Circle of the Spores Druid is a contender for strongest build in game! | Baldur's Gate 3

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why did I return to a previous battle well that's because I want to raise an army with the circle of the spores Druid and Baldur's Gate 3. fair warning summons in this game are very strong and this subclass might be the very best at it the ability to add a large number of additional bodies to your party to soak damage and distract enemies is invaluable deal additional damage on your attacks while using reactions that don't use up an action or bonus action every turn is something that the star Cliff spores Druid is capable of on top of that we still have access to the typical Druid spells that we can cast did I mention the 48 hit point Shield that can be cast six times per day or even more if you have some of the end game equipment there's also the spell heroes Feast which is an excellent choice for this build since it'll buff the summons as well surprised I'm still resurrecting this Army yeah this might be a little broken but that can be fun at times too hey level one we'll select the Druid class now we won't be able to select our subclass quite yet but we'll get a pair of cantrips and our ability points to distribute I would strongly recommend taking guidance for one of your cantrips this is just an absolutely amazing ability it gives you a 1d4 bonus to Ability checks outside of combat when you're doing dialogue and so forth the number of checks that you'll actually pass throughout the course of the game with this is enormous so make sure you check this out if you haven't on a different character already soleily this allows a staff or Club to become magical it'll deal bludgeoning damage and uses your spell casting ability for attack rolls now it's the latter portion of this that we're interested in we want to make sure that our melee attacks can use our spell casting ability because we're not going to have any strength so if we're using a staff or a club well this is going to be important if we want to actually hit anything ideally we won't be using melee to attack anything when possible but we will wander into the front lines on occasion we're gonna have a decent Armor class through the medium armor and shields we have an enormous hit point pool through the temporary hit points and this is a resource a lot of people don't realize this they put temporary hit points on and they just kind of stay in the background well if you have temporary hit points especially on a character that you can refresh like the Spore Droid you want to take advantage of this make sure that you're letting things hit you rather than the other characters in your party and then you can always refresh them abilities we're going to do a fairly even distribution here at least in terms of other character bills that you may have seen we're going to use strength at 10. this is going to give us a decent jump ability one big issue with this class is lack of Mobility but since you have such a high hit point pool it doesn't really prevent you from staying alive it's just something that you deal with in terms of getting on another Target or repositioning yourself this will just give us a little boost to that jump as well as some carrying weight which does actually become an issue especially with so many people playing predominantly range party compositions dexterity we're going to put this to 14. this will give us plus two to our Armor class while we're wearing the medium armor just going to add to our increased survivability Constitution we're going to put this to 16. now this is going to give us some extra hit points but more importantly it's just going to boost the Constitution's saving throws and this is really important because a lot of our spells are going to be concentration based so it's going to be nice to not have that disrupted intelligence we'll stick this at 10. wisdom will also push to 16 and this is because we want to be able to land spells on the targets when we go to cast them and like I said it's not that we're afraid of melee range we just prefer to be outside of it and use a tax from a distance but we are venturing into a position where we could be the target of enemies to take advantage of our high hit point pool rather than letting the other party members get hit Charisma we're going to drop this all the way to eight and that's just because we have to pull these stat points from somewhere and Charisma is the worst stat for us for proficiencies here these are pretty flexible you can choose which you prefer I think perception is pretty nice overall I've started taking this on more and more characters as I do subsequent playthroughs in addition I'm taking animal handling in this particular playthrough and this is just because I don't have that covered by anybody else the level two we'll be able to select our subclass and we're going to select circle of the spores this can give us access to a number of things we're going to get wild shape as well as five wild shaped forms now it's important to note here that we're not going to be using wild shape for the most part to change into something to deal damage in fact what we'll primarily be doing is using wild shape forms for the symbiotic entity what we can use wild shape forms as well is shifting into things like say cat to kind of sneak our way around and potentially as we get more forms later on there are other interactions you can do outside of combat with some of these wild shaped forms so that is always an option in terms of combat Advantage we want to be using these wild shape forms for symbiotic entity this is going to allow us to get eight temporary hit points at level two and this is going to be your Drew level times four that's how you'll be able to determine how many temporary hit points you get and this is just really going to add up as you get increased your levels you're also going to deal an additional one to six necrotic damage while you have these temporary hit points at low levels say level two when you get this this is a huge boost to damage it might even be one of the highest damage dealing classes at this point on top of its ability to just have massive hit point pool for a character of this level and something that you can refresh in terms of temporary hit points by using additional wild shape charges which are also recovered when you take a short rest so you can do a number of these recast of symbiotic entity when whatever you just want to replenish this temporary hit points on top of that we get Halo of spores this is going to do six meter attack which can be used as a reaction meaning that you can use an action in your turn a bonus action in your turn you can move and then you can still use this as a reaction and Halo spores by the way does additional damage if you have symbiotic entity up so again look at the range here six meters and like I said we're not necessarily afraid of being in melee or in close quarters we want to take advantage of this temporary hip won't pull now for spells at this level we have some options here this