CHECK PART 2 AFTER WATCHING THIS VIDEO: ua-cam.com/video/DsGBczoAN04/v-deo.html In part 2 I show you the absolute strongest build for 7-12 (it's basically like cheating!) For those that want to support the channel and ALSO! get the written version of this guide and all other guides, check out PATREON: www.patreon.com/nizargg
Hello sir NizarGG, i would like to ask a question. Im a newbie, and my warlock companion Wyll just lv up to lv 5. But somehow he got the spell that i never take, like raise the dead and lightning spell. Is warlock job get random spell everytime he lv up ? Or just in certain lv ? is the spell that he randomly get depends on his patron ?
Very good build. Only a few pointers, though: 1) Temporary HP doesn't stack, so I would not advise grabbing Armor of Agathys as a ranged Fiend Warlock when every single one of your kills gives you a fresh layer of Temp HP. 2) I would grab Hex at 1st level, since it's pretty much the only concentration spell worth having as a Fiend Warlock until 3rd level, and it pays for itself with being able to be transferred from enemy to enemy as they die. 3) It's worth considering a race that grants you a free casting of Darkness per day, like Drow or Asmodeus Tiefling, in case you run out of spell slots in the middle of a fight. 4) Although Eldritch Blast produces multiple beams, it's worth having Scorching Ray to burst bosses down, especially good with Hex. 5) Making Karlach use Reckless Attacks neutralizes her disadvantage when attacking enemies inside your Darkness, exploit it when she's caught in it. 6) MINOR ILLUSION is worth having early on, because it lures enemies together so you can blast them all at once. (EDIT: Separated the points wider to make this more legible.)
@@gorinpean As long as you don't lose concentration, Hex can last until you take a long rest. Even when your target dies, you're still concentrating on the spell, so you can just Reapply Hex as soon as the next fight begins. As far as I'm aware, you can take your short rest(s) and regain your spell slots while still concentrating on Hex, so it's extremely economic.
I'm really not enjoying Warlock eldritch blast miss like crazy when you're low level and now that im lvl 6 i constantly watching NPCs throwing bombs when they are inside Hunger of Hadar and they are blind they throw bombs meters outside the circle. what is this s....
Nizar, with all my heart, this build guide is one of the best on the entire platform. Y0our explanations are concise and informative. Your guide isn't just taking a max powered cheat engine character and showing different builds, but a realistic, "I just started the game" build guide. Guides that center around level 12 make ZERO sense in a game like this. Building towards something is different than building for something. Many don't get the difference and you obviously do. So thank you for being realistic and keeping it real for us.
Scorching Ray is better than Fireball. Still can target multiple enemies but if you Hex an enemy and focus all rays each ray adds 1d6 necrotic damage from hex. Since you always upcast as a Warlock, you'll 4 rays with a 3rd level slot, which is 8d6 fire damage plus 4d6 necrotic damage, for 12d6 total -- an average of 42 damage. Considerably better than a Fireball's average 28. With it being multiple attack rolls the damage is more consistent than relying on a dex save (noting that higher level rogue enemies can negate all damage on successful dex saves if they have evasion) plus chances to crit. Even if not using Hex and using Darkness/HoH then all rays are at advantage. Also, no risk of damaging your allies or setting things on fire that you don't want to be.
you can have hex, Necklace of Elemental Augmentation (adds spellcasting modifier to damage) and hex on, upcast it to lvl 6 and you deal 14-84 fire damage (double on crits of course) with a +5 at least on each hit, and hex giving an avarege of 3.5 damage the total is 70 at minimum, max 140, avarage 105: which also has a chance of knocking the enemy prone sometimes (idk if its a hidden feature but it works with scorching ray) a sorcerer can QUICKEN SPELL it, if you go fighter 2, warlock 1, and 10 sorcerer you will be nerfed to lvl 5 spells (i guess?) but you can then cast it 3 times. meaning the actual damage is: minimum 165, avarege 275, and maximum 345 with a STATISTICAL PROBABILITY of getting the enemy prone. and if you know how to farm sorcery points with specific items.. oh yes you can do this every turn (with the next turns dealing somewhat less damage)
@@SebastiansSebastian-fc4pj Exactly, it can get really busted very quickly. Also, the machine gun fire rays are just a more satisfying sound and visual 🤣
@@Cyb3rM1nd fuuuuuuuuuuc, its not working anymore. it used to say "only works on cantrips" yet gale somehow got like 14, 7, 15, 10, 11, 8 on his hits with scorching ray before. not even as an evocation wizard he was necromancy
nah, I hit level 12 _just_ as I got to act 3, and I mostly skipped the mountain pass content. I strongly suspect doing both underdark and mount pass quests will get you to level 12 _before_ act 3.
@@romxxiiThis comment is what we need.. I tried the way you just said, I'm generally a completionist in every playthrough and I can confirm I am level 8 and still in act 2 going for nightsong then whole fight at moonrise towers so I'll be 10 I guess till act 2 ends at the very least
@@romxxiiif you do all contents available in act 1 and 2 (choosing to fight most major bosses instead of talking your way through), you can get to level 12 very early in act 3 as I did in 2nd playthrough. On my first one where I didn't do all, I got to lv 12 in mid act 3
Just based off the devils sight, I feel like if someone was going to attempt a solo tactician run with a magic character I feel like this would be the best option to try. Thank you for the video and build!❤
Good video, but Archfey is actually BUSTED (with the small caveat of having a Durge in the party... and they don't want the cloak they'll get). With Archfey patron at lv6, you'll get a free lesser invisibility (2turn) on reaction and a free bonus action misty step (on your next turn) for being damaged. (Misty Escape) Pair that with free invisibility on killing a creature, avoid killing Alfira for a well-loved boost to damage in Act 2, stack as many items that give you +to hit and -to min roll crit... and you've made an unstoppable monster. You get hit? Advantage and a free relocate. You kill? Advantage. It gets to a point where every beam is 99%, and they're critting 33% of the time. Mind you, that's WAY better than the typical 60-80% to hit, 5% to crit. LITERALLY INSANE, even. I've been letting my Durge Drow Warlock do literally all the tadpole and extra funny magic shenanigan story beats, and they can pump out damage and self-sustain like its leaves on the wind... Do NOT sleep on Archfey.
my main is a human warlock - fiend. i didnt realise how powerful this blind+devil's sight. I am in midgame and already got eversight ring now else would have definitely respec'ed to get devil's sight. the pact of the tome did give me call lightening which is a aoe spell i can use for 10 turns non stop - once per long rest as long as my concentration is not broken. i am level 8 at the moment and i got +21 AC from +10 Base Armor +3 Mage Armor +4 Dex +2 shield +1 Clock of protection +1 evasive shoes For saving throws, i got Amulet of the Harpers Cloak of protection Absolute's warboard since i am branded by the goblin leader and another +2 saving throws to Corellon's grace staff since i am unarmored Wisdom saving throw from Forbidden knowledge the feat i have taken is +2 to charisma and war caster for advantage on saving throws and situational lovitar's love Also got Obsidian Laced Robe that reflects 4-7 fire damage on successful saving throws and gives fire resistance which synergies with my helmet - which gives me arcane acruity on dealing fire damage 8 Str 18 Dex with the Gloves of dexterity 14 Constitution 10 Int 16 Wisdom 20 Charisma incl Aunt Ethals hair I am in middle of Act2 atm.
You can't have temporary hit points from more than one source so the fiend temp hp doesn't work with Armor of Agathys which is much better. Race wise, Drow and Half-Drow are good if you're going pact of the blade melee since they get faerie fire as a racial but they also work with the darkness build because you get an extra cast of that as a racial. However, Asmodeus Tiefling is probably the over all best since they get darkness and hellish rebuke as racials so you don't have to waste spell slots on them. I've tried several variations and the Great Old One ended up being far better, especially combined with spell sniper. You will regularly lock down groups of enemies with eldritch blast crits and by the end of the game you can have up to 4 blasts in a single cast so 4 chances to crit. Repelling blast is the one to leave out at level 1. Devils' sight and agonizing is the way to go with repelling later but only if you feel like you really need it. It's a good way to destroy loot by throwing it down a hole. Agonizing blast with 17 cha are +3 damage from 1 - 4, +6 total from 5 - 9 and +9 at 10 - 12 (until you get the gloves that give you the 4th blast) and that's assuming you never raised cha through the whole game. I also recommend getting the Knife of the Undermountain King from the Creche as well as the gloves mentioned. The improved crit range works on all attack rolls including spells like eldritch blast.
