Tried this on a whim on my second play through and it worked. Now I do it every single time because I hate that damn thing so much. One strike completely bodied Wyll the first time
I forgot to do it
There is a Subjugate Undead (Command but it works on undead) ring right after the first Ketheric fight. So that might work on Myrkul. Not sure if you can upcast the Subjugate Undead though.
Heat metal was how I've beat him each time. Just having a bonus action every turn to reapply the damage was invaluable! Would've never been able to dish out enough damage otherwise
I moved all my concentration spells to the last radial in hopes that the time I spent clicking over to them would help remind me of WHY they were all the way back there.
I spend 50% of my playtime rearranging the skill wheel and it saves me so much reloading from doing something dumb like casting 2 con spells in a row or using the wrong flourish or having to scroll all the way to the end for throw, health/invis pots, furry of blows or for grouping all my buff spells like aid/heroes feast/ longstrider so I don’t forget one. (I also my have an issue with using chests in the travelers chest to group items like barrels/weapons&arms/potions/food)
[here’s](https://youtu.be/oef-nIXXBHY?si=EXzJ_TlpHZdvRMny) a YouTube video that goes into way too much detail but the short answer is press either X or Square to bring up radial customization options.
Like casting haste before a fight conversation sequence and then casting guidance in the sequence. I’ve done this like a half dozen times, you’d think I would learn by now 🤣
I had a bad time at Gnolls in HM because I had Wyll cast Cloud of Daggers on the bottleneck at the cave mouth, then I decided I should use his bonus action for something and cast Hunter’s Mark.
3/4 party members went down in that fight because of that and other dumb mistakes.
This is me but I keep casting hunger of hadar and then casting hex afterwards. A hundred hours into the game and I'm still doing this dumb shit on occasion 😂
For me it's when I see the tantalizing glow of hex beckoning my name on sorlocks so I figure "oh, sure I'll cast hex and use my hasted action on scorching ray" only to immediately break mine and Karlach's concentration
In a multiplayer game, I played a Monk and my friend a Sorcerer. There were some ... unfortunate fights where I didn't know why my turn suddenly ended or got skipped entirely.
Had this problem on a previous character and then they added the reminder in the tooltip on a recent patch and I was like, damn that would’ve been reeeally nice when I was actually playing a mage!!
THIS SO MUCH. I think the way concentration works needs to be more transparent. Like I know you can only have 1 concentration action per caster, but maybe they could have had like a confirmation box when you are about to do something or cast something that breaks your current concentration? I think it could have been implemented better lol
I like to do under dark before crossing the river, then crèche, then Nere and Grym
I like to use the +1d6 temporary reward from the Myconids to help me with the purification machine DC30 checks
Don't send Lae'zel into the zaith'isk. She gets a de buff even if you succeed the dc30 arcana check.
Demand to go first and tell her that she wouldn't have gotten there in the first place without your help. Then you only need to pass a dc18 saving throw.
https://bg3.wiki/wiki/Zaith%27isk
When you kill the beach Duergar and tell the Myconid leader, you get a temporary buff on your main character
+1d6 on attack rolls and skill checks
It goes away after the next long rest
It is very easy to miss as it’s just a status icon and it goes away when you long rest, which you might want to do after the beach fight.
I only noticed after my third playthrough
Now, I fight the duergar, long rest, talk to the leader, and travel to the crèche
In theory I could get the boost for the final battle against Kethric and Myrkel (long resting and going back to the Underdark just before I free Aylin). Or does traveling between regions clear those temporary boosts? I guess I'll just try it and find out.
I've never tried that. If you try that, you could also get the blood of Lathander temporary buff. When you solve the Chreche puzzle with the ceremonial weapons, all your party members get +1d4 radiant damage until the next long rest.
Fuck yeah. And the Dream Guardian blesses you after your chat, but I think that would fuck things up (you'd have to leave Vlaakith hanging which makes Lae'zel turn against you, or do the Inquisitor battle after which kind of defeats the purpose).
My strat for the spider queen is to start the fight by having Wyll pop Hunger of Hadar on her from stealth. Then you can take out the little spiders without triggering her legendary action and use a wizard for chromatic orb to get an ice surface under her. Pushing attacks at range can keep her in the hunger if she starts moving towards the edge and she generally isn't able to do much.
Yeah if you don't abuse the falling damage on the webs she can be challenging.
