Big detail about winter's clutches that you missed. Even without the freezing aspect, the 'Encrusted with Frost' condition gives disadvantage on dexterity saves. That is the exact save needed for enemies to not slip on ice. Ice terrain becomes more powerful with the gloves. The freeze thing is just a cherry on top
That's what I was going to say. I use them on an ice sorcerer build and apart from that, along with other items you get to trigger the frozen condition in 2 turns (4 charges per spell attack)
I agree. I never even think about the 'freeze' affect. I actually saw that for the first time today. But my Ice Archer uses these along with the Snowburst Ring to knock everyone prone.
I agree. Frost builds should wear these. I can't imagine what Wizard or Frost sorcerer wouldn't want to wear these. Unless you need the bracers of defense. These are at least A or B tier.
And if you go full wet comp, encrusted with frost is going going to help the Tempest cleric/Sorcerer fully land that destructive wrath'd lightning bolt.
Paired with the Coldbrim hat you get 4 stacks per hit. Not sure if that would work with arrows, probably not. For a hasted Wizard or Sorcerer, that is 8 stacks in a single turn. That's getting frozen. Pair this with anything that is going to suppress saving throws of the enemy, (gloves of baneful striking) and you have a powerful combination. So by Cephs own evaluation, B tier at least. There are a boatload of powerful frost builds, so A or S depending upon your view of those builds. Frost doesn't hit as hard as lightning or fire, it just doesn't have the spells. If Ice Storm was 3rd level. If there was a 2nd lvl frost spell perhaps. Frost offers control by creating ice surfaces and slowing enemies. Frost builds come on-line early and don't really rely on gimmicks. In fact, they work without gear. Much better with it, but every build does. It is very easy to make frost builds. Mourning Frost, Winter's clutches, boots of stormy clamour, Necklace of elemental augmentation all act 1. Water bottles, mage hand to toss jugs, and Rain Dancer Staff all readily available act 1. Coldbrim hat & snowburst ring all available early act 2. You could probably do it with no combat (or very few, realistically only the Marcus fight, and Karniss, challenging but possible at 6 or 7 without too much trouble if prepared. Unless using gloves of dexterity, Winter's clutches would remain best in slot for ice/frost builds until... Act 3 with the Spellmight Gloves? Strong argument for best in slot for a few very powerful builds. Frost Wizard, Ice Sorcerer, Frost Barbarian? Ice archer, So A? S? I disagree with you, Ceph very, very rarely. You have taught me a ton about this game. Missed the mark on this one.
I love your content man but I have to say this. Gloves of the Growling Underdog in B tier? Strongly disagree here. The range to triger the effect is quite bigger than the regular melee range, you don't have to use attletics to shove them. People are simping over risky ring but these gloves give you advantage 80-90% of the time with no drawbacks. Easy S tier, you can go through the whole game with these gloves easily with smart positioning. I just finished another honor mode playthrough and one of my characters had these on the entire time. Also Abyss beckoners are really good on a Deva summon, I once left my game open for 15 min and the Deva didn't fail any madness check. It transforms the Deva into an Absolute tank with upcasted aid and heroe's feast. Niche but verrrryyy powerful.
since this tierlist's criteria is to rank them as you get them, i totally agree with you. It falls off as you get more sources of advantage alongside more powerful gloves, but you can kill dror ragzlin first and do the entire rest of the camp with it, and then be super well off still against the gnolls, nere, the juiced up slimes in grymforge, the paladins of 'tyr', and even some act 2 fights like malus and reithwyn just hand you the advantage on a silver platter especially with how easy it is to control enemy positioning with normal aoe effects like cloud of daggers, greases, ice arrows, fog clouds, stuff that you would already want to be using anyway and the act 1 enemies are so vulnerable to it
Same, I had to do a double take. Laezel spent half of act 1 with advantage. Hard to justify taking them off, honestly. Though I'd say A tier just because she still spent some time on her face in need of healing. That happened less in later acts when we found better gloves.
I thought I would use them more, but honestly given the most broken melee characters are usually Tavern Brawlers, you get the extra chance to crit sure, the accuracy isn't too necessary. They're certainly good, but are they a staple of the strongest builds in the game? Honestly if they worked on Moon Druid, I'd agree with recategorizing for sure. They're great to have, but it doesn't make/break any builds. Part of it is I think Gloves are just *such* a powerful slot. The effect on Growling Underdog would be S-tier in a lot of other item slots, but there are so silly many good gloves....
Ive been absolutely downing these videos non-stop. Really appreciate all the work that goes into them. I dont even typically play the higher difficulties where optimizing is really required, but these videos have helped so much with my understanding of the game overall.
Being able to gear a Slayer form with 2 sets of gloves and 4 rings (as well as a full set of gear) would make it actually viable :v Balanced by only being able to gear it or remove the gear when transformed or in camp.
AestusRPG made a really cool build video around the Winter's Clutches. It's an Eldritch Knight build that works really well in Honour Mode because of War Magic and the nerf to Haste, as well as the Eldritch Strike ability. Uses the Mourning Frost and Ray of Frost as the cantrip for the war magic. You can basically fully stack Encrusted with Frost in one turn. So each turn you have a chance to stun. Also, Mourning Frost has the chance to inflict chill when you cast a cold spell, which when combined with wet instantly freezes an enemy.
Gloves of Snaring deserve a higher ranking just because they are one of the first gloves you can get in the game. You will ALWAYS have a character who can use them for much of Act 1 until later in the act when you've collected enough better gloves. And the extra survivability is critical when your party is so low level.
I agree on that. Especially early in the game when ranged damage mitigation for free is so much more cost effective than a 1st level spell slot for shield.
Unfortunately for the abyss beckoners, Spiritual Weapon is already resistant or immune to all damage types. Flaming sphere is also resistant or immune to most damage types (with vuln to cold) If they halve the damage that guardian of faith takes then that’s kinda cool though
Does it also half the self indict damage it takes after harming another creature? Could you also keep using transfuse health to sustain them even more, since it allows you to heal all creatures?
@@4m4n40I’m not sure, haven’t tried it! I think gloves are a bit too important to use that slot solely for prolonging guardian of faith, especially when these effectively stop you from reliably using other summons
Gloves of thievery are S tier for me because I need to steal things and stock up on items I'll never use. I don't rush to graceful cloth area of act 1 until I complete underdark for whatever reason.
Respectfully disagree with the rating for the Gloves of the Growling Underdog - I found that the effect was triggering all the time, and I ended up using them throughout my playthrough on at least one character. I wouldn't call it S, but I think it deserves an A.
I've watched a couple of these now and I have to say I am very impressed with your game knowledge to justify and explain your decisions. S Tier discussions!
I am astonished at the tremenduous ammount of effort behind each video, but specially this series considering there are so many gloves. Hat tipped off to you, my friend.
Thanks! Watching every video on your channel about bg3, they gave me so much ideas and I still start the playthrough after playthrough. If you're going to make more of those full-party builds, I'd be very happy on some nature themed party build, with loads of entangled, spike growths, plant growths, sleet storms, walls of fire and ice, cloudkills and things like that. Terrain control which is not hunger of hadar and darkness. While being mostly immune to those effects with landstrider: difficult terrain and landstrider:plants which wildheart barbarians, rangers and circle of the land druids get. I'm currently planning such playthrough, but you're so creative and unorthodox at these full party builds, like moon druid in wet party or nature cleric in darkness party, so I'd really be happy to see your take on this.