@@nunya_bizniz if you can only use it on weaker foes without good loot, then why take it? Or if it requires positioning and environmental hazards? Straight damage is better than hypothetical damage. Its why the damage invocation is usually regarded as the best.
@@justhecuke who said you can only use it on weak enemies? My one and only point is that losing loot to repelling blast is the player's fault because it can be toggled off. The OP seemed to be ignorant to this fact if you read his comment.
@@nunya_bizniz because the strong enemies have loot? You can try reading what I wrote before replying, you know. My point is about utility. Repelling blast, besides being mildly entertaining, only has conditional utility since it relies on there being environmental dangers nearby and in the right position relative to the enemy.
@@justhecuke again bro, you are missing the point. If you lose loot because you used it wrong, that's on you. I am debating nothing. Why are you bringing up all this irrelevant shit?
sorcerer 9, warlock 1, fighter 2: have on Necklace of Elemental Augmentation, farm sorcery points with certain items (or throw potions that give back spell slots to your sorcerer with other characters) and finally cast hex you can deal maximum damage of 345 in one turn, 275 on avarege and 165 at minimum if you quicken scorching ray with an action surge if you farmed sorcery points with certain items or potions you can still deal 2/3rds of that damage every other turn
Pact of the blade has some of the best use of opportunity attacks when paired with polearm master. Its powerful early on and also gives you free attacks each turn late game. It'll also give you access to the most fun weapons of the game that you might not be able to use effectively otherwise. Definitely a contender and shouldn't be dismissed 😅
Paladin and Warlock is one of the best multiclass ever. Warlock level 6 (pact of blades) and Paladin level 6 (oath of vengeance). You get aura of courage with Warlocks charisma modifier which will be +5. Or Warlock 5, Paladin 5 and Fighter 2. Pact of blades extra attack plus paladins extra attack and then action surge. Pact of Blade extra attack (if you bind your weapon or have pact weapon) and paladins extra attack stack in this case. Divine smith your way to victory.
Another cool way of how you can play this build early is to get pact of the blade level 3, get sentinel feat at level 4, and get that extra reach weapon from the druid groove. So, starting from level 4, you can jump into the biggest pack of mobs, cast darkness on them, cast arms of hadar, and just start smacking them while being in the darkness. And they can't get out of darkness because each time they try, they are getting hit by your sentinel opportunity attack, which dries out all of their movement speed. At level 5, you get your 2nd attack, and then you can multiclass into a paladin or a fighter to smack inside of the darkness even harder
This is cool, but you only get one reaction per turn, so some of the enemies will probably get away. This is why it's hard for me to sacrifice feats for sentinel and polearm master
maybe you're right. then a good alternative would be archfey early on with respec to GOO later on when you'll get more crit chance. Thank you for your clarification regarding sentinel
This is the build I’ve been running for my first playthrough! Very enjoyable. I have two levels in Paladin and 8 levels in Warlock with part of the blade and great weapon master feat. 3 smack attacks with high damage output is OP. Plus all the awesome spells and Eldrich blasting shit off up high spots 😈
That's closer to what I'm doing. 5 Lock 7 Pally is most optimal, IMO. I went Great Weapon Master for the +10 damage, the -5 attack not being that big of a deal once you have reliable Advantage. At Lock5/Pally2, you can Smite and have 2 attacks per round, giving both great burst and sustain. Voss can drop his legendary Silver Sword of the Astral Plan in act 1. I'm a Half-Orc shapeshifting as Githzerai, so crits do a bajillion damage with Smite. There's a bunch of gear in late act 1 and mid act 2 that benefits casting/melee hybrids, so you can get some really beneficial synergies going around CL 7-9, if you know what to look for. This builds out your sustain for non-boss fights, because you're pretty much only using EB and melee attacks. Once you get to CL10, with 3 attacks per turn and 3 bolts per EB, the real fun begins, especially if you have party members casting Haste and Hold Person/Monster for you. Being able to face, tank, and do a bunch of melee damage while only needing 2 stats is pretty great.
Although this would only be late game there IS a rapier in act 3 that if you are dueling with it the weapon gives you a second reaction, again not much but can lock down 2 targets instead of one
My favorite thing in the world is putting enemies on the far edge of Hunger of Hadar and when they finally find their way out of the front, blast them back into it with Eldridge Blast.
Also wanted to mention that your builds are fantastic. I'm following your builds for both Wyll and Tav (who I made a tempest cleric.) In particular, your suggestion to use Darkness is particularly helpful. In fact, I use it for more than just Wyll. I also place my other characters right at the edge of it so they get the benefits of the darkness on the enemy's turn and can easily step out of it on my turn. Never would have thought of that without your suggestion to use darkness in the first place.
I would recommend Armour of Shadows at low level instead of Dark Vision when playing a Drow. As they already come with superior Dark Vision. And casting mage armour for free, especially in the low levels, really helps out a lot! Besides, in act 2 you can get the awesome robe as a reward from Alfira so going without armour (like a robe) is awesome anyway.
This is fantastic!! I've been playing a spellblade warlock and having loads of fun, but I learned some cool things here, like Devil's Sight letting me cast ranged attacks from within Darkness. Thank you!!
I made a whole team of characters multiclassing into warlock a while back, then put them all in darkness with devil's sight. It was completely broken. So easy I decided to try something else. It was fun for a while, though! Definitely recommend trying it. You can make pretty much any class work with a dip in warlock.
Hunger of Hadar has good synergy with Storm Clerics, as they get the ability to push back targets hit by their lightning. This applies to lightning surfaces, so they keep getting knocked back into the lightning surface when they try to walk out of it. Drop a HoH on top and it's virtually inescapable!
As always, another brilliantly produced guide. Nobody entertains at the same time as informing as well as you. It must take so much effort, and is appreciated. Wyll is about to get made over in my first play through, and I look forward to blasting everything! Cheers!
I love this build, but I deviate from it by going Great Old One and Pact of the Tome. You can get Shovel as a permanently available summons very early, negating most of the usefulness of Pact of the Chain, IMO. Also, the later spells from Tome are great additions.
6 Tempest Cleric / 5 Storm Sorcerer / 1 Wizard - Full caster level so you can cast max level spells, use the lvl 1 dip in Wizard for scribe spells and learn any spell you want, use headband of intellect for 17 int One shot every encounter - thank me later.
The most broken build in the game, agreed. And the funniest thing about it is if you go pure cleric early on, or cleric with 1 level wizard dip, you are not only the most powerful caster in the game but you are also a good short rester, as you don't consume as much spell slots as other casters would (cause of the Call lightning) and your Divinity charges are recharging on a short rest
What are the main cantrips/spells/feats/weapons you're using with this build? I'm level 8; what is the progression from here (6 Tempest Cleric / 2 Storm Sorcerer ?) and forward (Respec at level 10; some other level)?
@@cjp6930 You are using the wet status effect from water to double damage of lightning spells, and you are using channel divinity from Cleric to guarantee they crit although with this build you aren't limited to just lightning spells and can cast whatever you want by using the sorcery points from sorcerer to twin and or quicken spells and blast apart entire rooms. The core of the build is to go straight 5 in Cleric or Sorcerer and then branch out from there and take a dip in Wizard when you have spells you want to learn.
@@Oðrun Personally, I'd start with Cleric as Command spell helps a TON with beating the cambions on the nautiloid. You'll be 2nd level and halfway to 3rd this way before hitting the beach, and the armor+shields help your survivability. 2nd level for Sorc and when you're hitting 3rd, you'll have Withers and then respect to 1 Sorc first then 2 Cleric. And then back to Sorc. By level 4 you're be 2 Cleric and 2 Sorc. Your 5th level should be Wizard and by now you should Headband of Intellect. From there back to Sorc rest of way. This is the most efficient for maxing survivability, features when needed, and to get best start.
