Baldur's Gate 3 Tactician Tempest Cleric Monk Rogue - Tactician Meme Mario Build - Jump Is Insane

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sure Mario is one of the most legendary gaming characters of all time one of those reasons because of the many powers that he has including darn fireballs [Music] get bigger and one of his most powerful abilities that will be replicated inside of Buzz Gate 3 today is his ability to jump [Applause] [Music] [Applause] here's our board Mario inside of baldus gate three now you're saying he doesn't like Mario I'm legally blind if you leave a comment saying he doesn't like Mario you're a blindest now as you can see here we got our bonus actions and we need to use our bonus actions in order to jump he's going turn-based mode press the good old Z so we can jump we could ever jump further than that but we don't have enough resources to jump anymore so the way that we're going to improve our amount of jumps is by going with step of the wind Dash which is going to allow us to jump without using our two limited bonus actions by the way we have two bone sections because we are three into Thief so let's go ahead and do this now you see that our movement is at 23 love this bad boy right here and now we do a whole lot of jumping so we got our three jumps right there four and we keep most families as long as we have this blue meter right here and we're getting 45 meters for our character right now so it wasn't an exact double we were at 23 before and then it doubled to 45 so naturally we want to Stack as much moving speed as possible so that way we were able to jump as many times as we want to or just move around wherever we want to run over to so we're going to get that by using the haste helmet which will give us momentum so you can see here this is 1.5 meters per momentum stack that we have so this is going to give you three stacks of momentum just gonna be 4.5 at the boosted speed which has click heels which is going to act as a better dash for us transmitter Stone which we get from a transmutation wizard at level six closing the speed which is going to activate Haze Force which is going to give us that double movement long Strider to give us three more meters of movement and since we are a monk we have an army movement so we are not running armor or a shield we get some extra Mobility so this Hammer since I have a chess website of some dude that's burning you don't have to worry about him at all he's a you know he'll do his own thing but you get this hammer and what it has on it is a shock wave now someone might think that this is not canon to Mario lore and since I'm an expert on Mario and I didn't just look up this information specifically for this video I want to show you guys the official Super Mario Wiki but you guys remember the big mushroom the blimp fruit was a classic blue shell the blue star should be right underneath h the good old hammer yeah it's literally right here causes shock waves when Mario jumps or flies like that's crazy like this is this is lore accurate so with each jump from Shockwave we're doing one D4 now this gets Modified by our callous glowing right here there's not many other rings that do increase the damage so let's go ahead and do a jump here so we see the damage close but now since we cleared this out we probably aren't going to get into a fight anytime soon but we rolled a four or the 1d4 and we rolled the good old two because it's always two it's not even a roll so that's six damage right here and there's one D four plus two can be modified using the failure aloof and also with lightning charges to add some more damage to each one of our jumps it's actually still ways to ramp up the damage so you can utilize lightning charges from something like the 3D light feed we can also use the failure Louvre now this has an ability that gives additional 1d4 and it Stacks up a little bit of an odd way which we'll go ahead and showcase right here let's go ahead and get our get a little jump in so that's 23 HP let's go for the one with 28. I remembered why I uh I remember why I popped Ace potion now it was because I wanted to I wanted to equip the hammer we got two two four three one four all in one jump so that a joke did 14 damage so I'm going to do Cloud attackers and you want to angle this in a way where the enemy is kind of on the edge of it just want to be touching them barely so I did 10 damage right there and that has the cloud of daggers debuff and so we are going to try to juggle them in and out of it and just kind of works a little wonky so it won't if I jump like right here it's not going to push them back all the time it's not that consistent I'll show that right here you see and knocked them forward which is crazy jump again and you see right there we got that 13 slash damage Thunderbolt strike containing that's responsible for allowing us to knock the enemy in and out of that cloud of daggers now that actually comes from the Tempest cleric which you can get in level six your build is going to be fleshed out a bit differently if you notice here monk is also missing so there are a couple different ways that you end up taking the build we started with a dragger so that way we were able to get that 1d4 from that enlarge that's going to increase our damage we are punching things as a monk so this is a ability lineup where you're capitalizing on getting as much dexterity and it wasn't as possible which is going to graduate more AC so that way there is a increased chance of you not getting hit so this is what I run for a majority of my strength related builds but those are able to capitalize off of wearing medium armor so this next airdb and F14 does benefit them and the wisdom doesn't scale so you play around with whichever one that you like at the beginning ultimately able to swap out these ability Point pretty early in the game using Withers and so it does not really matter too too much so if you just learning how to gaming you'll start with level one your one through four is monk is going to give you a stronger early game you can also Swap this up to someone else if you like another class now for four you either go timer or mobile depending on if you are spamming the jumps already or if you're not the hammer you can actually get probably as early as level two because you can just be lying there and there's not a lot of hard fights along the way so I've been alluding to it a little bit throughout the video and has the fact that flight allows you to get the same shock waves as jump does and when you do Prock it doesn't take a bonus action at all so you're able to actually just Spam it as long as you have the movement speed so this puts monk in an interesting spot as well as your level five spike in interesting spot because if you're playing in a party with a level five sorcerer low five warlock low five Wizard or even a level five circle of the land Mountain Druid all of those have access to flight and they can cast out on you then