@@funnyimp5209 i just checked again and… it’s not there, i remember it was in the gameplay tab, but i guess they’ve removed it a while ago? what an odd thing to change
since you didn't explain how to get the robe as dark urge (save alfira) you need to knock er down (toggle non lethal and hit her) then a poor random bard will show up to die in her stead x)
The tricky part, at least in my experience, is that you have to do this in one hit, otherwise she'll just heal it back even in Turn Based Mode (starting combat risks other NPCs getting dragged into it) My strategy is to put her to sleep, either with Drow Poison or the Sleep spell, then give Astarion a Rapier and have him Sneak Attack her. Even then it's a roll to KO.
@@Pineapply_Queen cast the fake darkness spell over her, enter turn based mode, then carefully damage her with spell casters of your team, be careful not to kill, then let someone like Lae'zel hit her on the head wirh two handed weapon in non lethal mode Likely to be over in one turn, then unpress the turn based mode and quickly hit back to camp or fast travel to not deal with TON of NPC now hanging around your casted darkness area
A tadpole or the elderbrain as your patron is pretty cool concept, but actually if you speak to the absolute in the crack of Moonrises wall it quite bluntly states that it senses another aberration and kind of freaks out for a little before going back to it's monologue
Calling hunger of hadar a "good spell" is underselling it tbh, that spell is a fight winner in every single difficulty of the game if you actually put it in the right spot
Use cloak of cunning brume and choose thief for rogue class. You can disengage and also create a foggy cloud. Then hide with in a foggy cloud. Thief class gives you 2 bonus actions for disengage and hide.
Two act 1 bow options for statsticks that you missed are Hunting Shortbow: sold by Dammon in the grove gives you advantage when attacking Monstrosities(and there is quite the few), the once per day cast of Hunter's Mark unfortunately works only with weapon attacks. Bow of the Banshee: sold by the Greymon(Duergar who captain's the ship that boards you in the underdark), while you can't use the effect that applies frightened on hit you can use the bonus 1d4 to hit and damage against frightened creatures which will serve you really well until act 3 for The Dead Shot. Also the Surgeon's Subjugation Amulet: Dropped by Malus Thorm(boss of the House of Healing) lets you once per long rest paralyze an enemy for two turns when you land a critical hit which basically gives you 2 turns of guaranteed critical hits if you're within 3 meters of them.
Oh yeah I definitely should have mentioned Bow of the Banshee. It's a great item, and good on an ally once you have deadshot. I think I like spineshudder amulet better for this character than Subjugation but it is a great item
@@UltravioletArts For most of the game Spineshudder amulet is the way to go, I meant using Surgeon's for specific fights you know are coming since it's a once per long rest use. Especially since it comes right before Ketheric pretty useful to swap out and snipe any big humanoid target before shelving it till it's needed again.
Craterflesh gloves are currently bugged with eldritch blast. Instead of adding 2d6 dmg on crit, they add an entire extra beam of eldritch blast with all dmg riders and effects that comes with. The extra beam is also itself a crit, so GOO feature is rolled again as well as adding more reverb stacks. The beam also procs PA shriek melody which, for whatever reason, adds potent robe, agonizing blast, and rhapsody dmg. A crit on a single EB beam with craterflesh = 4d10 force + 20 (potent robe + agonizing blast) + 6 (full stack rhapsody) + 2d4 thunder + 3 (rhapsody) + 10 (potent robe + agonizing blast) This can happen 3 times in a single cast of EB
@alexnevskygod7088the +20 is due to the bugged interaction craterflesh gloves has with eldritch blast. Craterflesh gloves do not add the listed 1d6 force dmg to EB, rather they add another beam of eldritch blast which includes the bonuses from potent robes and agonizing blast. At 20 CHA, a regular EB crit will do 2d10 + 10 (potent robe + agonizing blast). With craterflesh gloves, an additional crit EB beam with dmg of 2d10 + 10 is added resulting in a total of 4d10 + 20 force dmg
@alexnevskygod7088 it works in honor mode as it it is an unintended interaction. As you say, the game is easy enough without using bugged equipment. Spellmight gloves provide more than enough damage to trivialize any encounter in the game, a whopping 9d8 extra damage per turn if your sorlock is hasted and using quickened spell meta magic. 12d8 with the additional action from elixir of bloodlust.
@alexnevskygod7088Well i like using glitches and testing things, i like blasting enemies into oblivion and reaching the max damage possible with various different builds . Yeah the game is too easy but you can make it harder for yourself doing challenges like playing solo if that's what you want. Actually i never liked having companions in any game, i remember fus rah dah-ing Lydia from the top of mountains because i didn't knew how to get rid of her and be alone when i was just a kid(my Skyrim was in German for some reason)
Yeah in my testing I couldn't reliably tell how craterflesh was applying the bug like that but it does feel better than spellmight gloves so it probably was and just not showing accurately in the combat log. I probably should have mentioned it anyway
I did this build with WL 2, Fighter 4, Sorc 6. I also neglected hide/darkness. Just plain old convert almost all spell slots to sourcery points and blast away on bonus actions. Statistically speaking a crit on 12+ or 13+ (i.e. neglect hid and slayer cloak) will change the crit chance from 69,75% to 64% per Blast (with advantage). I gladly took the 6% less crit chance because I could blast 3 more times every turn using sorcery. The damage output goes insanely high with this^^
Same but went Thief 4 vs Fighter 4. One extra bonus action every turn beats one bonus action every short rest. Every combat you can only use action surge once, whereas you can keep using the extra BA as long as you have sorcerer points for Quicken spell. Now if you don't care about feats you can go WL 2, Fighter 2, Theif 3, Sorcerer 5 for one hell of a nova round. But you get one feat and it should probably be dual wielding.
@@nickiis210 Honestly I still prefer Fighter 4. Even with sorc 6 you only get a limited amount of quickened Blasts (which is the main thing you use Bonus actions for in this build). Thus I value the Single full Action eldritch blast + Champions + 1 crit more
@@IliumGaming oh.. right I did not think about that. I usually don't use any of the illithid powers aside from the passive ones though. Occasionally Black hole can be useful but I found that the illithid powers seem to not really fit into the playstyles I use most of the time.
Yeah honestly 13 feels like the sweet spot. 12 doesn't make a huge difference but I went down to a build that only crit on a 14 and I did notice it. Not sure the exact numbers but I liked 13
You did a great job explaining the build. Looks like a lot of fun. A little bit too item focused for me, but I can appreciate the creativity behind it. Thank you.
I did a variant of this build with 4 GOOlock, pact of blade, 4 assassin rogue, and 4 champion fighter. Allowed me to max charisma and pick up spell sniper for maximum eldritch blast crits. Dual wield to crit stack or use the legendary rapier and deadshot. Worked well with stuff like arcane synergy which gave me options for close range. Spineshudder amulet to cause reverberation on hit to proc arcane synergy. Dex gloves so you can dump dex and get more AC with clothing or light armor as well as initiative. Assassin rogue is great too cuz you can initiate combat, get extra action, and guarantee crits on surprised enemies which will cause frighten with mortal reminder. You miss extra attack but it's not a huge deal for this build.
Yeah assassin really gives a lot to this build, I do think a slight level adjustment to grant extra attack would be good without losing much, an arcane synergy version of this could be pretty strong! Dual wielding though does let you simply eldritch blast and then offhand attack with synergy, warlocks have so many great options
@UltravioletArts yeah there are plenty of ways to go about it. The duelist prerogative can be used with regular attack or extra attack so if you use dueling fighting style thats an extra +2. I really wanted to fit an extra attack in but it seemed better to go with more feats to max charisma and get spell sniper. I found that I mainly led off with Eldritch blast to start combat and then again with the assassin round. Then, I would use my bonus action for melee if it was appropriate, so the sacrifice of a feat for extra attack had diminishing returns and was more situational. If I was in melee and not eldritch blasting, I never found myself wanting extra attack between the action and bonus action attack. I'd probably do warlock 5 and 3 rogue if I had absolutely had to have it but maybe that's more for a main character build where you're gonna take hags hair and then you can still get to 20 charisma and spell sniper from 2 feats. Dual wielding does also make it nice to dual wield the hand crossbows and get a magic missile and scorching ray cast every short rest. Those spells synergize pretty well with items that boost eldritch blast damage and the neer misser in the offhand gives you an extra source of force damage at range on your bonus action after eldritch blasting.
Sorry this is 2 months later, working through an honor mode run now, with only taking 4 in GOOlock, I don't get access to the third invocation so I'm not seeing too much of a purpose to go Rogue 4 since I won't be hiding in darkness, do you think 4 sorcerer would be better to get 4 instances of quickened eldrich blast for better cc before fights? Especially abusing warlock short rest slots to recharge them?
