Check out my other build guides! Thrower: ua-cam.com/video/1Y7rTm2SPlw/v-deo.html Paladin: ua-cam.com/video/RzX1qqR8y-U/v-deo.html Cleric: ua-cam.com/video/exVHTLL4bY4/v-deo.html
Another alternative pair of gloves that works with this build are the Gloves of Belligerent Skies which can be found towards the end of Act 1 (beginning of act 2?) in a chest in the Githyanki Crèche. These gloves inflict two stacks of reverberation whenever you deal lightning, thunder or radiant damage. Combined with the Spell Sparkler, which you can get early in act one, you can make a viable early version of this build before fleshing it out in late game with more levels and better gear options.
Quick List of the Best item set for this build and Where to find them: Boots of Stormy Clamour: Act II, Michonid Colony, Ameluum. Spineshudder Amulet: Act II, Mimic on Moonrise Towers. Obs: Do not let the mimic reveal itself. Coruscation Ring: Act II, near the Last Light Inn. Callous Glow Ring: Act II, Gauntlet of Shar. Loot it from a chest near Balthazar. Knife of the Undermountain King: Act II, Githyanki Hatcher. Buy it from the merchant. Potent Robe: Act II, Rescue the Tieflings. Birthright: Act III, Sorcerous Sundries Cloak of the Weave: Act III, Devil's Fee. Spellmight Gloves: Act III, Pickpocket from the circus lady. Craterflesh Gloves: Act III, Echo of Abazigal. Rhapsody: Act III, Corpse of Cazador. The Dead Shot: Act III, Buy it in the Stormshore Armoury.
@@GnarDogTstix No, it works. This person probably used it with a cantrip that does not make an attack roll like sacred flame or vicious mockery. It works with Eldritch Blast.
if you wear the risky ring you are doubling your chance for a crit, which is already pretty high, but makes it nearly guaranteed (50-60 % chance, over 3 attacks per action), far better than 2 extra damage or the debuf light orbs
yeah but you're forgetting the debuff aspect of that ring. the disadvantage you'll receive will very likely result in a concentration break, and on tactician/honor, concentrating on Haste pretty much makes every enemy want to bang you hard (and i think casting a twinned haste makes them want to bang even harder). this way, not only you but also another ally will lose a turn and likely get critted into oblivion. IF you're 100% going risky ring, make sure to cast mage armor, mirror image and use shield as a reaction instead of the hellish rebuke. (and the occasional prayer to the dice gods)
doesnt quite double your crit chance it just lets you roll twice and use the highest result. the thing here is that this happens because of the advantage mechanic. and there are plenty of other ways to get advantage. for example if youre not completely soloing the build, you have devils sight and you can just go hide into a magical darkness cloud from your cleric for example and you get advantage on every roll. its not better than the radiant damage simply because it applies on all damage rider sources. you can use phalar aluve etc. to get extra damage rider sources to multiply that radiant damage into procking several times per attack. also id like to mention that you automatically gain advantage against proned targets as well which happens very often in this build as well
Another reason the king of the under mountain king is perfect is that for the first attack, if the target is not illuminated and partially obscured, you have advantage. After the first hit, the radiant benefits kick in
For anyone still wondering he boosted up dex to 16 and put inteligence to 8. Things like this in my opinion should be said. Or what backround might be good or wich spell. All of this is missing. If its not imporant just say "the backround is up to your choice" or "chose whatever spell might suit you" or whatever. But dont just completly skip over it
Prepare to struggle in your first 6 levels if you want to do EB build in solo tactician :') My tip is to get Devil Sight at lvl2 and cheese your way through with Darkness at lvl 3.
@@yihsien1112 It's easy to get to level 5-6 as a warlock. You just run past most things. Use stealth cheese to kill the goblin leaders (or Halsin if you want a tougher fight). Move on to act 2 and talk the Thorms to death. Then you will be level 5. The rest you get from just exploring. You get full experience from talking your way out of combat. Then can turn around and fight when you are level 5 and can 1 tap most enemies. My first full playthrough was a tact solo run. Since I played during early access, I just knew where everything was and ran around collecting exp.
I didn’t understand why all of a sudden he went to Withers and respecced into Sorcerer, instead of just adding the class? then got Warlock again and chose slightly different feats than before. Then added fighter which I think is great but I was completely lost and confused by then. Care to explain? bit new-ish and the fact he didn’t simply “add” Sorcerer and basically went through leveling up all over again confused the hell out of me.
@@earnshawheathcliff5189 He mentions it in the video at the start of the section, 3:02. Sorcerer has proficiency in Construction Saving throws, which is nice for keeping up concertation for spell if you are hit. Most of the important abilities you are wanting for this build come from Sorcerer, but if you want the feeling of playing the same build from beginning to end then it's better to start Warlock for the earlier levels. At the end, 10:43, he also mentions you are using your spell slot to convert into meta magic points so you can cast more Eldritch Blasts as bonus actions, so you want Sorcerer levels to give you more spell slots since Warlock doesn't have as many.
@@earnshawheathcliff5189 He was just making the build the way that is better in the early levels. Like it's better to first go for 5 levels of warlock, but once you have a high enough level and have some gear, you can change to the actual build. If you just add the class you will have 5 (or so) levels of warlock and a lot less of Sorcerer while you need only 2 warlock levels. I already had a lever 8 character, decided to make some cool build for Wyll, so I just skipped to what he did on level 6.
Just as a reminder, defense fighting style doesn’t do anything at all if you are not wearing armour, and if you do then draconic resilience doesn’t do snything
True, but I think martial builds got hit harder in Honor difficulty with the tightened action economy causing Extra Actions granted through Hastened or Elixir of Bloodlust to no longer benefit from Extra Attack.
Tavern Brawler was not changed or nerfed in any way. Tavern Brawler martials still trivialise the entire game either as a melee Monk or ranged Thrower using Berserker or Eldritch Knight.@@Toyhouze
He’s showing the build as you play the game rather than just the end product. Shows the build in the first few levels to get you through the early phases of the game, then reclasses to sorcerer to start meta magic, then multi class to the subclass of warlock that’s better for the later parts of the game.
Assuming assassin rogue actually works as written (haven’t tested it) you could just go 3 rogue and use invisible imp for surprise, then your eldritch blasts always crit turn 1, ending the fight before it begins.
@@SpaceElvisInc I’m sorry but neither the craterflesh gloves (6:52) nor the spell might gloves (6:27) are considered armor; Even if you wore medium armor gloves it would then nullify the Draconic armor bonus and prevent you from using mage armor so it would result in an overall -2 to ac even with def fighting style
@@flyingmonkey147 correct, I would dual wield knife of undermountain king and bloodthirst and take dual wielder just cause; could also wear one of the armors that is advantage on concentration then def style will help
This was my first build on my first run, it made subsequent runs feel underpowered. They did nerf the dual marko/sparkler combo which was nutty broken. The other fun build before it was nerfed was 3F -champ, 3R - thief as it let you bonus action another EB 😊
Great question. I prefer the Conjured Imp because it has Fire Immunity. This means you can surprise an enemy with the Imp and then cast a fireball without fear of hurting your Imp who is often in melee range.
