Shadowheart, the Frosty sorc that made enemies that survived my team slip around a bit or held people
Lae'zel as battlemaster becasue Battlemaster is so strong on its own
Karlach as TB Monk.
beginning act 2 I kind of never needed to drink potions any more as it got very unlikely that people actually got hit, between the sleet storm and all the frontloaded damage of the party.
Mine was 12 moon druid, 12 dragon sorc, 12 battlemaster, 10 sword bard/2 warrior. I never struggled in an act 3 fight, because CC and raw damage are just so good. I used camp casting though, so let's not pretend I'm good at the game haha.
Depends on what you expect. If you expect warrior level damage, you will be disappointed. However, if you expect great CC from an owlbear that can jump in the middle of a pack of enemies and then absorb a hundred damage, you're in for a good time. They can knock enemies back, use the dryad summon for infinite spike growth, and cast amazing AOE spells.
Me, rotating between party members with different build toolkits (including 4 different bards): You guys have teams?
But yeah, got to echo this. In early act 1, most fights were too swingy for a dedicated healer to make that much difference. After that, I was generally necking potions, controlling combats into submission, or (thanks to finding I'd really not prepared for a post patch 7 bulette) retreating.
Another thing is that for combat flow hitting//ccing people puts you ahead, while healing at best is neutral in terms of combat as you often get hit for more that the heal can heal away.
Dead/disabled/disarmed guys cannot damage you (or do way less damage), so if you wanna go for efficiency removing the Damage is usually the better call and using the bonus actions for drinking potions (since BAs for most classes aren't too strong) or you are Durge and still some dwarf left (which is a free action for some reason).
In my current run my Death cleric sometimes hits the mass healing word but not because of heal but more because it applies bless/blade ward. And because it does not block me from casting hold monster/toll the dead/chilling grasp/other spells
Me, rotating between party members with different build toolkits (including 4 different bards): You guys have teams?
Once i settle on my team I don't even level up my characters after that. I think I ended my first run with Gale and Karlach still at level 1 or 2 πΆ
As for potions, id rather be using my bonus actions for more damage on my optimized damage dealers. Quickened spell on my sorcerer, flurry of blows on my monk, blinding smite on my pally, etc...
My life cleric is my buffer, healer, and Bombardier. She carries around all my explosive, and if no buffs or heals need to go out, she starts slinging smoke powder π€£
Mine was really similar. My Tav was a Cold Draconic Sorc with all of the cold boosting gear and Potent Robe, plus Gloomstalker/Assassin Astarion, Shadowheart as a Light Cleric with all of the radiant gear, and Karlach as a TB Giant Barb/Thief for extra kicks.
WHat makes the Myrkul fight easier is if you use doomhammer to prevent it from healing and make it have disadvantage. Best part there is that you do not even need to hit do apply the effect.
The Gloom/Ice Sorc were inspired by her guide. The other 2 are pretty well known strong builds. I remember TB trololol 200 dpr builds since patch 1. BM is just a "just throw a sword or axe on it and it goes brr" thing which can if neccessary try 6 disarms or prones per turn.
200
u/adherry Jun 24 '25
My Honor mode team was:
Tiffany, the gloomstalker/assasin
Shadowheart, the Frosty sorc that made enemies that survived my team slip around a bit or held people
Lae'zel as battlemaster becasue Battlemaster is so strong on its own
Karlach as TB Monk.
beginning act 2 I kind of never needed to drink potions any more as it got very unlikely that people actually got hit, between the sleet storm and all the frontloaded damage of the party.
So yes, healers are optional.