@thedarudecactus3179 sorry, I never saw this originally. Assasin rogue 4 is mainly to set up the fight with the initial round and max your charisma. You attack out of combat which triggers a surprise round. You'll likely start first and then get to blast around the battlefield again, applying reverberation and frightened on everyone because you get auto crits on surprised enemies. If the enemies are still alive after this, they aren't doing much and then you can finish the fight. It's much less rest dependent too.
9 GOO/pact of the blade and 3 assassin rogue might be really good too. Use the ring that let's you cast hold person and such as a bonus action. You'd get hold monster. Then you can guarantee crits. Having the crit items would probably be less important then.
Love Warlocks, love GOO and love glass cannons, so much so that my first ever playthrough I ended up with a similar build: pure Warlock critting on a 15, lol. Great video!
3 levels in gloomstalker seem to be better. Same hide as bonus action, but also boost to initiative, extra free weapon attack, fighting style and resistance of your choice
Honestly you might be right. Assassin is great when you are specifically getting surprise rounds, but the bonus to imitative on this build would be really good while still getting bonus action hide. You could go pact of the blade instead of pact of the tome too to make it more of a hybrid gish build
For Crits with advantage if you have no reduction in crit chance it goes from 5% to 9.75% chance with just champion your already at 19% crit chance when you hav advatage (10% without) at 14 it is 57.75% (35% without advantage) and at 12 it is 69.75% (nice) (45% without advantage) knew getting crit was good but never really looked at numbers and risky ring seems so much better now (though less good on character without crit chance modifiers)
I had originally come up with a build pretty close to this as Fightlock 7F-5W, but it ended up being completely derailed by one item: *the Intransigent Warhammer.* It's a pretty mediocre +0 weapon that you can get from the Duegar pirates in the Underdark (careful, you must attack them while on water), except that it knocks everyone Prone in a similar AoE to Mortal Reminder when you crit or kill with it. I went with it on a whim since I was already a Half-Orc for the additional dice on melee crits, and it was so glorious that I made my entire build revolve around it. Lemme explain: Frightened + Prone is one of the best combos in the entire game, because Frightened prevents movement, which makes it impossible to get up and remove Prone, forcing a turn skip while still giving advantage to all your melee attackers. Obviously this also works with Reverberation, but this one can do it in 1 swing as opposed to 3 beams AND in AoE, not to mention splitting your attacks isn't a problem. You'll be losing 3 to your crit dice bonus due to not dual wielding nor using Spell Sniper, but the tradeoff you get is a 16+ (25% -> 44% with advantage from Prone or Darkness) AoE stun on melee attacks, multiplied by however many melee attacks you can make in a turn (Extra attack, Bladelock extra attack, Haste, Action Surge, etc). GW fighting style also technically helps rolling more crits and more consistent dmg, so that's nice. Finally, invest enough in Illithid powers to unlock Black Hole (even better as a bonus action), so that you can drag everyone around you and into the Darkness for massive CC procs, not to mention Slow gives disadvantage on Dex rolls, i.e against Prone rolls. Extremely hilarious and nasty stuff, I completely bullied Raphael and his minions out of existence with it. And that's the gist of it, the rest is up to you. I still went 7F-5W, I first took GWM for the obvious synergy with my warhammer, my crit rate and the insane dmg boost per attack (the debuff is easily negated with advantage as a Bladelock), then Sentinel so that enemies wouldn't be able to flee out of the Darkness (most even stop trying after you get it, which makes it even better lol). You could go for Dual Wielder in order to use a crit dice offhand and +1AC early on, but you'd lose out on a lot of dmg without GWM, and even more as a Half-Orc. You could also remove 1 to your crit dice to take the Helmet of Arcane Acuity and make your Prone and Frightened procs almost inescapable, but I felt I didn't really need it most of the time and preferred maxing my chances of getting the extra GWM attack instead. Besides, the Helldusk Gloves, Cloak of the Weave and Amulet of the Devout are plenty enough for spell DC in Act 3, however if you go Dual Wielder then it might be the better choice. A variant of this build involves using the Unseen Menace instead (sold at the Gith creche alongside the Knife of the Undermountain King) and make use of the extra attack range and the Invisible Weapon effect giving you +1 to your crit dice. You won't be knocking people down, but instead you can keep them Frightened inside your Darkness cloud while staying out of melee/spell range thanks to the pike attack range. This also means you can use Polearm Master as 3rd feat (you still get 3 feats as 7F-5W) and immobilize people that would try to rush through your Darkness to attack your backliners. This build obviously works better in Tactician due to the extra attack rules of Honour Mode, but it will do wonders regardless (since you can then go 8F-4W to get a 4th feat instead), tested and approved by yours truly. Give it a try if you'd like, I guarantee you won't regret it!
Love this, yeah I've been looking at the intransigent warhammer a lot actually it seems really fun, and I'm planning a clown hammer build for my next honour mode runthrough so it might be a good weapon to use until act 3. I have like 5 or 6 ideas for that actual build so I really need to choose something haha. Unseen menance is a great early game crit range increaser as well!
Hmm yeah that could be a really solid option, I'm not sure how exactly you'd figure out the math on what's statistically better but it is definitely worth experimenting with
@@UltravioletArts I’ll give the maths a shot. 10% chance of reroll. 55% chance normal hit. 35% chance crit. After that 10% there’s 65% normal chance 35% crit chance. So we can say it adds 3.5% crit chance. So it’s a 38.5% chance vs a 40% chance with Sarevok’s helmet. So I suppose it’s not really worth it. But it could be good as a meantime piece of equipment. Or if you’re willing to sacrifice a little to have a snazzy hat.
@@purpledevilr7463 seems like the risky ring would make it interesting too, more chances to roll ones and twos that potentially become something better, bonus points if you’re a halfling haha
@@UltravioletArts I think it would better serve Sarevok’s helmet. Yes there’s more chance of rolling 1 or 2 but also more chance of rolling 12. - any advantage would better serve the higher initial chance. Though what you could do is switch from being an eldritch blaster to a duel wielder thief. Meaning 4 attacks per turn (assuming you have extra attack) instead of the 3 from eldritch blast. - though if you have the potent robe + agonizing blast it wouldn’t be worth it.
18:13 ... _Oh. Oh right, that...that counts as being equipped even when you're not using it, huh? I have a crit-focused build, too, and while the Deadshot is part of it, I hadn't even considered it still applies the crit range modifier even if you're not using it..._
Justiciar's Greatshield is also a decent shout for this built as you can cast darkness cloak once per short rest which creates a cloud of darkness which your character immediately hides in. Obviously you lose +1 to crit chance without both knives but it frees one of them up for astarion
First of all - great guide :) nothing that seasoned player wouldnt know, but well put together and explained so that it flows really well :) BUT GOD DARN IT! Leaving sound of notifications from your pc in video should be criminal!!! 20:32
I tried respecing a char into sorc/lock, but i still couldn't quicken the eldritch blast. it just wasn't available to pick. same with some of the cleric cantrips.what am I doing wrong?
hmm good question, I haven't play much with sorcerer yet but when you activate quicken spell it should let you pick cantrips from other classes for sure. You could pick up eldritch blast by taking the spell sniper feat as a sorcerer as a work around but it should work without doing that
This is almost the exact build I used to get my golden dice, except I didnt take any levels in fighter. The items are almost the same as well except I took birthright, potent robe and the glow rings. Pretty cool to see someone had the same idea!
I started a character with wizard for 2 levels and then sorc for 4, so far. I learn spells from scrolls and it appears that my int is the spell casting ability from the wizard spell slots, based on the DC I can see. So I'm not sure that the last class you pick matters in this case.
This build loves illithid powers! Black hole is great for grouping enemies for the mortal reminder triggers. The power that lets you turn a hit into a crit is also perfect here. Mind sanctuary is solid on any caster. And of course cull the weak is absolutely busted, and psionic dominance is a great way to counter spells without using spell slots
Certainly! Level 1 - Fighter 1 - Defense Fighting Style - Second Wind - Mostly starting here for heavy armour and martial weapon proficiency, as well as con sav proficiency Level 2 - Rogue 1 - Expertise in deception and persuasion unless you have the illithid power - Sneak attack we will basically never use Level 3 - Warlock 1 - Eldritch blast, EB scales with character level so you will still get you extra blasts at 5 and 10 - friends - GOO warlock for frighten on critical hits - Hex - Armour of agathys Level 4 - Warlock 2 - Tashas hideous laughter - Agonizing blast - Repelling blast Level 5 - Fighter 2 - Action surge Level 6 - Fighter 3 - Champion fighter for the improved crit chance Level 7 - Fighter 4 - Ability score improvement +2 charisma Level 8 - Warlock 3 - Pact of the tome for guidance and eventually haste and animate dead - Misty step - Replace tasha’s hideous laughter with hold person Level 9 - Warlock 4 - Could pick up darkness for darkness builds, cloud of daggers, armour of agathys - Cantrip blade ward or bone chill - Feat: spell sniper. Bone chill or shocking grasp Level 10 - Warlock 5 - Devil’s Sight - Counter spell - Replace something with hunger of hadar - Deepened pact gives haste, animate dead and call lightning once per short rest Level 11 - Rogue 2 - Cunning action for hiding to crit with shade-slayer cloak Level 12 - Rogue 3 - Assassin subclass - Auto crits on surprise round and returns action - Advantage on creatures that haven’t acted
@@UltravioletArts and thank you for your reply and listing out the guide! The video went really fast and this is a cool, but complicated build I want to do.
something to note while i keep watching your video - maybe use some external software for audio filtering, such as nvidia broadcast. it's free, and it should resolve the background static from your microphone
Just completed a durge run with this. Chose dueregar. Was like playing the game on easy mode. Orin duel was non-existent as she was too frightened to move.
