassle so now that I watched this, I will stick to oneshot I guess
Thank you for including a little showcase of the builds damage. So many build videos out there that either don't show any combat or if they do its on a guard with 50 hp. Subbed! 👍🏻
Was already planning and working on this build with gale and this guide just gave a bunch of extra info to really bring out its full potential, thanks for the helpful video!
There is actually a necklace you can get, that gives you a second channel divinity charge.
**SPOILER AHEAD**
You can find it when you enter the cellar of stormshore tabernacle. There are a few offering chests you can loot and one of them contains the necklace.
You should take Sorcerer first so you get con save proficiency. (To be fair, you said that). Tempest domain gives you all the proficiencies at lvl2. In my opinion, the channel divinity is worth more later, so I'd save the second level of cleric at character level 8 and rush the level 6 free spells from storm sorc. The advantage of draconic sorcery is mostly lost cause heavy armor, but extra hp are nice? Elemental affinity is nice too? Rather have free spells and be able to fly as a bonus action after casting a spell. Flying is frickin' cool and thematic for a lightning caster.
Key take away: Your gear does not matter, so this is the perfect first playthrough build. High charisma, fun combat, and no gear guide needed. You can miss any items due to RP decisions galore!
I mean this isn't actually true, gear still matters if you want to actually hit the spells and also not have the enemy roll a save on them. stacking spell attack and spell save dc just makes this build triple as effective. if an enemy rolls a save it halves the damage you can stack enough DC with the right gear to make it almost impossible for any enemy to ever roll a save.
@@boxforusa8970he meant the build doesn’t rely/revolve around items. Yeah you can min max any build but he was saying you don’t have to look/force yourself into a rp decision you don’t want for some gear and can instead say/do what you want and still have everything you need for the build
ALWAYS start sorcerer 1, so you get proficiency in con saves for concentration.
Even more important if you use (twinned) haste, but it is a must for all casters
will it matter at lvl 3? i've started as in guide, but now i'm not sure. should i respec or something?
@@-Emet- While I suggest you respec, it doesn't matter that much early on until you get haste imo. So just respec when you have the extra money to spare
@@Bzk-- so the respec will fix it? what will i lose tho?
@@-Emet-100 gold for the cost of the respec is all you will lose.
@@Jeffrey_Tyler oh, great then. it feels weird but i did it, hope it will be better, thanks for the tip
Great video. You explained everything really well. I'd suggest you bring Halsin with you. As a druid he also has Create Water. If he happens to go first he can setup your sorcerer.
Really great video and build! I’ve enjoyed so much to watch your video! SUPER! 💪🏻
This is such a great build. Sorcerer's Metmagic really helps with the fact that there aren't that many different lightning or thunder spells.
It also makes perfect sense lore-wise. You are a cleric of Talos who is also a Storm Socerer. That works! And you don't have to be evil either. You can be one of these types of followers og an evil deity who are actually following because they are afraid of them and see no alternative and/or tell themself that their god isn't evil. They see them more like a force of nature. That works very well with weather-related gods like Talos.
Talos IS a force of nature. Would you call a tornado evil? I think not, heretic.
I recommend the dragon born race.. bronze or blue subrace.. get you a lightning breath weapon.. from lvl 1.. for the giggles
Theres the Amulet of the Devout in the basement of Stormshore Tabernacle that gives an additional point of Channel Divinity per long rest. Makes the 2 Cleric/10 Sorc vastly superior
we need your paladin's build. Thanks a lot for the video, one of the best builds I've seen on youtube!
Thanks, glad you're enjoying the content ^^ Paladin video is the next one I'm working on!
@@KazuYuuu Hello, how soon will the build on paladin come out? Checking the channel every day, really looking forward to it! Thanks again for the cleric build, you are the best. I apologize for my English, not my native language
Hold person/creature isn’t just melee attacks. It’s any attack from within 3m. I’m pretty sure point blank spells will auto crit too.
Why the need for such high Wisdom when you are not using any Cleric spells?
I enjoy 5th fighter 7 storm cleric so i can use wrath, not just destructive wrath. With the jolty vest and other lightning charge items it's great fun.
I've currently got Shadowheart as Lvl 3 Tempest cleric/Level 2 Storm Sorcerer/ Lvl 1 Wizard and I'm currently planning on 1 more Level in Sorcerer and then dumping the rest into cleric. Therefore I'm keeping her pretty much a cleric yet giving her access to even great spells since she's able to write spells into her spell book. Plus you can dump intel and give her the Band you get in level 1.