is a fairly balanced Loadout in my opinion healing Ward just an incredible spell if you've watched any of my videos in the past anything that has access to this I recommend taking 18 meter range can be used as a bonus action absolutely incredible for the survivability party or picking up party members that might be out of range fairy fire it's nice to have this on a character and I find Druid feels this Niche fairly well targets within the light turn visible this is going to be something you'll run into throughout the course of the game and it's nice to have somebody with access to the spell when needed entangle create a Vine surface slowing down creatures possibly entangling them this is a concentration spell and like I mentioned we're going to primarily focus on having concentration spells especially with the statistic Loadout that we did Thunder Wave this is going to release a wave of thunderous force that pushes All Creatures and objects away there's other enemies coming to us trying to knock us off or just trying to melee us we can just push them off and hopefully get them to suffer fall damage ice knife throw a Shard of ice that deals piercing damage and explodes for cold damage to anyone nearby also leaves an ice surface on a Mist The Shard of Ice Still explodes this is just some crowd control a way to snare enemies do a little bit of damage to them eventually we may replace this as we get higher up but at this point I think it's one of the better options to take for spells if your party lacks mobility in general at this point you could also choose to take longstrider which will increase your creature's movement speed by 3 meters and this lasts until long rest so you can cast this at the start of the day on a party remember that lacks mobility and just leave it there until you rest again level three we'll get some additional spell slots as well as a couple of spells that are always prepared we'll get access to detect thoughts which is a nice thing to have especially since it's always prepared for dialogue options and so forth blindness I actually think this is very strong especially at this level having the spell always prepared is incredibly nice there's a couple of hard-hitting enemies around level 3 or perhaps a couple levels higher than that that you might encounter and having the ability to give them a decreased chance to hit can really make the fight a lot easier for you so don't forget about this spell and you have it as the game progresses I find less and less use for this particular spell but it's nice to have at the point of the game that you actually acquire this for prepared spells I like to swap and Spike growth at this point I find this is just kind of a better version of entangle personally it's going to half the movement speed of anything on it this has an enormous range for an AOE so you can really control the battlefield create choke points or Force creatures to walk through it and again this might be getting at a point in the game where you take this that this actually deals considerable damage compared to the amount of Health that the enemies have surprised and how many enemies this can actually take out top of that I like to take Moon Moonbeam is super strong last for 10 turns targets will still take half damage if they save meaning you can cast this and guarantee that you can do damage on top of that you can use an action to move the beam every turn meaning that you can use one spell slot for 10 turns and just continually reposition this guaranteeing that you at least do half damage with the spell very powerful great for just encounters that you aren't trying to spend all of your spell slots but you want to make sure you get through without receiving too much damage on your end the whole person is also a great pickup at this particular level there'll be a few encounters where there's one enemy that's fairly strong compared to the others and if you manage to land a whole person on them you can really just the enemy team during that duration then the ranks out or potentially even kill the Target that you've cast told person on and this has just really take advantage of that a level four we'll get another cantrip another wild shape form as well as additional spells to prepare and lastly we'll get a feat now overall this level other than the feet isn't all that exciting at least for our particular build but I like to pick up Thorn whip it's just a means of displacing the enemy targets position for prepared spells I actually put ice knife back in this will give us a little bit of added crowd control and now for the feet at this point I like to take ability Improvement and add two points into wisdom boosting it up to 18. at level 5 we get a large power spike in terms of fun and that's because we actually get access to an always prepared spell anime debt this is going to be the premise of this build right we're going to be using temporary hit points to provide tankiness or survivability and casting summons to allow the enemies to focus on them rather than on our team or basically just being a wide range tank for our party allowing us or the minions to take damage or just use up the enemy's actions so that our party members are free to deal damage to them on top of that we're going to get gaseous form this is actually fairly useful especially for figuring out puzzles and things of that nature so don't forget about this spell it's always prepared so you don't have to actually trade anything for it at this point I'd like to take call lightning and this is like an improved version of Moonbeam you can cast this called lightning and then for 10 turns you can continually cast it again as opposed to repositioning it but you can continue to use it for that one spell slot and enemies will also take half damage on a save top of that sleet storm is nice this is going to call forth a storm that disrupts the concentration of spellcasters douses fires and creates an ice surface personally I find the biggest benefit of this is actually disrupting the concentration has a surprisingly High chance to interrupt that so don't forget about the spell at the enemy is using something less than favorable on your party this is a good way to disrupt it it's got an 18 meter range as well allowing you easy access to basically Target them with it at level six we'll get a pair of additional wild shape forms and at this point since we also get an extra attack in the wild shape that we gain from level five you could actually consider occasionally swapping into one of these forms if you think it's beneficial this is another means of increasing our effective hit point pool because if we lose all the health in a wild shape form we'll revert back into our Caster or humanoid form rather than being knocked unconscious so something like owl bear is actually pretty handy because it also has the means of dealing some damage good Mobility with its leap and so forth on top of that we're going to gain fungal infestation really the only negative this is the three meter range that it has keep in mind this is a reaction as well as we talked about