They have two different uses. Tashas laugh serves the same purpose as stuff like Sleep and Banishment, keeping someone out of the fight temporarily. You use Hold Person on a person you want to focus down.
I’ve did a very similar build in my solo Durge Tactical run, however instead of foregoing melee and doing purely spells/ Eldritch blast my build is more of a hybrid Melee spellcaster. 3 Rogue - Assassin 4 Fighter - Champion (starting class) 5 Warlock - Pact of Blade/ GOO With POB you get 2 attacks on your pact weapon and in addition, Rogue allowing duel wielding your off hand works as a hit as well. This synergizes with assassin because if you outright attack first, you recover both your main and bonus actions. If you are dual wielding then you get those 2 initial attacks with your main and off hand (This is assuming you’re using knifes or 2 swords) and assuming you’re working around a critical hit build more often than not you’ll surprise the enemy, and potentially get mortal reminder as a result. In total you have your initial attack, your regular attacks due to assassin recovering them plus, and the additional attack with your pact weapon. Five attacks in about one go. And don’t let me get started if you have that invisibility robe. It’s basically a broken build perfect for Solo
You can get the number needed to crir even lower if you use the amulet of the unfolding weave instead of the spindshudder amulet. You can get this amulet from one of the merrogons in the gauntlet of shar. And if you choose dark urge and get the help of the Bhaalist assassins in the final battle, the brings the number to crit down by another 2 making the number you need to roll for a crit a 9
17:00 It's not that hard. You just have to knock Alfira unconscious every day until the dragonborn bard appears :D. And you can do that with partial rests.
Actually you should do it ASAP when reaching the grove. I had to knock her out 4 times in my hm run bc of other scenes triggering first. This somehow bugged her out: Despite surviving my dark urge she never came to Last Light Inn. Instead she kept sitting around in the grove through my entire act II. Ultimately I had to leave for the Gate with Alfira alive and no potent robe. Thus I recommend immediately heading for the grove dealing with Alfira before doing any other stuff in every Durge run just to make sure.
When I make my Dark Urge Warlock, I am going to roleplay the source of my Urge is my Patron. So it's not a contract they signed, so much as a birthright.
Spell might gloves are super easy to get especially for the dark urge. Kill or pickpocket Lucretious at the start of act 3. The quest isn’t worth doing.
@@buluketek5030 you admittedly surprise is confusing. You need to strike from hiding but they also have to see you after the attack lands, so if you are too far away initiative won’t trigger, but the enemies will also start looking for the source of the attack and potentially start a fight without a surprise round
Yeah I believe I specifically mention illithid expertise. Basically all builds can make solid use of tadpole powers but the one that turns a hit into a crit is perfect for this build, as well as blackhole to group enemies together for the AOE fear, and mind sanctuary for extra eldritch blasts
I played this on a sorc fighter warlock split , no rogue so no bonus action hide which made using the shadeslayer cloak impractical. Other than that our gear selection were pretty much identical, except i kept alfira's robe for the whole playthrough since it lets me add charisma again and you can go 22 CHA with the mirror of loss (24 if you use the hat from sorcerous sundries). It is worth mentioning that during my playthrough I tried some experimental build with a party member using Phalar Aluve shriek and the Necklace of Elemental Augmentation and the necklace seemed to crit aswell resulting in a flat +10 per blast since I only had 20CHA at the time, not sure if this is a bug or not but it didn't always work for some reason.
My current build, a shadow throw solo monk is one of my most favourite so far. Race: Deep Gnome, Half Orc, Duergar, Asmodeus Tiefling or Drow. I recommend 8 strenth, 17 dexterity, 8 constitution, 10 intelligence, 14 wisdom and 16 charisma with a charlatan background. 4 levels in rogue, assassin. Pick proficiency in stealth, persuasion, perception and performance. Expertise in stealth and whatever else you want. I went with deception. Also take the tavern brawler feat. 2 levels in fighter. Pick whatever fighting style, it doesn't matter. Action surge and weapon proficiencies are the point. 6 levels into monk, way of shadow, savage attacker or dualwielder feat. I'd say, pick savage attacker until you get nyrulna, then respec and take dual wielder so you can dual wield it with phalar aluve. Returning pike at first, swap to nyrulna ASAP. Stack reverberation items. Gloves of beligerent skies, boots of stormy clamour etc. Durge cloak is very good, but not absolutely mandatory. Cunning Brume is a solid alternative for a non-durge. Eversight ring is a must have until you can get the helldusk helmet, which has built in devil sight. I'm also a big fan of the sentient amulet with this build. With your high dexterity and proficiency in sleight of hand, having gloves of thievery and smuggler's band in your inventory is strongly recommended. Stack throw damage until you can make the swap to Nyrulna, then stack thunder and reverb items instead. Those 6 way of shadow monk levels mean you get darkness and shadow step. Incredibly strong stealth movement combo. You can throw from darkness and stack reverb like crazy while remaining unseen. Combat is normally like this: Cast shadow arts: darkness on yourself or cast it on the enemy and shadowstep in. Optionally, drink a potion of speed. Recommended for tougher fights. Activate phalar aluve: shriek. Throw your weapon. If you succeed a stealth check, you can keep throwing without initiating combat. If you fail a stealth check, the enemy is surprised and you gain guaranteed crit that turn. With haste, you can then throw another 4 times. Activate action surge and you can throw 2 more times. With your bonus action, hide and wait until your next turn. If you want, you can even play with low health and benefit off loviathar's love. This build is ideal for that buff, because of its stealthy nature. Pros of the build are: You're a stealth movement master. Seriously. Shadowstep is incredible. Paired with cloak of shadows, as long as you stick to areas that aren't fully unobscured, you can teleport around while invisible and negate enemies whenever you want. You're also a crowd control master. Enemies will be knocked prone left and right, because you're stacking reverberation like crazy. Your damage is actually really good. Throw damage can proc extra attack. It's very easy to surprise most enemies. You'll usually end up throwing up to 7 times with 100% crit rate before the enemy even gets a turn. You're proficient in two conversational skills and performance. You're also very good in sleight of hand. You have an on-demand stun. Useful for tough enemies that may not go down in one hit. Cons of the build: It's squishy. Your defence is your stealth and use of darkness. So it doesn't matter quite as much in actual gameplay, but it's still something to keep in mind. It's cheesy. Because any stealth build is cheesy. That's kind of the point with them. But not everyone might like that.
So I think I upgraded your build. Another choice when it comes to eldritch blast is to machine gun it, with quickened spell from sorcerer and thief from rogue So if you take the rogue subclass, only 2 levels in warlock, for the repelling and agonizing, the champion subclass from fighter, you get 4 levels for sorcerer so quickened spell is available, and the only downside is 1 feat, for spell sniper, and you can get 18 charisma with hag's hair and wear the birthright hat for the 20, sure it's -1 for the critical hits, but helps with damage and keeps the rest of the build the same, I would change the critical hit elixir for bloodlust just for more attacks. You can change one of the invocations for devil's sight, repelling being the clear choice, or wear the eversight ring and never be blinded. Hope someone likes this idea, and ur video was awesome, thanks for sharing with everyone
Well, you losing "2 crit" And even tho your build works as well, is not so much a upgrade as it is variation. Critical hits with this build are absolutely broken so losing 1 crit to basically get another bonus action meh.. About the elixir it will always depend on the fight.
You can since most of the crit chance reduction comes from equipment, but you won't be as versatile as multiclass while severly crippling your damage output
Yeah absolutely, in fact for the final battle I wanted the psychic damage resistance from level 10 GOO warlock so I respeced to 11 warlock/1 cleric (for armour proficiency) and it was still just as potent! A little less safe since you can't hide every turn but you can still crit on a 14
@@Razyazy hold monster, evard’s black tentacle and dominate person are all solid. Sometimes it is just good to do a big hold person that targets 4 creatures thanks to a level 5 spell slot, of keep eldritch blasting away and hold onto those high level spell slots to hard counterspell problematic enemy spells
So @ 19:30 ... they're not a pain in the ass to get ... just pickpocket them off the NPC that gives them to you at the end of the quest chain with someone who has disguise self going... zero effort with a cloud/darkness going and YOINK ...