Ultimate OP party build is get everyone in your party at least 2-3 lvls of Warlock. Everyone has Devil's Sight and just fight in the Darkness. Your party will have Advantage on the enemy while the enemy will have Disadvantage on you. Enemies won't be able to attack from a distance and force them to come close to you. Also choose The Great Old One subclass, that way your party will just constantly proc Frighten on the enemy. I did this party build in Honor and the game honestly started to become way too easy. It's honestly a super broken party build in battles.
On darkness vs hex, i say always use hex and load up on darkness arrows. Instead of a action to cast darkness shoot a arrow as it does not require concentration. Sure it only lasts 3 turns but even in tough fights 3 turns is enough to pretty much end it.
this is great, thanks dude! As others have mentioned, I also really appreciate build guides that work from the beginning! so many are end-game super builds that aren't relevant for ages. as someone new to DnD videos like this are super helpful!
I just happen to be running this exact same build on my dark urge drow. it feels very good to play. scaling off of charisma makes you very persuasive in dialogue which is always fun.
I can't tell you how much I celebrate your build vidz. Very informative, you explain it in a way that any beginner can understand. And above all, the entertainment factor is simply the best thing I've seen in Baldur's Gate 3 build vidz in the last few weeks. I mean "Ok Hadar, enough is enough". 😂😆 Thanks bro and I'm looking forward to the second part, the mid and late game build of this char. 👍❤
Really hoping you'll eventually do all of the classes. I really like your layouts because they make sense and I can already see how it would improve my current playthrough where I'm struggling.
Hunger of Hadar reminds me of a Convention Game I played and they gave me a Warlock Tiefling from the lower Nobility of Baldurs Gate - was a murder Mystery with a Fiend as Boss the Murderer had made a Pact with. GM had only given that Char the "Worst Spells" with close to no utility - but allowed to alternativeley use them. And intimidating People when telling them to stay on the "good Side" else the Hell awaits them - and then conjure "hellish Stuff" was a grat Option for me to be the "nice bad Cop".
What a great (and funny!) video. I'm totally new to this game and genre. On my first run I just jumped in blind, half the time I had no idea what I was doing but I had a blast. For my second run I found your videos to teach me how to be more badass 😈 Thanks so much!
Nice build. I have to add that the darkness synergy works REALLY well with a pact of the blade warlock as well. In general, warlocks can become terrifying melee fighters.
Also good multiclass options are gloomstalker ranger or even shadow monk. Extra resources are very useful and it's nice to be able to hide as a bonus action.
For those wondering races with darkvision can't see in magical darkness so Devil's Sight is necessary for all races in this build. Disappointing really, I had to respec my drow warlock.
Duergar, free invisibility at level 5 that lasts until lpng rest and recharges "per battle". Means you dont need to worry about getting caught PP in honor mode. And hex DOES impose disadvantage on attack rolls for combat. Pact of the chain is useless since you can get shovel for free with the same summon restrictions as summon familiar.
Little Addition: The Charisma Thing is nice, but Dex is imho to be favoured to Con. When Multiclassing, mind the Saving Throw Proficiencies. Warlock has Wis and Cha as Proficiencies - pretty important ones. Yet, Dex is a real Deal as well especially when you want to use the Shield Feat to negate AoE Spell Damage. Regardless of your Choice, you might Want to consider Favouring Dex and multiclass into Rogue as well as choosing Pact of the Blade as option to this Build not focussing on Spellslinging rather than Melee. Rogue grants a pretty Boon in form of Expertise for Sleight of Hand (Lockpick and Pickpocketery) and also for Survival (basically finding all of the Hidden Chests) or something else you like - and an extra Bonus Action is nice as well as the Assassin Feat could work out well as well - in addition to the Cunning Action you gain. And with Sentinel you can lock down Enemies pretty good inside your Hunger of Hadar/Darkness Spells. The Thieves Gloves grant advantage on Sleight of Hand so you can basically either Barter or steal as you please - all of the Vendors Stock is "for Free" for you. And I do not have to tell you what a Thief(3) Warlock(5) with Double Melee Attack and 2 Bonus Actions plus Cunning Action can do - especially when you then start to put in Levels of Sorc after that and gain the Spells from Wizzard Level(s) as well (with the Int17-Circlet a really good deal).
Must admit I picked agonizing blast as my first invocation. Increasing minimum and average damage by 3 really felt like a lot and made the damage output rival Lae'zel and Karlach. It was not until I picked up the Titanstring bow and specced Karlach for a hybrid dex/str build that I saw higher numbers for the spammable stuff.
I've been running everyone with 3lvl of fighter for proficiencies Surge and Champion, and then Warlock for old one, devil sight and blade pact. 4 characters with 20AC, double crit chance and fear on crit going into act 2 is brutal. A lot of enemies with legendary resistance don't apply it to fear and it absolutely neuters them when you can average around 2 crits a turn.
I love your in depth build guides, keep up the great work its so nice to watch your videos. Also 2 build suggestions would be 4 element monk and a melee /self buff circle of the land druid.
hahaha 11:50 that was subtle. you earned this sub 😂 also great guide. i only started playing recently, so i don't know all the classes. have seen a bunch of guides on the pala, but somehow still struggle to really make it my thing. this however got me hooked
Wow, I thought since normally you can't shoot into or out of fog cloud/darkness that it was just a hard rule, and not related to the blind condition. I swear I tried this with the ring that prevents blind + fog cloud, and I had to walk out of the fog cloud. This is EXACTLY the build I wanted for my Dark Urge, time to respec!!
i havent beaten the game yet but ive restarted on almost every class. i never play magic users in rpg games but eldrich blast is the most reliable move in the game. so sick of missing all my other attacks even when i get 20 in my main stat. so frustrating in a turn base game when you miss your 1 attack and have to wait there for everyone else to go then you miss again lol
Drow would be a more optimal racial choice. Meph Tiefling is great, don't get me wrong, but with Drow you not only have easier dialogue through acts 1 and 2, but you get Darkness for free, so that opens up that level 2 spell slot for something else, say, Cloud of Daggers.
The great thing about having a bard with a warlock is that bard's get a free extra short rest for the party, and warlock spells recover on a short rest. Easy and super convenient combo.
Great video, a few things to add - 1. Darkness is fantastic for protecting summons such as Skeletal Archers and Mephits which are usually fragile. They can step out, shoot, and step back in. 2. The AI really doesn't like going into darkness, so you can make your own chokepoints with them. If you put two of them close together with a little clear path in the middle, the AI will march single file between them. The AI essentially treats Darkness like Lava. 3. You can get Shovel as a permanent familiar with a wizard, warlock, or sorcerer. So you can still take Pact of the Tome. The lower spells aren't that great, but you get a few good ones later. And having Pact of the Tome lets you take Create Undead at level 11 for your Mystic Arcanum. 4. Armor of Shadows is also worth having (or Mage Armor from someone else) if you are wearing Potent Robes. 5. There are a few items that work with Hunger of Hadar as well. Snowburst Ring creates patches of ice when you do cold damage. Poisoners Robe deals additional 1d4 Poison Damage. Ichorous Gloves inflicts Noxious Fumes for additional 1d4 AOE damage. Mourning Frost staff can chill enemies, making them vulnerable to cold damage from your Hadar spell as well.
poisoners robe is kinda trash and there are way better options by the time you unlock hunger of hadar Mourning frost staff is good but there are better options like the spell sparkler and the knife of the undermountain king
After all, the fiend and armour of Aghatys Overlap If you have Aghatys on you and you kill your opponent, Armour disappears and only the buff from fiend remains.
Major problem in with this. Dark Onee's Blessing cancels out Armour of Agathys. You can only have temporary hit points from one source, so as soon as you kill something with armour and get the blessing, the armour goes away.