@@Toyhouze Good work around to validate using it. In the tabletop, the Imps most useful because of it being able to use the Help action, and the fact that it has enough intelligence and physical capability to use items, but neither are a thing in BG3 for familiars which is quite sad.
@@cyanide7270to be fair, if familiars could open doors, inventories, chests, and use items, you could pretty much just do almost everything by familiar with little to no risk of yourself
I'm curious what the reason for going fighter for 4 levels is over just going 4 more levels of sorcerer. Champion fighter gives you 4 more max hp over levelups, action surge, a fighting style (which doesn't look too be terribly helpful), and 1 reduction to your critical threshold. Just going 4 more levels in draconic sorcerer gives you 4 more sorcery points, another metamagic, 3 level 4 and 2 level 5 spell slots (the equivalent of 22 more sorcery points or a way to upcast scorching ray even more), another cantrip learned and 3 more sorcerwr spells learned. I feel like the spell slots and sorcery points together more than make up what fighter offers, and I'm not too hung up on losing 4 hp. What am I missing?
As draconic lineage I picked bronze dragon, Sorc 6 allows you to add CHA bonus to damage with your element, works with lighting charges/Spellsparkler, with Potent Robe and agonizing blast you can add your CHA bonus three times to each blast (but that changes whole build a bit) Sorlock is really strong but the most broken class I found so far is monk, you go with following stats: STR 8, DEX 16 and WIS 16, CON 15, then either 10CHA/8INT or other way around, doesn't matter, you level up as monk till level 6, choosing way of open hand and Tavern Brawler as feat (and pick increased CON, that's why you start with 15), you buy all strength potions you can find, Aunt Estel has some, dwarven woman in Underdark (mushroom ppl colony) is the other vendor for acts 1+2, they last till long rest, always have one on you, in act 3 just visit all vendors, they have some as well, at level 7 you multiclass to Rogue, at level 9 (monk6/rogue3) pick Thief for extra bonus action (extra flurry of blows), last 3 level are up to you, can continue as monk, can splash fighter 2(action surge) + cleric1 (sanctuary), up to you
Don’t go with 2 fighter on the monk/rogue build, you’re missing out on two feats for action surge which really isn’t worth it. If you get all the right equipment, buffing your wisdom is just straight up better than any amount of fighter. You could technically drop two levels of monk for fighter and only lose out on one feat, but then you lose Evasion, so I definitely wouldn’t bother. Monk 8/Rogue 4 is ideal IMO.
If you liked Tavern Brawler Monk you should try Tavern Brawler Throw Barbarian/Thief or Tavern Brawler Throw Eldritch Knight. Nyrulna trident for the first and Lightning Jabber for the second. Your damage and accuracy are ridiculous and with Cloud Giant, Kushigo gloves and ring of flinging you just demolish everything in your way. With haste you can do up to 6 throws in one turn averaging about 40 damage a throw. So at peak power you'll be doing over 200 damage in one character turn.
@@pieterlindeque7798 I tried eldricht knight throw build, it was funny, I am not sure but it feels like if difference between elevations is significant, you deal your damage AND falling object damage, I am currently in act3 in honour mode so not exactly a moment for experiments :P but thanks for suggestions, I'll give it a try
I like dipping 1 level into barbarian, for +6 ac instead of draconic sorcerer (and taking storm sorc for flight instead), by using the house of hope item that sets your con
@@alfiearmadillo For early game, you can even get the Warlock Pact that lets you cast False Life without a spell slot whenever you want, so you're able to trigger Flight even mid-combat without having to use a Spell Slot.
I’ve always thought a warlock sounded interesting, but this is definitely a build I’m going to try out , as I’ve never been able to find my footing when it comes to this class.
@ez1418 it's decent if you take pact of the blade, bind the fire sword from the tutorial to use charisma for attacks, and you could take fighter or paladin at lvl 1 for the heavy armor proficiency and greatswords until you get the potent robe I'm act 2
I just use sorc extended greater invisibility to my gloom stalker+assassin with pass without trace. 22+ stealth then start pew pew with dual crossbow ne'er miss and hell stalker
i have used similar accessory equipment on my wizard cleric hybrid for machinegun spell missile build but never tried this warlock fighter sorcerer combination with those daggers.
I think best build in the game is a stretch. There are better builds out there. This isnt even the best EB build. Its still pretty good though and most likely how players who dont like stealth would play EB. If willing to play with stealth, there's a better configuration.
personally I think the open hand 8 monk/ 4 rogue or 9 monk/ 3 rogue are the best in game build. I would have put pact of the chain Padlock as my number 1 but apparently the extra attack you can get from it doesn't work in Honour Mode.
@@jaihalai7674 yeah oathbreaker/vengeancelock gets nerfed in honor mode but i'd also say thats not the best smiter either but like the EB build presented here, its probably the best if one isnt willing to play with stealth. Open hand 9, thief 3 for sure is one of the best builds in the game and yes is the best unarmed build. they do get nerfed in honor mode as well due to the crack down on dmg rider/source abuse. Personally i wouldnt name THE best build as alot of them are pretty close together that it comes down to nitpicking, preferences/bias and situation (like are we assessing solo? party? honor mode? Late game? Early game?). I'd only name like the best build for a category. For example, i'd say the best summoner is a spore druid, typically multiclassed with a cleric.
@@jaxen231 assassin. Most martial builds simply perform better with assassin. for example for an eb build, going sorc 5, warlock 4, assassin 3 gets the best dmg numbers. Ends combat faster too.
@@jaihalai7674 10 bard/1 fighter/1 wizard is completely busted on the same level as open hand monk as well, you get amazing damage and get to CC entire encounters at the same time.
any substitute to the potent robe? doing an evil playthrough trying with this build but the potent robe is unobtainable because i slaughtered the druid grove
Kill Karlach in act 1 for Wyll and use the Infernal Robe. You could also use the Protecty Sparkswall, which is found at the end of the trap corridor in the Grymforge, this robe pairs well with the Spellsparkler staff. Those will carry you until you can get the Robe of the Weave in Ramazith's Tower.