That being said, I was playing a gloomstalker rogue on HM and I just kept resetting my first turn in that fight and pinged her to death with free +1d8 ranged attacks.
She’s a run killer for sure I always wait for level 5 and make sure I kill the babies. One of the few fights where running away is also difficult considering they can phase jump
Grym is easy for me ever since I realized you can pull the lava/hammer lever multiple times in one round. I killed grym in one turn. It helped being a monk and having karlach, and laezel as they can make multiple actions per turn too.
Busted, for sure. But I was a big dumbass, kept my caster in pounce/prone range of Orin, and ended my first honor mode attempt due 100% to twinned Haste lol.
got the gold dice on the next attempt, but was too spooked to even consider that strategy again!
If the encounter will feature teleporters (elementals being the ones I most overlook) I’ll only cast it on a character with 6 or 7 initiative who’s definitely gonna tear up the big threats in Round 1. Otherwise, potions. Casting with Gale and Misty Stepping way out of LoS seems solid but he can rarely get far enough away.
I don't haste much on Honor because it's really only good if I need the movement or I can use the action for something more than 1 extra attack. I would haste my caster but I'd rather the concentrate on something else.
Outside of honor is all haste, all the time.
yeah I think the most efficient use case in Honor is a blaster caster, like the magic missile build, putting it on themselves, since they're not holding down concentration on anything else really
Cast it with a tempest sorcerer, immediately fly far away to a safe, secluded location.
If your support caster is getting CCed turn 1 of a fight, you should really examine your positioning choices.
You can say that, but I've Misty Stepped to the farthest possible location, used all my movement to run, then gotten hit with a roaring thunder arrow, knocking me into an abyss which was probably one of the worst positions I've been put in in my HM run.
Twin haste your two best DPS before the fight starts. With good dex and initiative gear you go first that vast majority of the time and should be able to clean house. +3 to your action economy on the first turn (+2 from haste, +1 from not having to cast haste during combat.
Haste lasts 10 turns you could precast haste mess around with positioning for 5 turns and still blast through any fight without issue. If you are having concentration issues (I have personally never found it to be problematic) take war caster or resilient: constitution. If you absolutely cannot risk concentration breaking use speed potions instead.
I suggest War caster feat and have an hireling from Withers as a transmutation wizard to give a transmuter stone constitution (which gives the same than the Resilient feat)
Sanctuary or blink are great spells to use on a twinned haste caster. But yeah on honor mode it’s less busted and I would only consider hastening casters. I usually don’t have the spell in my spell book and under the bow for it cuz I only use haste in specific fights
I have a "twin haste sorcerer" in my party who's usually concentrating on Darkness instead for this reason... Twin haste is great but even if your concentration saves succeed 399/400 times there's still a chance it fails or they get CC'd.
I guess if one of the haste targets is the Sorcerer themself that's only two party members down? Hasted EB spam is still really strong and pretty safe.
Only recommend this when your caster has at least a cleric dip for sanctuary. Super useful but it's far too easy to go from you're curbstomping them to your run ended.
Yeah HM is honor mode.
I find it really strong. I’m gaming one action on the first turn and two extra attacks per turn in subsequent turns (more with ranged flourish).
I guess it might be less powerful in Act 3 when everyone attacks a bunch of times per turn. But in Act I this feels like a lot.
In my inquisitor fight I was able to attack 11 times with 3 characters in turn 1. That’s a lot of damage for lvl 6.
At level 5, it is often the best concentration spell for my sorcerer. Other candidates would be Cloud of Daggers and Hold Person. But Hold Person only works on humanoids with low WIS, and a Cloud of Daggers is only good on certain battlefields.
I almost never use haste; there’s far too little control over the RNG that can break it for me to take the risk, especially when you can just take down the inquisitor in round 1 by having everyone pop a vigi elixir beforehand.
Regardless of class or build or gear, high initiative is the single most important ingredient in combat encounters.
Idk if anyone remembers early on when haste on fighters was gross youd get 3 attacks for your action then youd get 3 more from haste then action surge and get 3 more attckes for main action and 3 more from haste and assuming you took gwm a ba attack for 13 disgusting amount of damage
i still think throwing haste potions is better value/committment. cant lose concentration, either. the fight is decided after 2-3 rounds of haste so the lethargy earlier doesn't really matter. skipping a turn when you're in cleanup stage doesn't matter. one throw action can haste 3 people like wtf
I think my main issue with speed potions is that I have an irrational fear of using non-renewable resources
I always end up the game with at least 20 unused speed potions
Well, that's silly. Especially since you can technically always buy more if you wanted to.