There was a bug in the video. Did anyone notice it? Lightning charges and other modifiers which add to the damage of cantrips or spells bug Agonizing blast. If you look at the video at 13:53 you see something strange. That's a bug, But the damage of agonizing blast is being counted twice. Once as part of the normal damage roll and again being added as force damage as flat damage. Although I think this bug was fixed with Lightning charges this last patch, or my mods have fixed it I'm not sure, this bug still works with Phalar Aluve's shriek ability. Do note that the enemy needs to be in the aura, you don't need to be. Slap this on your Cleric or Bard and increase your damage exponentially. Another Note, Pact of the Tome gives you Haste, Call lightning and Animate dead at level 5. As of right now from my playthroughs Tome is far stronger long term than Chain, however chain is stronger up till level 5. But I haven't been able to test this with the best familiar you get later on in the game, US. Also, you don't need a frontline character. Control spells work just fine. Bring a druid with infinite web or ranger with a pet with infinite web and repelling blast and you're good.
I played a pal/warlock til end of act 2. Started a Druid and played til end of act but haven’t finished. Went back and started a monk. Halfway through act 2 I love monk. I saw my two fav of monk and Druid are 10-11 on the list. Crazy because I never play as either. I always go fighter, wizard, or rogue. But haven’t played as 1 yet besides the companions. I love that this game has such variety and replayability .
I've been playing this game for 5 days and now im on act 2, and boy my team is fucking busted.. First I cast darkness with me and Wyll inside of it then wyll cast hunger of hadar on bunch of the enemies and shadowheart and her spirit guardian waiting just outside the range of hadar... oh and La'ezel (I respecc her to ranger) is hanging around higher ground to end the enemy's suffering quicker
LvL3 warlock Eltrich blast Pact of the blade LVL1 fighter Dualing +weapon proficiencies Get the hell dusk armor and a flame blade from the druid hireling
Thanks this is exactly what i have been looking for. Meaning someone to just tell me what to pick. Everyone wants to take you down a rabbit hole of information and im watching like just tell me what to pick already. I replayed the game 2 times already and im not happy with either of my builds. Fist as a warlock but obviously i didnt pick anything else right to go with the warlock and then the bard and that seems really weak. Im goona try this one i think ill be happy with it and stick with it. Im just annoyed i gotta restart it all over again.
It is very-very straightforward and slow build. Warlock in tactician lacks damage and can be used for control, but control of that type is better done with Bard, who has nice utilities on top of that Hunger of Hadar. And you can take repelling blast and devil's sight on level two, so you can multiclass bard and still have all the features, even one level of warlock is fine for hex with magic missile... Counter spell on warlock is not so bad option, but he has only two spell slots and just runs out of utility in one turn. Darkness is more or less broken spell, but it renders other party members crippled, it blocks shooting, spellcasting, and make them blind (that is not so bad as it seems tough). It is nice for solo, but warlock is as mentioned slow and lacks damage for solo. Overall, warlock (compared to other class options) is weak and slow and not worth taking all the way on tactitian if you want some faster encounters. Sorcerer is better pick if you want some spellcaster (who are weaker then striker builds in general in bg 3), even cleric is better because of great utilities, nice spell choose and versatility (tempest-light-life). But the guide is very nice. By the way, pact of tome grant you Haste spell later on, that makes Warlock a little less useless in the mid-game. And warlock with pact of blade combined with sword bard or paladin with pact of blade grants you three attacks per action in mid-game.
I found warlocks frustration in BG3. After casting Hex, the limitations on short rest always made my warlock just end up being a one-trick eldritch blast pony.
Every classes are one trick poneys. Sorc: twin haste and fireballs Wizard: mostly used to cast magic missile even though he has an array of spells Fighter: hit things Rogue: sneak attack hide rinse and repeat Barbarian: throw things Paladin: smite the shit out of everyone ALWAYS or else you are wasting spell slots. Monk: open hand tavern brawler unarmed attack and flurry of blows non stop, also gets boring after a while…. I mean you get the picture. Warlocks you can CHOOSE to spam EB (granted you’ll have to use it a lot so you better like it) but they can be versatile and make every encounters different. you cast hex for higher single target, Hadar for top tier CC, you can use the other spell slot to upcast scorching ray, fireball or whichever spells tickle your fancy at max level and do it every fights. Being versatile also means doing good in most scenarios but you’ll never be the best in everything you can do. You’ll never surpass wiz or sorc in pure nova damage (which is overrated anyways, consistent damage with some potential to nova is more fun than pure nova IMO) Bard is also a prime example, can do a lot of things but won’t be your best at all he does. People are calling out warlock as a one trick poney but so are every other classes, even when they multiclass its to allow them to use one different trick or just do the same one more often or with higher damage. Thing is, in BG3, Choosing the one trick you like is what it’s about and it feels like what warlock gives you is not your cup of tea, so you just have to find another poney.
How could you show a warlock being absolutely reckless, wading into battle and just *daring* the enemies to hit him...and then not have half-orc on your list of recommended races?
was there some sort of nice the great one skill line a while back? I remember using your guide build in first playthrough, now in my second it seems slightly different - nerfed in a patch maybe?
CHECK PART 2 AFTER WATCHING THIS VIDEO: ua-cam.com/video/DsGBczoAN04/v-deo.html
In part 2 I show you the absolute strongest build for 7-12 (it's basically like cheating!)
For those that want to support the channel and ALSO! get the written version of this guide and all other guides, check out PATREON: www.patreon.com/nizargg
Hello sir NizarGG, i would like to ask a question.
Im a newbie, and my warlock companion Wyll just lv up to lv 5.
But somehow he got the spell that i never take, like raise the dead and lightning spell.
Is warlock job get random spell everytime he lv up ?
Or just in certain lv ?
is the spell that he randomly get depends on his patron ?
Very good build. Only a few pointers, though:
1) Temporary HP doesn't stack, so I would not advise grabbing Armor of Agathys as a ranged Fiend Warlock when every single one of your kills gives you a fresh layer of Temp HP.
2) I would grab Hex at 1st level, since it's pretty much the only concentration spell worth having as a Fiend Warlock until 3rd level, and it pays for itself with being able to be transferred from enemy to enemy as they die.
3) It's worth considering a race that grants you a free casting of Darkness per day, like Drow or Asmodeus Tiefling, in case you run out of spell slots in the middle of a fight.
4) Although Eldritch Blast produces multiple beams, it's worth having Scorching Ray to burst bosses down, especially good with Hex.
5) Making Karlach use Reckless Attacks neutralizes her disadvantage when attacking enemies inside your Darkness, exploit it when she's caught in it.
6) MINOR ILLUSION is worth having early on, because it lures enemies together so you can blast them all at once.
(EDIT: Separated the points wider to make this more legible.)
Is hex really worth using one of our two spell slots on though? A 2nd darkness/hunger of hadar is generally what I cast. W on the rest
@@gorinpean As long as you don't lose concentration, Hex can last until you take a long rest. Even when your target dies, you're still concentrating on the spell, so you can just Reapply Hex as soon as the next fight begins.
As far as I'm aware, you can take your short rest(s) and regain your spell slots while still concentrating on Hex, so it's extremely economic.
@@gorinpeanyes. It is.
I'm really not enjoying Warlock eldritch blast miss like crazy when you're low level and now that im lvl 6 i constantly watching NPCs throwing bombs when they are inside Hunger of Hadar and they are blind they throw bombs meters outside the circle. what is this s....
It should also be noted you can get arrows that cast darkness for limited, but concentration free darkness.
Here is the build in easy form for "respecting":
Dark Warlock (Ranged attacker)
Level 1 - Warlock
Cantrips - Eldritch Blast, Blade Ward
Spells - Armor Agathys, Arms of Hadar
Race/Subclass - Githyanki/The Fiend
Abilities - 8 Str, 14 Dex, 16 Con (+1), 8 Int, 10 Wis, 17 Cha (+2)
Level 2 - Warlock
Spells - Hex
Invocations - Devil’s Sight, Repelling Blast
Level 3 - Warlock
Pact Boon - Pact of the Chain
Spells - Darkness
Level 4 - Warlock
Cantrip - Bone Chill
Spells - Command
Feat - Ability Improvement (Charisma to 19 or 20 if you do Hag Quest)
Level 5 - Warlock
Spells - Hunger of Hadar
Invocation - Agonising Blast
Level 6 - Warlock
Spells - Fireball
Replace Arms of Hadar with Counterspell
Gear:
Staff: Spellsparkler Staff - Waukeen’s Rest Act 1 Quest in burning building
Gloves: Daredevil Gloves - Act 1 Githyanki Creche
Helm/Hat/Circlet: Circlet of Blasting - Sold Act 1 Myconid Colony
Armor: Spidersilk Armor - Act 1 Goblin Camp
Boots: Night Walkers - Act 1 Nere Quest
Will all these staffs lead to end of the game or middle game items?
