Baldur's Gate 3 - The Fist of Talos (Deity Build)

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all right I am back with another video and today I'm doing the next in my deity build lineup this time we are doing tals now tals is from what I understand from what this game says he is a chaotic evil God of storms who basically is known for kind of being random and most Sailors P Pirates privateers whatever you want to call them basically kind of hope and pray that he just just doesn't strike them next because you never know where he will strike next it's basically kind of his whole bit uh a little a few housekeeping items before we go into this build number one uh I am not a DND law expert and I do think that most of the people who are playing balers Gate 3 aren't lore experts either so when I make these um deity builds or these chosen builds uh I only go off of what this little blur tells me down here and this little blur says tals represents the uncaring and destructive force of nature his followers see Life as a set of random effects in the sea of chaos and take what they can for who can say when Talis will strike next now perhaps I'm taking the Sea of chaos thing a bit too literally and making him kind of like making this build kind of based around the idea of being like um a god of like a like about like storms and the Sea and that but this is what I use for my builds for these deity builds so when I had people come into my ustr video and say Hey you know you really didn't get the law right uh for example you know followers of ustr would not actually wear armor they'd be pretty much nude I I was like yeah okay fair enough I missed that part of the you know little description that the that the game gave me um and if you want to you know play a nude Dr that's perfectly fine just I will not be doing that so that my channel doesn't get taken down but um so for the record when I make these builds yes I could probably do some research and go further into you know for lore and deep you know low deep dive but I feel like that's not what this channel is about I am just making a Boulders Gate 3 video using the information that Boulders Gate 3 has given me uh then and maybe more dialogue options would come up that I could Glee more law from but unfortunately I don't have time to play through the whole game just to find out so I am just going off of what this little blur tells me and making something um that I can make that I just I can't speak uh basically just making something that from what I interpret from this little blur that I'm given so with that out of the way let's get into the build so uh as you can probably tell from the title of this video The Fist of Talos we're going to be doing a monk build here now the reason I've decided to go with a monk build is because there are some interesting pieces of equipment that interact with a unique status effect that I thought would be interesting for this build now the way I think this character would be lorewise is probably someone somewhat of a sailor or maybe a former sailor who is now a dock worker at Boulders gate uh perhaps they spend a lot of time around the taverns or maybe a lot of time out at Sea it could be a multitude of different things and I think that this specific person maybe they're not necessarily A you know a devote follower of tallos or at least they weren't uh they definitely noticed something strange about the fact that whenever he heard Tales of people going out to see and be set upon by ts's random you know will his Rand uh this guy even though he could sail into the deepest storms he would always come out of it unscathed and over time slowly started to think he may have been somewhat blessed by TS with Good Fortune but the reason is unknown uh I'll let the person who plays this build if they decide to to decide exactly what that law reason might be for why their character may you know be somewhat blessed by tals but I feel like we can come up with something interesting here basically the way the story would be is that you know this person was maybe working in the docks or on a boat when the nautiloid struck was kidnapped and then obviously starts the game in the nautiloid so yeah all things check out here uh but I do imagine this character as a bit of a brawler someone who would probably get into a lot of fights either to fight off uh Pirates while out on the Seas or just good old bar Tavern braws so I feel like this character would be a monk but not a monastic monk more of a uh Slugger pugilist type Monk either way let's get into the build cuz I've rambled on for way long so uh first of all as a monk we're going to be getting Flurry of Blows straight away and we're going to be able to make unarmed attacks using our dexterity modifier and we get a 1 D4 for our damage we're also going to be getting unarmored defense and a few other things here and also we're going to get our first key point so we can start using our key abilities as for the stats this is going to get a little bit weird as we are a little bit moreti ability score dependent with this build um so feel free to play these stat spreads a little bit differently but I'm I'm just going to show you what I came up with for something that I feel like is decently okay for what we're trying to do uh we're going to want to put strength at 14 uh dexterity at 14 Constitution at 14 and wisdom at 16 let me just quickly readjust that cuz I did the math wrong in my head uh this is a weird stat spread I will admit we're kind of a jack of all trades master of n type deal here with our wisdom being the only key outlier um this is going to give you a lot of utility that I feel is fmatic you're going to be a little you're going to have a decent pool of Health 14 not the greatest but decent uh you're going to have a good amount of AC with an armor defense with 14 decks again not great but decent and we're going to have a decent amount of strength to be able to do a few important things later on thanks to our 14 and strength but again not the best our