Fantastic video, just a little feedback. There's an ounce of static audible while you're speaking. I only noticed it because I switched to headphones half-way through.
I don't like spellcasters, but I'll probably try this build for a solo honor run next. Generally speaking I prefer sustain damage over rng crits, but in this game building for crits just feels right. Barbarian dice multiplication, paladin smites and warlock reminders are all great. I definitely don't jive with stealth though so I might just go for the more standard sorlock mix
Yeah it definitely doesn't feel very rng once the build really gets going but it does come online quite late. You could also very easily do a pact of the blade version if you don't want to do eldritch blast
Neat, I learned a few things I never would have guessed, like needing the right class to pick certain feats, and that your last class added to your build matters. I've been trying a warlock build that tries to spam conditions like lightning charges, reverberation, arcane synergy, and radiating orb, but it's not working as well as I was expecting. I know some of those conditions go on me and not the enemy, but still, the radiant damage especially seems to elude me. I'd love to hear your take on this sort of build, I've been going pure warlock, but I should probably multiclass sorcerer. I've also only got a few sources of extra crit range, I think my next build will be pretty much exactly this one, focusing entirely on crit range.
Awesome! There is definitely some behind the scenes weirdness that the game doesn't clarify well. Yeah you can do a good radiating orb build on a warlock! Coruscation ring is the easiest way since it just applies on spell attacks, but if you have the callous glow ring and are illuminated by something like the light cantrip you will get the radiant damage on each blast and could add in the luminous gloves of luminous armour (if you have proficiency with medium armour). You can even still fit on the boots of stormy clamour and spineshudder amulet and the crit gear!
@@UltravioletArts Yeah those rings have been confusing, I'm still not sure if I need to be illuminated or my enemy does, but even when both are true it doesn't seem to be consistent. I'm actually using those gloves on shadowheart, she's also got the glowing mace. Maybe I'll give her the rings too, and then I'll wear the risky ring and something else. I'm using AI Allies and no party limit mods, so I can have the full gang doing their own thing. So darkness isn't a great strategy for me cuz it would cause them trouble. I think the crit + fear + knockdown build will be the best way I can support them, and then I'll rely on them to deal damage. After a tactician run it's off to honor mode, I'm not confident, but if I fail at least it'll probably be funny, like the time Wyll used repelling blast on Laezel to save her from an aoe... while she was at 3 hp.
You can potentially skip the rogue levels here and use the Justiciar's Greatshield. It gives you bonus action hide that *produces* a small cloud of darkness. Bears testing and you're missing out on 1 grit threshold, but you're also potentially saving 2 entire levels off the build
Something that I dont think most people realize that you can abuse as a warlock is that if you are hiding in darkness and attack using EB, or weapon attack: it rolls stealth to determine if initiative begins. Thats trash if your stealth is bad since you will always trigger combat on the first attack like he did in the video.... But if you have atleast 16 DEX, take lightfoot halfing as your tav, expertise from rogue in stealth, and have shadowheart cast pass without trace before hand... then your stealth stat is about +20 AND you have advantage from race. That means that *BEFORE INITIATIVE/COMBAT EVEN STARTS* you can cast eldritch blast on the enemies like 5-15 times(my average, although i always forget PWT). Its very similar to how greater invisibility functions. Keep in mind that each of those casts is *3 beams* but one cast only takes 1 stealth check, so EB seems to be the most efficient form of attack with this. Do keep in mind that if you do this, the game doesnt seem to give you a surprise round, which is understandable since you are going to output the most damage any class in the game can do before combat starts. Ive annhilated entire encounters without starting combat while doing this and id suggest avoiding the pass without trace so that you dont ruin the game from how OP this is. That being said, I think it would work really well with this crit warlock build, since rogue assassin is *already involved anyways* and all you would need to change is your race to Lightfoot halfing or deep gnome for that sweet advantage on stealth and have some form of pass without trace.
Consider 5 Gloomstalker as an alternate to fighter/rogue, it provides hide, initiative, extra attack and excellent starting skills (8 for human). Combine with GOO Warlock for the pact blade extra attack. Excellent ranged and melee.
Oh yeah gloomstalker could be a great addition for a pact blade build! Could skip on taking alert then too. I think going down to 13 crit would be totally fine since you can still bonus action hide as a gloomstalker for shade-slayer cloak
Would this setup still be good for a solo Tactician run? And what would be the best way to lv this version? Like 5 gloom/ 7 warlock? Or 5 gloom/ 5 warlock/ 2 fighter?
Yea I usually prefer Warlock 2 / Champion Fighter 3 / Draconic Bloodline 7 - this way you can use all your spell slots for quickened eldritch blasts and you get a small bump to AC so youre not as squishy (Even a little bit of extra AC helps. The AI will go out of their way to target this character since most of my other ACT 3 characters have AC of 19+).
Great idea for potent robe as well. I dislike the implementation of assassin thief into this build because the risky ring already gives you advantage on every attack anyways.
Massive oversight in this build guide. Slap shadeclinger armor on and you will have permanent advantage on all saving throws. Or you can put it on, get the buff which persists and wear something else.
I did a similar build with 2 warlock levels and 10 lore bard. I only got down to crits on a 16 cuz the crit Sarevok helmet is medium armor and instead of bloodthirst and undermoutain king knife, i used the duelist's prerogative for the extra reaction
Shadowheart with shar's spear of evening is the only support you need, cast the completely free shar's darkness and hide inside with you attacking enemies who get too close
I have a dumb idea. This build, but Half Orc, pact of the blade, find a busted weapon to pact with, instead of spell sniper you pick a feat that let's you hit more like Great Weapon Master/Pole Arm Master/Sentinel(for Op Attacks) This theoretically means that those Mortal Reminder Crits are very juicy with another damage dice added to the critical damage. If that also adds additional die to all damage sources attached to that melee weapon attack, I'm sure people will know which items and spells/classes can add more damage to attacks.
you can ignore the last level on sorcerer and get a level 1 mage slot to learn chain lightning spell. It deals 160 damage with the feat, water and ignorance resistance.
I'd say the radiant orb ring is better than mental fatigue ring by a fair margin as it still procs reverberation gear but you debuff the crap out of anything you hit. All you give up is +1 crit in act 2 to use the ring as you'll have light applied to yourself to guarantee radiant orb stacking. This also basically lets dame near solo myrkul as he's too debuffed to hit her in melee lol.
What are these builds actually for? To kill the guards in the city? By the time you get to the final version, you already have all the important battles behind you.
You reach level 12 extremely early into act 3 and should be level 12 for most fights unless you did something very wrong….So build videos are still helpful lmao, the only thing that’s true is by the time you get all the perfect armor game is over. Still helpful to know which pieces to get first, most of the armor in this video is found beginning of act 3 too….
Hag's hair on a charisma main character just feels bad (unless it's your only one ofc) since you get patriar's memory practically guaranteed (with forbidden knowledge to actually guarantee the bard's one). If you start 17, memories alone will get you to 20. I suppose you could always put your initial +2 elsewhere, but typically that xtra point is often only usable by dumping another stat and you'd really much rather another character get their 20 or 22 main stat.
huh I calculated this before and I think you can get a bit lower with a melee build and get the build online a bit earlier with the Invisible Pike and Half-orc race for extra crit damage. Most of the real crit chance recucers come only act 3 that being Perilous Stakes. On a melee build the minimum is 13, but you hit tons of times per turn and there is things that trant you extra effects just on melee hit liek Half-orc brutal critical, weapons with lifesteal etc. I am running a crit based half-Orc so I might respect from melee to eldritch blasting in Act3 when I am no longer reliant on unseen weapon
Yeah I didn't mention perilous stakes but it does work for any attack roll (as durge you can actually get as low of a crit range as 8 with illithid perilous stakes and bloody inheritance), but spell sniper is the only exclusive one so spell attackers should always have one point more than martials. Definitely a very viable melee version of this though no question
I always mutliclaas Assassin + Warlock. The guaranteed Crit before every battle and to proc Frightened, then casting Darkness on myself to have constant Advantages to do Sneak Attacks is such a deadly combo.
Spell might gloves aren't hard to get. You just go straight up to the circus and pick pocket it from them if you dont want to go out of your way to get the clown parts. Just pop a invis potion or greater invis use your best sleight of hand character and boom you've gotten the gloves at the start of act 3. Just make sure to open a door to get out of the circus easier so nobody catches you.
BG3 uses a d4 for initiative instead of a d20, so Alert is even stronger than in the tabletop. It's an auto-pick in every build I make.