Change you helmet for Saverok Helmet to get -1 crit, get +2 char on shar Temple in act 3 (you may get +3, and if you got +1 with ethel you may get 24 char)
I kinda wish you explained more why we take stuff. For example, "we take minor illusion, mage hand, and light". I am not very good at this game and to me minor illusion and light dont seem all that useful. I get that you only need 1 combat cantrip (because of blast) but why not bone chill or ray of frost? I run into this multiple times in the guide, and it would be very helpful to understand why we do certain things so I can make my own builds more effectively in the future :)
I don't understand minor illusion or mage hand either. I'm 200+ hours into this game and have never once had a situation where I'd want minor illusion, and only once has mage hand ever worked the way it should / how I wanted it to work. Light I understand to enable the illumination effect on your gear, though, and for early act 2. The one single use I've found for mage hand is to rescue a character from a certain fate in act 3. That's it. And that can also be replaced by a summon that uses a spell slot for that one situation. (Heck that Deva summon. He's so bad. He gets to live there now.)
from my understanding, minor illusion is really good to get a bunch of enemy stacked in one spot and then blasting an attack that inflicts damage on a surface area instead of targeting one person. it worked really well for me when i was trying to clean out the goblin camp in act 1. but i highly doubt it’s useful during combat (the time i used it at the goblin camp was the one and only time so haven’t had the chance to use it during combat). as for light, it works well to illuminate your gear but for what purpose? i’m not quite sure lmao maybe during early act2 to survive the shadows before getting the blessing from isobel
Worth pointing out you can also consider using the Dark justiciar helmet - it reduces your critt roll by 1 as long as you are obscured which is going to be a lot of cases especially if you make use of your devils sight. Not sure whether the -1 critt roll is better than 2 charisma but its certainly a viable option
@@Pessimists Yes but takes even longer to get and being obscured is rather the rule rather than the exception in BG3 - especially if you use things like darkness. As a lock with devil's sight you might also want to keep saveroks helm for a non warlock companion. So for example if you play around darkness then you automatically is always heavily obscured and saveroks allow companions to also make use of the shadow with you So in terms of efficiency I'd say for this build DJ helmet probably wins out for most cases but it does require some awarness and strategy while saveroks helm is just something you put on and forget about. Saverok also comes with the benefit of immunity to fear while DJ gives some extra con save. So yeah, arguably better item but also quite significantly later for most players in terms of when you will access it
Ehm, I don't understand. @5:00 you have 6 sorc, 2 lock, and then 3 in fighter, and then last level in fighter for a feat, but then @5:05 when you tell us to get our final feat with lvl 4 fighter, it states, you have also 2 levels in rogue that you didn't specify and somehow you have only 4 levels in sorc instead of 6. That's quite confusing to say the least.
I guess he shows different characters because maybe he had footage for the thing he needed on other characters and not this build character. So the rogue one may not be this build, just to show what to do
i'd much rather using Markoheshkir instead of Rhapsody. Yeah, +3 to attack rolls is good, but it's not present at the start of the fight. Markoheshkir grants you SO MUCH STUFF that is impossible to not use it on any magic class. It gives +1 to attack rolls and spell dc, gives you 10 free spells per long rest (Kereska's Favour, 2 spells, short rest, use the two spells again, reactivate Kereska's Favour, two spells, short rest, use the two spells again, reactivate Kereska's Favour, and use another two spells). It gives you one cast of arcane battery so you can use yet another free spell of your choice, making it 11, AND the passives granted by Kereska's Favour(damage incrase on the element of your choice, resistance to said element, and the extra passive like generating lightning stacks the same way the spellsparkler does, or getting another 2 turns of reverberation per bolt, inflicting poison to reduce the enemy chance of hitting you more, etc). I'd trade all of that for a +3 attack rolls/spell save dc that require stacking every fight any day.
As much as I love this game, sometime little think happen that annoys me. Alfira never gave me the robe. The birthright is not in Rolan inventory for some reason.
So I had his happen to me too, turns out the real Rolan, not the projection on the ground floor, in Lorroakan's room has all the magical items including Birthright. The projection will always pretty much only sell scrolls.
I’m not certain if this was patched but even tho the birthright hat says it has a cap of 22 you can get 24 charisma with hat +mirror, agian don’t know if it was patched, might’ve been how he got 24 charisma in video
at some point stats are above what the story requires. +1 to spell DC, +1 to dmg (x2), +1 to attack rolls, when u take 24 char with the hat vs -1 required to crit + mental CC immunity@@LoganHicks75
You can take 1 lvl in Barbarian and 1 lvl in Monk and get 2 additional AC mods from not wearing armour. With heart neckless (give you 23 CON) you can get like 18 DEX (+4), 18 WIS (+4) and 23 (+6) to your AC. With shield ring and some boots I reached 31 AC on this build. It is crazy
Doesn't picking defense fighting style make choosing the draconic Sorcerer irrelevant? You won't get the base 13 if you wear armor and defense needs to wear armor to get the +1.
1:03 you missed what spell to take here from lvl 1 -> 2. I'm guessing burning hands, but I just go for high damage as I don't know anything about this game yet, lol.
Wanted to try this build for my evil playthrough but rescuing the gnomes from moonrise doesn't really seem like that fits lol. I'll keep this build on the backburner for a future run.
Yeah, I thought the same. None of the fighting style options are really spectacular. I ended up choosing two-weapon fighting just because it's the only one that could actually even potentially do anything with this set up on the off chance you make a melee attack for whatever reason.
Finished my first ever playthrough and this build was similar to my own lmao. I literally have no experience with the prior bg games, DND or even turn based combat games xD
Did you not finish the video? It's 6 sorc/2 warlock/4 fighter at @10:43. If I had to guess, the clip with 2 levels of rogue was him testing different variations of the build. There is no rogue included in the final build at the end, though.
What are the best robes if alfira "slipped and fell" and is no longer around to give the robes to my kind, trustworthy dark urge character? anyone know any good replacement robes?
Sucks that some of the most important parts of this build don't show up until act 3... When you really only have less than a third of your playtime left
It depends on how you made them prone. I tested it, and you need to inflict 2 turns of prone in addition to frightened to get them to skip their turn. So enraged throw, for example, doesn't work.
@@grueti21 different things apply prone for different durations. Slipping on ice, being knocked by enraged throw, falling prone after being shoved off a cliff for example last for 1 turn. Reverberation applies prone for 2 turns. The best action that can cause prone is the battle master maneuver trip attack, and specifically the ranged version of it, which applies prone indefinitely, which means that on any enemy that you knock prone with that attack, as long as you can frighten it or maim it or entangle it every turn, it will never be able to do anything.
Also wait for agonizing blast, at lvl 1 your charisma modifier isn’t that good. Wait till your 3rd invocation to get agonizing blast. Take Repulsing and maybe Devils sight. Throw down darkness and just shoot from within darkness.
I am very glad that someone recently came out with a build that ive been trying to create, but while i understand the true power it eventually gets to be, would anyone recommend that i either continue down this path of doing little damage initially, knowing that it will get much better, or do i just switch to a different build(such as a monk that is very promising) until i feel like this build will work at a higher level. Thank you for this amazing video and any answers to my questions will be very appreciated.
@@diehardzeek9506 Some builds are to get you through certain parts of the game... Warlocks are pretty trash early on. I took a level of barbarian to boost my AC with unarmed defense, otherwise i'm fighting gith with an AC of 13. Hell, look at reverb builds when you don't have all other necessary gear yet. You're a crit build with only one item crit item.
1d6 extra damage every EB that hits on multiple fights across the whole day or a once a day 5 temp HP that will not last the first fight? Survival in BG3 or DnD in general is better if the enemy stop breathing faster than getting the same HP pool than the Fighter or Paladin with worse AC early on in the game
If you follow the build and use fiend for early game armor is only marginally better than your passive 4 temp you get every kill. More damage in early is much better than marginal ac and 1 hp
Nope. Devils sight lets you see through magical darkness (darkness spell). I thought the same thing but darkvision of any kind will not help you abuse darkness sadly. Devils sight still must if you wanna darkness cheese.