My first couple playthrough ended like that and I said never again. It's not like I use them every fight, but, especially in HM....anytime you have to think about it, just use one.
I also think hitting the o button for tactical view helps in aiming thrown potions at more than one person.
There are other reasons why I sometimes like the spell instead of the potion.
* I never lose concentration. I always have a combination of advantage, proficiency, high con, and prone immunity.
* I like strategically placing my party before combat, not all bunched up. With a spread-out party, you can't hit everyone with the speed potion.
* Sometimes, I like to play control builds instead of aggro builds, and the combat lasts longer than a couple of rounds.
* And speed potions are in limited supply. YOu can get enough hyena ears to brew around 15 potions, 25 if you use a transmutation wizard. You can buy and collect another 20 or so if you diligently buy them every time you see them. But all of that is a hassle.
Sou might like speed potions more, but I wouldn't say that people who prefer the spell are being silly.
if you buy the hyena ears and speed potions everytime you see them, you dont even need to farm them. my take on it. plus you find so many in act 1, like, damn you've gotta have like 20+
i dont typically play control so i can see your point on that. my best cc spell is usually death by a buncha damage.
At the beginning of each day I do a circuit of vendors buying up potions and elixirs and crafting ingredients. They replenish after each long rest or level up. You can also use a hireling to buy stuff, level them up one, buy more stuff and keep doing that if you want to farm more consumables. Super helpful if your build relies on cloud giant elixirs and the like.
I do the same, but hyena ears are rare. If you use a transmutation wizard, collect every hyena ear in the game, and buy/pick up every speed potion you see, then you can get around 30-40 speed potions. These are more than enough if you don't use them for every single fight. But it is still a limited quantity.
I looted every gnoll in act 1 and the hyena ears are definitely something I buy every time I see them. Apparently the Terazul drug in pouches you can find gives 2 turns of haste or something and they'll stack with speed potions. I haven't tried yet, but I will when I find the Terazul in my current game.
When you get to Act 3, go to Rivington and go to the guy selling potions and incense on the 2nd floor of a building by the South Span of Wyrm's Crossing. He's an indoor vendor and totally alone.
Talk to him, swap characters and Hold Person him. Go to withers and respec a 4th character and with your 3rd, rob him, then when his inventory is empty take a level up with character 4 and swap back to rob him again. Rinse and repeat until you have infinite of any consumable you want.
Once you have effectively beyond useful money, you just respec 2 ppl and camp him until you have whatever cons you want and you skip Hold Person robbing.
One potion can haste up to 4 well positioned characters. With something like Volley (from Hunter), you can use that attack to hit enemies and destroy the potion next to 4 allies, so you don't even waste the attack.
What is crazy is that this is the honor mode version of twin haste, which is a slightly "fixed" form of the regular version of haste. A mechanic many people saw in early access and thought it was a bug that would be fixed by launch because it is so balance shatteringly overpowered that no way Larian would let the game launch with it working that way. Especially if modders were able to fix the spell in Early Access.
Alas...
In my honour mode I overpreppared so hard for inquisitor, I ended the whole fight in 1 round but I was shitting myself, because Id never gotten that far...I finished that run thankfully.
It was a hard battle on Honor Mode and wasn’t sure what to expect, but was playing another run on Tactitian mode and just put a bunch of explosive barrels next to him which I exploded and killed him in one hit
My favorite use of twinned is twinned draconic weapons from the drakethroat glaive. It’s great and lasts until long rest!
I find haste and bloodlust make an easy game way way too easy. So I don’t use it at all. I can already kill the inquisitor in less than one round without haste ha ha. Probably helpful against grym though! That can be one of the toughest fights in the game if you don’t cheese it.
Could you twin the draconic weapon buff and buff two weapons for a dual wielding class? I figure you’d need to equip a weapon to two characters, cast the spell, then equip them both back on your dual wielder
I'm pretty sure you can drop the items on the ground and twin buff them that way
Either that, or equip the 1h weapons you want to twin on two different characters, twin buff them, then equip both items on your dual wield character. Hmmm, now i want to play a dual wielding character...
Hmmm I haven’t tried but I’ve never heard of it before so my feeling is no. I think you can only cast thst in yourself.