Nizar, with all my heart, this build guide is one of the best on the entire platform. Y0our explanations are concise and informative. Your guide isn't just taking a max powered cheat engine character and showing different builds, but a realistic, "I just started the game" build guide. Guides that center around level 12 make ZERO sense in a game like this. Building towards something is different than building for something. Many don't get the difference and you obviously do. So thank you for being realistic and keeping it real for us.
thanks man, appreciate the kind words a lot
Scorching Ray is better than Fireball. Still can target multiple enemies but if you Hex an enemy and focus all rays each ray adds 1d6 necrotic damage from hex. Since you always upcast as a Warlock, you'll 4 rays with a 3rd level slot, which is 8d6 fire damage plus 4d6 necrotic damage, for 12d6 total -- an average of 42 damage. Considerably better than a Fireball's average 28. With it being multiple attack rolls the damage is more consistent than relying on a dex save (noting that higher level rogue enemies can negate all damage on successful dex saves if they have evasion) plus chances to crit. Even if not using Hex and using Darkness/HoH then all rays are at advantage. Also, no risk of damaging your allies or setting things on fire that you don't want to be.
Beautiful and well written. Thank you!
you can have hex, Necklace of Elemental Augmentation (adds spellcasting modifier to damage) and hex on, upcast it to lvl 6 and you deal 14-84 fire damage (double on crits of course) with a +5 at least on each hit, and hex giving an avarege of 3.5 damage
the total is 70 at minimum, max 140, avarage 105: which also has a chance of knocking the enemy prone sometimes (idk if its a hidden feature but it works with scorching ray)
a sorcerer can QUICKEN SPELL it, if you go fighter 2, warlock 1, and 10 sorcerer you will be nerfed to lvl 5 spells (i guess?) but you can then cast it 3 times. meaning the actual damage is: minimum 165, avarege 275, and maximum 345 with a STATISTICAL PROBABILITY of getting the enemy prone.
and if you know how to farm sorcery points with specific items.. oh yes you can do this every turn (with the next turns dealing somewhat less damage)
@@SebastiansSebastian-fc4pj Exactly, it can get really busted very quickly. Also, the machine gun fire rays are just a more satisfying sound and visual 🤣
@@Cyb3rM1nd some errors in that math tho, since you take a fighter dip idk if you ever get the 6th slot spell
@@Cyb3rM1nd fuuuuuuuuuuc, its not working anymore. it used to say "only works on cantrips" yet gale somehow got like 14, 7, 15, 10, 11, 8 on his hits with scorching ray before. not even as an evocation wizard he was necromancy
Game is almost over by the time you hit level 12 anyway, early strong builds give you waaaaay more mileage
Cheat Engine>
nah, I hit level 12 _just_ as I got to act 3, and I mostly skipped the mountain pass content. I strongly suspect doing both underdark and mount pass quests will get you to level 12 _before_ act 3.
@@romxxiiThis comment is what we need.. I tried the way you just said, I'm generally a completionist in every playthrough and I can confirm I am level 8 and still in act 2 going for nightsong then whole fight at moonrise towers so I'll be 10 I guess till act 2 ends at the very least
@@romxxiiif you do all contents available in act 1 and 2 (choosing to fight most major bosses instead of talking your way through), you can get to level 12 very early in act 3 as I did in 2nd playthrough. On my first one where I didn't do all, I got to lv 12 in mid act 3
@@romxxiinope still haven't reached level 12 yet
Just based off the devils sight, I feel like if someone was going to attempt a solo tactician run with a magic character I feel like this would be the best option to try. Thank you for the video and build!❤
I solo'd Balthazzar on my Warlock by accident. Hexblade is definitely one of the most fun, and might be one of the best builds
I've been doing really well with a barbarian spore druid solo tactician run. Pretty good.
Monk would be the pick
@@Nimootit’s melee bonus is automatically given to all pacts in this game maybe what he means?
Good video, but Archfey is actually BUSTED (with the small caveat of having a Durge in the party... and they don't want the cloak they'll get).
With Archfey patron at lv6, you'll get a free lesser invisibility (2turn) on reaction and a free bonus action misty step (on your next turn) for being damaged. (Misty Escape)
Pair that with free invisibility on killing a creature, avoid killing Alfira for a well-loved boost to damage in Act 2, stack as many items that give you +to hit and -to min roll crit... and you've made an unstoppable monster.
You get hit? Advantage and a free relocate.
You kill? Advantage.
It gets to a point where every beam is 99%, and they're critting 33% of the time. Mind you, that's WAY better than the typical 60-80% to hit, 5% to crit. LITERALLY INSANE, even.
I've been letting my Durge Drow Warlock do literally all the tadpole and extra funny magic shenanigan story beats, and they can pump out damage and self-sustain like its leaves on the wind...
Do NOT sleep on Archfey.
my main is a human warlock - fiend. i didnt realise how powerful this blind+devil's sight. I am in midgame and already got eversight ring now else would have definitely respec'ed to get devil's sight. the pact of the tome did give me call lightening which is a aoe spell i can use for 10 turns non stop - once per long rest as long as my concentration is not broken. i am level 8 at the moment and i got
+21 AC from
+10 Base Armor
+3 Mage Armor
+4 Dex
+2 shield
+1 Clock of protection
+1 evasive shoes
For saving throws, i got
Amulet of the Harpers
Cloak of protection
Absolute's warboard since i am branded by the goblin leader
and another +2 saving throws to Corellon's grace staff since i am unarmored
Wisdom saving throw from Forbidden knowledge
the feat i have taken is +2 to charisma and war caster for advantage on saving throws
and situational lovitar's love
Also got Obsidian Laced Robe that reflects 4-7 fire damage on successful saving throws and gives fire resistance which synergies with my helmet - which gives me arcane acruity on dealing fire damage
8 Str
18 Dex with the Gloves of dexterity
14 Constitution
10 Int
16 Wisdom
20 Charisma incl Aunt Ethals hair
I am in middle of Act2 atm.
Making that introduction must've been an asbolute blast, I love it
an absolute eldritch blast if i may
@@bobbytarantino1066 bro why? XD
wow the special effects and production on this video are amazing. very cool to watch
You can't have temporary hit points from more than one source so the fiend temp hp doesn't work with Armor of Agathys which is much better.
Race wise, Drow and Half-Drow are good if you're going pact of the blade melee since they get faerie fire as a racial but they also work with the darkness build because you get an extra cast of that as a racial. However, Asmodeus Tiefling is probably the over all best since they get darkness and hellish rebuke as racials so you don't have to waste spell slots on them. I've tried several variations and the Great Old One ended up being far better, especially combined with spell sniper. You will regularly lock down groups of enemies with eldritch blast crits and by the end of the game you can have up to 4 blasts in a single cast so 4 chances to crit.
Repelling blast is the one to leave out at level 1. Devils' sight and agonizing is the way to go with repelling later but only if you feel like you really need it. It's a good way to destroy loot by throwing it down a hole. Agonizing blast with 17 cha are +3 damage from 1 - 4, +6 total from 5 - 9 and +9 at 10 - 12 (until you get the gloves that give you the 4th blast) and that's assuming you never raised cha through the whole game.
I also recommend getting the Knife of the Undermountain King from the Creche as well as the gloves mentioned. The improved crit range works on all attack rolls including spells like eldritch blast.
Repel blast is a toggle. I have never lost loot with repelling blast because I turn it off when needed.
@@nunya_bizniz if you can only use it on weaker foes without good loot, then why take it? Or if it requires positioning and environmental hazards? Straight damage is better than hypothetical damage. Its why the damage invocation is usually regarded as the best.
@@justhecuke who said you can only use it on weak enemies? My one and only point is that losing loot to repelling blast is the player's fault because it can be toggled off. The OP seemed to be ignorant to this fact if you read his comment.