Wish there was a way to become an Unholy Assassin without offing Minsc and Jaheira. What better use of the Feign Death spell could there be? Basically I want to get the gear, without the guilty conscience. Cheating the system. Cool build, this close to what I’ve been theory crafting on my current playthrough, helps a lot with synergies. Thanks!
Is it possible tondo a video for all the items and how to get there? Because in my 5th playthrough now i did never find the githyanki vendor for the dagger
Consider a similar crit fishing build, but with Ray of Frost instead. You can force vulnerability to cold damage by having a second party member dedicated to using the cantrip version of Create Water. With gear, you can still add spell casting mods to damage while also ensuring every cast is at advantage and making ice surfaces for crowd control. Counting only the damage from dice with no other gear bonuses, Ray of Frost critical hit is 6d8 damage, 96 max damage on vulnerable enemies. You can also just use one sorcery point for twinned spell instead of three for quickened spell. There is also a gear set that causes Encrusted with Frost status that can Freeze an enemy making them vulnerable to Bludgeoning and Force damage. I typically do four levels of fighter first. Champion and Spell Sniper levels three and four with Ray of Frost as the chosen cantrip. Fighter first also gives us access to heavy armor if we want to be over 20 AC early. Make sure you pump your INT.
hi! great guide, im now at level 6 but i'm new to sorcerer so, what do i have to do in my turn order to get the maximum potential of the build? thanks!
Haste + Twin Spell Metamagic, cast on the front liners and/or on yourself. Take the War Caster Feat to get Advantage on your Concentration checks you make when taking Dmg. Have fun 🎃
Check out my other build guides!
Thrower: ua-cam.com/video/1Y7rTm2SPlw/v-deo.html
Paladin: ua-cam.com/video/RzX1qqR8y-U/v-deo.html
Cleric: ua-cam.com/video/exVHTLL4bY4/v-deo.html
Hey bro what's that aura thingy around you. Is that a mod?
Is this build still viable?
Why are we doing a reclass at level 6 instead of just multiclassing. What was the point of all the 1-5 build?
@@jeffm9770 Warlock are pretty good early
@@jeffm9770 from level 1 till 2 if u take sorc first you wont have access to EB till lvl3 and no warlock boon till level 4
Another alternative pair of gloves that works with this build are the Gloves of Belligerent Skies which can be found towards the end of Act 1 (beginning of act 2?) in a chest in the Githyanki Crèche. These gloves inflict two stacks of reverberation whenever you deal lightning, thunder or radiant damage. Combined with the Spell Sparkler, which you can get early in act one, you can make a viable early version of this build before fleshing it out in late game with more levels and better gear options.
I call the crèche act 1.5 and I’d also put the grymforge in there to a lesser extent it still I would.
Quick List of the Best item set for this build and Where to find them:
Boots of Stormy Clamour: Act II, Michonid Colony, Ameluum.
Spineshudder Amulet: Act II, Mimic on Moonrise Towers. Obs: Do not let the mimic reveal itself.
Coruscation Ring: Act II, near the Last Light Inn.
Callous Glow Ring: Act II, Gauntlet of Shar. Loot it from a chest near Balthazar.
Knife of the Undermountain King: Act II, Githyanki Hatcher. Buy it from the merchant.
Potent Robe: Act II, Rescue the Tieflings.
Birthright: Act III, Sorcerous Sundries
Cloak of the Weave: Act III, Devil's Fee.
Spellmight Gloves: Act III, Pickpocket from the circus lady.
Craterflesh Gloves: Act III, Echo of Abazigal.
Rhapsody: Act III, Corpse of Cazador.
The Dead Shot: Act III, Buy it in the Stormshore Armoury.
Myconid Colony is in the underdark in Act 1... Gith Hatchery is also in Act 1...
Sadly spineshudder doesnt work with cantrips ;(
@@aslo7365 Do you mean the amulet doesn't work anymore in this build?
@@aslo7365 This is not true, it does work with cantrips. It only doesn't apply to spells that do not make attack rolls
@@GnarDogTstix No, it works. This person probably used it with a cantrip that does not make an attack roll like sacred flame or vicious mockery. It works with Eldritch Blast.
if you wear the risky ring you are doubling your chance for a crit, which is already pretty high, but makes it nearly guaranteed (50-60 % chance, over 3 attacks per action), far better than 2 extra damage or the debuf light orbs
100% agreed. Risky ring is just a must-have for any crit focused builds.
yeah but you're forgetting the debuff aspect of that ring. the disadvantage you'll receive will very likely result in a concentration break, and on tactician/honor, concentrating on Haste pretty much makes every enemy want to bang you hard (and i think casting a twinned haste makes them want to bang even harder). this way, not only you but also another ally will lose a turn and likely get critted into oblivion.
IF you're 100% going risky ring, make sure to cast mage armor, mirror image and use shield as a reaction instead of the hellish rebuke. (and the occasional prayer to the dice gods)
It's not really double, but double is a decent approximation for not too high crit chances.
doesnt quite double your crit chance it just lets you roll twice and use the highest result. the thing here is that this happens because of the advantage mechanic. and there are plenty of other ways to get advantage. for example if youre not completely soloing the build, you have devils sight and you can just go hide into a magical darkness cloud from your cleric for example and you get advantage on every roll. its not better than the radiant damage simply because it applies on all damage rider sources. you can use phalar aluve etc. to get extra damage rider sources to multiply that radiant damage into procking several times per attack. also id like to mention that you automatically gain advantage against proned targets as well which happens very often in this build as well
you can also use darkness to get advantage
Another reason the king of the under mountain king is perfect is that for the first attack, if the target is not illuminated and partially obscured, you have advantage. After the first hit, the radiant benefits kick in
Knife?
For anyone still wondering he boosted up dex to 16 and put inteligence to 8. Things like this in my opinion should be said. Or what backround might be good or wich spell. All of this is missing. If its not imporant just say "the backround is up to your choice" or "chose whatever spell might suit you" or whatever. But dont just completly skip over it
Thanks, the stats were the thing I was wondering about the most
300 hours in and I just learned you can have upwards of 20+ sorcery points at a time if you blow a bunch of spell slots…
Here is the best part too, using the spellslot elixir let's you bypass having to use all you spell slot/ add a ridiculous extra amount
This is nuts. The definition of "overkill".
Perfect for a solo run
Prepare to struggle in your first 6 levels if you want to do EB build in solo tactician :')
My tip is to get Devil Sight at lvl2 and cheese your way through with Darkness at lvl 3.
@@yihsien1112 It's easy to get to level 5-6 as a warlock. You just run past most things. Use stealth cheese to kill the goblin leaders (or Halsin if you want a tougher fight). Move on to act 2 and talk the Thorms to death. Then you will be level 5. The rest you get from just exploring. You get full experience from talking your way out of combat. Then can turn around and fight when you are level 5 and can 1 tap most enemies.