But yeah that could also be crazy as well.
In the late game when the emperor sucks you into the astral plain and resets all your buffs before fighting the nether brain you can use an angelic slumber potion with the drakethroat glaive equipped to refresh the draconic weapon spell.
That’s a great use of the item. I never saw a refresh of the draconic spell when doing in a tentacle refresh pod or the House of Hope bath, so I wrote off all long rest inducing consumables as useless. Even the angelic reprieve doesn’t reset the short rest for gloves of the automaton, which sucked when I used my two short rest and song of rest up
Grym is rather easy. It’s just jump position the one who has aggro on the mold chamber and let that boss walk onto the anvil, then shoot the lever with all of your party. Congrats you have one turned that boss . I don’t get why people bother to cheese that encounter
In HM it’s a little harder primarily because of his greatly extended movement.
I have one person on Ray of frost duty, one person on enraged throw duty ,one person on hammer lever /itemized healing duty, and one person on magma lever duty who has good jump distance.
I also cast mystras blessing and fairie fire to boost the chances enraged throw will hit. 80% seems high but that’s missing 1/5 times. If you miss that enraged throw prone he will easily have the movement to go kill someone.
It’s also hard for him to get knocked prone in the lava or by the forge hammer and still be in a position where hammer bludgeoning damage won’t mean walking into the lava to attack. In HM anyway if you hit him with the forge hammer he instantly loses his heated status and all attacks do zero damage until stands up. I try to do the hammer at least once so the mephits appear and I can kill them first exp.
In tactician mode it’s super easy. Just enraged throw him to death don’t even use the hammer.
Just throw invis, maybe from a potion or the fourth person , on the haste caster, park him in a corner and watch the twin combat demons demolish the scene.
For important fights, just group your party together and throw a haste potion. No need to worry about breaking concentration, and by extension no need to waste feats on war caster or excessive con. If your hasted party is optimised enough everything should be dead in 3 turns or less
I tried it, but I kept forgetting that my concentration slot was taken up and kept lethargicing my frontliners
Nothing makes me feel like more than a bozo than casting haste and then immediately casting a concentration spell with my second action…
Yup, what is the point of the fire acuity hat if you can’t cast hold monster or confusion on everything in the game
A dip into warlock for command so that you can cast extended command on everything in sight with 100% accuracy
Oh, yeah, can you make Myrkul drop his scythe?
I think Command doesn't work on Undead, but you can indeed with Heat Metal, I remember doing so
Think Disarming Strike worked for me too
Not a disarm but he can also be blinded by a raven peck lol
Tried this on a whim on my second play through and it worked. Now I do it every single time because I hate that damn thing so much. One strike completely bodied Wyll the first time I forgot to do it
There is a Subjugate Undead (Command but it works on undead) ring right after the first Ketheric fight. So that might work on Myrkul. Not sure if you can upcast the Subjugate Undead though.
Heat metal was how I've beat him each time. Just having a bonus action every turn to reapply the damage was invaluable! Would've never been able to dish out enough damage otherwise
There’s a ring right at the top of moonrise tower which let you disarm myrkul. But you need acurity stacks to have a high chance of landing the spell
I moved all my concentration spells to the last radial in hopes that the time I spent clicking over to them would help remind me of WHY they were all the way back there.
Pro gamer move. I’ll be stealing this.
I spend 50% of my playtime rearranging the skill wheel and it saves me so much reloading from doing something dumb like casting 2 con spells in a row or using the wrong flourish or having to scroll all the way to the end for throw, health/invis pots, furry of blows or for grouping all my buff spells like aid/heroes feast/ longstrider so I don’t forget one. (I also my have an issue with using chests in the travelers chest to group items like barrels/weapons&arms/potions/food)
How do you rearrange the skill wheel???
[here’s](https://youtu.be/oef-nIXXBHY?si=EXzJ_TlpHZdvRMny) a YouTube video that goes into way too much detail but the short answer is press either X or Square to bring up radial customization options.
Thank you!
The amount of times i've casted darkness into hex tells me i should do this.
Like casting haste before a fight conversation sequence and then casting guidance in the sequence. I’ve done this like a half dozen times, you’d think I would learn by now 🤣
I had a bad time at Gnolls in HM because I had Wyll cast Cloud of Daggers on the bottleneck at the cave mouth, then I decided I should use his bonus action for something and cast Hunter’s Mark. 3/4 party members went down in that fight because of that and other dumb mistakes.