@@nunya_bizniz because the strong enemies have loot? You can try reading what I wrote before replying, you know.
My point is about utility. Repelling blast, besides being mildly entertaining, only has conditional utility since it relies on there being environmental dangers nearby and in the right position relative to the enemy.
@@justhecuke again bro, you are missing the point. If you lose loot because you used it wrong, that's on you. I am debating nothing. Why are you bringing up all this irrelevant shit?
Digging the Ungodly OP Monk cameo. Glad to see you're covering multiple op builds in your playthroughs for us.
sorcerer 9, warlock 1, fighter 2: have on Necklace of Elemental Augmentation, farm sorcery points with certain items (or throw potions that give back spell slots to your sorcerer with other characters) and finally cast hex
you can deal maximum damage of 345 in one turn, 275 on avarege and 165 at minimum if you quicken scorching ray with an action surge
if you farmed sorcery points with certain items or potions you can still deal 2/3rds of that damage every other turn
@@SebastiansSebastian-fc4pj sorc 2 wiz 10, level 3 MM with certain gear can really 400+ damage per turn
Pact of the blade has some of the best use of opportunity attacks when paired with polearm master. Its powerful early on and also gives you free attacks each turn late game. It'll also give you access to the most fun weapons of the game that you might not be able to use effectively otherwise. Definitely a contender and shouldn't be dismissed 😅
Paladin and Warlock is one of the best multiclass ever. Warlock level 6 (pact of blades) and Paladin level 6 (oath of vengeance). You get aura of courage with Warlocks charisma modifier which will be +5. Or Warlock 5, Paladin 5 and Fighter 2. Pact of blades extra attack plus paladins extra attack and then action surge. Pact of Blade extra attack (if you bind your weapon or have pact weapon) and paladins extra attack stack in this case. Divine smith your way to victory.
Another cool way of how you can play this build early is to get pact of the blade level 3, get sentinel feat at level 4, and get that extra reach weapon from the druid groove. So, starting from level 4, you can jump into the biggest pack of mobs, cast darkness on them, cast arms of hadar, and just start smacking them while being in the darkness. And they can't get out of darkness because each time they try, they are getting hit by your sentinel opportunity attack, which dries out all of their movement speed. At level 5, you get your 2nd attack, and then you can multiclass into a paladin or a fighter to smack inside of the darkness even harder
This is cool, but you only get one reaction per turn, so some of the enemies will probably get away. This is why it's hard for me to sacrifice feats for sentinel and polearm master
maybe you're right. then a good alternative would be archfey early on with respec to GOO later on when you'll get more crit chance. Thank you for your clarification regarding sentinel
This is the build I’ve been running for my first playthrough! Very enjoyable. I have two levels in Paladin and 8 levels in Warlock with part of the blade and great weapon master feat. 3 smack attacks with high damage output is OP. Plus all the awesome spells and Eldrich blasting shit off up high spots 😈
That's closer to what I'm doing. 5 Lock 7 Pally is most optimal, IMO. I went Great Weapon Master for the +10 damage, the -5 attack not being that big of a deal once you have reliable Advantage. At Lock5/Pally2, you can Smite and have 2 attacks per round, giving both great burst and sustain. Voss can drop his legendary Silver Sword of the Astral Plan in act 1. I'm a Half-Orc shapeshifting as Githzerai, so crits do a bajillion damage with Smite.
There's a bunch of gear in late act 1 and mid act 2 that benefits casting/melee hybrids, so you can get some really beneficial synergies going around CL 7-9, if you know what to look for. This builds out your sustain for non-boss fights, because you're pretty much only using EB and melee attacks. Once you get to CL10, with 3 attacks per turn and 3 bolts per EB, the real fun begins, especially if you have party members casting Haste and Hold Person/Monster for you.
Being able to face, tank, and do a bunch of melee damage while only needing 2 stats is pretty great.
Although this would only be late game there IS a rapier in act 3 that if you are dueling with it the weapon gives you a second reaction, again not much but can lock down 2 targets instead of one
Gotta say, the cinematography of your guides is amazing. Even if I know most of these builds, it's a pleasure to watch them anyway!
My favorite thing in the world is putting enemies on the far edge of Hunger of Hadar and when they finally find their way out of the front, blast them back into it with Eldridge Blast.
Also wanted to mention that your builds are fantastic. I'm following your builds for both Wyll and Tav (who I made a tempest cleric.) In particular, your suggestion to use Darkness is particularly helpful. In fact, I use it for more than just Wyll. I also place my other characters right at the edge of it so they get the benefits of the darkness on the enemy's turn and can easily step out of it on my turn. Never would have thought of that without your suggestion to use darkness in the first place.
I would recommend Armour of Shadows at low level instead of Dark Vision when playing a Drow. As they already come with superior Dark Vision. And casting mage armour for free, especially in the low levels, really helps out a lot! Besides, in act 2 you can get the awesome robe as a reward from Alfira so going without armour (like a robe) is awesome anyway.
This is fantastic!! I've been playing a spellblade warlock and having loads of fun, but I learned some cool things here, like Devil's Sight letting me cast ranged attacks from within Darkness. Thank you!!
I made a whole team of characters multiclassing into warlock a while back, then put them all in darkness with devil's sight. It was completely broken. So easy I decided to try something else. It was fun for a while, though! Definitely recommend trying it. You can make pretty much any class work with a dip in warlock.
Can't wait for the second part! I join the chorus 'Yours are the best guides around'. Thank you!
enjoy! part 2: ua-cam.com/video/DsGBczoAN04/v-deo.html
The best video!! waiting for LV7-12
Hunger of Hadar has good synergy with Storm Clerics, as they get the ability to push back targets hit by their lightning. This applies to lightning surfaces, so they keep getting knocked back into the lightning surface when they try to walk out of it. Drop a HoH on top and it's virtually inescapable!
that sounds like an amazing combo, nice idea!!
As always, another brilliantly produced guide. Nobody entertains at the same time as informing as well as you. It must take so much effort, and is appreciated. Wyll is about to get made over in my first play through, and I look forward to blasting everything! Cheers!
agreed
'In the night, come to me
You know I want your touch of evil
In the night, please, set me free
I can't resist a touch of evil'
I love this build, but I deviate from it by going Great Old One and Pact of the Tome. You can get Shovel as a permanently available summons very early, negating most of the usefulness of Pact of the Chain, IMO. Also, the later spells from Tome are great additions.
6 Tempest Cleric / 5 Storm Sorcerer / 1 Wizard - Full caster level so you can cast max level spells, use the lvl 1 dip in Wizard for scribe spells and learn any spell you want, use headband of intellect for 17 int
One shot every encounter - thank me later.
The most broken build in the game, agreed. And the funniest thing about it is if you go pure cleric early on, or cleric with 1 level wizard dip, you are not only the most powerful caster in the game but you are also a good short rester, as you don't consume as much spell slots as other casters would (cause of the Call lightning) and your Divinity charges are recharging on a short rest
What are the main cantrips/spells/feats/weapons you're using with this build?
I'm level 8; what is the progression from here (6 Tempest Cleric / 2 Storm Sorcerer ?) and forward (Respec at level 10; some other level)?
@@cjp6930 You are using the wet status effect from water to double damage of lightning spells, and you are using channel divinity from Cleric to guarantee they crit although with this build you aren't limited to just lightning spells and can cast whatever you want by using the sorcery points from sorcerer to twin and or quicken spells and blast apart entire rooms. The core of the build is to go straight 5 in Cleric or Sorcerer and then branch out from there and take a dip in Wizard when you have spells you want to learn.
@@cjp6930 Start as Sorcerer for that sweet sweet Constitution proficiency. Tempest Cleric at 2nd level for that sweet sweet Heavy Armor proficiency.
@@Oðrun Personally, I'd start with Cleric as Command spell helps a TON with beating the cambions on the nautiloid. You'll be 2nd level and halfway to 3rd this way before hitting the beach, and the armor+shields help your survivability. 2nd level for Sorc and when you're hitting 3rd, you'll have Withers and then respect to 1 Sorc first then 2 Cleric. And then back to Sorc. By level 4 you're be 2 Cleric and 2 Sorc. Your 5th level should be Wizard and by now you should Headband of Intellect. From there back to Sorc rest of way. This is the most efficient for maxing survivability, features when needed, and to get best start.