My first full playthrough was a tact solo run. Since I played during early access, I just knew where everything was and ran around collecting exp.
I didn’t understand why all of a sudden he went to Withers and respecced into Sorcerer, instead of just adding the class? then got Warlock again and chose slightly different feats than before. Then added fighter which I think is great but I was completely lost and confused by then. Care to explain? bit new-ish and the fact he didn’t simply “add” Sorcerer and basically went through leveling up all over again confused the hell out of me.
@@earnshawheathcliff5189 He mentions it in the video at the start of the section, 3:02. Sorcerer has proficiency in Construction Saving throws, which is nice for keeping up concertation for spell if you are hit. Most of the important abilities you are wanting for this build come from Sorcerer, but if you want the feeling of playing the same build from beginning to end then it's better to start Warlock for the earlier levels. At the end, 10:43, he also mentions you are using your spell slot to convert into meta magic points so you can cast more Eldritch Blasts as bonus actions, so you want Sorcerer levels to give you more spell slots since Warlock doesn't have as many.
@@earnshawheathcliff5189 He was just making the build the way that is better in the early levels. Like it's better to first go for 5 levels of warlock, but once you have a high enough level and have some gear, you can change to the actual build. If you just add the class you will have 5 (or so) levels of warlock and a lot less of Sorcerer while you need only 2 warlock levels. I already had a lever 8 character, decided to make some cool build for Wyll, so I just skipped to what he did on level 6.
If for whatever reason you miss the Knife of the Undermountain King, the knife that comes from Orin also reduces the roll for a crit hit by 1
Reverberation so good you mentioned it twice.
Just as a reminder, defense fighting style doesn’t do anything at all if you are not wearing armour, and if you do then draconic resilience doesn’t do snything
Very hard to see what spells you switched out throughout the video. I get you have to condense the video. You skipped over a lot
Eldritch blast and haste is all you need brother
Yeah, what is the level 1 spell he replaced for cloud of dagger at level 6?
@@rangerrick6136 do you really need haste?
If you convert all your spell slots to sorcery points like in the video you can't even use haste
Replace hellish rebuke. Hex is useful for the whole build because it helps eldritch blast. Rebuke is less useful at that level.
@@jefglv is twinned spells meant to give me an extra elder blast? when i have it active it doesnt do anything
3:52 Ah yes, casting haste on two enemies, that sounds like an incredible strategy
Then drop concentration! Suddenly two lethargic enemies
@@alligatoraidan wait that's an actually good strategy! I never even considered doing that.
Damage sources as damage riders have been removed in honor mode btw
What does this mean
@@w.d.gaster3972 it means this build is not as strong in honour mode, as it will do less damage
True, but I think martial builds got hit harder in Honor difficulty with the tightened action economy causing Extra Actions granted through Hastened or Elixir of Bloodlust to no longer benefit from Extra Attack.
Tavern Brawler was not changed or nerfed in any way. Tavern Brawler martials still trivialise the entire game either as a melee Monk or ranged Thrower using Berserker or Eldritch Knight.@@Toyhouze
@@Yabbamann Tavern Brawler got buffed, now It works for elemental forms
This is legit exactly the kind of build ive been looking for, thank you so much! great video!
Glad you like it!
@@PonchoGbrieldid you even watch the video?
@@maxigubo ?
@@jagersacog6331 he adds rouge at around 5 mins in and dosent say anything about it.
I appreciate you adding where to find the items you are talking about 🙏
Finally someone is giving my favorite class some love and recognition
Gonna save this for when I start my honour mode playthrough. Gonna make Will legendary!
This guide is all over the place
He’s showing the build as you play the game rather than just the end product. Shows the build in the first few levels to get you through the early phases of the game, then reclasses to sorcerer to start meta magic, then multi class to the subclass of warlock that’s better for the later parts of the game.
Assuming assassin rogue actually works as written (haven’t tested it) you could just go 3 rogue and use invisible imp for surprise, then your eldritch blasts always crit turn 1, ending the fight before it begins.
You have to wear armor to get the benefit of the defense fighting style
the gloves are medium armor, so it does
@@SpaceElvisInc I’m sorry but neither the craterflesh gloves (6:52) nor the spell might gloves (6:27) are considered armor;
Even if you wore medium armor gloves it would then nullify the Draconic armor bonus and prevent you from using mage armor so it would result in an overall -2 to ac even with def fighting style
Aren't all the fighting styles basically pointless for this build
@@flyingmonkey147 correct, I would dual wield knife of undermountain king and bloodthirst and take dual wielder just cause; could also wear one of the armors that is advantage on concentration then def style will help
This was my first build on my first run, it made subsequent runs feel underpowered. They did nerf the dual marko/sparkler combo which was nutty broken. The other fun build before it was nerfed was 3F -champ, 3R - thief as it let you bonus action another EB 😊
How was the "3F -champ, 3R - thief" nerfed?
Question: why not just grab Shovel from the Blighted Village and choose something else besides "Find Familiar"
shovels can't fly 🤷
Great question. I prefer the Conjured Imp because it has Fire Immunity. This means you can surprise an enemy with the Imp and then cast a fireball without fear of hurting your Imp who is often in melee range.
@@yujin_sumeragi You must not be throwing them hard enough
@@Toyhouze Good work around to validate using it. In the tabletop, the Imps most useful because of it being able to use the Help action, and the fact that it has enough intelligence and physical capability to use items, but neither are a thing in BG3 for familiars which is quite sad.
@@cyanide7270to be fair, if familiars could open doors, inventories, chests, and use items, you could pretty much just do almost everything by familiar with little to no risk of yourself
I'm curious what the reason for going fighter for 4 levels is over just going 4 more levels of sorcerer. Champion fighter gives you 4 more max hp over levelups, action surge, a fighting style (which doesn't look too be terribly helpful), and 1 reduction to your critical threshold. Just going 4 more levels in draconic sorcerer gives you 4 more sorcery points, another metamagic, 3 level 4 and 2 level 5 spell slots (the equivalent of 22 more sorcery points or a way to upcast scorching ray even more), another cantrip learned and 3 more sorcerwr spells learned. I feel like the spell slots and sorcery points together more than make up what fighter offers, and I'm not too hung up on losing 4 hp. What am I missing?
I'm guessing "Action Surge?"
It's a crit fishing build, and he was trying to lower his critical range as much as possible.
This was my very first character, a Sorlock. Nowhere near as optimized as here but I had fun with it.