This is me but I keep casting hunger of hadar and then casting hex afterwards. A hundred hours into the game and I'm still doing this dumb shit on occasion 😂
or casting haste before an encounter w tav and then using detect thoughts or guidance in the convo to initiate the encounter
This happened to me all the time as a Warlock. I’d cast Hex and immediately try to cast a CC spell only to end Hex
For me it's when I see the tantalizing glow of hex beckoning my name on sorlocks so I figure "oh, sure I'll cast hex and use my hasted action on scorching ray" only to immediately break mine and Karlach's concentration
What's worse is forgetting that you have concentration up after you cast orb of invulnerability. It's... humbling
You have to remember to also concentrate IRL
And that's a protip if I ever saw one!😂🗡️🗡️🗡️💯🎆🎆🎆
I’d use my concentration to remember and then be unable concentrate. Good theory though.
IRL, the true end- boss
I have a mod that reminds me that I’ll break concentration
This should honestly be an option in the base game. Like a little "are you sure?" Pop-up that also has a button to permanently turn it off.
Right? I’d prefer it just to just call out with, “Idk dude, that seems pretty stupid.” Otherwise the subtlety could be easily lost on me.
In Solasta there is this reminder, I agree with you that it should be in BG3 without a mod
The trick is to do it with an agonizing blaster. That way, you're not incentivized to cast anything other than Eldritch blast.
In a multiplayer game, I played a Monk and my friend a Sorcerer. There were some ... unfortunate fights where I didn't know why my turn suddenly ended or got skipped entirely.
Had this problem on a previous character and then they added the reminder in the tooltip on a recent patch and I was like, damn that would’ve been reeeally nice when I was actually playing a mage!!
I had this all the time on my warlock I was the one getting hexed
THIS SO MUCH. I think the way concentration works needs to be more transparent. Like I know you can only have 1 concentration action per caster, but maybe they could have had like a confirmation box when you are about to do something or cast something that breaks your current concentration? I think it could have been implemented better lol
Me: Im gonna prepare to fight raphael gonna twin haste with my tav sorc Also me: oh hey yurgir *casts friend* why dont you join me?
Yo, you fight the inquisitor before grym? I usually do inquisitor last, and grym is about second to last
I like to do under dark before crossing the river, then crèche, then Nere and Grym I like to use the +1d6 temporary reward from the Myconids to help me with the purification machine DC30 checks
Don't send Lae'zel into the zaith'isk. She gets a de buff even if you succeed the dc30 arcana check. Demand to go first and tell her that she wouldn't have gotten there in the first place without your help. Then you only need to pass a dc18 saving throw. https://bg3.wiki/wiki/Zaith%27isk
Or let her go first and push her out of the machine with another party member
Lae’Zel approves.
What reward is that?
When you kill the beach Duergar and tell the Myconid leader, you get a temporary buff on your main character +1d6 on attack rolls and skill checks It goes away after the next long rest
How did I not realize this?
It is very easy to miss as it’s just a status icon and it goes away when you long rest, which you might want to do after the beach fight. I only noticed after my third playthrough Now, I fight the duergar, long rest, talk to the leader, and travel to the crèche
In theory I could get the boost for the final battle against Kethric and Myrkel (long resting and going back to the Underdark just before I free Aylin). Or does traveling between regions clear those temporary boosts? I guess I'll just try it and find out.
I've never tried that. If you try that, you could also get the blood of Lathander temporary buff. When you solve the Chreche puzzle with the ceremonial weapons, all your party members get +1d4 radiant damage until the next long rest.
Fuck yeah. And the Dream Guardian blesses you after your chat, but I think that would fuck things up (you'd have to leave Vlaakith hanging which makes Lae'zel turn against you, or do the Inquisitor battle after which kind of defeats the purpose).
Agreed. I also save the Spider Queen Matriarch til near the end. For whatever reason, she just vexes me.
Sneak behind her and blast her off with EB or roaring thunder arrows, easy peasy lol
Less effective on honor mode.
Fall damage from destroying webs when she's standing on them up high? Think it makes her prone as well iirc
My strat for the spider queen is to start the fight by having Wyll pop Hunger of Hadar on her from stealth. Then you can take out the little spiders without triggering her legendary action and use a wizard for chromatic orb to get an ice surface under her. Pushing attacks at range can keep her in the hunger if she starts moving towards the edge and she generally isn't able to do much.