Your videos have taken me from having never played a crpg or any harcore rpg for that matter to breazing through tactician on my 2nd play through all in like a month or so. Thank you my friend! Did not think i would ever be able to get into a game like this.
I think you really underrated the Gloves of the Growling Underdog. On a fairly mobile character (which for me ends up usually just being a BM fighter with misty step or jump), it seems to be pretty reliable to get advantage most rounds and I usually end up using them all the way until Act 3. Really their only competition for a fighter is the gloves of dexterity and those are extremely contested.
There are better gloves for fighters that in A1 than growling underdog such as the ones that apply the bane effect, good for you and the team, or one of the BiS for eldritch knights, the uninhibited kushigo.
@@4m4n40 I'm really not convinced that bane is better than getting advantage on the majority of your attacks. Once you get a more reliable source of advantage they fall off pretty heavily, but early on they're nuts.
I love that so many items give abilities. I don’t like to rest often and it’s nice to cycle through gloves and neck armor to grab a new situational ability once the ideal item has been used (something is better than nothing).
Wondrous gloves are definitely still bugged. When I equipped them for the first time I got 1 extra bardic inspiration as a 1 time thing. After using up the inspiration point the gloves never worked again. They were just +1 AC gloves for the rest of the game. Someone suggested long resting while wearing the gloves to fix it but it didn't work. I had to install a PC mod to fix it called "Unofficial Bug Fixer." The mod also fixed the Battlemage's Power gloves (arcane Acuity).
You’re amazing, thank you for these item slot videos, I feel like more general gear guides outside of people talking about a specific build don’t really exist in a good, cohesive way, you’re awesome
Sparkle Hands are just as good as Gloves of Cinder, or arguably better. The Cinder gloves are flat 1d4 damage. But the Sparkle hands are +1 damage on all attacks while you have charges on top of the additional 1d8 every 3rd attack. It averages out to about the same as 1d4 on every attack. And then the +1 to hit (and advantage vs metal) is useful . . and even tavern brawler abusing Monks can still benefit from the +1 to hit.
The Sparkle Hands are definitely s-tier because we can double that damage against wet targets. So +2 damage per attack with an additional 2d8 lightning discharge. Against wet targets, the Sparkle Hands averages out to about +4 damage per attack. Although there aren't a lot of enemies with metal armour in Act 1, those with it are some of the tougher enemies--namely Bernard and friends at the top of the Arcane Tower in the under dark and the Grymforge golem. Act 2 is a different story--with a significant number of enemies in metal armour in the Gauntlet of Shar and Moonrise Towers. On top of that, Berserker Barbarians that knock an enemy prone with the bonus action rage toss can create electrified surfaces if they knock that enemy prone on a puddle of water, and that electrified water can shock (eliminate reactions) and electrocute (an addition 1d4 damage) any creature that walks on it. Best in slot for throwing berserkers.
I think Gloves of Belligerent Skies are a very solid alternative to the Daredevil Gloves for a warlock, since you can combo them with the lightning charges from the Spellsparkler staff to dish out reverberation with Eldritch Blasts, Hunger of Hadar, etc. It's fairly easy to get Eldritch Blasts hitting reliably even without the +1 from Daredevil Gloves (especially since warlocks can pretty easily get advantage), and the melee disadvantage can be avoided in a variety of other ways.
Sounds is great, there's a super slight sound that happens when you start and stop talking that sounds kinda metallic but otherwise its flawless! Keep up the great content !
I really appreciate the detail you put into these! I've got to a bone to pick with the ranking of the gloves of the growling underdog, though. For a primary frontliner, I haven't found anything that gives as large of a +to hit as consistently. In large fights it's very often the difference between a 70% hit chance and a 90%. Even in act 3 I find it generally gives a better +to hit than the legacy of the masters, for instance. And on the current patch, where I believe I'm not the only one experiencing an overabundance of crits (misses and hits both), it's the most consistent way to push hit chance above 95%. I've used them on every one of my melee frontliners. Even in Act 1, I prefer these to the hellrider's pride; healing is just so weak unless it's a bonus action, especially on a paladin. Just thought I'd mention it, I love your content.
I'm in act3 of my first playthrough and cannot overstate two things: (1) how much you taught me about this game, thus how much more fun I've had with it and (2) how excited i am to play the game again before even having completed my first run. Already planning my first tactician and honor mode runs! right now I'm using items and devil's sight to camp 3 party members in darkness and have Gale as abjuration tank stanf outside reflecting hella damage to ai idiots. super broken and hilarious! love it
Can’t wait to get into the video I just started a new playthrough where I’m using some builds I’ve never tried before. Also for the mic settings I think this is an improvement over what you had before and there’s no background noise or general mic static at all
Gloves of Belligerent Skies - Agree with you totally but I love using them for my Great Old One Warlock reverberation build. Plus I love the sound effects when used. So fun.
Regarding the sparkle hands or more precisely the lightning charges. The tooltip says that it also gives you +1 damage per charge. Is the tooltip incorrect? Because if it works as the tooltip says, these gloves become muuuuch better all of a sudden. Comparing cinder and sizzle with sprakle on lvl 5 monk with 4 attacks per round. With tavern brawler you practically always hit, so I discount missing here) Cinder: 4d4 -> 4-16 damage with an average of 10 (not accounted for critical hits) Sparkle: 1st hit 0, 2nd hit +2, 3rd hit +4 and 1d8, 4th hit +2 or 3 (not sure how overflowing stacks work). So this should be 9-17 damage for an average of 13 damage So if the stuff works as intended, sparkle becomes much better to my understanding. More damage + sometimes advantage and increased chance to hit, if there is actually something with high enough AC that you will "only" have about 80% chance to hit in the beginning.
The Sparkle hands have one great use - for any thief rogue throw build (which is basically every throw build) they can give you free advantage so you get to proc a sneak attack by throwing a dagger at the enemy, which is extra 2d6 damage per turn. Not a lot, but not nothing. The actual broken use case for it is in tactician and below (haven't tested in honour mode but assuming they fixed it) is with Tavern Brawler: because of the TB DRS effect you get to stack lighting charges twice as fast as you normally would, meaning the 1d8 lightning damage comes up way more frequently than it seems like it should.
Sparkle hands also add lightning orbs on a thrown weapon for BG3 reasons. That means if an EK fighter throws the lightning orb trident with the gloves on you get 4 orbs per attack. That's its niche use imo
"Winter's Clutches" and "The Mourning Frost" together are kinda insane. The Snowburst ring also works well since (though the dex save is likely still strong) encrusted with frost gives disadvantage on dex saves. It's worth noting that the frozen duration from "Encrusted with Frost" overrides the "Chilled" frozen duration, making it apply 2 turns of Frozen with the chilled -> wet combo instead of 1. So kinda like how Hellrider's pride with a throwzerker pot throw works. a Barb can throw a water flask on a chilled target as a bonus action and freeze a target for 2 turns that has both encrusted and chilled.
Since you asked. The winters clutches gloves are actually best used in a reverberation build. With a team. Specifically with someone using the ice staff from the underdark, and the boots that inflict reverberation upon applying a condition to the enemy. You will never actually freeze anyone, but applying the frost condition, and chilled condition in one use of an ice spell stacks reverb very fast, parred with a teammate using the gloves that inflict reverberation when doing thunder, lighting, or radiant damage, and you have 2 party members apply reverb very fast. So not only will your ice spells be hitting for a ton, you stack reverb, and if something somehow survives long enough to actually get frozen, then its an immediate win. Use the winters gloves, and the ice staff, and the reverb boots on gale. Then reverb gloves on like a tempest cleric.