200dmg eldritch blast got the gods shakin in their boots
As draconic lineage I picked bronze dragon, Sorc 6 allows you to add CHA bonus to damage with your element, works with lighting charges/Spellsparkler, with Potent Robe and agonizing blast you can add your CHA bonus three times to each blast (but that changes whole build a bit)
Sorlock is really strong but the most broken class I found so far is monk, you go with following stats: STR 8, DEX 16 and WIS 16, CON 15, then either 10CHA/8INT or other way around, doesn't matter, you level up as monk till level 6, choosing way of open hand and Tavern Brawler as feat (and pick increased CON, that's why you start with 15), you buy all strength potions you can find, Aunt Estel has some, dwarven woman in Underdark (mushroom ppl colony) is the other vendor for acts 1+2, they last till long rest, always have one on you, in act 3 just visit all vendors, they have some as well, at level 7 you multiclass to Rogue, at level 9 (monk6/rogue3) pick Thief for extra bonus action (extra flurry of blows), last 3 level are up to you, can continue as monk, can splash fighter 2(action surge) + cleric1 (sanctuary), up to you
Draconic lineage bonuses no longer are applied to your lighting charges/Spellsparkler. It was patched :/
@@frosttrip69 I didn't know... thanks for info, that's sad, in this case golden dragon lineage seems superior
Don’t go with 2 fighter on the monk/rogue build, you’re missing out on two feats for action surge which really isn’t worth it. If you get all the right equipment, buffing your wisdom is just straight up better than any amount of fighter.
You could technically drop two levels of monk for fighter and only lose out on one feat, but then you lose Evasion, so I definitely wouldn’t bother. Monk 8/Rogue 4 is ideal IMO.
If you liked Tavern Brawler Monk you should try Tavern Brawler Throw Barbarian/Thief or Tavern Brawler Throw Eldritch Knight. Nyrulna trident for the first and Lightning Jabber for the second. Your damage and accuracy are ridiculous and with Cloud Giant, Kushigo gloves and ring of flinging you just demolish everything in your way. With haste you can do up to 6 throws in one turn averaging about 40 damage a throw. So at peak power you'll be doing over 200 damage in one character turn.
@@pieterlindeque7798 I tried eldricht knight throw build, it was funny, I am not sure but it feels like if difference between elevations is significant, you deal your damage AND falling object damage, I am currently in act3 in honour mode so not exactly a moment for experiments :P but thanks for suggestions, I'll give it a try
I like dipping 1 level into barbarian, for +6 ac instead of draconic sorcerer (and taking storm sorc for flight instead), by using the house of hope item that sets your con
Its pretty easy to get to 23+ AC (28+ with Shield spell) as a Sorcerer/Warlock, so i dont feel the Barb multi is necessary?
@@cyanide7270 Yeah I mean both are totally fine, I just like getting early game flight from ritual + storm sorc, and stacking ac is fun
@@alfiearmadillo For early game, you can even get the Warlock Pact that lets you cast False Life without a spell slot whenever you want, so you're able to trigger Flight even mid-combat without having to use a Spell Slot.
@@cyanide7270 Exactly. They're talking about late Act 3 anyway and by that point? I'm in the middle of Act 2 and my Gale Storm Sorcerer is at 21 AC.
I’ve always thought a warlock sounded interesting, but this is definitely a build I’m going to try out , as I’ve never been able to find my footing when it comes to this class.
yeah.. but this is endgame, warlock alone without 2 additional classes, isnt very impressive
@ez1418 it's decent if you take pact of the blade, bind the fire sword from the tutorial to use charisma for attacks, and you could take fighter or paladin at lvl 1 for the heavy armor proficiency and greatswords until you get the potent robe I'm act 2
The Craterflesh Gloves now do 2d6 (it's 1d6 but it's a crit so it's doubled to 2d6... used to be 2d10, still hits like a truck)
I tried out a variation that used Rogue instead of Fighter for the extra bonus action instead of action surge. Was pretty good tbh.
If you used rogue, I don’t think you’d get the extra crit or the ability to cast more spells w/o using sorcery points
Darkness + Devils sight, is stupid OP. Better than repelling blast. It'll trivialize many of the Act 1 fights.
go 5 lock and take all three along with hunger of hadar.
I just use sorc extended greater invisibility to my gloom stalker+assassin with pass without trace. 22+ stealth then start pew pew with dual crossbow ne'er miss and hell stalker
How do I get your build
i have used similar accessory equipment on my wizard cleric hybrid for machinegun spell missile build but never tried this warlock fighter sorcerer combination with those daggers.
Twinned spells to cast haste on 2 enemies simultaneously 👁️👄👁️
Sounds very good
why would you give your enemies haste?
@@kayc_base I think he misspoke and meant blast?
He meant allies.
Cast it on two enemies, then immediately cancel concentration to give them lethargy and skip their next turns.
I think best build in the game is a stretch. There are better builds out there. This isnt even the best EB build. Its still pretty good though and most likely how players who dont like stealth would play EB. If willing to play with stealth, there's a better configuration.
personally I think the open hand 8 monk/ 4 rogue or 9 monk/ 3 rogue are the best in game build. I would have put pact of the chain Padlock as my number 1 but apparently the extra attack you can get from it doesn't work in Honour Mode.
@@jaihalai7674 yeah oathbreaker/vengeancelock gets nerfed in honor mode but i'd also say thats not the best smiter either but like the EB build presented here, its probably the best if one isnt willing to play with stealth. Open hand 9, thief 3 for sure is one of the best builds in the game and yes is the best unarmed build. they do get nerfed in honor mode as well due to the crack down on dmg rider/source abuse.
Personally i wouldnt name THE best build as alot of them are pretty close together that it comes down to nitpicking, preferences/bias and situation (like are we assessing solo? party? honor mode? Late game? Early game?). I'd only name like the best build for a category. For example, i'd say the best summoner is a spore druid, typically multiclassed with a cleric.
@@TheRobversion1whats the strongest build with stealth ?
@@jaxen231 assassin. Most martial builds simply perform better with assassin. for example for an eb build, going sorc 5, warlock 4, assassin 3 gets the best dmg numbers. Ends combat faster too.
@@jaihalai7674 10 bard/1 fighter/1 wizard is completely busted on the same level as open hand monk as well, you get amazing damage and get to CC entire encounters at the same time.
any substitute to the potent robe? doing an evil playthrough trying with this build but the potent robe is unobtainable because i slaughtered the druid grove
Same issue here
Kill Karlach in act 1 for Wyll and use the Infernal Robe. You could also use the Protecty Sparkswall, which is found at the end of the trap corridor in the Grymforge, this robe pairs well with the Spellsparkler staff.
Those will carry you until you can get the Robe of the Weave in Ramazith's Tower.
I'm gonna use this for my Tav on my future honour runs! Been rocking a college of swords bard so far, but this seems a lot more effective
This is My 1° build ! , i dont have the special gloves" for Chaos Good roleplay... But i got the Dex gloves and they are soo good !
Wow! Well- made video! Very easy to follow and know what you need...and the timestamps...👌🏿👌🏿👌🏿
I used a similar build in my last honor mode run and it was so much fun to use!
how come you say level 6 sorc then in your footage your bring it down to 4 and put 2 into rogue?
Change you helmet for Saverok Helmet to get -1 crit, get +2 char on shar Temple in act 3 (you may get +3, and if you got +1 with ethel you may get 24 char)
What robes would you recommend if you can’t get the ones in the video?