wisdom is the standout feature here cuz we're going to need it for our monk abilities but we'll be able to use some game mechanics here to kind of tie up these stat scores specifically you can get your strength to 16 using the potion of everlasting strength which is what I recommend doing uh I would also recommend bumping up your Constitution to 15 using anti effel Boon which is then going to be bumped up to a 16 later once we get a certain feat you can probably guess what it is all right let's keep going next up at monk level two we're actually going to be dipping over straight to cleric because I want to get us some certain cleric features right off the bat and well also we kind of want to be able to get our dialogue options for being a kind of follower of Talos or someone who is in this case at least aware of his existence so uh we're going to be looking at let's look at our C trips first we're going to be taking the three uh kind of conversation T oh or just dialogue uh can trips for cleric as I like to call them format turgy for Advantage on intimidation and performance guidance for a 1 D4 bonus to all ability checks and resistance for a 1 D4 bonus to saving throws so probably not really a dialogue one but you get the point uh this is a good pillar of stuff to have especially since we're not really going to be casting sacred flame at all if we went with that or even produce flame so these are just all quite useful to have and if this wasn't obvious we're we're going with the Tempest domain obviously this is basically talis's domain it only makes sense to go with this and it's going to give us some nice features and synergies with monk first up we're going to be getting uh Thunder Wave and F Cloud add it to our spell list for free very very on theme and we're also going to be getting ra of the storm as a reaction strike back against an attacking creature dealing 2d6 uh 2 d8 lightning damage my apologies or 28 Thunder damage with the target taking half damage on a successful saving throw basically you choose to damage type and they you spend your reaction and they have to make a saving for so this is a really really awesome feature basically just for the cost of your reaction you're going to always be dealing extra damage to people who are you know attacking you so this is quite useful to have and the fact that we can do lightning or thunder is going to synergize with some features we're going to get later obviously our deity is tals as I said before and we're also going to get some Spells at this level um unfortunately the kind of basic cleric spells aren't really on theme for this build but you're definitely going to need to take create or destroy water this is going to be essential for the build for some setups we're going to get into later if you've played a tempest cleric you know exactly what I'm about to do but hey ho let's play with the mystery a little longer for those who don't know uh also we're going to pick up Sanctuary here just cuz it's a really useful spell uh command can be used to do some interesting things and get you some interesting equipment throughout the game if you want to go that route and something like Shield of faithful bless and none of these spells really matter but you definitely want the utility options Shield of faith is a good spell for the early game to give you an extra buff to your AC for for only your concentration pretty good now I am going to go quickly into cleric level two just so we get one of our key features uh we're going to basically be grabbing our first subass feature our Channel Divinity feature which is destructive wrath when you roll a thunder or lightning damage well when you roll thunder or lightning damage you can use your channel Divinity to deal the maximum damage instead for those of you that know the classic Tempest cleric storm sorcerer combo this is an extremely powerful feature we're not going to be getting the maximum possible damage out of it on this build but later on when we get into some of the more destructive ways of dealing lightning damage this is going to come in handy quite a lot so it's worth getting it now we also get turn Undead here but H it's not really on theme or really interesting for this build so let's move on uh you don't you also get an extra spell or something at this level I think take whatever next up I want to jump back over to monk cuz I don't really want to delay our monk features for too much longer so let's take a look at what we get we're going to be getting unarmored movement so we're going to be able to move faster while not wearing armor which we're not uh you're also going to be getting patient defense to give to make it so that attack RS have disadvantage against you and you can also Dash and disengage as a bonus action next up a monk level three we're going to be getting our subclass and this is kind of up to you um I think that if you wanted to go more of a pure melee route where have the Open Hand will still do fine however I think if we want to be more fmatic and get some really useful utility options that are going to synergize with our equipment and our cleric features way of the four elements is definitely the way to go uh we're going to get Harmony of fire and water while not in combat you can regain your key points you can regain half your key points around it down I believe this is once per long rest it doesn't actually say here but it's I believe it's once per long rest uh and as for disciple of the elements we're going to get three spells now I can see you going a bunch of different ways with this obviously you can go touch of the storm I don't personally recommend this though as it's not very powerful and we're not going to be getting to the level with it where it would scale up to 2d1 so I think you could just leave this one behind we're going to have better ways of dealing a lightning damage speaking of better ways of dealing lightning damage the sphere of Elemental balance is one of those pieces of utility that is going to be essential to this