Especially in Honour Mode.
this is a game setting for simplicity’s sake, you can still select a d20 for initiative, but yeah… it’s easily abused like that
@@bronchielwhere I can find this setting?
@@funnyimp5209 i just checked again and… it’s not there, i remember it was in the gameplay tab, but i guess they’ve removed it a while ago? what an odd thing to change
@@funnyimp5209 there's a mod for it.
since you didn't explain how to get the robe as dark urge (save alfira) you need to knock er down (toggle non lethal and hit her) then a poor random bard will show up to die in her stead x)
make sure to time your long rests too. if you mess up the order she will still show up in your camp
@@minnesotanose Knock her out first thing you got to druids, then walk past the bridge to blighted village and long rest
The tricky part, at least in my experience, is that you have to do this in one hit, otherwise she'll just heal it back even in Turn Based Mode (starting combat risks other NPCs getting dragged into it)
My strategy is to put her to sleep, either with Drow Poison or the Sleep spell, then give Astarion a Rapier and have him Sneak Attack her. Even then it's a roll to KO.
@@Pineapply_Queen cast the fake darkness spell over her, enter turn based mode, then carefully damage her with spell casters of your team, be careful not to kill, then let someone like Lae'zel hit her on the head wirh two handed weapon in non lethal mode
Likely to be over in one turn, then unpress the turn based mode and quickly hit back to camp or fast travel to not deal with TON of NPC now hanging around your casted darkness area
so you cant get robe if shes dead?
A tadpole or the elderbrain as your patron is pretty cool concept, but actually if you speak to the absolute in the crack of Moonrises wall it quite bluntly states that it senses another aberration and kind of freaks out for a little before going back to it's monologue
I like to think that my patron is Withers.
@@funnyblog100Withers is not an aberration
@@osufan8278 He’s an old god. Jergal to be exact. I’d say he counts. Being an old god of the dead he's very thematic with mortal reminder.
@@funnyblog100 He'd be more like a death or undead warlock patron. An old god is not an Elder God.
@@EdmundBombardieri Yeah but that isn't in the game.
Calling hunger of hadar a "good spell" is underselling it tbh, that spell is a fight winner in every single difficulty of the game if you actually put it in the right spot
Top 15-20 spells in my opinion
@@braydenbassett8079Top 15? Wtf? 😂 Who does a top 15?
I'm just bad at positioning aoe/surface spells. Enemies just ignore them lol. Gotta git gud at it
For solo or all ranged team sure, but when you have fighters or any melee it’s garbage
Use cloak of cunning brume and choose thief for rogue class. You can disengage and also create a foggy cloud. Then hide with in a foggy cloud. Thief class gives you 2 bonus actions for disengage and hide.
that does reduce our crit chance by one but yeah cunning brume is a very cool item that would fit well into the build!
@@UltravioletArts oh loved that ring that wouldnt make u blind, so u can keep attacking from within the foggy cloud!
Interesting tip about the last class being taken determining caster attribute. Certainly good for every playthrough to know about.
Didnt know why my builds werent fuctioning at max performance, always did respec at the wrong order lol!
Two act 1 bow options for statsticks that you missed are
Hunting Shortbow: sold by Dammon in the grove gives you advantage when attacking Monstrosities(and there is quite the few), the once per day cast of Hunter's Mark unfortunately works only with weapon attacks.
Bow of the Banshee: sold by the Greymon(Duergar who captain's the ship that boards you in the underdark), while you can't use the effect that applies frightened on hit you can use the bonus 1d4 to hit and damage against frightened creatures which will serve you really well until act 3 for The Dead Shot.
Also the Surgeon's Subjugation Amulet: Dropped by Malus Thorm(boss of the House of Healing) lets you once per long rest paralyze an enemy for two turns when you land a critical hit which basically gives you 2 turns of guaranteed critical hits if you're within 3 meters of them.
Oh yeah I definitely should have mentioned Bow of the Banshee. It's a great item, and good on an ally once you have deadshot. I think I like spineshudder amulet better for this character than Subjugation but it is a great item
@@UltravioletArts For most of the game Spineshudder amulet is the way to go, I meant using Surgeon's for specific fights you know are coming since it's a once per long rest use. Especially since it comes right before Ketheric pretty useful to swap out and snipe any big humanoid target before shelving it till it's needed again.
Craterflesh gloves are currently bugged with eldritch blast. Instead of adding 2d6 dmg on crit, they add an entire extra beam of eldritch blast with all dmg riders and effects that comes with. The extra beam is also itself a crit, so GOO feature is rolled again as well as adding more reverb stacks. The beam also procs PA shriek melody which, for whatever reason, adds potent robe, agonizing blast, and rhapsody dmg.
A crit on a single EB beam with craterflesh = 4d10 force + 20 (potent robe + agonizing blast) + 6 (full stack rhapsody) + 2d4 thunder + 3 (rhapsody) + 10 (potent robe + agonizing blast)
This can happen 3 times in a single cast of EB
@alexnevskygod7088the +20 is due to the bugged interaction craterflesh gloves has with eldritch blast. Craterflesh gloves do not add the listed 1d6 force dmg to EB, rather they add another beam of eldritch blast which includes the bonuses from potent robes and agonizing blast.
At 20 CHA, a regular EB crit will do 2d10 + 10 (potent robe + agonizing blast). With craterflesh gloves, an additional crit EB beam with dmg of 2d10 + 10 is added resulting in a total of 4d10 + 20 force dmg
I hope they never patch this but they probably will
@alexnevskygod7088 it works in honor mode as it it is an unintended interaction. As you say, the game is easy enough without using bugged equipment. Spellmight gloves provide more than enough damage to trivialize any encounter in the game, a whopping 9d8 extra damage per turn if your sorlock is hasted and using quickened spell meta magic. 12d8 with the additional action from elixir of bloodlust.
@alexnevskygod7088Well i like using glitches and testing things, i like blasting enemies into oblivion and reaching the max damage possible with various different builds . Yeah the game is too easy but you can make it harder for yourself doing challenges like playing solo if that's what you want. Actually i never liked having companions in any game, i remember fus rah dah-ing Lydia from the top of mountains because i didn't knew how to get rid of her and be alone when i was just a kid(my Skyrim was in German for some reason)
Yeah in my testing I couldn't reliably tell how craterflesh was applying the bug like that but it does feel better than spellmight gloves so it probably was and just not showing accurately in the combat log. I probably should have mentioned it anyway
I did this build with WL 2, Fighter 4, Sorc 6. I also neglected hide/darkness. Just plain old convert almost all spell slots to sourcery points and blast away on bonus actions. Statistically speaking a crit on 12+ or 13+ (i.e. neglect hid and slayer cloak) will change the crit chance from 69,75% to 64% per Blast (with advantage). I gladly took the 6% less crit chance because I could blast 3 more times every turn using sorcery. The damage output goes insanely high with this^^
Same but went Thief 4 vs Fighter 4. One extra bonus action every turn beats one bonus action every short rest. Every combat you can only use action surge once, whereas you can keep using the extra BA as long as you have sorcerer points for Quicken spell.
Now if you don't care about feats you can go WL 2, Fighter 2, Theif 3, Sorcerer 5 for one hell of a nova round. But you get one feat and it should probably be dual wielding.
@@nickiis210 Honestly I still prefer Fighter 4. Even with sorc 6 you only get a limited amount of quickened Blasts (which is the main thing you use Bonus actions for in this build). Thus I value the Single full Action eldritch blast + Champions + 1 crit more
@@blind8478 thief split goes hard with awakened illithid powers though
@@IliumGaming oh.. right I did not think about that. I usually don't use any of the illithid powers aside from the passive ones though. Occasionally Black hole can be useful but I found that the illithid powers seem to not really fit into the playstyles I use most of the time.
Yeah honestly 13 feels like the sweet spot. 12 doesn't make a huge difference but I went down to a build that only crit on a 14 and I did notice it. Not sure the exact numbers but I liked 13
You did a great job explaining the build. Looks like a lot of fun. A little bit too item focused for me, but I can appreciate the creativity behind it. Thank you.
every honor mode build is gonna be item focused brother
I've been solo'ing Honour Mode with this build and it's indeed viable. And incredibly fun. Thanks a lot!
for what specifically in this build we take warlock last? 2:15 what items it will influence? or something else?
You literally linked the section where he explains it.
Awesome build! One change I made is to take draconic sorcerer levels instead of rogue for metamagic and better armor class
I did a variant of this build with 4 GOOlock, pact of blade, 4 assassin rogue, and 4 champion fighter. Allowed me to max charisma and pick up spell sniper for maximum eldritch blast crits. Dual wield to crit stack or use the legendary rapier and deadshot. Worked well with stuff like arcane synergy which gave me options for close range. Spineshudder amulet to cause reverberation on hit to proc arcane synergy. Dex gloves so you can dump dex and get more AC with clothing or light armor as well as initiative. Assassin rogue is great too cuz you can initiate combat, get extra action, and guarantee crits on surprised enemies which will cause frighten with mortal reminder. You miss extra attack but it's not a huge deal for this build.