I prefer just using the reverb gloves and boots with spellsparkler and magic missle. Every 3 bolts trigger a lightning charge blast and create 12 reverb. And that's without it electrocuting across a wet surface. Pretty easy to disable 2-3 enemies with 1 attack
The Winter's Clutches are actually amazing when used in conjunction with the game's other cold-focused items. They're always one of the first items I buy for Gale.
I use the bracers of defence on my shield profficient sorcerer for two reasons: 1.) The drip with protecty sparkswall is insane 2.) Offhand weapons will often have better effects than shields. Best example in Act 3 is Rhapsody; +3 to attack rolls, spell DC, and all sources of damage is really good. Yes, you could just use offhand weapons with offensive gloves and take the AC hit, but low AC on a squishy caster (who's probably trying to maintain concentration) is risky.
For the abyss beckoners, both the woodland creature summon for the druid and the fallen lover summon are both immune to becoming mad. I think this is worth considering when you summon them and involve them when buffing them at the start of a day. Health buffs such as high level aid and hero's feast heighten these summons survivability.
Ohhh i thought i was the only 1 doing this with my druid wizard necromancer and woodland summoner. I love the ice bats that have ranged attacked pair with the ice elemental bats. Top tier.
I love your tierlists Ceph, but in that one you ranked all monk-related gloves as S or A tier. Monks are great and all but its not so common to have more than 0 of them in party, especially if we are talking about people who is really need that sort of information in a first place. Realistically you will be not looking forward to all thouse gloves but maybe one of them. Also i voting for adding some value to gloves of missile snaring. Its not the best gloves for sure, but it will be almost the first gloves you got in the game, and it will always have a value up untill to the point all your party would get better alternatives. Which would probably not even happen untill you visit creche. Almost whole act of value without any class/race/feature restrictions deserves more than a C tier!
Gloves of baneful striking are SO good and absolutely worth a try if you were originally put off by their description - especially strong combined with a reverb/ring of spiteful thunder build. I also never noted how impactful gloves were compared to say boots which are a bit more generic and often defensive.
I'd aregue the Gloves of The Growling Underdog are A tier in act 1 mostly due to the availability of Void Bulbs. Tossing one as a bonus action easily groups enemies up tightly together in order to proc the effect of the gloves making them a reliable source of advantage for melee characters.
Sparkle Hands are always better than the Gloves of Cinder and Sizzle the only monk gloves in the game that outperform spakles are the ones you get from Hope. if you just punch they either do the same damage or more ,but spakles gives you higher attack roll, and lighning damage is better than fire. If you the equip some other items that synergise with lighning charges they get even better. Also if you do a 2lvl spore druid with monk multiclass you can proc the lighning damage every time you cast the spores with your reaction dealing either two bonus damage or triggering the 1d8 damage proc. So it would be great if you could maybe swap them or put sparkles in S aswell since unless you know something i dont they are objectivley better in every single way.
Gloves of missile snaring belong in at least A tier because you can get them before any other gloves (except gloves of power ig) and they help you from the most common way a character will take damage early on. These gloves will get replaced eventually, but before than they are a game changer.
By the way, the Abyss Beckoners work well with the Dryad and her minion. If they fail the save, they are immune. The gloves are slightly glitched, however. Although you can toggle them off and on, when you go into Shape Shift, and the effect ends, when you switch back to normal, the gloves are automatically on, and you have to put them off and on, to make them work right. Which is not horrible, but slightly annoying.
Winters Clutches with Boots of Stormy Clamor for Reverberation. Equipped on a Swords Bard Rocking any bow that does cold damage (or use the buff from Drake Throat Glaive) 6 levels of swords Bard gets you extra attack and your ranged slashing flourishes for 4 attacks with your attack action. 2 levels of fighter for action surge and the archery fighting style. That's 8 attacks on round 1 eating up your action surge and all 4 inspiration dice you have at that point. So could be enough to lock down 2 enemies provided you didn't kill them.
Gloves of beligerent skies my beloved, paired with Spellsparkler, magic missiles, or flame shot and the fire acuity hat and that’s a build for the entire rest of the game- infinite topples all around!
Gloves of belligerent skies on A tier is such a bad placement in my opinion, they could easily be S tier because even if you are doing radiant orb pretty much any other spellcaster would use them until they get to the +dc ones in act 3 and the point that you get more sources of stacking them later is not really that accurate considering you can spam magic missile with the spellsparkler since the start of the game to the end if you feel like it and it will work fine
I'd like to note that Gloves of the Growling Underdog, why they say the enemies need to be close together, the actual range is VERY lenient. They can be about 6 meters apart of each other and just getting somewhere between them triggers the bonus still. Also if knocked out, unconscious enemies still count toward this bonus (if you use the non-lethal passive).
A pure Ice Draconic Sorc makes good use of the Winter’s Clutches. It makes Ray of Frost so much stronger, allowing you to destroy enemies, especially if you are Level 6+ with the Necklace of Elemental Augmentation, Mourning Frost, and maybe the Potent Robe. You can also forgo the gloves and instead build reverb with Dual-Wielding the Mourning Frost and the Spell Sparkler, and wearing Belligerent Sky. I wouldn’t say they are D-tier, maybe B-tier since it’s a niche use or - my personal bias - A-tier because it’s good as an alternative until you get Gloves of Belligerent Sky.
I don't know if it's still in the game, but last I checked if you equip the sparkle hands on a thrower you get charges when your throws hit because you count as unarmed. I don't think it necessarily moves them on the tier list but I figured it was worth a mention
One thing with the Winter's Clutches is there appears to be 3 locations for them in the game. So you could build a party around multiple characters stacking them. Have not tried it myself though. *also noticing there are two locations for the coldbrim hat and some other possible ways to stack encrusted with frost.
I hate the fleet finger gloves because you can’t press z to do a regular jump while wearing them which makes just normal map traversal so much more annoying.
i'm currently doing a lonewolf barbarian run and the bracers of defence are doing their part to carry me through act 1-- 16 DEX and 18 CON means my unarmored base AC is 17, plus the bracers make it 19, plus the ring of protection and the infernal robe (i'm so sorry karlach) make it 21, which is usually enough to survive most early-game attacks. personally i never armor my barbarians, like ever, because there are so many items and features that give benefits depending on not wearing armor. the bracers will eventually get replaced by the gloves of dexterity so i can dump DEX for WIS, though. those two, the wondrous gloves for my swords bards, and the gloves of uninhibited kushigo for my throwing builds are among my favorites.
Loved the daredevil gloves for my pact of the blade warlock. I could cast darkness on a group, run in, chop/bonk who needs it or cast eldritch blast point blank in someone’s face.
Abyss Beckoners - You can toggle the effect on/off as a free action. If anything starts to attack you toggle the effect off, then reposition them. As long as enemies are closer than party members madness won’t matter. Just be sure to toggle off at the end of fights. Currently trying these out on a low level (5 so far) necromancer build (loved spore Druid, trying out necromancer wizard … which has had a REALLY slow start). Curious about how they would work for a beastmaster ranger build.