you have five level slots that are open which none of them have to be Monk so you can go with the three Rogue plus two fighter which will give you action surge which will give you an ability to dash again within a turn and you will be able to do a whole lot of damage just flying around getting pre-buffed real quick or buffed into fight if you're fast enough and just hopping around Palm the enemies so this opens up your level six of course you can go down the four Rogue two monk path and keep on jumping around if you do go down the four Rogue you can pick up alert or mobile or you can just go straight down cleric and get to six tempest that I'd be able to knock enemies around mid game brass is swapping things up to five Wild Heart elkhard Barbarian now this is going to give you some movement speed as well some damage reduction so at the end of this video I'll attached another build that leans further into the Barbarian aspect you can still play this as the Mario ability still essentially the same thing I do believe that this variation of the elk one is the better solo build if not the best solo build inside the game well I think that this variation with the Tempest cleric can be the best group play to be on the side of the game because you have to facilitate other people or combo off of them so I wanted to focus on level nine as well as the Tempest cleric version of the build so yeah six cleric and three Rogue so some notable spells and some notable interactions Sanctuary where you are jumping with the Shockwave Shockwave will end up breaking Sanctuary so you can't Sanctuary jump around and just not get targeted at all if you Sanctuary afterwards she has a faith is always solid that two AC is cool we have decent concentration and you can optimize the build to have it not break concentration as much really this is just going to give you an extra layer of protection when you're trying to dodge out on those opportunity attacks so this is only once per turn you can't knock somebody in and out of spirit Guardians get good damage off of that so it is just a little bit of a boost Griffin warning is it cool to have a additional AOE that's a little bit wider I don't think I have too many to use but you can have enemy did be a Target that enemies kind of funnel onto and then you can just AOE them down with jumps so that can be a nice little Synergy and I would say whole person has some good utility for when you want to you know steal some stuff who want to pop somebody quick we cannot critically hit with the jumps unfortunately but this can provide value in other instances for our characters we do resistance guidance and light light pairs well with the callus glow ring we've talked about a little bit earlier and then for our class mixture really it's just the same thing that we already talked about wizard is also a cool little thing that you can add in what level wizard would like to learn a bunch of different spells up to the level of your Caster so we can learn some level three spells currently and Fireball does come in this section as well I have not seen that as a scroll yet or else I would have it right here on this good old bar so one wizard seven Clarity for rogue would be one variation another variation is six cleric four Rogue Two fighter and then the one that I probably like the most is actually eight cleric four Rogue that's because you get all the benefits from earlier on top of the side that you're able to get heavy armor master so that three damage reduction is pretty solid especially the antenna with something like the armor of persistence because you can do cool stuff like this so wrapping it up do a final speed test if you have any questions about anything go to let me know now you might be like yo this isn't a dwigger and that is true uh my my speed ring that gives the three meters of distance disappeared it went to the void somewhere and I figured it would be better to show 24 meter base speed rather than 21 so we can get closer to seeing the actual numbers so with that we're gonna press some buttons here's our gear let's go the same haste helmet it gives you so much value in this build it's just AC saving throws this is good armor Marshall exertion you'll see what that does it acts as a better haste you honestly don't need the boots of speed in some encounters and so you can just walk around with a speedy light feed on all right 24. better quick heals 0.8 96 144 288 and now with us using three meters per jump or per fly by the way you can get early inside of act three I like I like you I'll fly it Fly is one jump is three yeah jump is three fly is one um I think I somehow forgot about this part so if we take this into account 1d4 plus this should be two but she's resistant to it we'll just say let's just imagine rolling one on an enemy that isn't resistant to Radiance so 3 times 288 so we're almost doing 900 AOE damage per turn not counting lightning charges not counting the good old fancy sword 900 AOE damage now if you haste before you're able to use martial exertion and get the benefits of it 27 I'm gonna give these a close on homie real quick so now we've pre-aste it and we have 33 speed what we're going to do now is Dash Dash again The Kills and now we're at 260. and now we do Marshall exertion as always martial exertion last and now we're at 528 this is absolutely insane so now we take that as a minimum let's take two radian damage and then we'll say we hit uh one for our Thunder damage each and every single time out of 528 this is not counting lightning charges or utilizing the aloof we hit for 1500 damage minimum if they don't have resistance so maybe not minimum you can see it is uh is the most absurd I think it's the most absurd thing in the game I'm gonna take it into account that this one can juggle the enemies into like clouds of daggers and all that other cool stuff you can really have a have a blast or this could be terrible because it just actually trivializes their game on a hard difficulty so that is it for that now I'm going to show you guys the Barbarian version that has even more speed than this and more bulk earlier that I believe is the best solo tactician build inside the game
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Channel: Dakquan
Views: 5,371
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Keywords: mario baldurs gate, baldurs gate 3, baldur's gate 3, bg3, super mario rpg, baldur's gate build guide, bg3 cleric build, baldurs gate 3 cleric guide, baldurs gate 3 cleric, bg3 cleric, baldurs gate, baldurs gate 3 classes, baldur's gate 3 cleric, baldurs gate 3 class guide, baldurs gate 3 cleric build, baldurs gate 3 monk guide, baldurs gate 3 monk build, baldurs gate 3 monk, bg3 monk, bg3 monk build, best monk build, baldurs gate 3 best monk build, baldurs gate rogue build
Id: 9h7QTQfkSa4
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Length: 16min 9sec (969 seconds)
Published: Tue Sep 05 2023
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