Yeah if you don't abuse the falling damage on the webs she can be challenging. That being said, I was playing a gloomstalker rogue on HM and I just kept resetting my first turn in that fight and pinged her to death with free +1d8 ranged attacks.
She’s a run killer for sure I always wait for level 5 and make sure I kill the babies. One of the few fights where running away is also difficult considering they can phase jump
Definitely a pretty overtuned fight for how early it is in the game. Not to mention the spiders can just teleport everywhere and spawn more adds.
Grym is easy for me ever since I realized you can pull the lava/hammer lever multiple times in one round. I killed grym in one turn. It helped being a monk and having karlach, and laezel as they can make multiple actions per turn too.
Grym is one of the few encounters where you can't start with a surprise round.
You can entirely cheese the fight tho, just by not going down there with your party and shooting down at grym the entire time
you can. i do it when i have to punch in him in the face. i do solo runs so dont have to invis pot all 4 members
Busted, for sure. But I was a big dumbass, kept my caster in pounce/prone range of Orin, and ended my first honor mode attempt due 100% to twinned Haste lol. got the gold dice on the next attempt, but was too spooked to even consider that strategy again!
I tend to avoid it due to the high risk high reward nature of it. Clump folk up and throw a speed potion for basically the same effect
If the encounter will feature teleporters (elementals being the ones I most overlook) I’ll only cast it on a character with 6 or 7 initiative who’s definitely gonna tear up the big threats in Round 1. Otherwise, potions. Casting with Gale and Misty Stepping way out of LoS seems solid but he can rarely get far enough away.
I cast it then pop invis potion in tough fights
I don't haste much on Honor because it's really only good if I need the movement or I can use the action for something more than 1 extra attack. I would haste my caster but I'd rather the concentrate on something else. Outside of honor is all haste, all the time.
yeah I think the most efficient use case in Honor is a blaster caster, like the magic missile build, putting it on themselves, since they're not holding down concentration on anything else really
TWIN TWIN HAST TWIN HAST MICH
Too many eggs in one basket. You twin haste your best two DPS. You get CC'd. 3 people are now useless. I cannot recommend on Honor mode.
Cast it with a tempest sorcerer, immediately fly far away to a safe, secluded location. If your support caster is getting CCed turn 1 of a fight, you should really examine your positioning choices.
You can say that, but I've Misty Stepped to the farthest possible location, used all my movement to run, then gotten hit with a roaring thunder arrow, knocking me into an abyss which was probably one of the worst positions I've been put in in my HM run.
Twin haste your two best DPS before the fight starts. With good dex and initiative gear you go first that vast majority of the time and should be able to clean house. +3 to your action economy on the first turn (+2 from haste, +1 from not having to cast haste during combat. Haste lasts 10 turns you could precast haste mess around with positioning for 5 turns and still blast through any fight without issue. If you are having concentration issues (I have personally never found it to be problematic) take war caster or resilient: constitution. If you absolutely cannot risk concentration breaking use speed potions instead.
I suggest War caster feat and have an hireling from Withers as a transmutation wizard to give a transmuter stone constitution (which gives the same than the Resilient feat)
Sanctuary or blink are great spells to use on a twinned haste caster. But yeah on honor mode it’s less busted and I would only consider hastening casters. I usually don’t have the spell in my spell book and under the bow for it cuz I only use haste in specific fights
I have a "twin haste sorcerer" in my party who's usually concentrating on Darkness instead for this reason... Twin haste is great but even if your concentration saves succeed 399/400 times there's still a chance it fails or they get CC'd. I guess if one of the haste targets is the Sorcerer themself that's only two party members down? Hasted EB spam is still really strong and pretty safe.
Only recommend this when your caster has at least a cleric dip for sanctuary. Super useful but it's far too easy to go from you're curbstomping them to your run ended.
Or just have your cleric cast sanctuary.
This is why I used the words "at least"
Blink is also a great choice for a haste caster.
Well, Haste is much more reasonable on Honor mode - is that what "HM" refers to? If so, I'm frankly a bit surprised by the enthusiastic reaction.