Yeah assassin really gives a lot to this build, I do think a slight level adjustment to grant extra attack would be good without losing much, an arcane synergy version of this could be pretty strong! Dual wielding though does let you simply eldritch blast and then offhand attack with synergy, warlocks have so many great options
@UltravioletArts yeah there are plenty of ways to go about it. The duelist prerogative can be used with regular attack or extra attack so if you use dueling fighting style thats an extra +2. I really wanted to fit an extra attack in but it seemed better to go with more feats to max charisma and get spell sniper. I found that I mainly led off with Eldritch blast to start combat and then again with the assassin round. Then, I would use my bonus action for melee if it was appropriate, so the sacrifice of a feat for extra attack had diminishing returns and was more situational. If I was in melee and not eldritch blasting, I never found myself wanting extra attack between the action and bonus action attack.
I'd probably do warlock 5 and 3 rogue if I had absolutely had to have it but maybe that's more for a main character build where you're gonna take hags hair and then you can still get to 20 charisma and spell sniper from 2 feats.
Dual wielding does also make it nice to dual wield the hand crossbows and get a magic missile and scorching ray cast every short rest. Those spells synergize pretty well with items that boost eldritch blast damage and the neer misser in the offhand gives you an extra source of force damage at range on your bonus action after eldritch blasting.
Sorry this is 2 months later, working through an honor mode run now, with only taking 4 in GOOlock, I don't get access to the third invocation so I'm not seeing too much of a purpose to go Rogue 4 since I won't be hiding in darkness, do you think 4 sorcerer would be better to get 4 instances of quickened eldrich blast for better cc before fights? Especially abusing warlock short rest slots to recharge them?
@thedarudecactus3179 sorry, I never saw this originally. Assasin rogue 4 is mainly to set up the fight with the initial round and max your charisma. You attack out of combat which triggers a surprise round. You'll likely start first and then get to blast around the battlefield again, applying reverberation and frightened on everyone because you get auto crits on surprised enemies. If the enemies are still alive after this, they aren't doing much and then you can finish the fight. It's much less rest dependent too.
9 GOO/pact of the blade and 3 assassin rogue might be really good too. Use the ring that let's you cast hold person and such as a bonus action. You'd get hold monster. Then you can guarantee crits. Having the crit items would probably be less important then.
Love Warlocks, love GOO and love glass cannons, so much so that my first ever playthrough I ended up with a similar build: pure Warlock critting on a 15, lol. Great video!
Thank you! Yeah same here I love it all, all three of my playthoughs so far have involved warlocks haha
fun thing about daredevil gloves, you can also use them to get the auto crits from hold person
3 levels in gloomstalker seem to be better.
Same hide as bonus action, but also boost to initiative, extra free weapon attack, fighting style and resistance of your choice
Honestly you might be right. Assassin is great when you are specifically getting surprise rounds, but the bonus to imitative on this build would be really good while still getting bonus action hide. You could go pact of the blade instead of pact of the tome too to make it more of a hybrid gish build
For Crits with advantage if you have no reduction in crit chance it goes from 5% to 9.75% chance
with just champion your already at 19% crit chance when you hav advatage (10% without)
at 14 it is 57.75% (35% without advantage)
and at 12 it is 69.75% (nice) (45% without advantage)
knew getting crit was good but never really looked at numbers and risky ring seems so much better now (though less good on character without crit chance modifiers)
This is the most interesting variation of this build I've come across
I would remove the fighter completely from this build myself to many lvls for +1 crit
Highly suggest The Fiend until you're able to get your crit lower... the extra HP helps a ton.
I had originally come up with a build pretty close to this as Fightlock 7F-5W, but it ended up being completely derailed by one item: *the Intransigent Warhammer.*
It's a pretty mediocre +0 weapon that you can get from the Duegar pirates in the Underdark (careful, you must attack them while on water), except that it knocks everyone Prone in a similar AoE to Mortal Reminder when you crit or kill with it. I went with it on a whim since I was already a Half-Orc for the additional dice on melee crits, and it was so glorious that I made my entire build revolve around it.
Lemme explain: Frightened + Prone is one of the best combos in the entire game, because Frightened prevents movement, which makes it impossible to get up and remove Prone, forcing a turn skip while still giving advantage to all your melee attackers. Obviously this also works with Reverberation, but this one can do it in 1 swing as opposed to 3 beams AND in AoE, not to mention splitting your attacks isn't a problem. You'll be losing 3 to your crit dice bonus due to not dual wielding nor using Spell Sniper, but the tradeoff you get is a 16+ (25% -> 44% with advantage from Prone or Darkness) AoE stun on melee attacks, multiplied by however many melee attacks you can make in a turn (Extra attack, Bladelock extra attack, Haste, Action Surge, etc). GW fighting style also technically helps rolling more crits and more consistent dmg, so that's nice. Finally, invest enough in Illithid powers to unlock Black Hole (even better as a bonus action), so that you can drag everyone around you and into the Darkness for massive CC procs, not to mention Slow gives disadvantage on Dex rolls, i.e against Prone rolls. Extremely hilarious and nasty stuff, I completely bullied Raphael and his minions out of existence with it.
And that's the gist of it, the rest is up to you. I still went 7F-5W, I first took GWM for the obvious synergy with my warhammer, my crit rate and the insane dmg boost per attack (the debuff is easily negated with advantage as a Bladelock), then Sentinel so that enemies wouldn't be able to flee out of the Darkness (most even stop trying after you get it, which makes it even better lol). You could go for Dual Wielder in order to use a crit dice offhand and +1AC early on, but you'd lose out on a lot of dmg without GWM, and even more as a Half-Orc. You could also remove 1 to your crit dice to take the Helmet of Arcane Acuity and make your Prone and Frightened procs almost inescapable, but I felt I didn't really need it most of the time and preferred maxing my chances of getting the extra GWM attack instead. Besides, the Helldusk Gloves, Cloak of the Weave and Amulet of the Devout are plenty enough for spell DC in Act 3, however if you go Dual Wielder then it might be the better choice.
A variant of this build involves using the Unseen Menace instead (sold at the Gith creche alongside the Knife of the Undermountain King) and make use of the extra attack range and the Invisible Weapon effect giving you +1 to your crit dice. You won't be knocking people down, but instead you can keep them Frightened inside your Darkness cloud while staying out of melee/spell range thanks to the pike attack range. This also means you can use Polearm Master as 3rd feat (you still get 3 feats as 7F-5W) and immobilize people that would try to rush through your Darkness to attack your backliners.
This build obviously works better in Tactician due to the extra attack rules of Honour Mode, but it will do wonders regardless (since you can then go 8F-4W to get a 4th feat instead), tested and approved by yours truly. Give it a try if you'd like, I guarantee you won't regret it!
Love this, yeah I've been looking at the intransigent warhammer a lot actually it seems really fun, and I'm planning a clown hammer build for my next honour mode runthrough so it might be a good weapon to use until act 3. I have like 5 or 6 ideas for that actual build so I really need to choose something haha. Unseen menance is a great early game crit range increaser as well!
Just thinking. Would the Hat of the Sharp Caster be better than Sarevok’s helmet?
You reroll spell attacks that are 1 or 2.
Hmm yeah that could be a really solid option, I'm not sure how exactly you'd figure out the math on what's statistically better but it is definitely worth experimenting with
@@UltravioletArts I’ll give the maths a shot.
10% chance of reroll. 55% chance normal hit. 35% chance crit.
After that 10% there’s 65% normal chance 35% crit chance. So we can say it adds 3.5% crit chance.
So it’s a 38.5% chance vs a 40% chance with Sarevok’s helmet.
So I suppose it’s not really worth it. But it could be good as a meantime piece of equipment. Or if you’re willing to sacrifice a little to have a snazzy hat.
@@purpledevilr7463 seems like the risky ring would make it interesting too, more chances to roll ones and twos that potentially become something better, bonus points if you’re a halfling haha
@@UltravioletArts I think it would better serve Sarevok’s helmet. Yes there’s more chance of rolling 1 or 2 but also more chance of rolling 12. - any advantage would better serve the higher initial chance.
Though what you could do is switch from being an eldritch blaster to a duel wielder thief. Meaning 4 attacks per turn (assuming you have extra attack) instead of the 3 from eldritch blast. - though if you have the potent robe + agonizing blast it wouldn’t be worth it.
wouldnt the -5 from the spellmight gloves make you not crit though cause your attack rolls would lower?
18:13
...