build uh this is the same as uh the chromatic orb spell except it only takes key points so essentially you pick a type of damage and you can choose either thunder or lightning and if you choose Thunder you just do a big amount of damage 3d8 but if you choose um lightning you do 2 d8 but you also create a lightning surface that is extremely important for some things that we're going to be able to get into later uh as for your other one other spells you can take whatever you like uh you could go for fist to the four Thunders it does 28 Thunder damage and pushes targets away if unless they unless they succeed a con save uh very on theme you could also do fist of The Unbroken air which pushes the target back 6 M and knocks it prone and it's like a big fist of rushing air I quite like this thematically because I feel like with a tempest God yes you do do thunder and lightning damage um but you would also you know have like you know the I can't speak today I'm I apologize for this is a bit rambly um but basically if you go with like a tempest God they could also manipulate you know strong winds so the fist of unbroken air makes sense and also water which is why I'm also going to suggest water whip uh this where whereas fist of The Unbroken airG can push things away from you water whip can bring them closer to you and both can also knock their enemies prone which would which obviously gives a b big advantage to you and your team so I feel like sphere of mental balance fist of unbroken air and water whip are definitely some of the better utility options you can go for obviously fist fangs of the fire snake is a powerful option if you wanted to kind of step out of the Realms of what might be thematically appropriate and get something that's just more powerful but I really like these three options for what they give us at monk level four we're going to be getting our first feat and if it wasn't obvious we're going to be grabbing Tavern ruler now because of the way our stats are kind of spread out we're going to want to be bumping our constitution here to 15 and as I said before if you took Apple spoon this is going to bump it up to a 16 like I say I don't really want to increase strength here because you're going to be using Everlasting potion to bump that up to 16 and obviously with t brawler the strength modifier is added twice to our attack and damage rolls with unarmed attacks improvised weapons or throwing so basically our unarmed strikes are going to be doing a ton of damage with this build cuz we're going to be able to apply our strength modifier on top of our dexterity modifier to our attacks and again once our strength and decks are both at 16 as they will be by the end of this build this is going to do a decent chunk of damage with each unarmed strike stacking with our equipment to do even more so you want to take Tavern brawler at this level and pick up Constitution as your half ASI ability score Improvement uh at monk level five we're going to be getting one of our more important features extra attack now if you don't care about the early cleric levels you could do you could go straight to here first and get this a bit quicker or you could just take the one level cleric if you want those dialog options and save uh destructive ra for later but you definitely want to get extra attack as early as you reasonably can because obviously it's an extremely important feature of the build for DPS reasons you also get stunning strike but as I always say it's kind of met in this game so I'm not too worried about it and finally at monk level six now this level of Monk is kind of optional uh what you're going to be getting here is the disciple of the elements spell you get another one uh and you can also pick from kind of like the second tier of spells however the only one of these spells I would consider thematically appropriate is gonga the sunit which does 3d8 thunder damage however sphere of Elemental balance also does 3d8 thunder damage if you so choose and this one costs more keep points to use the difference being that it damages all nearby creatures and objects and for creatures made of in of inorganic material such as stone or metal uh have disadvantage on their saving throws but honestly three key points for something that we can just get for two key points feels a little bit weird take it if you want but honestly I can see you taking something like hold like clench of the north wind for whole person uh Fist of the four Thunders to push people away uh Rush of the Gale spirits to knock creatures off balance and push away Clouds Of Darkness or poison or even Cloud kill in some in some situations even ice spells would be fmatic here the blade of rhyme making an icy surface like a chilly wind could definitely be interesting I will take gong of the summit here just because I will just show kind of showcase it it's difference the difference between it and sphere of Elemental balance towards the end here CU I'm going to show off kind of your combination like moves at the end of this build but um I definitely think that you could pick something else and probably get a little bit more mileage or ditch this level all together however I do I do feel like you need to go with this level if you want your unarmed strikes to be up to par cuz this is the point where they would bump up from 1 D4 to 1d6 so you're probably going to want to be taking this level of mon IE away even if the level of spells the spells that you get can be a bit eh but that's just my opinion I could be wrong feel free to correct me as a lot of you do that sounded bad no I do appreciate you guys correcting me that sounded off oh I'm all over the place for this video today it's cuz I wasn't expected to make one today but here we are uh now that we finally hit our kind of sixth level of Monk I want to go back to cleric and stay there so at level three cleric we're going to get some things we do get shatter here as a a deity spell however I don't mind having shatter as both a spell and a monk action or you know