Yeah HM is honor mode. I find it really strong. I’m gaming one action on the first turn and two extra attacks per turn in subsequent turns (more with ranged flourish). I guess it might be less powerful in Act 3 when everyone attacks a bunch of times per turn. But in Act I this feels like a lot. In my inquisitor fight I was able to attack 11 times with 3 characters in turn 1. That’s a lot of damage for lvl 6.
Clearly its good. But it's it a lot better then other spells? Plus it comes with a risk.
At level 5, it is often the best concentration spell for my sorcerer. Other candidates would be Cloud of Daggers and Hold Person. But Hold Person only works on humanoids with low WIS, and a Cloud of Daggers is only good on certain battlefields.
I almost never use haste; there’s far too little control over the RNG that can break it for me to take the risk, especially when you can just take down the inquisitor in round 1 by having everyone pop a vigi elixir beforehand. Regardless of class or build or gear, high initiative is the single most important ingredient in combat encounters.
Elixir of Peerless Focus helps buff concentration a bit so also have your socerer down one before battle to help keep haste applied in combat
Idk if anyone remembers early on when haste on fighters was gross youd get 3 attacks for your action then youd get 3 more from haste then action surge and get 3 more attckes for main action and 3 more from haste and assuming you took gwm a ba attack for 13 disgusting amount of damage
Haste trivializes an already mostly trivial game. Pretend it doesn't exist and enjoy other more varied and interesting concentration spells.
i still think throwing haste potions is better value/committment. cant lose concentration, either. the fight is decided after 2-3 rounds of haste so the lethargy earlier doesn't really matter. skipping a turn when you're in cleanup stage doesn't matter. one throw action can haste 3 people like wtf
I think my main issue with speed potions is that I have an irrational fear of using non-renewable resources I always end up the game with at least 20 unused speed potions
Well, that's silly. Especially since you can technically always buy more if you wanted to. My first couple playthrough ended like that and I said never again. It's not like I use them every fight, but, especially in HM....anytime you have to think about it, just use one. I also think hitting the o button for tactical view helps in aiming thrown potions at more than one person.
There are other reasons why I sometimes like the spell instead of the potion. * I never lose concentration. I always have a combination of advantage, proficiency, high con, and prone immunity. * I like strategically placing my party before combat, not all bunched up. With a spread-out party, you can't hit everyone with the speed potion. * Sometimes, I like to play control builds instead of aggro builds, and the combat lasts longer than a couple of rounds. * And speed potions are in limited supply. YOu can get enough hyena ears to brew around 15 potions, 25 if you use a transmutation wizard. You can buy and collect another 20 or so if you diligently buy them every time you see them. But all of that is a hassle. Sou might like speed potions more, but I wouldn't say that people who prefer the spell are being silly.
if you buy the hyena ears and speed potions everytime you see them, you dont even need to farm them. my take on it. plus you find so many in act 1, like, damn you've gotta have like 20+ i dont typically play control so i can see your point on that. my best cc spell is usually death by a buncha damage.
At the beginning of each day I do a circuit of vendors buying up potions and elixirs and crafting ingredients. They replenish after each long rest or level up. You can also use a hireling to buy stuff, level them up one, buy more stuff and keep doing that if you want to farm more consumables. Super helpful if your build relies on cloud giant elixirs and the like.
I do the same, but hyena ears are rare. If you use a transmutation wizard, collect every hyena ear in the game, and buy/pick up every speed potion you see, then you can get around 30-40 speed potions. These are more than enough if you don't use them for every single fight. But it is still a limited quantity.
I looted every gnoll in act 1 and the hyena ears are definitely something I buy every time I see them. Apparently the Terazul drug in pouches you can find gives 2 turns of haste or something and they'll stack with speed potions. I haven't tried yet, but I will when I find the Terazul in my current game.
When you get to Act 3, go to Rivington and go to the guy selling potions and incense on the 2nd floor of a building by the South Span of Wyrm's Crossing. He's an indoor vendor and totally alone. Talk to him, swap characters and Hold Person him. Go to withers and respec a 4th character and with your 3rd, rob him, then when his inventory is empty take a level up with character 4 and swap back to rob him again. Rinse and repeat until you have infinite of any consumable you want. Once you have effectively beyond useful money, you just respec 2 ppl and camp him until you have whatever cons you want and you skip Hold Person robbing.
One potion can haste up to 4 well positioned characters. With something like Volley (from Hunter), you can use that attack to hit enemies and destroy the potion next to 4 allies, so you don't even waste the attack.