I used the Winter's Clutches on an aspect of the tiger/wolverine barb and spores druid with the act 1 frost staff and the encrusted ice ring from Light's Inn to aoe bleed/maim enemies on aoe ice patches. Basically aoe stun opportunity with almost every swing
A-Tier for Wonderous Gloves. They are pretty late in Act 1 and by then you have better gloves for virtually any class. The AC +1 is purely defensive (and you rightfully downrank other defensive gloves) and other than for some Bards there really isn't any character who should use them.
@@hugodogobob Yes, but his S-tier is supposed to be reserved for items that are 'Best in slot for a WIDE variety of builds'. A-tier is for items that are for best only for very specific builds.
One of my favorite builds in the game is Four Elements Monk (using staff and dex) with the Bracers of Defense + Ring of Protection I create the character like Stren 8 Dex 17 Con 16 Int 8 Wis 15 Cha 8 By level 4 I get an Ability Improvement feat making my Dex 18 and Wis 16, I swear, doing the goblin fight among so many others with 20 armor class is amazing, and you look cool as fuck (not as much damage as an open hand monk, of course)
My guess as to why gloves require either no proficiencey or medium armour proficiency is that they went purely on "common sense". Most gloves would be easy enough to put on/work with that any drunkard would be able to use them, and then there would be gauntlets from armour pieces that would require proper proficiency and they would all be considered medium armour because there's only so much you can do with gloves and putting them behind heavy armour would gate them from too many characters. Then again, I know, we have real life gloves that are especially cumbersome despite not qualifying for medium+ armour like winter sport gloves sooooo... Also, it's really funny but despite how high I rate the Gloves of Dexterity, I've only ever used them once efficiently because I naturally gravitate towards dexterity based characters like monk and ranger so I would already reach/exceed the 18 dex threshold by the point I got them, and the other members would have gloves with other effects. The only time I ever used them was on a wild heart barbarian that dumped dex into constitution to get maximum AC and mobility for Eagle heart jumped attacks.
The Woodland Creatures are immune to the Abyss Beckoners too (or atlest they were a few patches ago) and they are pretty good for that. I think they're an A tier.
Gloves of Belligerent Skies are definitely S-tier for me. I ALWAYS have a character using these in every play-through I've done, while many of your S-tier I've never had a use for.
I find gloves of missile snaring very useful and indeed the best for solo play in early Act I, because most of the danger of losing the solo honour mode early comes from archers. Given you're not taking on bosses before level 5 of course :-))
Gloves of Dexterity? Between this item and alert you’ll likely have enough initiative to go first in all battles ones the gloves become available. Given that without the gloves 18 Dex would still require an item or feat of Ethel isn’t used on dex. Given that most character builds would prefer to move first has to be the best.
Using gloves of the underdog with Cleric + spirit guardians + crushers ring made me think the gloves did not need a condition for advantage bc Shart was ALWAYS surrounded, dealing some damage and tanking hits
Gloves of thievery - These always seem lame to me. I’ve never done pickpocketing though. Maybe more useful there. In act 1 almost every lock and trap is DC15 or less. Act 2 is about the same. It’s been too long since I’ve played act 3 but I don’t recall those being much higher. An 18 Dex with proficiency, guidance, and expertise (bard or rogue) gives you +10.5 or more to your roll. That’s without the gloves of power, or the +2 ring, or astarion’s happy effect or anything else. That’s a 75% chance of success at level 1. Prof goes up at level 5. That increases you to an 85% chance to succeed. And in most situations you just burn a lock picking tool or maybe an inspiration to reroll. It’s SO rare. Why would you spend a glove slot on something that almost never comes up? I experimented on a run using a monk with urchin for proficiency and no expertise (and no gloves of thievery) and it’s totally fine. Spending the glove slot on this doesn’t make sense. Keep them in the inventory and switch to them for the occasional DC 30 natural trap. Sure. But, if I’m regularly rolling 10 or higher than the DC …. Why spend the glove slot for advantage? What am I missing? Where does this shine? I do tend to roll halfling for the luck racial. Rerolling those 1s is huge (at level 1 it means you have a 21.25% chance to fail DC 15 instead of 25% … plus impacts on attack, skills, saving throw, initiative, and death save, I think).
after making my own version of these lists for unique weapons, i have a new appreciation for how tedious it is to add the text to these images AND keep them in any kind of order lmao
I don't think the Wonderous Gloves deserve an S ranking, personally. For Bards and Bard multi-class, they're great, but for anyone else, it's just a +1 bonus to AC fairly late in act 1.
I know the gloves of dex are powerful, but I think that the bhaalist armor is the strongest item in the game. Nothing else can give you a passive aura that potentially doubles all your damage.
Man I do love your guides BUT you need to start post editing them pasting on the screen the item stats that you are talking about. It would make an already great guide so much better
For the Wonderous gloves, You can't cast Bardic inspiration on your self so I always thought it was meant for anyone you cast Bardic inspiration on, but not for yourself, doesn't it say "If you have Bardic inspiration" so the gloves where never meant for a bard to ware, but for the receiver of Bardic inspiration, I guess It could mean if you have the 'Spell' Bardic inspiration, that's what they meant. ?? What say you?
Is he still planning to do a muticlass subclass tierlist, did he already do it, or is he skipping it cause doing a comprehensive tier list of 100+ possible combinations is insane?
Big detail about winter's clutches that you missed. Even without the freezing aspect, the 'Encrusted with Frost' condition gives disadvantage on dexterity saves. That is the exact save needed for enemies to not slip on ice. Ice terrain becomes more powerful with the gloves. The freeze thing is just a cherry on top
That's what I was going to say. I use them on an ice sorcerer build and apart from that, along with other items you get to trigger the frozen condition in 2 turns (4 charges per spell attack)
I agree. I never even think about the 'freeze' affect. I actually saw that for the first time today. But my Ice Archer uses these along with the Snowburst Ring to knock everyone prone.
I agree. Frost builds should wear these. I can't imagine what Wizard or Frost sorcerer wouldn't want to wear these. Unless you need the bracers of defense. These are at least A or B tier.
And if you go full wet comp, encrusted with frost is going going to help the Tempest cleric/Sorcerer fully land that destructive wrath'd lightning bolt.
Paired with the Coldbrim hat you get 4 stacks per hit. Not sure if that would work with arrows, probably not. For a hasted Wizard or Sorcerer, that is 8 stacks in a single turn. That's getting frozen. Pair this with anything that is going to suppress saving throws of the enemy, (gloves of baneful striking) and you have a powerful combination.
So by Cephs own evaluation, B tier at least. There are a boatload of powerful frost builds, so A or S depending upon your view of those builds.
Frost doesn't hit as hard as lightning or fire, it just doesn't have the spells. If Ice Storm was 3rd level. If there was a 2nd lvl frost spell perhaps. Frost offers control by creating ice surfaces and slowing enemies.
Frost builds come on-line early and don't really rely on gimmicks. In fact, they work without gear. Much better with it, but every build does.
It is very easy to make frost builds. Mourning Frost, Winter's clutches, boots of stormy clamour, Necklace of elemental augmentation all act 1. Water bottles, mage hand to toss jugs, and Rain Dancer Staff all readily available act 1.
Coldbrim hat & snowburst ring all available early act 2. You could probably do it with no combat (or very few, realistically only the Marcus fight, and Karniss, challenging but possible at 6 or 7 without too much trouble if prepared.