_Oh. Oh right, that...that counts as being equipped even when you're not using it, huh? I have a crit-focused build, too, and while the Deadshot is part of it, I hadn't even considered it still applies the crit range modifier even if you're not using it..._
Justiciar's Greatshield is also a decent shout for this built as you can cast darkness cloak once per short rest which creates a cloud of darkness which your character immediately hides in. Obviously you lose +1 to crit chance without both knives but it frees one of them up for astarion
wouldnt Martial Exertion, Gemini, Belligerent Skies or Quickspell Gloves also be great?
You can pickpocket the spellmight gloves easily sir.
First of all - great guide :) nothing that seasoned player wouldnt know, but well put together and explained so that it flows really well :)
BUT GOD DARN IT! Leaving sound of notifications from your pc in video should be criminal!!! 20:32
I can’t decide what is more effective, this or a sorlock.
I tried respecing a char into sorc/lock, but i still couldn't quicken the eldritch blast. it just wasn't available to pick. same with some of the cleric cantrips.what am I doing wrong?
hmm good question, I haven't play much with sorcerer yet but when you activate quicken spell it should let you pick cantrips from other classes for sure. You could pick up eldritch blast by taking the spell sniper feat as a sorcerer as a work around but it should work without doing that
This is almost the exact build I used to get my golden dice, except I didnt take any levels in fighter. The items are almost the same as well except I took birthright, potent robe and the glow rings. Pretty cool to see someone had the same idea!
I started a character with wizard for 2 levels and then sorc for 4, so far. I learn spells from scrolls and it appears that my int is the spell casting ability from the wizard spell slots, based on the DC I can see. So I'm not sure that the last class you pick matters in this case.
Learning a spell from the scroll as a wizard will make that spell a wizard spell, if you cast from a scroll it should still be the latest new class
@@UltravioletArts ah, thank you.
I have a quesion, will Half orc pasive (reduces critical hit chance in 1 and it stacks more damage on crits) stack in this build?
really liking this build, which illithid powers would you recommend taking except illithid expertise? i'm new so looking for all the advice I can get
This build loves illithid powers! Black hole is great for grouping enemies for the mortal reminder triggers. The power that lets you turn a hit into a crit is also perfect here. Mind sanctuary is solid on any caster. And of course cull the weak is absolutely busted, and psionic dominance is a great way to counter spells without using spell slots
Watching this video in the back of my mind I Was thinking, "Hmm I wonder how well I could do this with Monk instead of Rogue"
Can you please list out the leveling (lvl 1 fighter, level 2 rogue, level 3 warlock etc) in written form please as a recap?
Certainly!
Level 1
- Fighter 1
- Defense Fighting Style
- Second Wind
- Mostly starting here for heavy armour and martial weapon proficiency, as well as con sav proficiency
Level 2
- Rogue 1
- Expertise in deception and persuasion unless you have the illithid power
- Sneak attack we will basically never use
Level 3
- Warlock 1
- Eldritch blast, EB scales with character level so you will still get you extra blasts at 5 and 10
- friends
- GOO warlock for frighten on critical hits
- Hex
- Armour of agathys
Level 4
- Warlock 2
- Tashas hideous laughter
- Agonizing blast
- Repelling blast
Level 5
- Fighter 2
- Action surge
Level 6
- Fighter 3
- Champion fighter for the improved crit chance
Level 7
- Fighter 4
- Ability score improvement +2 charisma
Level 8
- Warlock 3
- Pact of the tome for guidance and eventually haste and animate dead
- Misty step
- Replace tasha’s hideous laughter with hold person
Level 9
- Warlock 4
- Could pick up darkness for darkness builds, cloud of daggers, armour of agathys
- Cantrip blade ward or bone chill
- Feat: spell sniper. Bone chill or shocking grasp
Level 10
- Warlock 5
- Devil’s Sight
- Counter spell
- Replace something with hunger of hadar
- Deepened pact gives haste, animate dead and call lightning once per short rest
Level 11
- Rogue 2
- Cunning action for hiding to crit with shade-slayer cloak
Level 12
- Rogue 3
- Assassin subclass
- Auto crits on surprise round and returns action
- Advantage on creatures that haven’t acted
@@UltravioletArts thanks! Does this build work for durge?
@@matturso2224 Definitely! that's exactly what I used it for haha, I've been posting some of my act 3 boss fights on the channel
@@UltravioletArts and thank you for your reply and listing out the guide! The video went really fast and this is a cool, but complicated build I want to do.
@@UltravioletArts any reason why you stuck with white dragon or just because?
You've read recently that *WHAT* works the same way?
something to note while i keep watching your video - maybe use some external software for audio filtering, such as nvidia broadcast. it's free, and it should resolve the background static from your microphone
Just completed a durge run with this. Chose dueregar. Was like playing the game on easy mode. Orin duel was non-existent as she was too frightened to move.
How'd you get the black lightning on your Dragonborn's face?
It's from a particular illithid upgrade in act 3
(spoiler ahead: the astral tadpole)
Fun fact since this a durge if you side with bhaal the critical hit chance drops by another 2 during the final battle making it a straight coin flip
I think Tasha's spell is better than hold person. Hold person only works on humanoid.
They have two different uses. Tashas laugh serves the same purpose as stuff like Sleep and Banishment, keeping someone out of the fight temporarily. You use Hold Person on a person you want to focus down.
I’ve did a very similar build in my solo Durge Tactical run, however instead of foregoing melee and doing purely spells/ Eldritch blast my build is more of a hybrid Melee spellcaster.
3 Rogue - Assassin
4 Fighter - Champion (starting class)
5 Warlock - Pact of Blade/ GOO
With POB you get 2 attacks on your pact weapon and in addition, Rogue allowing duel wielding your off hand works as a hit as well. This synergizes with assassin because if you outright attack first, you recover both your main and bonus actions. If you are dual wielding then you get those 2 initial attacks with your main and off hand (This is assuming you’re using knifes or 2 swords) and assuming you’re working around a critical hit build more often than not you’ll surprise the enemy, and potentially get mortal reminder as a result. In total you have your initial attack, your regular attacks due to assassin recovering them plus, and the additional attack with your pact weapon. Five attacks in about one go. And don’t let me get started if you have that invisibility robe. It’s basically a broken build perfect for Solo
have you tested this one in honor mode?
Nice video. You gained a new sub here
Hey thank you!
You can get the number needed to crir even lower if you use the amulet of the unfolding weave instead of the spindshudder amulet. You can get this amulet from one of the merrogons in the gauntlet of shar. And if you choose dark urge and get the help of the Bhaalist assassins in the final battle, the brings the number to crit down by another 2 making the number you need to roll for a crit a 9
underrated channel. Amazíng video!
I really appreciate it!
Haven't found any tips for Illithid powers being used with a warlock build... any suggestions?
17:00 It's not that hard. You just have to knock Alfira unconscious every day until the dragonborn bard appears :D. And you can do that with partial rests.
Actually you should do it ASAP when reaching the grove. I had to knock her out 4 times in my hm run bc of other scenes triggering first. This somehow bugged her out: Despite surviving my dark urge she never came to Last Light Inn. Instead she kept sitting around in the grove through my entire act II. Ultimately I had to leave for the Gate with Alfira alive and no potent robe. Thus I recommend immediately heading for the grove dealing with Alfira before doing any other stuff in every Durge run just to make sure.
Yeah it just feels kind of meta-gamey so I wanted to assume you won't get it, but if you do get it then it makes you quite a bit stronger haha
When I make my Dark Urge Warlock, I am going to roleplay the source of my Urge is my Patron. So it's not a contract they signed, so much as a birthright.
Spell might gloves are super easy to get especially for the dark urge. Kill or pickpocket Lucretious at the start of act 3. The quest isn’t worth doing.
can you surprise enemies with taking assasin subclass?
You can!
@@UltravioletArtsI mean when I eldritch blast in this case, sometimes it doesn't work it confuse me
@@buluketek5030 you admittedly surprise is confusing. You need to strike from hiding but they also have to see you after the attack lands, so if you are too far away initiative won’t trigger, but the enemies will also start looking for the source of the attack and potentially start a fight without a surprise round
Does this build use any tadpole abilities?
Yeah I believe I specifically mention illithid expertise. Basically all builds can make solid use of tadpole powers but the one that turns a hit into a crit is perfect for this build, as well as blackhole to group enemies together for the AOE fear, and mind sanctuary for extra eldritch blasts
at 17 charisma you don't need hags hair to get even again. The mirror of loss can give a +1 to charisma in addition to its other ASI.
Yeah, but that comes pretty late in the game compared to the hag's hair
I played this on a sorc fighter warlock split , no rogue so no bonus action hide which made using the shadeslayer cloak impractical.
Other than that our gear selection were pretty much identical, except i kept alfira's robe for the whole playthrough since it lets me add charisma again and you can go 22 CHA with the mirror of loss (24 if you use the hat from sorcerous sundries).