One correction, take a sorcerer level first for that sweet constitution save. Tempest cleric being a subclass you still get heavy armor and martial weapons even if you take it as your second character level.
Another banger of a video. I tried to make this character in a friend's game when I joined his session. But he kicked me immediately :( I was halfway through customizing my character's face... wtf... I wanted him to look like a combination of Anthony Bourdain and Jeffrey Epstein, since they both kind of look similar to each other.
Why nobody is talking about call lighting? Get haste potion and upcast call lightning to lvl 6 and just spam it 3x per turn.
Only available via Storm Sorcerer (And Tempest 6) This build is Tempest 2/Draconic 10.
I believe that Storm Sorcerer is better than Draconic for this build, better flexibility of spells. 2 Tempest/9 Storm/1 Wizard is probably one of the best iterations.
@@SpaceVentura69 Why is it the best iteration?
Certainly bonus points for leading off with my favorite Pentakill song!
its cheesey but you could take one level of wizard and wear the warped headband and be able to learn chain lightening from a scroll
Level 9 and 10 of Sorcerer don't give you much. They only give 2 Sorcery Points, 2 known spells, an extra cantrip and an extra metamagic option. Instead what I like to do is take 2 levels in wizard, making it Sorcerer 8/Cleric 2/Wizard 2.
Pick the Evocation subclass for wizard, making it so all your evocation AOE spells ignore allies. For these 2 levels you get the aforementioned subclass feature, a couple wizard spells known, a couple cantrips and the same spell slot progression.
But the most important thing is that you can now copy spells from scrolls into your spellbook. This will allow you to learn 6th level spells where otherwise you'd have none. They will scale off of intelligence, but this doesn't matter for all spells. For chain lightning it's a save for half damage. Which we want to be high, but it's still very good damage and has a far better target spread as opposed to lightning bolt. Plus, if you want to push int a bit higher you can wear the headband of intellect. This along with items that boost your save dc in general will make wizard spells completely viable.
If you choose dragonborn blue or bronze you start out with lightning breath and extra lightning resistance. Probably doesent matter in the long run but maby helpfull in the beginning.
there's another staff in the house of hope that does the same thing as the markoheskir, so duel wielding + the staffs = 2 FREE CHAIN LIGHTNING
I'm going for 6 tempest cleric first and draconic sorc after. But will make another companion pure storm sorc for the twin haste, long duration create water at level 6.
Most fights should pretty much end with 2 double max damage call lightnings with oath charges at level 6 and they refresh with short rest. If enemies still live we still got hasted call lightning going on and the other party members.
Then I can convert the preserved spell slots (due to call lightning) into sorcery points to do it every short rest up to 3 fights when I start leveling sorc.
I still have the storm sorc companion to use lightning bolt instead hence why they have high sorcery point max and ability to high duration wet after twin haste.
Sorry but if u use only lvl 2 Cleric spells, why invest so many points in wisdom?`
I went with 6 cleric for the cleric spells and thunderous strike for repositioning while I twin spell or bonus action create water into a lightning bolt.
So, you could drop the last level of Sorcerer for Wizard. You loose the extra meta magic BUT you keep access to every spell you have learned as a Wizard. Start as a level 10 or whatever wizard, learn all the spells you want, then respec to this build and just 1 wizard level and you will still be able to cast level 6 spells learned this way even though you can't technically learn them with only 1 level in wizard.
Maybe a dumb question, but how are you avoiding damaging your own party with aoe spells and electrified water everywhere?
I would also like an explanation if someone could tag me ❤
Why do I need this high a wisdom? All the cleric spells seem to be unnecessary in so far as needing any more then 10 wisdom. Is it just for skill check rolls? Why not put con at 4? I mean in level 4 you get the feat to add in another dex and charisma, more dex seems like a better choice to get a better initiative?
i personally went with storm cleric 10 and oathbreaker 2. It's more of a tanky frontliner with really mean smite dmg that will yeet people. I have Minthara be my fighter - pact of the blade - vengeance paladin and backline I have shadowheart life cleric / bard and Gale is my evocation wizard. Been really enjoying the team comp.