Unless using gloves of dexterity, Winter's clutches would remain best in slot for ice/frost builds until... Act 3 with the Spellmight Gloves?
Strong argument for best in slot for a few very powerful builds. Frost Wizard, Ice Sorcerer, Frost Barbarian? Ice archer, So A? S?
I disagree with you, Ceph very, very rarely. You have taught me a ton about this game. Missed the mark on this one.
I love your content man but I have to say this. Gloves of the Growling Underdog in B tier? Strongly disagree here. The range to triger the effect is quite bigger than the regular melee range, you don't have to use attletics to shove them. People are simping over risky ring but these gloves give you advantage 80-90% of the time with no drawbacks. Easy S tier, you can go through the whole game with these gloves easily with smart positioning. I just finished another honor mode playthrough and one of my characters had these on the entire time.
Also Abyss beckoners are really good on a Deva summon, I once left my game open for 15 min and the Deva didn't fail any madness check. It transforms the Deva into an Absolute tank with upcasted aid and heroe's feast. Niche but verrrryyy powerful.
This seems to be a common comment, will have to give them a second look.
since this tierlist's criteria is to rank them as you get them, i totally agree with you. It falls off as you get more sources of advantage alongside more powerful gloves, but you can kill dror ragzlin first and do the entire rest of the camp with it, and then be super well off still against the gnolls, nere, the juiced up slimes in grymforge, the paladins of 'tyr', and even some act 2 fights like malus and reithwyn just hand you the advantage on a silver platter
especially with how easy it is to control enemy positioning with normal aoe effects like cloud of daggers, greases, ice arrows, fog clouds, stuff that you would already want to be using anyway and the act 1 enemies are so vulnerable to it
Same, I had to do a double take. Laezel spent half of act 1 with advantage. Hard to justify taking them off, honestly. Though I'd say A tier just because she still spent some time on her face in need of healing. That happened less in later acts when we found better gloves.
I thought I would use them more, but honestly given the most broken melee characters are usually Tavern Brawlers, you get the extra chance to crit sure, the accuracy isn't too necessary. They're certainly good, but are they a staple of the strongest builds in the game? Honestly if they worked on Moon Druid, I'd agree with recategorizing for sure. They're great to have, but it doesn't make/break any builds.
Part of it is I think Gloves are just *such* a powerful slot. The effect on Growling Underdog would be S-tier in a lot of other item slots, but there are so silly many good gloves....
🤣
Ive been absolutely downing these videos non-stop. Really appreciate all the work that goes into them. I dont even typically play the higher difficulties where optimizing is really required, but these videos have helped so much with my understanding of the game overall.
"Nobody has more than two arms" - Ceph
"Am I a joke to you?" - Slayer form
Being able to gear a Slayer form with 2 sets of gloves and 4 rings (as well as a full set of gear) would make it actually viable :v
Balanced by only being able to gear it or remove the gear when transformed or in camp.
AestusRPG made a really cool build video around the Winter's Clutches. It's an Eldritch Knight build that works really well in Honour Mode because of War Magic and the nerf to Haste, as well as the Eldritch Strike ability. Uses the Mourning Frost and Ray of Frost as the cantrip for the war magic. You can basically fully stack Encrusted with Frost in one turn. So each turn you have a chance to stun. Also, Mourning Frost has the chance to inflict chill when you cast a cold spell, which when combined with wet instantly freezes an enemy.
If I recall correctly, the ghouls from danse macabe specifically also get the madness immunity, so the beckoners are incredibly solid for necromancere
Or whenever you use your Danse Macabre from the book
Gloves of Snaring deserve a higher ranking just because they are one of the first gloves you can get in the game. You will ALWAYS have a character who can use them for much of Act 1 until later in the act when you've collected enough better gloves. And the extra survivability is critical when your party is so low level.
💯 gloves of snaring are S tier at the lower levels!
I agree on that. Especially early in the game when ranged damage mitigation for free is so much more cost effective than a 1st level spell slot for shield.
Why no shield on monk? Just be a half elf lol
I love these tier list, I listen to them on my drives to and from work
Thanks so much for the support! Really glad they're helping with the commute :D
Unfortunately for the abyss beckoners, Spiritual Weapon is already resistant or immune to all damage types. Flaming sphere is also resistant or immune to most damage types (with vuln to cold)
If they halve the damage that guardian of faith takes then that’s kinda cool though
Does it also half the self indict damage it takes after harming another creature? Could you also keep using transfuse health to sustain them even more, since it allows you to heal all creatures?
@@4m4n40I’m not sure, haven’t tried it! I think gloves are a bit too important to use that slot solely for prolonging guardian of faith, especially when these effectively stop you from reliably using other summons
Gloves of thievery are S tier for me because I need to steal things and stock up on items I'll never use. I don't rush to graceful cloth area of act 1 until I complete underdark for whatever reason.
Respectfully disagree with the rating for the Gloves of the Growling Underdog - I found that the effect was triggering all the time, and I ended up using them throughout my playthrough on at least one character. I wouldn't call it S, but I think it deserves an A.
I agree, I used them on my paladin until the end of act 2
I've watched a couple of these now and I have to say I am very impressed with your game knowledge to justify and explain your decisions. S Tier discussions!
I am astonished at the tremenduous ammount of effort behind each video, but specially this series considering there are so many gloves. Hat tipped off to you, my friend.
Thanks! Watching every video on your channel about bg3, they gave me so much ideas and I still start the playthrough after playthrough.
If you're going to make more of those full-party builds, I'd be very happy on some nature themed party build, with loads of entangled, spike growths, plant growths, sleet storms, walls of fire and ice, cloudkills and things like that. Terrain control which is not hunger of hadar and darkness. While being mostly immune to those effects with landstrider: difficult terrain and landstrider:plants which wildheart barbarians, rangers and circle of the land druids get.
I'm currently planning such playthrough, but you're so creative and unorthodox at these full party builds, like moon druid in wet party or nature cleric in darkness party, so I'd really be happy to see your take on this.
Your videos have taken me from having never played a crpg or any harcore rpg for that matter to breazing through tactician on my 2nd play through all in like a month or so. Thank you my friend! Did not think i would ever be able to get into a game like this.
I think you really underrated the Gloves of the Growling Underdog. On a fairly mobile character (which for me ends up usually just being a BM fighter with misty step or jump), it seems to be pretty reliable to get advantage most rounds and I usually end up using them all the way until Act 3.
Really their only competition for a fighter is the gloves of dexterity and those are extremely contested.
There are better gloves for fighters that in A1 than growling underdog such as the ones that apply the bane effect, good for you and the team, or one of the BiS for eldritch knights, the uninhibited kushigo.
@@4m4n40 I'm really not convinced that bane is better than getting advantage on the majority of your attacks. Once you get a more reliable source of advantage they fall off pretty heavily, but early on they're nuts.
I'm glad you feel the same way I do about Dexterity. I've given my last two Tavs Dex with the Hag Hair and it's been so worth it.
I love that so many items give abilities. I don’t like to rest often and it’s nice to cycle through gloves and neck armor to grab a new situational ability once the ideal item has been used (something is better than nothing).
sameish
Wondrous gloves are definitely still bugged. When I equipped them for the first time I got 1 extra bardic inspiration as a 1 time thing. After using up the inspiration point the gloves never worked again. They were just +1 AC gloves for the rest of the game.