similar spells as both monks and both as both a monk action and a spell as a cleric because I'm because we're using two separate resources which basically just means we get more use out of it um so yeah like I say if you don't want to take going on the summit you really don't have to because you're going to get it in a different way here uh we're also going to get gust of wind as well so you know lots of overlap with these two classes but hey ho like I say using different resources just means you're going to get to use it more often uh as for your prepared spells uh we are now onto level two spells and I would highly recommend picking up um Aid because it is one of the most powerful spells in the game you're going to be able to buff your whole team and yourself for extra tankiness with higher maximum HP I would also recommend getting something like honk person just because it is a powerful spell you could have also picked this as your monk action if you want uh spiritual weapon is kind of cool it is going to basically give you a non-concentration extra Ally basically it's just more DPS overall I don't know why I keep saying DPS that's a bad way of phrasing things in a game like this and I would just keep you know the typical level one spells as well DPS is wrong it should be damage per round DPR I keep saying DPS it's cuz I'm a just cuz it's in my language uh as for C trips uh you can take whatever you like here maybe finally pick up sacred flame or if you want a bit more tankiness you can pick up blade Ward uh as for your prepared spells you get one extra nothing really changes here just take whatever you like and we're also going to get another feat at this level I am going to recommend you bump your dexterity up by two here uh you could bump up your wi wisdom wisdom oh my God even that word kind of made it into my lexicon you can bump up your wisdom here to gain to increase your spell DC on your monk actions and your cleric spells um or you can bu your dexterity like I am here to get um higher attack uh not higher attack sorry higher AC also higher attack as well I suppose um but honestly it's kind of up to you if you don't care so much about your AC and you don't mind your strength being the one that kind of gets used for your unarmed strikes uh you could definitely bump up your wisdom it's entirely up to you more AC from decks better spells from wisdom uh I wouldn't bother or you could even I guess since our strength will be 16 at this point you could bump that up to an 18 total and get a ton of a ton more damage out of your on arm strikes there's a lot of different ways you can go with this and actually I think now that I thought thought about it and set it out loud I'm going to make our wisdom higher since our high strength is going to be giving us um you know the same amount of damage either way dexterity would only affect our AC and we're going to have some ways to bump our AC with our equipment in a minute so it's not the end of the world I think actually bumping wisdom here might be the better way to go but yes leaving Constitution at 15 is a little bit awkward but like I say you're going to use e spoon to bump that up to 16 anyway so it's not a big deal I think actually bumping up our wisdom here is a good shot next up at cleric level 5 we're going to be getting our level three spells and we're also going to be getting some spells from our subass including cool lightning a big buff to our lightning output this is a huge spell and it's on Fame summoning Thunder from the heavens as if Tallow sent it down himself very very cool we're also going to get sleet storm here allowing us to um call forth a storm that disrupts the concentration of spell casters D his fires and creates ice surfaces probably not going to be using this one that much but it might come up in some unique situations as for prepared spells like I say we do get level three Spells at this point and obviously Spirit Guardians while not necessarily being on theme is a great spell to pick up overall uh Glyph of warding you can create thunder and lightning traps with this so I would actually pick it up because it can be on theme and the last spell can be whatever you like it really doesn't matter take uh rify you want to be able to revive allies speak with dead if you want that little bit of extra um you know utility and dialogue it's entirely up to you really doesn't matter you could even take protection from energy to Grant yourself resistance to uh fire thunder or lightning although we are going to be getting that at the next level of CK anyway so it's whatever again it really is to choose your favorite type of situation pick what you like uh next up finally we are at cleric level six and we're going to be getting a second use of our Channel Divinity meaning we can use destructive raft twice and also uh Thunderbolt strike when you deal lightning or thunder damage to a creature that is large or smaller you can push it up to three m not the best feature in the world but it's nice just for the for a little bit of extra utility and you can also take an extra spell take whatever you like and that is the build overall what we're getting here is a lot of ways to deal to deal heavy lightning damage or thunder damage if that's your persuasion with a lot of Battlefield control options to move your um enemies around the battlefield either pulling them towards you and pushing them away and still being able to do high amounts of damage with unarmored strikes like I say if we had 16 it may look a bit weak here but with the 16 strength you would be dealing a lot more damage overall and with the T and B feet kicking in and also the ability to use improvised weapons and throw things with a bit more power is always good and having flurry up blows just to keep up that mainl damage is awesome as far as as this build is compared to my other builds this probably will feel a bit underpower power compared to those builds and that's because it is a little bit our ability scores are a bit all over the place but I