You don't have to fight the guy at the top of the tower, there are books you can read on the floor below (there's even a flavor text for LZ) that you can use as commands to make him do things
Having high wisdom is only if you do 6 sorc + 6 cleric right? Otherwise I imagine that it is better to focus on charisma + constitution
I'm definitely doing this build for my Dark Urge run, but I'll probably do Draconic Ancestry
At 3:00, what are the Wisdom points for?
As far as I can see, we're not rolling any cleric spells that would require them.
I went with 8/16/14/10/10/16 instead. Any thoughts?
Lower intelligence and add 2 strength
@@kethy2730 Do you have a reason for that?
I try to understand why people do certain things, that's why I'm asking.
As far as I can see, adding Str will only increase my carrying capacity, but not my jumping distance. And it will make it easier to pass Athletics checks, as is required for shoving.
But this character is designed to stay out of melee range as much as possible anyway, so shoving is not relevant.
So lowering Int, and everything that comes with that, for Str, seems like a bad trade.
I had the same thought... why dump so much into Wisdom when you're only getting 2 levels of Cleric? Getting Dex to 16 for better initiative seems so much more valuable.
wisdom can really help prevent you from being charmed or held by another spell caster.
@@x241c29f so would you rather something or nothing because as far as I'm concerned intelligence does nothing unless you play wizard, which you are not
Can you explain, for which spells wisdom is needed? I am still not that proficient in this game but as far as I understand all those lightning spells scale from charisma. Then what for this high wisdom is needed? Can't those points be thrown for charisma or other stats?
just a heads up, you dont have to fight the boss for the guiding light ring, if you read the texts in the tower, he gives it to you.
Its more xp if you kill it. On my actual replay, I went neutral evil and pickpocket everything, then kill em. I ended Act 1 at level 7 this way
Thanks really nice one, but what armor are you using and jewlery?
Do you have to take your heavy armor off to cast sorcerer spells? What about all the items that increase lighting charges?
Nice build, but I think using Shadowheart kind of spoiled something..
Nice build, i want to play that, but u dont show the gear for play this build, im new on DD games, and its usefull!
For Itemization i found two ways that work well with this build, the crit or the Spell DC route:
The single best item for this build it the "Amulet of the Devout" (Act III, Stormshore Tabernacle basement).
It gives you +2 to spell DC and an additional channel divinity charge for destructive wrath.
Unconditional crit Items: Elixir of Vicousness(ActII), Sarevok's Horned Helmet (Act III), Bloodthirst (Dagger,Act III), Knife of the undermountain King (Shortsword Act II), The deadshot bow (Act III), Spellsniper (feat), risky ring (Act 2, doubles total crit chance with attacks), Shade Slayer Coat (Act 3, crit -1 when hidden)
Spell DC Items: Cloak of the weave ( +1, Act 3), Hood of the weave (+2, Act3), Robe of the Weave (+1, Act 3), Markoheshkir -Staff (+1, Act 3),Ketheric's Shield (+1, Act 2), Amulet of Devout (+2, Act 3)
Gave me 25 Spell DC at the beginning of Act3 which allows you to use "Spellmight gloves" and risky ring to increase damagae without ever failing a single saving throw on enemies :D
What do you mean by not failing a single saving throw on enemies? Risky Ring gives you disadvantage on your saving throws while giving you advantage on your attack rolls. How are you not failing your saving throws at all if you have disadvantage on them?
@@majordakka5743 Nah, you're right. Should have said basically never fail. But you really only fail against enemies with high + to saving thrrows. Everything below +6 to the coressponding saving throw still had 100% hitchance. At +7 it was 90% , +8 -> 85% and so on. Thats why the disadvantage doesnt matter to much, since you have 100% success rate on 90% of enemies.
@@sdad-u7eoh you're referring to the target's saving throws failing to exceed your spell save DC. My bad.
How are you dealing with the disadvantage to your saving throws though? You're basically going to end up eating the full damage from enemy fireballs and other spells.
Item guide for progression for this build? I know he said it doesnt really matter but would be good to know what to use throughout the acts ig
can you also do a build video for a halsin build? i’m sure there are already a few videos on it but i prefer your style of explaining and editing
I took sorc first for the con save then two cleric then back to sorc. Oh also I went Storm sorc. For more lighting and thunder interactions.
What’s the logic on dex > constitution? Does this build not use any meaningful concentration spells?
Wondering that myself. Only benefit I can see is combat initiative.
Late to the party but any chance we could get a full item list for this build?