Someone suggested long resting while wearing the gloves to fix it but it didn't work. I had to install a PC mod to fix it called "Unofficial Bug Fixer." The mod also fixed the Battlemage's Power gloves (arcane Acuity).
Eagle heart barbarians get quite a lot mileage out of fleetfingers as well, especially since they can have massive jump distances.
You’re amazing, thank you for these item slot videos, I feel like more general gear guides outside of people talking about a specific build don’t really exist in a good, cohesive way, you’re awesome
Sparkle Hands are just as good as Gloves of Cinder, or arguably better. The Cinder gloves are flat 1d4 damage.
But the Sparkle hands are +1 damage on all attacks while you have charges on top of the additional 1d8 every 3rd attack. It averages out to about the same as 1d4 on every attack.
And then the +1 to hit (and advantage vs metal) is useful . . and even tavern brawler abusing Monks can still benefit from the +1 to hit.
The Sparkle Hands are definitely s-tier because we can double that damage against wet targets. So +2 damage per attack with an additional 2d8 lightning discharge. Against wet targets, the Sparkle Hands averages out to about +4 damage per attack.
Although there aren't a lot of enemies with metal armour in Act 1, those with it are some of the tougher enemies--namely Bernard and friends at the top of the Arcane Tower in the under dark and the Grymforge golem. Act 2 is a different story--with a significant number of enemies in metal armour in the Gauntlet of Shar and Moonrise Towers.
On top of that, Berserker Barbarians that knock an enemy prone with the bonus action rage toss can create electrified surfaces if they knock that enemy prone on a puddle of water, and that electrified water can shock (eliminate reactions) and electrocute (an addition 1d4 damage) any creature that walks on it.
Best in slot for throwing berserkers.
Coming in right as I'm halfway through act 1 in honor mode, perfect timing 🙏
I think Gloves of Belligerent Skies are a very solid alternative to the Daredevil Gloves for a warlock, since you can combo them with the lightning charges from the Spellsparkler staff to dish out reverberation with Eldritch Blasts, Hunger of Hadar, etc. It's fairly easy to get Eldritch Blasts hitting reliably even without the +1 from Daredevil Gloves (especially since warlocks can pretty easily get advantage), and the melee disadvantage can be avoided in a variety of other ways.
Sounds is great, there's a super slight sound that happens when you start and stop talking that sounds kinda metallic but otherwise its flawless! Keep up the great content !
I really appreciate the detail you put into these! I've got to a bone to pick with the ranking of the gloves of the growling underdog, though. For a primary frontliner, I haven't found anything that gives as large of a +to hit as consistently. In large fights it's very often the difference between a 70% hit chance and a 90%. Even in act 3 I find it generally gives a better +to hit than the legacy of the masters, for instance. And on the current patch, where I believe I'm not the only one experiencing an overabundance of crits (misses and hits both), it's the most consistent way to push hit chance above 95%. I've used them on every one of my melee frontliners. Even in Act 1, I prefer these to the hellrider's pride; healing is just so weak unless it's a bonus action, especially on a paladin. Just thought I'd mention it, I love your content.
audio is very smooth - I like the new settings
Thanks for letting me know!
Words can not express my gratitude for this channel
I'm in act3 of my first playthrough and cannot overstate two things: (1) how much you taught me about this game, thus how much more fun I've had with it and (2) how excited i am to play the game again before even having completed my first run. Already planning my first tactician and honor mode runs!
right now I'm using items and devil's sight to camp 3 party members in darkness and have Gale as abjuration tank stanf outside reflecting hella damage to ai idiots. super broken and hilarious! love it
You do such a great job transforming your passion into content! And sounds great with the new mic!
Can’t wait to get into the video I just started a new playthrough where I’m using some builds I’ve never tried before.
Also for the mic settings I think this is an improvement over what you had before and there’s no background noise or general mic static at all
Awesome video, looking forward to seeing how the rest of the gloves rank in the list.
Gloves of Belligerent Skies - Agree with you totally but I love using them for my Great Old One Warlock reverberation build. Plus I love the sound effects when used. So fun.
Regarding the sparkle hands or more precisely the lightning charges. The tooltip says that it also gives you +1 damage per charge. Is the tooltip incorrect?
Because if it works as the tooltip says, these gloves become muuuuch better all of a sudden.
Comparing cinder and sizzle with sprakle on lvl 5 monk with 4 attacks per round. With tavern brawler you practically always hit, so I discount missing here)
Cinder: 4d4 -> 4-16 damage with an average of 10 (not accounted for critical hits)
Sparkle: 1st hit 0, 2nd hit +2, 3rd hit +4 and 1d8, 4th hit +2 or 3 (not sure how overflowing stacks work). So this should be 9-17 damage for an average of 13 damage
So if the stuff works as intended, sparkle becomes much better to my understanding. More damage + sometimes advantage and increased chance to hit, if there is actually something with high enough AC that you will "only" have about 80% chance to hit in the beginning.
Abyss beckoner effect can be toggled, only turn on in turn based mode.
The Sparkle hands have one great use - for any thief rogue throw build (which is basically every throw build) they can give you free advantage so you get to proc a sneak attack by throwing a dagger at the enemy, which is extra 2d6 damage per turn. Not a lot, but not nothing.
The actual broken use case for it is in tactician and below (haven't tested in honour mode but assuming they fixed it) is with Tavern Brawler: because of the TB DRS effect you get to stack lighting charges twice as fast as you normally would, meaning the 1d8 lightning damage comes up way more frequently than it seems like it should.
Sparkle hands also add lightning orbs on a thrown weapon for BG3 reasons. That means if an EK fighter throws the lightning orb trident with the gloves on you get 4 orbs per attack. That's its niche use imo
@@agdillo1368 you mean radiating orb?
@@Rigel6747 no I meant lightning charges. Called them orbs because I wasn't thinking
@@agdillo1368 well I did mention that in the second part but fair enough lol
You make my autism happy...these are exactly the videos I need
"Winter's Clutches" and "The Mourning Frost" together are kinda insane. The Snowburst ring also works well since (though the dex save is likely still strong) encrusted with frost gives disadvantage on dex saves. It's worth noting that the frozen duration from "Encrusted with Frost" overrides the "Chilled" frozen duration, making it apply 2 turns of Frozen with the chilled -> wet combo instead of 1. So kinda like how Hellrider's pride with a throwzerker pot throw works. a Barb can throw a water flask on a chilled target as a bonus action and freeze a target for 2 turns that has both encrusted and chilled.
Since you asked. The winters clutches gloves are actually best used in a reverberation build. With a team. Specifically with someone using the ice staff from the underdark, and the boots that inflict reverberation upon applying a condition to the enemy. You will never actually freeze anyone, but applying the frost condition, and chilled condition in one use of an ice spell stacks reverb very fast, parred with a teammate using the gloves that inflict reverberation when doing thunder, lighting, or radiant damage, and you have 2 party members apply reverb very fast. So not only will your ice spells be hitting for a ton, you stack reverb, and if something somehow survives long enough to actually get frozen, then its an immediate win. Use the winters gloves, and the ice staff, and the reverb boots on gale. Then reverb gloves on like a tempest cleric.