really liked this build when I kind of got into the theming of it and when we get into the equipment as we'll do in a minute you'll see why I made the decisions I did first up let's get into what the main Crux of this build is and that is lightning charges for those of you that don't know I'll bring it up here no apparently I can't bring it up here yeah I can bring it up here so what lightning charges do lightning courses through you you can have a plus one to attack rolls and deal an additional one lightning damage if you gain five charges they are consumed the next time you deal damage and you deal an additional 1d8 lightning damage you lose one charge per turn so the equipment we have equipped here is basically going to build up these lightning charges uh in various different ways and again those lightning charges are going to be able to augment our melee and spell attacks with lightning damage additional lightning damage meaning that can also trigger our Tempest our Tempest cleric features and just allow us to have a bunch of Battlefield control and utility so let's get into it uh first up we have the haste Helm this is just an easy Hound to pick up an act one but it's going to give you momentum at the start of combat for three turns which just gives you a bit of extra movement speed um I just picked this because it's an easy option to grab an x one there is a headpiece that interacts with lightning charges but it only gives you temporary HP and a very small amount of it at that only three so I didn't really feel like it was worth it and the Hast hel is a bit easier to get quite early on and just gives you a little bit more uh movement to be able to quickly close in on your enemies but this can be changed for literally anything you find useful uh next up is our chest piece to protect his spark wall uh you gain a plus one bonus to spell save DC and you also get sparks W armor Thea has a plus one bonus to Armor class and saving throws as long as they have lightning charges with this build you're going to have lightning charges up pretty much 100% of the time during combat so this is just an extra bit of defense that is also on theme but I will also show off the y vest this is a piece of medium armor uh that has Superior material meaning it takes one less lashing damage and it has countershock when the wearer takes damage while having lightning charges the attacker must succeed a dexterity saving throw or become shocked now what shock does is the opponent cannot take reactions and has disadvantage on ability checks and saving throws using dexterity so overall uh this could be a more powerful option if you're getting melee attacked a lot uh BAS basically allowing that you're basically giving basically taking away the ability for your opponent use reactions my apologies and with the amount of dexterity that we have uh you are getting the same amount of AC either way so pick your poison here but do note that if you are using medium armor you're not going to be able to get things like unarmored movement but I figured I'd show it off here just in case uh next up the sparkle hands a key P part of this build on a hit with an unarmed attack the wear against two lightning charges so for example uh if you do your unarmed attack and then your extra bonus action unarmed attack you will immediately get four lightning charges which is huge Flur of blows can give you two as well you get a lot from this um while INB of lightning charges the attack attacks against metal constructs and foes wearing metal armor gain Advantage uh especially towards the late game there are a lot of foes that are going to be wearing metal armor and obviously when you get to act three there are a lot of metal constructs so these can come in super handy and is definitely the most effective way to build lightning charges as I'm monk awesome worth grabbing and these are all all of these are attainable in X1 by the way we're doing quite well here next up the water sparkers when the wearer stands in a water in water during combat it becomes electrified basically that means when we use create or destroy water or for a water bottle or whatever we want to do just merely stepping into that puddle of water is going to Electrify the surface triggering a few of our abilities and also cre causing a bit a lot of trouble for your foes obviously standing in electri electrified surfaces is not good for your health also when we when we stand on set electrified surface they gain three lightning charges so you can use creative destroy water to create a lightning surface with these boots or you can use the sphere of Elemental balance the lightning variant to do the same thing and you will be able to gain lightning charges either way and this gains three lightning charges so with the combination of the sparkle hands and the water sparkers you will be able to get pretty much the maximum amount of lightning charges really quick constantly getting that extra d8 of light light in damage very very very cool combo all of these can be obtained fairly early on so it's an easy combo to get started with right away which is kind of why we took those early levels of Monk and next up our amulet we'll get to that first is this is mainly just kind of showing off something cool for monks uh there is a side quest tied to this amulet basically you get a low a lesser version of this that houses a chaotic Spirit which kind of works with the Talis fing being chaotic uh there's a whole sub Quest revolving around that where you can kind of talk to the amulet uh it's going to give you shatter uh once per long rest for free cast as a level two spell so it's a little bit more powerful and also you're going to be able to use key restoration now I believe the Lesser version restores two key points but this one but this version restores key points equal to your Martial Arts Dy uh you can get the lower version of the Lesser version of this amulet in act one as well so this whole build comes online during act one very very early on so it's quite good uh