Height + Destructive >>>>>>>>> quickened, since you get haste at the same lvl you get bolt, which means on the NEXT level you can pre-haste and then do two bolts, one of which is just fukken insane
Do you have a breakdown of that paladin/sorceror build that youre using?
@KazuYuuu Why so many points in wisdom, yo have so few and only lvl 1 cleric spells. Con, dex better?
Nice guide, I'm thinking about building a shadowheart that does damage but also supports wit buffs and heals. What would you recommend the leveling process to be? Right now I'm level 7
In that case I would go Cleric 6 / Sorcerer 6.
if you need lvl 11 sorc to get a level 6 spell slot then how'd you cast destructive wrath and chain lightning?
I am not this experienced at D&G so I got a question regarding your buildthat I like well. You spend a lot f point (16) into Wisdom, But if I understand well, we will use 95% sorcerer spell casting during the game. Is that very important to get Wisdom so high ? Wouldn't it be better to increase dexterity a bit and/or Constitution ? If we build the same with only 12 at Wisdom stat is this wrong ?. Thank you to help me understanding the 16 point in Wisdom utility in here
I would go 2 tempest cleric (destructive wrath) ; 6 bronze dragon sorcerer (Feat + Metamagic + Cha to lightning spell damage) ; 4 abjuration wizard (Feat + LEARN wizard spell all the way up to chain lightning with scrolls + crazy Arcane Ward). Sure you can use a destructive wrath on the boss ... but all the way to the boss, you have an unatural amount of AC and you can steamroll your way to the boss with Fire Shield reflect damage and Glyph of Warding (ajuration) doing lightning damage in AoE. Apply stoneskin if necessary. With adamantine heavy armor + heavy armor feat (5 damage reduction) + arcane ward, you're unkillable.
How would you get 6th level spells? Wouldn't you only get up to 3rd level spells since that's your highest caster level?
@@LantisRayEarthwizard can learn any spell as long as they have the spell slots to cast them
Is this build still pretty strong? Looks really fun and wanted to try something strong for coming back to the game.
I'm personally running tempest cleric 2, draconic sorcerer 6, divination wizard 4, since wizards can learn spells up to max spell slot they have available this way you get access to sixth level spells, you could go with just one or two levels of wizard if you don't mind having to swap wizard spells more often according to situation. You could also go evocation wizard to make it easier to just spam AoE spells without having to worry about allies but I like having extra options with the portents.
what's the stats allocation should be if 4 wiz?
@@YakultLitro There isn't enough stat points so the build pretty much needs one or more of the set stat to X items. Dump int to 8 and just put on the warped headband of intellect for int 17 and that'll give you 7 wizard spells for memorization.
How would you get 6th level spells? Wouldn't you only get up to 3rd level spells since that's your highest caster level?
@@LantisRayEarth u get full caster level, so u get 6th spellslot. u then can learn spells from scrolls to fill 4-6th levels.
anyway, not a bit fan, since u cant max out int and need to wear headband.
better go storm sorc, this way u can invest in int and forget about charisma. u get +3 dmg to all lightning and thunder spells (instead of +5 to lightning from) + u will get thunder and lightning resistance + you will get fly as bonus action + you will get more DC because of going full int and free the helmet slot. also, would go 2/8/2 instead of 2/6/4, u will get feat from sorc instead + u will end up with more sorcery points. wiz 4 only gives u ability to regenerate level 1 spell slot regain more, which translates to having 1 sorcery point more, that's worse than having 2 more sorcery points.
@@alicjaalvena1120if you go draconic bloodline at lvl 6 any lightning spell scale from your charisma. tbh my best take on this triple multiclass was 2 tempest cleric 2 evocation wizard and 8 draconic sorcerer, as you get the lvl 6 lightning spell as well as gardian ward with wizard (from scroll) and still charisma scaling
The legendary staff from the mage tower in lower city is insane on this combination. I think its bugged but it gives you a chain lightning (rank 6) every turn for no concentration if you choose the Doom Bolts variant.
If so then it's definitely bugged for you, the lightning bolt and chain lightning should be once per short rest.
That's definitely a bug xD Mine only casts once per short rest, though I did notice it didn't consume any sorcery points to twin it (YES you can twin chain lightning) so it's gonna be fixed up in the next major patch most likely
@@KazuYuuu It's probably cause it doesn't use a spell slot and Twinned Spell costs 1 Sorcery Point per Spell Slot level used. It's weird cause even a cantrip costs 1 sorcery point but it looks like a spell granted by an item is special. We'll see with the big patch if it's a bug or if Larian thinks that's ok.