Ultimate OP party build is get everyone in your party at least 2-3 lvls of Warlock. Everyone has Devil's Sight and just fight in the Darkness. Your party will have Advantage on the enemy while the enemy will have Disadvantage on you. Enemies won't be able to attack from a distance and force them to come close to you. Also choose The Great Old One subclass, that way your party will just constantly proc Frighten on the enemy. I did this party build in Honor and the game honestly started to become way too easy. It's honestly a super broken party build in battles.
On which level you recommend to start multiclass?
Not only are these build-guides great. Love the fact that you maximize the milage by splitting up early and late game. Also they're funny!
On darkness vs hex, i say always use hex and load up on darkness arrows. Instead of a action to cast darkness shoot a arrow as it does not require concentration. Sure it only lasts 3 turns but even in tough fights 3 turns is enough to pretty much end it.
this is great, thanks dude! As others have mentioned, I also really appreciate build guides that work from the beginning! so many are end-game super builds that aren't relevant for ages. as someone new to DnD videos like this are super helpful!
I just happen to be running this exact same build on my dark urge drow. it feels very good to play. scaling off of charisma makes you very persuasive in dialogue which is always fun.
I can't tell you how much I celebrate your build vidz. Very informative, you explain it in a way that any beginner can understand. And above all, the entertainment factor is simply the best thing I've seen in Baldur's Gate 3 build vidz in the last few weeks. I mean "Ok Hadar, enough is enough". 😂😆
Thanks bro and I'm looking forward to the second part, the mid and late game build of this char. 👍❤
Really hoping you'll eventually do all of the classes. I really like your layouts because they make sense and I can already see how it would improve my current playthrough where I'm struggling.
Hunger of Hadar reminds me of a Convention Game I played and they gave me a Warlock Tiefling from the lower Nobility of Baldurs Gate - was a murder Mystery with a Fiend as Boss the Murderer had made a Pact with.
GM had only given that Char the "Worst Spells" with close to no utility - but allowed to alternativeley use them.
And intimidating People when telling them to stay on the "good Side" else the Hell awaits them - and then conjure "hellish Stuff" was a grat Option for me to be the "nice bad Cop".
What a great (and funny!) video. I'm totally new to this game and genre. On my first run I just jumped in blind, half the time I had no idea what I was doing but I had a blast. For my second run I found your videos to teach me how to be more badass 😈 Thanks so much!
Nice build.
I have to add that the darkness synergy works REALLY well with a pact of the blade warlock as well.
In general, warlocks can become terrifying melee fighters.
absolutely! pact of the blade warlocks are great as well
Also good multiclass options are gloomstalker ranger or even shadow monk. Extra resources are very useful and it's nice to be able to hide as a bonus action.
Love this guide!! Looking forward to part 2 on multi-classing
For those wondering races with darkvision can't see in magical darkness so Devil's Sight is necessary for all races in this build. Disappointing really, I had to respec my drow warlock.
Do drow get to cast darkness as a racial feature ?
I really enjoy your humor as well as your tips! Thanks a lot🎉
Love your style and editing with this build. This would be a good companion to dark shadowheart.
I really enjoy your videos! Can’t wait for you to post the final leveling build video! Soon?
enjoy! part 2: ua-cam.com/video/DsGBczoAN04/v-deo.html
Duergar, free invisibility at level 5 that lasts until lpng rest and recharges "per battle". Means you dont need to worry about getting caught PP in honor mode.
And hex DOES impose disadvantage on attack rolls for combat.
Pact of the chain is useless since you can get shovel for free with the same summon restrictions as summon familiar.
Little Addition: The Charisma Thing is nice, but Dex is imho to be favoured to Con.
When Multiclassing, mind the Saving Throw Proficiencies. Warlock has Wis and Cha as Proficiencies - pretty important ones. Yet, Dex is a real Deal as well especially when you want to use the Shield Feat to negate AoE Spell Damage.
Regardless of your Choice, you might Want to consider Favouring Dex and multiclass into Rogue as well as choosing Pact of the Blade as option to this Build not focussing on Spellslinging rather than Melee.
Rogue grants a pretty Boon in form of Expertise for Sleight of Hand (Lockpick and Pickpocketery) and also for Survival (basically finding all of the Hidden Chests) or something else you like - and an extra Bonus Action is nice as well as the Assassin Feat could work out well as well - in addition to the Cunning Action you gain.
And with Sentinel you can lock down Enemies pretty good inside your Hunger of Hadar/Darkness Spells.
The Thieves Gloves grant advantage on Sleight of Hand so you can basically either Barter or steal as you please - all of the Vendors Stock is "for Free" for you.
And I do not have to tell you what a Thief(3) Warlock(5) with Double Melee Attack and 2 Bonus Actions plus Cunning Action can do - especially when you then start to put in Levels of Sorc after that and gain the Spells from Wizzard Level(s) as well (with the Int17-Circlet a really good deal).
Love this. So from lv 1 to lv 12 how would you multi class?
Must admit I picked agonizing blast as my first invocation. Increasing minimum and average damage by 3 really felt like a lot and made the damage output rival Lae'zel and Karlach. It was not until I picked up the Titanstring bow and specced Karlach for a hybrid dex/str build that I saw higher numbers for the spammable stuff.
I've been running everyone with 3lvl of fighter for proficiencies Surge and Champion, and then Warlock for old one, devil sight and blade pact.
4 characters with 20AC, double crit chance and fear on crit going into act 2 is brutal.
A lot of enemies with legendary resistance don't apply it to fear and it absolutely neuters them when you can average around 2 crits a turn.
I love your in depth build guides, keep up the great work its so nice to watch your videos. Also 2 build suggestions would be 4 element monk and a melee /self buff circle of the land druid.
dude, take one look at the most played classes, they are all charisma based because people want to play the face of the party
Very good when multiclassed with rogue. Enemies have no idea what to do when the whole party is hidden in darkness.
hahaha 11:50 that was subtle. you earned this sub 😂
also great guide. i only started playing recently, so i don't know all the classes. have seen a bunch of guides on the pala, but somehow still struggle to really make it my thing. this however got me hooked
Wow, I thought since normally you can't shoot into or out of fog cloud/darkness that it was just a hard rule, and not related to the blind condition. I swear I tried this with the ring that prevents blind + fog cloud, and I had to walk out of the fog cloud. This is EXACTLY the build I wanted for my Dark Urge, time to respec!!
Eldritch blast has the coolest animation for a spell hands down
i havent beaten the game yet but ive restarted on almost every class. i never play magic users in rpg games but eldrich blast is the most reliable move in the game. so sick of missing all my other attacks even when i get 20 in my main stat. so frustrating in a turn base game when you miss your 1 attack and have to wait there for everyone else to go then you miss again lol
This is magic missle erasure
There's a good chance you don't understand why you're missing if you're missing so often. Maybe try learning
your videos just get better and better, can't wait for the multiclass video, I want to see what you say about sorlock
Pact of the tomb will give you thornwhip. Which will help your amor spell, and will drag them into your darkness to blind them.
funny i just switched off eldritch blast, because it kept missing only a 60% chance to hit and it would feel like a 40% chance.
Drow would be a more optimal racial choice. Meph Tiefling is great, don't get me wrong, but with Drow you not only have easier dialogue through acts 1 and 2, but you get Darkness for free, so that opens up that level 2 spell slot for something else, say, Cloud of Daggers.
I really like your guides :)
waiting for part 2 hehe
enjoy! part 2: ua-cam.com/video/DsGBczoAN04/v-deo.html
Looking forward to the mid to late game build! Kudos good sir
enjoy! part 2: ua-cam.com/video/DsGBczoAN04/v-deo.html
Good stuff, about to try this class out for the first time. hunger of hadar with a bard casting confusion is going to be amazing.
The great thing about having a bard with a warlock is that bard's get a free extra short rest for the party, and warlock spells recover on a short rest. Easy and super convenient combo.
Hey how would you multi class this from lv1 to lv12
Great video, a few things to add -
1. Darkness is fantastic for protecting summons such as Skeletal Archers and Mephits which are usually fragile. They can step out, shoot, and step back in.