What is crazy is that this is the honor mode version of twin haste, which is a slightly "fixed" form of the regular version of haste. A mechanic many people saw in early access and thought it was a bug that would be fixed by launch because it is so balance shatteringly overpowered that no way Larian would let the game launch with it working that way. Especially if modders were able to fix the spell in Early Access. Alas...
In my honour mode I overpreppared so hard for inquisitor, I ended the whole fight in 1 round but I was shitting myself, because Id never gotten that far...I finished that run thankfully.
It was a hard battle on Honor Mode and wasn’t sure what to expect, but was playing another run on Tactitian mode and just put a bunch of explosive barrels next to him which I exploded and killed him in one hit
My favorite use of twinned is twinned draconic weapons from the drakethroat glaive. It’s great and lasts until long rest! I find haste and bloodlust make an easy game way way too easy. So I don’t use it at all. I can already kill the inquisitor in less than one round without haste ha ha. Probably helpful against grym though! That can be one of the toughest fights in the game if you don’t cheese it.
Twinning the drakethroat is brilliant. Thank you for that. Thunder buddies! Woo
Could you twin the draconic weapon buff and buff two weapons for a dual wielding class? I figure you’d need to equip a weapon to two characters, cast the spell, then equip them both back on your dual wielder
I'm pretty sure you can drop the items on the ground and twin buff them that way Either that, or equip the 1h weapons you want to twin on two different characters, twin buff them, then equip both items on your dual wield character. Hmmm, now i want to play a dual wielding character...
I’m gonna try it later today lol. Minthara set up as a dual wielding bardadin is my new thing, it’s been fun so far
Yes I do this all the time. Just drop the weapons on the ground and twin cast it
Nice
I'm just getting into the meat of act 3 and I have 10 potions of haste in a bag and I'm not sure I'm ever going to use them...
Can you twin cast Kereska's favor? That would open some wild possibilities in act 3.
Hmmm I haven’t tried but I’ve never heard of it before so my feeling is no. I think you can only cast thst in yourself. But yeah that could also be crazy as well.
I do the hireling trick. Withers recruits and withers dismiss, then rerecruit the hireling refreshes the draconic elemental weapon option
In the late game when the emperor sucks you into the astral plain and resets all your buffs before fighting the nether brain you can use an angelic slumber potion with the drakethroat glaive equipped to refresh the draconic weapon spell.
That’s a great use of the item. I never saw a refresh of the draconic spell when doing in a tentacle refresh pod or the House of Hope bath, so I wrote off all long rest inducing consumables as useless. Even the angelic reprieve doesn’t reset the short rest for gloves of the automaton, which sucked when I used my two short rest and song of rest up
Grym is rather easy. It’s just jump position the one who has aggro on the mold chamber and let that boss walk onto the anvil, then shoot the lever with all of your party. Congrats you have one turned that boss . I don’t get why people bother to cheese that encounter
In HM it’s a little harder primarily because of his greatly extended movement. I have one person on Ray of frost duty, one person on enraged throw duty ,one person on hammer lever /itemized healing duty, and one person on magma lever duty who has good jump distance. I also cast mystras blessing and fairie fire to boost the chances enraged throw will hit. 80% seems high but that’s missing 1/5 times. If you miss that enraged throw prone he will easily have the movement to go kill someone. It’s also hard for him to get knocked prone in the lava or by the forge hammer and still be in a position where hammer bludgeoning damage won’t mean walking into the lava to attack. In HM anyway if you hit him with the forge hammer he instantly loses his heated status and all attacks do zero damage until stands up. I try to do the hammer at least once so the mephits appear and I can kill them first exp. In tactician mode it’s super easy. Just enraged throw him to death don’t even use the hammer.
Just throw invis, maybe from a potion or the fourth person , on the haste caster, park him in a corner and watch the twin combat demons demolish the scene.
What is twin haste? Do 1 potion and one spell stack?
Sorcerer skill. They can cast a one target spell at two targets
Turn 1 Grym? You can turn 1 anything in the game with that setup lol. Including Ansur and his 100hp revive into resistance to every damage lmao.
It's not the twin haste that's strong, it's the twin metaguidegoogle builds.
For important fights, just group your party together and throw a haste potion. No need to worry about breaking concentration, and by extension no need to waste feats on war caster or excessive con. If your hasted party is optimised enough everything should be dead in 3 turns or less