You can go even harder than this. 2 cleric 4 wizard 6 sorcerer. Wear the 17 intellect head piece, choose dual wielder over heavy armor, equip the two staffs with arcane battery and get freecast from 2nd tier of illithid powers. That gives you 4 swappable spell slots, lets you learn spells from scrolls so you aren't capped at level 5 spells and 3x no cost spells that recharge on a partial or short rest. Lets you have two incredible turns instead of just one which is going to be enough for most encounters in this game. This variation makes you squishier but you can offset that by wearing the helldusk armor which is heavy armor anyone can wear that has 21 AC.
It seems this was changed? I can't learn things like Chain lightning for example only with Level 4 Wizard. It says i need a higher level of Wizard.
Can u tell me whats the pint of wisdom? (I still dont really understand the game very well) since ur using sorcerer spells isnt charisma the only stat needed?
Why does shadowheart look like that?
Nice guide, though i am left wondering if pure tempest is just better or maybe 10 cleric/2 sorc for meta magic?
Cleric is always a strong class to take, the big issue with the tempest domain is that you do not have access to good lightning spells like a Sorc would. But at the same time by being a pure cleric you get higher spell slots and you still have acess to all the huge cleric buffs and damage spells.
If you go only 2 points into cleric what are you using wisdom for
At this point it's a discussion whether you focus on metamagic and higher lvl spells (sorc 10) or destructive wrath (tempest 6). Since you later get the staff with chain lightning, you may skipp 4 lvl spells entirely and get consistent maxed up damage for multiple rounds, which is much more OP in my opinion and more fun. Consider this: either you want to nuke everyone in first round but be much weaker later, or be consistently powerful? Not every fight will be over in the first round. A nice combo seems to be tempest 11/wiz 1 with the intelligence diadem, which may give you haste spell to cleric and basically, you will get 6 lvl spell naturally and get tons of destructive wraths and various spell combos. Sleet storm saved me many times because high area and then throw spells on laying enemies.
Anyway, I would start with 6 levels of sorc, because this will give you a standard playthrough. You won't be OP, but won't be weakened either. One wrath and loosing 2 levels on early game is too "one shoot" type of deal. Use it and then you're without powerful ammo. On lvl 6th you get the damage bonus, which will be an incredible change, then 2 levels later. However, this build is problematic thou. It needs more wisom, and you will get the spells at the end on cleric, but that would be dubbing what you already have. Unless you spec, it won't be a good choice for a normal progression. Hmm....
6 sorc/ 6 cler is not bad, is very very good indeed. 2 channel divinity and push every enemy 10 feet away with linghtning damage is so underrating, pushing enemies is too op in this game, plus call lightning can be a good option to control the map. i like use the cleric spell list for supporting in melee combat, its sad booming blade is not available in the game
Great build, but what's all this about fighting a boss in the Arcane tower? Dude, you can get the ring just by talking to the guy. Plus a lot of good loot, as well. But I love the build, I'm definitely trying this out.
at 0:50 you cast a chromatic orb and trigger luck of the far realms on it, is that a bug ? i thought it only worked on attacks and not on spells
Spells that require a "to hit" roll ar attacks. They are Spell Attacks and so they count.
This came at a perfect time, I was just about to begin testing Fighter 2/Cleric 10 vs. Cleric 2/Sorcerer 10. It looks like it won't really be a competition lol
What’s your preferred method of applying wet? Just stock up on water bottles?
Throwing water bottles is the easiest way but upcasting create water can hit a huge area to wet all enemies
@@KazuYuuu if a martial character throws water does that count as an attack that lets them still attack with extra attack that turn?
Nice build!
for the con save maybe we can start with sors
ty for the guide, i am new to bg3, so this is probably a dumb question. If we 2 temp 10 sorcerer, can i put put wisdom to 8 points and use those points into cons or dex since we are mainly using sorc spells which im guessing use charisma stats. thanks
Most spells in the game require a wisdom saving throw tho
@@infinitemads1406 I'm pretty sure wisdom saving throw is the opponent's wisdom against your casters primary spell casting ability for the spell cast
Yes but keep in mind that it'll also affect your WIS saves, aside from that the main effect is not being able to prepare as many cleric spells so a fine tradeoff for most people.