I kinda wish you explained more why we take stuff. For example, "we take minor illusion, mage hand, and light". I am not very good at this game and to me minor illusion and light dont seem all that useful. I get that you only need 1 combat cantrip (because of blast) but why not bone chill or ray of frost? I run into this multiple times in the guide, and it would be very helpful to understand why we do certain things so I can make my own builds more effectively in the future :)
I don't understand minor illusion or mage hand either. I'm 200+ hours into this game and have never once had a situation where I'd want minor illusion, and only once has mage hand ever worked the way it should / how I wanted it to work. Light I understand to enable the illumination effect on your gear, though, and for early act 2. The one single use I've found for mage hand is to rescue a character from a certain fate in act 3. That's it. And that can also be replaced by a summon that uses a spell slot for that one situation. (Heck that Deva summon. He's so bad. He gets to live there now.)
from my understanding, minor illusion is really good to get a bunch of enemy stacked in one spot and then blasting an attack that inflicts damage on a surface area instead of targeting one person. it worked really well for me when i was trying to clean out the goblin camp in act 1. but i highly doubt it’s useful during combat (the time i used it at the goblin camp was the one and only time so haven’t had the chance to use it during combat). as for light, it works well to illuminate your gear but for what purpose? i’m not quite sure lmao maybe during early act2 to survive the shadows before getting the blessing from isobel
Worth pointing out you can also consider using the Dark justiciar helmet - it reduces your critt roll by 1 as long as you are obscured which is going to be a lot of cases especially if you make use of your devils sight. Not sure whether the -1 critt roll is better than 2 charisma but its certainly a viable option
Doesn't Sarevok's helmet do the same except without the need of being obscured?
@@Pessimists Yes but takes even longer to get and being obscured is rather the rule rather than the exception in BG3 - especially if you use things like darkness. As a lock with devil's sight you might also want to keep saveroks helm for a non warlock companion. So for example if you play around darkness then you automatically is always heavily obscured and saveroks allow companions to also make use of the shadow with you
So in terms of efficiency I'd say for this build DJ helmet probably wins out for most cases but it does require some awarness and strategy while saveroks helm is just something you put on and forget about. Saverok also comes with the benefit of immunity to fear while DJ gives some extra con save. So yeah, arguably better item but also quite significantly later for most players in terms of when you will access it
The 2 charisma is definitely better I'd say
Ehm, I don't understand. @5:00 you have 6 sorc, 2 lock, and then 3 in fighter, and then last level in fighter for a feat, but then @5:05 when you tell us to get our final feat with lvl 4 fighter, it states, you have also 2 levels in rogue that you didn't specify and somehow you have only 4 levels in sorc instead of 6. That's quite confusing to say the least.
I guess he shows different characters because maybe he had footage for the thing he needed on other characters and not this build character. So the rogue one may not be this build, just to show what to do
@@vladaowo6367 Alright, but that is an assumption on your part. If that is really the case, he should have clarified that to avoid confusion
@@metalfyregaming2468 HELL YES
i'd much rather using Markoheshkir instead of Rhapsody. Yeah, +3 to attack rolls is good, but it's not present at the start of the fight. Markoheshkir grants you SO MUCH STUFF that is impossible to not use it on any magic class. It gives +1 to attack rolls and spell dc, gives you 10 free spells per long rest (Kereska's Favour, 2 spells, short rest, use the two spells again, reactivate Kereska's Favour, two spells, short rest, use the two spells again, reactivate Kereska's Favour, and use another two spells). It gives you one cast of arcane battery so you can use yet another free spell of your choice, making it 11, AND the passives granted by Kereska's Favour(damage incrase on the element of your choice, resistance to said element, and the extra passive like generating lightning stacks the same way the spellsparkler does, or getting another 2 turns of reverberation per bolt, inflicting poison to reduce the enemy chance of hitting you more, etc). I'd trade all of that for a +3 attack rolls/spell save dc that require stacking every fight any day.
Great video, though I wish the title was a little less generic (kind of a pain to find this in my build playlist).
As much as I love this game, sometime little think happen that annoys me. Alfira never gave me the robe. The birthright is not in Rolan inventory for some reason.
Alfira gives you the robe if you save the Tieflings from prison in Act 2. Birthright hat is from Dammon in Act 3 only.
@@Kenkatsu17 Manage to role back some saves to get the hat. But I saved the Tieflings in act 2. Alfira never gave me the robe.
@@Pakaku9 maybe you didn't talk to her after saving the Tieflings?
So I had his happen to me too, turns out the real Rolan, not the projection on the ground floor, in Lorroakan's room has all the magical items including Birthright. The projection will always pretty much only sell scrolls.
Is your character Dark Urge by any chance? Dark Urge has no access to Potent Robe.
Defensive fighting style only works on armor, which, as you've pointed out, does not include that robe.
You could always get the extra 2 charisma from the Mirror of Loss and swap the birthright hat to Sarevoks helm for an even better crit chance
I’m not certain if this was patched but even tho the birthright hat says it has a cap of 22 you can get 24 charisma with hat +mirror, agian don’t know if it was patched, might’ve been how he got 24 charisma in video
at some point stats are above what the story requires. +1 to spell DC, +1 to dmg (x2), +1 to attack rolls, when u take 24 char with the hat vs -1 required to crit + mental CC immunity@@LoganHicks75
@@LoganHicks75it's because the mirror is added after the hat
You can take 1 lvl in Barbarian and 1 lvl in Monk and get 2 additional AC mods from not wearing armour. With heart neckless (give you 23 CON) you can get like 18 DEX (+4), 18 WIS (+4) and 23 (+6) to your AC. With shield ring and some boots I reached 31 AC on this build. It is crazy
Mb they do not stuck. Be careful when you do calculations on builder sites. They can do it in a wrong way
Doesn't picking defense fighting style make choosing the draconic Sorcerer irrelevant? You won't get the base 13 if you wear armor and defense needs to wear armor to get the +1.
Very well explained and organized! Awesome video!
I never knew what was possible in this game,wow.
1:03 you missed what spell to take here from lvl 1 -> 2. I'm guessing burning hands, but I just go for high damage as I don't know anything about this game yet, lol.
A brown alabaster fan? Immediate sub 🎉
So wait are you taking all those levels in warlock then completely trading them for sorcerer?
Wanted to try this build for my evil playthrough but rescuing the gnomes from moonrise doesn't really seem like that fits lol. I'll keep this build on the backburner for a future run.
I decided to play a Durge Warlock... Guess I'm not getting the potent robes...
U can still get it by knocking the tiefling out before long rest.
@@DaSaint79 Yeah, I learned that after the thing happened...
i dunno sacrificing all those spell slots doesn't feel right
What do you suggest new player use for armor and weapons? Because the ones you listed are far into the story.
Mage/fighter: throw 2 fireballs (or chain lightning) on turn 1.
Was gonna start a new run with this... But now that i realize i already have almost all of those items, Wyll is getting re-speced 😂
Maybe I'm missing something, but why choose Defence for Fighter? (4:47)
This build doesn't use armor, no?