I prefer just using the reverb gloves and boots with spellsparkler and magic missle. Every 3 bolts trigger a lightning charge blast and create 12 reverb. And that's without it electrocuting across a wet surface. Pretty easy to disable 2-3 enemies with 1 attack
@@schmian95 I forget magic missile is just the best spell in the game. I hardly use it lol
@jakeryan2805 yeah, garunteed damage is just really good. Garunteed damage that also procs a ton of status effects is insane.
@@schmian95 I need to use Gale more.
The Winter's Clutches are actually amazing when used in conjunction with the game's other cold-focused items. They're always one of the first items I buy for Gale.
I use the bracers of defence on my shield profficient sorcerer for two reasons:
1.) The drip with protecty sparkswall is insane
2.) Offhand weapons will often have better effects than shields. Best example in Act 3 is Rhapsody; +3 to attack rolls, spell DC, and all sources of damage is really good. Yes, you could just use offhand weapons with offensive gloves and take the AC hit, but low AC on a squishy caster (who's probably trying to maintain concentration) is risky.
Wow I didn’t realize how much work you had to do for this until now. thanks for taking on this massive task! i’m very eager to hear the rest!
For the abyss beckoners, both the woodland creature summon for the druid and the fallen lover summon are both immune to becoming mad. I think this is worth considering when you summon them and involve them when buffing them at the start of a day. Health buffs such as high level aid and hero's feast heighten these summons survivability.
Ohhh i thought i was the only 1 doing this with my druid wizard necromancer and woodland summoner. I love the ice bats that have ranged attacked pair with the ice elemental bats. Top tier.
I love your tierlists Ceph, but in that one you ranked all monk-related gloves as S or A tier. Monks are great and all but its not so common to have more than 0 of them in party, especially if we are talking about people who is really need that sort of information in a first place. Realistically you will be not looking forward to all thouse gloves but maybe one of them.
Also i voting for adding some value to gloves of missile snaring. Its not the best gloves for sure, but it will be almost the first gloves you got in the game, and it will always have a value up untill to the point all your party would get better alternatives. Which would probably not even happen untill you visit creche. Almost whole act of value without any class/race/feature restrictions deserves more than a C tier!
Gloves of baneful striking are SO good and absolutely worth a try if you were originally put off by their description - especially strong combined with a reverb/ring of spiteful thunder build. I also never noted how impactful gloves were compared to say boots which are a bit more generic and often defensive.
I'd aregue the Gloves of The Growling Underdog are A tier in act 1 mostly due to the availability of Void Bulbs. Tossing one as a bonus action easily groups enemies up tightly together in order to proc the effect of the gloves making them a reliable source of advantage for melee characters.
Sparkle Hands are always better than the Gloves of Cinder and Sizzle the only monk gloves in the game that outperform spakles are the ones you get from Hope. if you just punch they either do the same damage or more ,but spakles gives you higher attack roll, and lighning damage is better than fire. If you the equip some other items that synergise with lighning charges they get even better. Also if you do a 2lvl spore druid with monk multiclass you can proc the lighning damage every time you cast the spores with your reaction dealing either two bonus damage or triggering the 1d8 damage proc. So it would be great if you could maybe swap them or put sparkles in S aswell since unless you know something i dont they are objectivley better in every single way.
Gloves of missile snaring belong in at least A tier because you can get them before any other gloves (except gloves of power ig) and they help you from the most common way a character will take damage early on. These gloves will get replaced eventually, but before than they are a game changer.
By the way, the Abyss Beckoners work well with the Dryad and her minion. If they fail the save, they are immune. The gloves are slightly glitched, however. Although you can toggle them off and on, when you go into Shape Shift, and the effect ends, when you switch back to normal, the gloves are automatically on, and you have to put them off and on, to make them work right. Which is not horrible, but slightly annoying.
Winters Clutches with Boots of Stormy Clamor for Reverberation.
Equipped on a Swords Bard Rocking any bow that does cold damage (or use the buff from Drake Throat Glaive)
6 levels of swords Bard gets you extra attack and your ranged slashing flourishes for 4 attacks with your attack action.
2 levels of fighter for action surge and the archery fighting style.
That's 8 attacks on round 1 eating up your action surge and all 4 inspiration dice you have at that point.
So could be enough to lock down 2 enemies provided you didn't kill them.
Gloves of beligerent skies my beloved, paired with Spellsparkler, magic missiles, or flame shot and the fire acuity hat and that’s a build for the entire rest of the game- infinite topples all around!
Gloves of belligerent skies on A tier is such a bad placement in my opinion, they could easily be S tier because even if you are doing radiant orb pretty much any other spellcaster would use them until they get to the +dc ones in act 3 and the point that you get more sources of stacking them later is not really that accurate considering you can spam magic missile with the spellsparkler since the start of the game to the end if you feel like it and it will work fine
I'd like to note that Gloves of the Growling Underdog, why they say the enemies need to be close together, the actual range is VERY lenient. They can be about 6 meters apart of each other and just getting somewhere between them triggers the bonus still. Also if knocked out, unconscious enemies still count toward this bonus (if you use the non-lethal passive).
A pure Ice Draconic Sorc makes good use of the Winter’s Clutches. It makes Ray of Frost so much stronger, allowing you to destroy enemies, especially if you are Level 6+ with the Necklace of Elemental Augmentation, Mourning Frost, and maybe the Potent Robe. You can also forgo the gloves and instead build reverb with Dual-Wielding the Mourning Frost and the Spell Sparkler, and wearing Belligerent Sky. I wouldn’t say they are D-tier, maybe B-tier since it’s a niche use or - my personal bias - A-tier because it’s good as an alternative until you get Gloves of Belligerent Sky.
I love your teir lists, it would be cool if you made a playlist and include all the teir lists
I don't know if it's still in the game, but last I checked if you equip the sparkle hands on a thrower you get charges when your throws hit because you count as unarmed. I don't think it necessarily moves them on the tier list but I figured it was worth a mention
One thing with the Winter's Clutches is there appears to be 3 locations for them in the game. So you could build a party around multiple characters stacking them. Have not tried it myself though. *also noticing there are two locations for the coldbrim hat and some other possible ways to stack encrusted with frost.
I hate the fleet finger gloves because you can’t press z to do a regular jump while wearing them which makes just normal map traversal so much more annoying.
i'm currently doing a lonewolf barbarian run and the bracers of defence are doing their part to carry me through act 1-- 16 DEX and 18 CON means my unarmored base AC is 17, plus the bracers make it 19, plus the ring of protection and the infernal robe (i'm so sorry karlach) make it 21, which is usually enough to survive most early-game attacks. personally i never armor my barbarians, like ever, because there are so many items and features that give benefits depending on not wearing armor. the bracers will eventually get replaced by the gloves of dexterity so i can dump DEX for WIS, though. those two, the wondrous gloves for my swords bards, and the gloves of uninhibited kushigo for my throwing builds are among my favorites.
Loved the daredevil gloves for my pact of the blade warlock. I could cast darkness on a group, run in, chop/bonk who needs it or cast eldritch blast point blank in someone’s face.
Abyss Beckoners -
You can toggle the effect on/off as a free action. If anything starts to attack you toggle the effect off, then reposition them. As long as enemies are closer than party members madness won’t matter. Just be sure to toggle off at the end of fights.
Currently trying these out on a low level (5 so far) necromancer build (loved spore Druid, trying out necromancer wizard … which has had a REALLY slow start). Curious about how they would work for a beastmaster ranger build.
Please name Part 2 “Smell the Glove”. I can’t wait for the next video.