earlier we can move we can use an action we can use a bonus action and then we can still use this spell to raise a zombie from a corpse so we can position ourselves around the battlefield trying to get within that three meter range and then successfully get this cast off for prepared spells I like to pick up pass Without a Trace at this point and this is just for party utility it's going to increase the stealth check for you and your party members that are within range of you it also lasts until long rest as long as you're concentrating on it so if your party is doing a lot of sneaking this is obviously very beneficial but if your party isn't so good at sneaking but you're in a situation where you need to this gives you a chance at successfully pulling it off at level 7 we'll get another pair of always prepared spells with first one being in the form of blight again Target will take half damage even if they save this does a surprisingly large amount of damage as well especially to something that you can cast from nine meters so this is nice if you're trying to finish off a Target and want that guaranteed source of damage to it confusion you can be follow a group of creatures causing them to attack at random wander around aimlessly and this works for three turns if you're managed to successfully cast it so keep that in mind it's just going to be another nice way that you have to crowd control enemies possibly get them to turn on each other and just increase the survivability of your party for spells at this point I like to pick up ice storm this does large damage for such a considerably sized AOE it also allows you to leave ice on the ground meaning that anything that walks through it can potentially slip and become prone overall really effective spell just adds to that crowd control that this particular character has in addition to that I'd like to pick up conjure minor elemental we're all about summoning and just adding bodies to our party so we're essentially just increasing the size that we have and the number of targets for the enemy to hit increasing the survivability of everybody else essentially safety and numbers here hey level eight we'll get an additional spell slot now I just put ice knife back into the mix at this point it just has to do with how many spell slots we have per level and I find that having ice knife which is a level one spell is a little more beneficial than adding in another one over the higher level spells and for Feats you could take a couple of options here the ones that I would recommend are either ability Improvement to push your wisdom up to 20 at this point or War Caster I personally prefer warcaster at this point you can have advantage on saving throws to main concentration on a spell and we're using a ton of concentration spells I find this incredibly handy you can also use a reaction to cast shotgun grasp at a Target moving out of melee range just some additional damage that you may have the opportunity to use on enemies and like I said you're going to be in melee range at some point with this build you definitely have the ability to survive some hits so take advantage of that and this just increases your damage output along with that at level 9 we'll get two more always prepared spells and they're gonna be Cloud kill as well as contagion Cloud kill is probably the more useful of the two in my opinion there's going to be a large AOE damage that does 5d8 worth of damage and at this point in the game this is a solid amount of damage with an 18 meter range and having this always prepared is just absolutely nice in case you want to make use of that contagion you can poison a Target and possibly afflict them with a disease of your choice this does have some use overall I would say for a level five spell slot you'll probably be making use of either Cloud kill or you'll be making use of the conjure Elemental which is what I would pick up for that additional spell slot at this point it's just going to allow you to have yet another summon by your side and in this case Contra Elemental is actually pretty powerful at level 10 will gain improved wild strike we can now make two additional attacks after making an unarmed strike in Wild shape now we're also going to pick up a new wild shape form in the form of Dilophosaurus so again you can use wild shape to shift into something and try to deal damage or just use the mobility tools that they have access to it's not something you'll never do but for the most part we'll be reserving them for symbiotic entity we'll also be picking up spreading spores as a subclass feature at this point and while symbiotic entity is active you can create a cloud of spreading spores and you can do this every single turn that symbiotic entities active just allowing this character to do more damage every single turn and this really starts to be the point where this character becomes incredibly powerful gain a can trip here as well resistance is just the best of the remaining choices in my opinion and when we look at our prepared spells here I like to take Massacre wounds at this point you'll see we have very limited healing up until this point we're basically being a support character by soaking damage rather than healing our party members and it works incredibly well however we do want to have kind of that ability to cure things if needed this is a great spell because it's an 18 meter range it allows us to Target many players at the same time and overall it's one of the better healing spells in the game so I like to pick it up here at level 11 we're going to get access to level 6 spells this is going to be a really big increase for us we're going to take Heroes Feast everybody around us can no longer be poisoned diseased or frightened on top of that their hit points are going to increase and they make wisdom saves with advantage and it lasts until long rest so at the start of the day we can just group everybody up cast this and provide an enormous amount of hit point addition to our party members and keep in mind this works for our summons as well so the massive Army that we've accumulated is all going to get benefit from this and the more bodies we have the better the spell gets at level 12 we'll get another spell slot as well as our last feat for the spell slot I like to take Sunbeam this just gives us a form of dealing damage with a level 6 spell very nice to have with an 18 meter range as well for feet I like to pick up ability Improvement here and that's just to push our wisdom up to 20. so there you have Circle the sports Druid one of the best and strongest classes in the game in my opinion best part of this class is that it really requires no specific equipment you can basically just use whatever you find along the way and it'll work for this character as always thanks for taking the time to watch and have a great day
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Channel: Lida Gaming
Views: 32,615
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Length: 17min 52sec (1072 seconds)
Published: Thu Aug 24 2023
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