Yeah, I thought the same. None of the fighting style options are really spectacular. I ended up choosing two-weapon fighting just because it's the only one that could actually even potentially do anything with this set up on the off chance you make a melee attack for whatever reason.
I am not finding where you recommend to spend the ability points. What is your recommendation?
Finished my first ever playthrough and this build was similar to my own lmao. I literally have no experience with the prior bg games, DND or even turn based combat games xD
why at the end do you change to 4 sorc 2 warlock 4 fighter and 2 rogue. why are you adding rogue into the build?
Did you not finish the video? It's 6 sorc/2 warlock/4 fighter at @10:43. If I had to guess, the clip with 2 levels of rogue was him testing different variations of the build. There is no rogue included in the final build at the end, though.
I got lost in 4:12, I'm in level 5 Warlock and level 5 sorcerer
"Alfire doesn't die in Act 1" - Sweats in Dark Urge
My character doesnt have proficiency for Knife of the undermountain King.
you'll get it when you add fighter class.
What are the best robes if alfira "slipped and fell" and is no longer around to give the robes to my kind, trustworthy dark urge character? anyone know any good replacement robes?
Robes of the weave maybe?
Sucks that some of the most important parts of this build don't show up until act 3... When you really only have less than a third of your playtime left
Every frightened and prone creature can stand up in my game
It depends on how you made them prone. I tested it, and you need to inflict 2 turns of prone in addition to frightened to get them to skip their turn. So enraged throw, for example, doesn't work.
@@Toyhouze how do i inflict more than one turn of prone?
@@grueti21 crit more?
@@grueti21 different things apply prone for different durations. Slipping on ice, being knocked by enraged throw, falling prone after being shoved off a cliff for example last for 1 turn. Reverberation applies prone for 2 turns. The best action that can cause prone is the battle master maneuver trip attack, and specifically the ranged version of it, which applies prone indefinitely, which means that on any enemy that you knock prone with that attack, as long as you can frighten it or maim it or entangle it every turn, it will never be able to do anything.
Also wait for agonizing blast, at lvl 1 your charisma modifier isn’t that good. Wait till your 3rd invocation to get agonizing blast. Take Repulsing and maybe Devils sight. Throw down darkness and just shoot from within darkness.
at level one its already +3
@@zeldascottgc And not that far off +4 if you head off to Ethels.
+3 is good.
Nice video, I am working on a similar warlock build.
I’m rather disappointed that Celestial patron isn’t an option.
I am very glad that someone recently came out with a build that ive been trying to create, but while i understand the true power it eventually gets to be, would anyone recommend that i either continue down this path of doing little damage initially, knowing that it will get much better, or do i just switch to a different build(such as a monk that is very promising) until i feel like this build will work at a higher level. Thank you for this amazing video and any answers to my questions will be very appreciated.
the spells you gain have changed slightly but still obtainable if not in the order you gave
I was waiting this thanks
I dont understand the point of respecing at level 6? Why not just start as a sorcerer if you are going to have to rebuuld the warlock
So you can start with eldrich blast and use the specs he gives
@@diehardzeek9506 Some builds are to get you through certain parts of the game... Warlocks are pretty trash early on. I took a level of barbarian to boost my AC with unarmed defense, otherwise i'm fighting gith with an AC of 13. Hell, look at reverb builds when you don't have all other necessary gear yet. You're a crit build with only one item crit item.
For the fighter levels, why are we picking "defense" which gives +1 AC when wearing armor if this build doesnt use armor?
Since this is a eld blast build nothing else in the fighting style really matters when you think about it.
Don’t take Hex at the start, wait till you level up a bit first. Take armor of ag. Way better spell that lasts the whole game
I'd take that armor over hellish rebuke honestly.
Yep. And this bad boy is NOT a concentration spell.
1d6 extra damage every EB that hits on multiple fights across the whole day or a once a day 5 temp HP that will not last the first fight? Survival in BG3 or DnD in general is better if the enemy stop breathing faster than getting the same HP pool than the Fighter or Paladin with worse AC early on in the game
If you follow the build and use fiend for early game armor is only marginally better than your passive 4 temp you get every kill. More damage in early is much better than marginal ac and 1 hp
Bro what happens at 4:12 I don’t understand how you have two things up Im really confused?
I think it's spread between Teo different builds. He started as sorcerer with that other one, I'm pretty sure. It doesn't really work.
i choose drow as a race does that mean i dont have to take Devil's Sight?
Nope. Devils sight lets you see through magical darkness (darkness spell). I thought the same thing but darkvision of any kind will not help you abuse darkness sadly. Devils sight still must if you wanna darkness cheese.
Wish there was a way to become an Unholy Assassin without offing Minsc and Jaheira. What better use of the Feign Death spell could there be? Basically I want to get the gear, without the guilty conscience. Cheating the system.
Cool build, this close to what I’ve been theory crafting on my current playthrough, helps a lot with synergies. Thanks!
Get the idol of sylvanus, congrats you have an aoe condition inflict effect now. Technically.
What background did you select?
You don't mention getting levels in Rogue, but in your video you're only 2 Fighter and you're 2 Rogue. Is it meant to be that way?
it’s not a part of the build, he’s just displaying items and he so happens to be another build at that moment.
Question...what race to go with? I think I missed it in this video
5 months late but any race is ok I did this with drow and it was still the same
@Toyhouze is this build still strong in Honor mode? With the Damage rider changes Im a bit confused.
Is it possible tondo a video for all the items and how to get there? Because in my 5th playthrough now i did never find the githyanki vendor for the dagger
Consider a similar crit fishing build, but with Ray of Frost instead. You can force vulnerability to cold damage by having a second party member dedicated to using the cantrip version of Create Water. With gear, you can still add spell casting mods to damage while also ensuring every cast is at advantage and making ice surfaces for crowd control.
Counting only the damage from dice with no other gear bonuses, Ray of Frost critical hit is 6d8 damage, 96 max damage on vulnerable enemies. You can also just use one sorcery point for twinned spell instead of three for quickened spell. There is also a gear set that causes Encrusted with Frost status that can Freeze an enemy making them vulnerable to Bludgeoning and Force damage.
I typically do four levels of fighter first. Champion and Spell Sniper levels three and four with Ray of Frost as the chosen cantrip. Fighter first also gives us access to heavy armor if we want to be over 20 AC early. Make sure you pump your INT.
looking at this because i play a warlock in one of my multies...issue is my friend is playing The Dark Urge...well no potent robe for me i guess lmao
You should defintely get the longer range on eldrich blast
Can you add a list of spells that we should have at each level?
hi! great guide, im now at level 6 but i'm new to sorcerer so, what do i have to do in my turn order to get the maximum potential of the build? thanks!
Haste + Twin Spell Metamagic, cast on the front liners and/or on yourself. Take the War Caster Feat to get Advantage on your Concentration checks you make when taking Dmg. Have fun 🎃
Idk if its a bug for me but getting volos eye stops devil sight from working
Me: bard/fighter/lock because a lot of fights can be won in dialogue.