next up is the Sparks wall uh this basically makes you a resistant to being electrocuted and grants resistance to lightning damage very much on theme uh essentially this is good because obviously if we're playing around with electric surfaces we don't want to ourselves be electrocuted not so getting both uh an immunity to electrocution which I'll show you what that does it basically deals one D4 lightning damage at the start of each turn that's what we'll be doing to our enemies uh we don't want that to happen to ourselves so this is good also giving us resistance to lightning damage is a bonus and is very on theme uh next up the shadow cloaked ring uh the wearer the wearer's weapons and unarmed attacks deal an additional 1 D4 damage against lightly or heavily obscured creatures and creatures made of Shadow uh this is not essential to the build put whatever you like in here it really doesn't matter I just wanted to show off that this ring can kind of buff up our unarm strikes a little bit in nich situations it's not essential but it's worth pointing out that it exists um so let's get into the oh we also have the dark fire short bow for resistance to fire cold and the ability to cast haste once long rest because you know free slot might as well use it uh let me get into quickly the weapons the the items that I didn't use um that work with lightning charges and why I didn't go with them uh this is the blast pendant it gives you the lightning blast action Focus the electricity in your veins to strengthen the ne your next Lightning Spell or can trip basically what this does is it will expend all of your basically once per long rest it will expand all of your lightning charges when you cast a lightning spell and um will deal extra an extra one point of damage per Lightning Charge obviously this is bad you don't want to be spending oil of your lightning charges at once like that if you can help it um and and you actually get less damage overrule than just letting lightning charges do their 1d8 of damage it it doesn't feel great to use and again it's only once per long rest you're going to get more utility out of the sentient amulet overall but this does exist if you want to use it I already went over the jolty vest and we have the Speedy light feet when the wear dashes or takes a similar action during combat they gain three lightning charges and also you get a Small Bump to Athletics technically this is a bit more accessible than the um uh that the water sparklers if you don't want to mess around with the kind of water feature but I really recommend that you do using water also makes your foes wet meaning they are vulnerable to lightning damage so you definitely want to be using cray destroy water but these can be a different option if you don't have access to that kind of play style yet if you maybe went with the monk levels before even taking any cleric levels this also works but do note that this is medium armor so it isn't going to work with your unarmored defense whereas the water sparklers are just clothing uh there's also over here is just these are just the leftovers from my Thor build uh this is just more kind of synergistic equipment please go ahead and watch my Fallen Thunder God video if you want more detail about these um but I will just quickly point out for null Runa is a pretty powerful weapon that you can get yet here and because we took a level of tempis cleric we can use it we will be proficient and will work as a monk weapon basically this could replace your unarm strikes later on in the game once you reach act three if you wanted to go with like a god of the seas type of weapon which I do think is on theme uh this weapon will return to your hand when thrown and cannot be for and you cannot be forced to drop it when thrown the weapon creates an explosion that deals Thunder damage and also you gain more movement speed and jump distance uh the weapon can glow which you can turn off and it's a plus three enchantment and it also does 1d6 damage on hit as well as well as an additional bit of piercing damage if you feel like in the by the time you reach act three the arm strikes are underwhelming pick this up and make it your monk weapon being able to mix this with your unarmed strengths uh but yeah that is everything I believe um like I said uh this is probably not the most powerful build I've made but it's definitely on theme and I definitely wanted to do something a little bit different for um you know this God CU obviously I feel like 90% of people when they think of um you know tals and the Tempest domain they just think oh yeah two levels of Tempest cleric and go the rest storm Sorcerer And you know just blast everything with lightning and that is one of the more powerful strategies in the game uh Colby D4 went over it in in one of his Boulders gay 3 build videos so all credit goes to him for that kind of for putting this idea in my head but when I saw the fact that we could use the sparkly hands to give ourselves lightning damage and could mix that with the features of templis cleric and four elements Mar I wanted to show off a alternative version of this yes it is probably not the most optimized uh thing in the world but overall I do think it is quite fun quite it has a decent amount of utility and is overall quite interesting thematically and a bit different uh but of course if it's not your cup of tea I understand and again it's not the most powerful option out there for this type of build I would definitely watch you know d4's build on um his uh Tempest cleric Source remix if you want to get some uh mileage out of this concept but I'm not going to just copy his idea here cuz that would be lame as uh but yeah that is going to do it for me I hope you enjoyed this build regardless and I will see you all next time
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Channel: HoboZone
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Length: 32min 18sec (1938 seconds)
Published: Mon Oct 09 2023
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