7min ago, your timing is impeccable
I used the Winter's Clutches on an aspect of the tiger/wolverine barb and spores druid with the act 1 frost staff and the encrusted ice ring from Light's Inn to aoe bleed/maim enemies on aoe ice patches. Basically aoe stun opportunity with almost every swing
A-Tier for Wonderous Gloves. They are pretty late in Act 1 and by then you have better gloves for virtually any class. The AC +1 is purely defensive (and you rightfully downrank other defensive gloves) and other than for some Bards there really isn't any character who should use them.
S tier for swords bard in the early game
@@hugodogobob Yes, but his S-tier is supposed to be reserved for items that are 'Best in slot for a WIDE variety of builds'.
A-tier is for items that are for best only for very specific builds.
One of my favorite builds in the game is Four Elements Monk (using staff and dex) with the Bracers of Defense + Ring of Protection
I create the character like
Stren 8
Dex 17
Con 16
Int 8
Wis 15
Cha 8
By level 4 I get an Ability Improvement feat making my Dex 18 and Wis 16, I swear, doing the goblin fight among so many others with 20 armor class is amazing, and you look cool as fuck (not as much damage as an open hand monk, of course)
My guess as to why gloves require either no proficiencey or medium armour proficiency is that they went purely on "common sense".
Most gloves would be easy enough to put on/work with that any drunkard would be able to use them, and then there would be gauntlets from armour pieces that would require proper proficiency and they would all be considered medium armour because there's only so much you can do with gloves and putting them behind heavy armour would gate them from too many characters.
Then again, I know, we have real life gloves that are especially cumbersome despite not qualifying for medium+ armour like winter sport gloves sooooo...
Also, it's really funny but despite how high I rate the Gloves of Dexterity, I've only ever used them once efficiently because I naturally gravitate towards dexterity based characters like monk and ranger so I would already reach/exceed the 18 dex threshold by the point I got them, and the other members would have gloves with other effects. The only time I ever used them was on a wild heart barbarian that dumped dex into constitution to get maximum AC and mobility for Eagle heart jumped attacks.
The Woodland Creatures are immune to the Abyss Beckoners too (or atlest they were a few patches ago) and they are pretty good for that. I think they're an A tier.
Gloves of Belligerent Skies are definitely S-tier for me. I ALWAYS have a character using these in every play-through I've done, while many of your S-tier I've never had a use for.
I find gloves of missile snaring very useful and indeed the best for solo play in early Act I, because most of the danger of losing the solo honour mode early comes from archers. Given you're not taking on bosses before level 5 of course :-))
I had some reasonable success getting dps increases with winter’s clutches procking of ray of frost and then backed up with ice mephits.
Been looking forward to this! Are you gonna do weapons after armors? :)
Edit: 1:30 in, I’m calling Gloves of Dexterity for best item in the game.
For sure the GoD are the best item as initiative is so crazy important on top of everything.
Gloves of Dexterity? Between this item and alert you’ll likely have enough initiative to go first in all battles ones the gloves become available. Given that without the gloves 18 Dex would still require an item or feat of Ethel isn’t used on dex. Given that most character builds would prefer to move first has to be the best.
Abyss beckoners works very well with Deva, who have high wisdom (like 20) and never happened to get mad.
Sound is really good
Thanks for letting me know!
Using gloves of the underdog with Cleric + spirit guardians + crushers ring made me think the gloves did not need a condition for advantage bc Shart was ALWAYS surrounded, dealing some damage and tanking hits
Gloves of thievery -
These always seem lame to me. I’ve never done pickpocketing though. Maybe more useful there. In act 1 almost every lock and trap is DC15 or less. Act 2 is about the same. It’s been too long since I’ve played act 3 but I don’t recall those being much higher.
An 18 Dex with proficiency, guidance, and expertise (bard or rogue) gives you +10.5 or more to your roll. That’s without the gloves of power, or the +2 ring, or astarion’s happy effect or anything else. That’s a 75% chance of success at level 1. Prof goes up at level 5. That increases you to an 85% chance to succeed.
And in most situations you just burn a lock picking tool or maybe an inspiration to reroll. It’s SO rare. Why would you spend a glove slot on something that almost never comes up?
I experimented on a run using a monk with urchin for proficiency and no expertise (and no gloves of thievery) and it’s totally fine. Spending the glove slot on this doesn’t make sense.
Keep them in the inventory and switch to them for the occasional DC 30 natural trap. Sure.
But, if I’m regularly rolling 10 or higher than the DC …. Why spend the glove slot for advantage?
What am I missing? Where does this shine?
I do tend to roll halfling for the luck racial. Rerolling those 1s is huge (at level 1 it means you have a 21.25% chance to fail DC 15 instead of 25% … plus impacts on attack, skills, saving throw, initiative, and death save, I think).
after making my own version of these lists for unique weapons, i have a new appreciation for how tedious it is to add the text to these images AND keep them in any kind of order lmao
I was literally going to check if you made this video yet 🤣
Our first violet Artifact in Multiplayer 😅 and we seriously discussing feeding Gale with this dangerous trash! 4:18
Yo! Do you have a discord? Yours or one you're a part of? Something focused on the game?
For the high ranking items, can you include a comment on where to find them? I know for the super OP gear but sometimes its helpful as a reminder
Fleetfingers are S tier for Act 1, they are the best gloves for solo Honour Mode in the beginning of Act 1. I can prove it...
The ghouls from the Necromancy of Thay should also be immune to demonspirit madness (abyss beckoners) but I haven’t tested this out yet
Does the blade ward resistance to physical dmg effect from hellrider's pride stack with the all dmg resistance from warding bond?
Yes - it shouldn't, but warding bond in BG3 is bugged and stacks with other sources of resistance.
Came faster than missile snaring on my mages
Thanks! This will help me get rid of the gloves I’ve been hoarding haha
OR hoard them even more just in case the extremely narrow use case I mention comes up!
Great audio.
I don't think the Wonderous Gloves deserve an S ranking, personally. For Bards and Bard multi-class, they're great, but for anyone else, it's just a +1 bonus to AC fairly late in act 1.
Not sure if it warrants a different tier, but Sparkle Hands works with thrown weapons and objects.
19:08 “If they have five or more saving throws, the have to make a saving throw”
Odd gloves 😅
I know the gloves of dex are powerful, but I think that the bhaalist armor is the strongest item in the game. Nothing else can give you a passive aura that potentially doubles all your damage.
That's why I specify "increases your chance to win the most" - the bhaalist armor is endgame, where your party is broken already anyways
And this is how I learned Wondrous Gloves exists.
Thanks!!
bg3 is singlehandedly giving me trust issues with how many tooltips that are wrong
Man I do love your guides BUT you need to start post editing them pasting on the screen the item stats that you are talking about. It would make an already great guide so much better
For the Wonderous gloves, You can't cast Bardic inspiration on your self so I always thought it was meant for anyone you cast Bardic inspiration on, but not for yourself, doesn't it say "If you have Bardic inspiration" so the gloves where never meant for a bard to ware, but for the receiver of Bardic inspiration, I guess It could mean if you have the 'Spell' Bardic inspiration, that's what they meant. ?? What say you?
Is he still planning to do a muticlass subclass tierlist, did he already do it, or is he skipping it cause doing a comprehensive tier list of 100+ possible combinations is insane?
Please put the image of the item description of each item when you talk about them.