2. The AI really doesn't like going into darkness, so you can make your own chokepoints with them. If you put two of them close together with a little clear path in the middle, the AI will march single file between them. The AI essentially treats Darkness like Lava.
3. You can get Shovel as a permanent familiar with a wizard, warlock, or sorcerer. So you can still take Pact of the Tome. The lower spells aren't that great, but you get a few good ones later. And having Pact of the Tome lets you take Create Undead at level 11 for your Mystic Arcanum.
4. Armor of Shadows is also worth having (or Mage Armor from someone else) if you are wearing Potent Robes.
5. There are a few items that work with Hunger of Hadar as well. Snowburst Ring creates patches of ice when you do cold damage. Poisoners Robe deals additional 1d4 Poison Damage. Ichorous Gloves inflicts Noxious Fumes for additional 1d4 AOE damage. Mourning Frost staff can chill enemies, making them vulnerable to cold damage from your Hadar spell as well.
This is the content I scroll through the comments for. Thanks!
poisoners robe is kinda trash and there are way better options by the time you unlock hunger of hadar
Mourning frost staff is good but there are better options like the spell sparkler and the knife of the undermountain king
you speak well
i love you
Loving these guides nizar!
IMO Darkness is the true OP of the game. Makes every "hard" fight easy.
Literally only beat that Cleansing the Shadow quest because of Hunger of Hadar and Spirit Guardians, literally made that fight pretty simple
After all, the fiend and armour of Aghatys
Overlap
If you have Aghatys on you and you kill your opponent, Armour disappears and only the buff from fiend remains.
Awesome video! Very well presented, easy to follow and understand, and superb editing. Thanks for the build guide!
Major problem in with this. Dark Onee's Blessing cancels out Armour of Agathys. You can only have temporary hit points from one source, so as soon as you kill something with armour and get the blessing, the armour goes away.
There was a bug in the video. Did anyone notice it?
Lightning charges and other modifiers which add to the damage of cantrips or spells bug Agonizing blast. If you look at the video at 13:53 you see something strange. That's a bug, But the damage of agonizing blast is being counted twice. Once as part of the normal damage roll and again being added as force damage as flat damage. Although I think this bug was fixed with Lightning charges this last patch, or my mods have fixed it I'm not sure, this bug still works with Phalar Aluve's shriek ability. Do note that the enemy needs to be in the aura, you don't need to be. Slap this on your Cleric or Bard and increase your damage exponentially.
Another Note, Pact of the Tome gives you Haste, Call lightning and Animate dead at level 5. As of right now from my playthroughs Tome is far stronger long term than Chain, however chain is stronger up till level 5. But I haven't been able to test this with the best familiar you get later on in the game, US.
Also, you don't need a frontline character. Control spells work just fine. Bring a druid with infinite web or ranger with a pet with infinite web and repelling blast and you're good.
I played a pal/warlock til end of act 2. Started a Druid and played til end of act but haven’t finished. Went back and started a monk. Halfway through act 2 I love monk. I saw my two fav of monk and Druid are 10-11 on the list. Crazy because I never play as either. I always go fighter, wizard, or rogue. But haven’t played as 1 yet besides the companions. I love that this game has such variety and replayability .
A rogue with warlock abilities darkness and dark sight would be interesting as well. Great video.
I've been playing this game for 5 days and now im on act 2, and boy my team is fucking busted.. First I cast darkness with me and Wyll inside of it then wyll cast hunger of hadar on bunch of the enemies and shadowheart and her spirit guardian waiting just outside the range of hadar... oh and La'ezel (I respecc her to ranger) is hanging around higher ground to end the enemy's suffering quicker
nice of u to talk about level 3 and after that jump to lvl2 like that was possible
LvL3 warlock
Eltrich blast
Pact of the blade
LVL1 fighter
Dualing +weapon proficiencies
Get the hell dusk armor and a flame blade from the druid hireling
Nicely done!
I NEVER WOULD HAVE THOUGHT TO TRY DARKNESS LIKE THAT
Thanks for another great video Nizar!
thanks for watching! :)
Love it bro, thanks for the help.
Thanks this is exactly what i have been looking for. Meaning someone to just tell me what to pick. Everyone wants to take you down a rabbit hole of information and im watching like just tell me what to pick already. I replayed the game 2 times already and im not happy with either of my builds. Fist as a warlock but obviously i didnt pick anything else right to go with the warlock and then the bard and that seems really weak. Im goona try this one i think ill be happy with it and stick with it. Im just annoyed i gotta restart it all over again.
I wish there were more videos on getting op and also breaking this game 😊
Keep the guides coming. Love them
I would like you to post the entire build to follow it up in your guide. Thanks
Great video!!!
this is fantastic:) I knew I just did this build wrong
Man your voice is exactly the same of Fenris of Dragon Age 2!
It is very-very straightforward and slow build. Warlock in tactician lacks damage and can be used for control, but control of that type is better done with Bard, who has nice utilities on top of that Hunger of Hadar. And you can take repelling blast and devil's sight on level two, so you can multiclass bard and still have all the features, even one level of warlock is fine for hex with magic missile... Counter spell on warlock is not so bad option, but he has only two spell slots and just runs out of utility in one turn. Darkness is more or less broken spell, but it renders other party members crippled, it blocks shooting, spellcasting, and make them blind (that is not so bad as it seems tough). It is nice for solo, but warlock is as mentioned slow and lacks damage for solo. Overall, warlock (compared to other class options) is weak and slow and not worth taking all the way on tactitian if you want some faster encounters. Sorcerer is better pick if you want some spellcaster (who are weaker then striker builds in general in bg 3), even cleric is better because of great utilities, nice spell choose and versatility (tempest-light-life). But the guide is very nice.
By the way, pact of tome grant you Haste spell later on, that makes Warlock a little less useless in the mid-game. And warlock with pact of blade combined with sword bard or paladin with pact of blade grants you three attacks per action in mid-game.
amazing video i love not to waist my time and i enjoyed every sec.
Top, ga ik zeker proberen!
Love these videos
Fast clear to the point top guide 👍
Drow get an extra free cast of darkness per long rest as well. Plus the superior act 1 race pick.
Hunger of Hadar plus rock wall druid spell is the true death trap
I like how you dynamic your videos are! Very talented👍 and the information is useful
Love your videos man! Very in depth and clearly a lot of editing work into it. Could you do one for Paladin next?
I found warlocks frustration in BG3. After casting Hex, the limitations on short rest always made my warlock just end up being a one-trick eldritch blast pony.
Every classes are one trick poneys.
Sorc: twin haste and fireballs
Wizard: mostly used to cast magic missile even though he has an array of spells
Fighter: hit things
Rogue: sneak attack hide rinse and repeat
Barbarian: throw things
Paladin: smite the shit out of everyone ALWAYS or else you are wasting spell slots.
Monk: open hand tavern brawler unarmed attack and flurry of blows non stop, also gets boring after a while…. I mean you get the picture.
Warlocks you can CHOOSE to spam EB (granted you’ll have to use it a lot so you better like it) but they can be versatile and make every encounters different. you cast hex for higher single target, Hadar for top tier CC, you can use the other spell slot to upcast scorching ray, fireball or whichever spells tickle your fancy at max level and do it every fights. Being versatile also means doing good in most scenarios but you’ll never be the best in everything you can do. You’ll never surpass wiz or sorc in pure nova damage (which is overrated anyways, consistent damage with some potential to nova is more fun than pure nova IMO)
Bard is also a prime example, can do a lot of things but won’t be your best at all he does. People are calling out warlock as a one trick poney but so are every other classes, even when they multiclass its to allow them to use one different trick or just do the same one more often or with higher damage. Thing is, in BG3, Choosing the one trick you like is what it’s about and it feels like what warlock gives you is not your cup of tea, so you just have to find another poney.
How could you show a warlock being absolutely reckless, wading into battle and just *daring* the enemies to hit him...and then not have half-orc on your list of recommended races?
was there some sort of nice the great one skill line a while back? I remember using your guide build in first playthrough, now in my second it seems slightly different - nerfed in a patch maybe?
His videos are so good