The main uses for Dexterity in this build: Initiative ( great) and saves ( e.g. against Lightning Bolt 😉 ) . AC comes from Heavy Armor alone, we probably do not use Stealth in Heavy Armor too much, and as a full caster we do not use ranged or Finesse weapons. Con: 14 is of course better than 12, for Concentration, Con Saves, HP. However: Wisdom gives the most important Save in DnD, Wisdom> Con> Dex >> Strength> Cha> Int . it boosts our Perception plus other Wisdom skills. And, Clerics can memorize additional spells, like Bless, Healing Word, Command, etc. , based upon their Modifier. It is indeed a bit of a toss-up between Con and Wis, but if you position carefully enough, the active benefits speak for Wisdom.
what spell are you using to gather the enemies into one spot?
What are the best ways to wet surfaces?
Curious if this build (and some other multiclass ones) still work the same with the New Patch # 1 released. I saw something that said spellcasting (and abilities) will now function as per the level of the subclass casting adn NOT on the overall character level. Any idea if this is true?
your sorc level is 10. Whats your point?
how do you manage to get a 6th level spells slot AND a channel divinity charge like in the higher level showcases?
as long as you multiclass in full caster class you'll get the full caster spell slots, so like going wizard, cleric and sorcerer you can take any level of those 3 it wont matter and you'll get the max amount of spell slots.
does this mean for a new run, you need to start as a cleric?
Can you put 2 points into evo wizard or is it better to just ignore party members 😂?
That would sacrifice lvl 6 spells, but this sorcerer build can use meta magic for that, can also change the cleric for the wizzard for same goal
@@ruirodrigues2938well no since wizard can learn any spell he can cast so the only prob would be int scaling, which can be resolved with draconic bloodline lvl 6
How do you not suicide your party with the water+lightning method?
What staff should I get for act 1 and 2?
perfect need more of these videos :D
So what's the point of Wisdom point when you are only casting sorcerer's spell?
Would it not be better to go sorc level 1 first because no matter when you choose cleric you will get HA prof
HUGE problem with this build is if you have melees and you do not kill the monsters you just now shut down your melee from getting into range to hit the monsters because they will be electrocuted and this is HARD if you are multiplayer and try getting your friends to NOT go balls to the wall since the turn order does NOT work properly as everyone in your party seem to act all at the same time.
nah it just depends on your dex and initiative roll, if you have the same number you play at the same time, I don't have high dex and always plays after my friend
If multiple players are consecutive on the turn order they all can go at the same time, this is true in single player too.
how much damage does this do to friendlies?
Can I add 1 warlock to refill slots on a short rest??
I started as a tiefling can i play this build?
So basically if u cast haste and drink a haste potion game end on the spot...😂😂😂😂
Amazing built
My one issue with the Storm Sorcerer is that they don't get access to Call Lightning.
storm does get access its the dragonic bloodline that dont get
I have a question. I was thinking of doing this on a custom character, picking a Tiefling or Dragonborn (With either Acid, Fire, Cold, or Posion as the resistance) and putting that 13 into Str instead of Dex, grabbing Heavy Armor Master for that Bludgeoning, Piercing, and Slashing damage reduction. Once I hit level 8 with Thunder and Lightning Resistance granted this gives me three elemental resistances and damage redcution against some of the most common type of damage.
My question is is this a good idea? After all I will be sacrificing Dex and I can see situations in which initiative might screw me over.
I'm doing something similar, finishing act 2 rn and I'm pretty sure my version has a higher damage per round then yours
Here it goes:
Full Tempest Cleric + a second character with sorcerer (a support character)
Step 1: the support character uses metamagic twin spells to cast haste on the cleric and on my fighter then uses the quickened metamagic to also cast create water and apply wet to the enemies
Step 2: Upcast Call Lightning (use your higher spell lot and you can use it as many times you want with the highest spell slot as long as you maintain concentration). Equals two cast per turn on wet targets with two charges of Destructive Wrath (that recharges on short rest, so they are on every fight)
Yes, obvious it requires one more character but since storm cleric is overpowered, it is enough to clear pretty much everything
Also a fighter with one extra action + action surges equals 6 attacks in one turn that helps single out the remaining enemies
With full cleric you lose the metamagic and its not worth the sacrifice. Also you lose the flying ability from Storm Sorc and its Wisdom based soo no Charisma bonuses for dialogs.
whats the rotation like when you start battle?