It is worth mentioning that during my playthrough I tried some experimental build with a party member using Phalar Aluve shriek and the Necklace of Elemental Augmentation and the necklace seemed to crit aswell resulting in a flat +10 per blast since I only had 20CHA at the time, not sure if this is a bug or not but it didn't always work for some reason.
My current build, a shadow throw solo monk is one of my most favourite so far.
Race: Deep Gnome, Half Orc, Duergar, Asmodeus Tiefling or Drow.
I recommend 8 strenth, 17 dexterity, 8 constitution, 10 intelligence, 14 wisdom and 16 charisma with a charlatan background.
4 levels in rogue, assassin. Pick proficiency in stealth, persuasion, perception and performance.
Expertise in stealth and whatever else you want. I went with deception. Also take the tavern brawler feat.
2 levels in fighter. Pick whatever fighting style, it doesn't matter. Action surge and weapon proficiencies are the point.
6 levels into monk, way of shadow, savage attacker or dualwielder feat. I'd say, pick savage attacker until you get nyrulna, then respec and take dual wielder so you can dual wield it with phalar aluve.
Returning pike at first, swap to nyrulna ASAP.
Stack reverberation items. Gloves of beligerent skies, boots of stormy clamour etc.
Durge cloak is very good, but not absolutely mandatory. Cunning Brume is a solid alternative for a non-durge.
Eversight ring is a must have until you can get the helldusk helmet, which has built in devil sight.
I'm also a big fan of the sentient amulet with this build.
With your high dexterity and proficiency in sleight of hand, having gloves of thievery and smuggler's band in your inventory is strongly recommended.
Stack throw damage until you can make the swap to Nyrulna, then stack thunder and reverb items instead.
Those 6 way of shadow monk levels mean you get darkness and shadow step. Incredibly strong stealth movement combo.
You can throw from darkness and stack reverb like crazy while remaining unseen.
Combat is normally like this:
Cast shadow arts: darkness on yourself or cast it on the enemy and shadowstep in.
Optionally, drink a potion of speed. Recommended for tougher fights.
Activate phalar aluve: shriek.
Throw your weapon. If you succeed a stealth check, you can keep throwing without initiating combat.
If you fail a stealth check, the enemy is surprised and you gain guaranteed crit that turn.
With haste, you can then throw another 4 times. Activate action surge and you can throw 2 more times.
With your bonus action, hide and wait until your next turn.
If you want, you can even play with low health and benefit off loviathar's love. This build is ideal for that buff, because of its stealthy nature.
Pros of the build are:
You're a stealth movement master. Seriously. Shadowstep is incredible. Paired with cloak of shadows, as long as you stick to areas that aren't fully unobscured, you can teleport around while invisible and negate enemies whenever you want.
You're also a crowd control master. Enemies will be knocked prone left and right, because you're stacking reverberation like crazy.
Your damage is actually really good. Throw damage can proc extra attack. It's very easy to surprise most enemies. You'll usually end up throwing up to 7 times with 100% crit rate before the enemy even gets a turn.
You're proficient in two conversational skills and performance. You're also very good in sleight of hand.
You have an on-demand stun. Useful for tough enemies that may not go down in one hit.
Cons of the build:
It's squishy. Your defence is your stealth and use of darkness. So it doesn't matter quite as much in actual gameplay, but it's still something to keep in mind.
It's cheesy. Because any stealth build is cheesy. That's kind of the point with them. But not everyone might like that.
So I think I upgraded your build.
Another choice when it comes to eldritch blast is to machine gun it, with quickened spell from sorcerer and thief from rogue
So if you take the rogue subclass, only 2 levels in warlock, for the repelling and agonizing, the champion subclass from fighter, you get 4 levels for sorcerer so quickened spell is available, and the only downside is 1 feat, for spell sniper, and you can get 18 charisma with hag's hair and wear the birthright hat for the 20, sure it's -1 for the critical hits, but helps with damage and keeps the rest of the build the same, I would change the critical hit elixir for bloodlust just for more attacks. You can change one of the invocations for devil's sight, repelling being the clear choice, or wear the eversight ring and never be blinded.
Hope someone likes this idea, and ur video was awesome, thanks for sharing with everyone
Well, you losing "2 crit" And even tho your build works as well, is not so much a upgrade as it is variation. Critical hits with this build are absolutely broken so losing 1 crit to basically get another bonus action meh.. About the elixir it will always depend on the fight.
Can you do this as pure warlock
You can since most of the crit chance reduction comes from equipment, but you won't be as versatile as multiclass while severly crippling your damage output
Yeah absolutely, in fact for the final battle I wanted the psychic damage resistance from level 10 GOO warlock so I respeced to 11 warlock/1 cleric (for armour proficiency) and it was still just as potent! A little less safe since you can't hide every turn but you can still crit on a 14
@@UltravioletArtswhat's some good spells after the 5 levels
@@Razyazy hold monster, evard’s black tentacle and dominate person are all solid. Sometimes it is just good to do a big hold person that targets 4 creatures thanks to a level 5 spell slot, of keep eldritch blasting away and hold onto those high level spell slots to hard counterspell problematic enemy spells
So @ 19:30 ... they're not a pain in the ass to get ... just pickpocket them off the NPC that gives them to you at the end of the quest chain with someone who has disguise self going... zero effort with a cloud/darkness going and YOINK ...
Fantastic video, just a little feedback. There's an ounce of static audible while you're speaking. I only noticed it because I switched to headphones half-way through.
It’s such a breath of fresh air to see people take assassin instead of thief and sorcerer, Nice build myotis👍
Yeah it's more fun to do more obscure builds for sure! Thanks!
I don't like spellcasters, but I'll probably try this build for a solo honor run next. Generally speaking I prefer sustain damage over rng crits, but in this game building for crits just feels right. Barbarian dice multiplication, paladin smites and warlock reminders are all great. I definitely don't jive with stealth though so I might just go for the more standard sorlock mix
Yeah it definitely doesn't feel very rng once the build really gets going but it does come online quite late. You could also very easily do a pact of the blade version if you don't want to do eldritch blast
When I try this build the same options do not pop up per class and level.
Hey what do we use tadpoles on for this build?
Why does your durge have all that black stuff all over his face? Its super cool.
Neat, I learned a few things I never would have guessed, like needing the right class to pick certain feats, and that your last class added to your build matters.
I've been trying a warlock build that tries to spam conditions like lightning charges, reverberation, arcane synergy, and radiating orb, but it's not working as well as I was expecting. I know some of those conditions go on me and not the enemy, but still, the radiant damage especially seems to elude me. I'd love to hear your take on this sort of build, I've been going pure warlock, but I should probably multiclass sorcerer. I've also only got a few sources of extra crit range, I think my next build will be pretty much exactly this one, focusing entirely on crit range.
Awesome! There is definitely some behind the scenes weirdness that the game doesn't clarify well. Yeah you can do a good radiating orb build on a warlock! Coruscation ring is the easiest way since it just applies on spell attacks, but if you have the callous glow ring and are illuminated by something like the light cantrip you will get the radiant damage on each blast and could add in the luminous gloves of luminous armour (if you have proficiency with medium armour). You can even still fit on the boots of stormy clamour and spineshudder amulet and the crit gear!
@@UltravioletArts Yeah those rings have been confusing, I'm still not sure if I need to be illuminated or my enemy does, but even when both are true it doesn't seem to be consistent. I'm actually using those gloves on shadowheart, she's also got the glowing mace. Maybe I'll give her the rings too, and then I'll wear the risky ring and something else.
I'm using AI Allies and no party limit mods, so I can have the full gang doing their own thing. So darkness isn't a great strategy for me cuz it would cause them trouble. I think the crit + fear + knockdown build will be the best way I can support them, and then I'll rely on them to deal damage.
After a tactician run it's off to honor mode, I'm not confident, but if I fail at least it'll probably be funny, like the time Wyll used repelling blast on Laezel to save her from an aoe... while she was at 3 hp.
Your dragonborn looks SICK! half illithid actually looking good for once
Hey what is that armor you have when you hit level 2
That armor is called Cerebral Citadel Armour you get from a quest in Act 3. It,s an heavy armor and got pretty good ability
you said the last class to level up in should be warlock then finished on rogue?
No, he said the last class picked should be warlock, not the last class leveled.
how do you get the black veins on your face ?
End of act 2, take the Astral tadpole.
You can potentially skip the rogue levels here and use the Justiciar's Greatshield. It gives you bonus action hide that *produces* a small cloud of darkness. Bears testing and you're missing out on 1 grit threshold, but you're also potentially saving 2 entire levels off the build
what dye are you using?
I wish there was a NG+ so I could play the whole game at level 12.
Something that I dont think most people realize that you can abuse as a warlock is that if you are hiding in darkness and attack using EB, or weapon attack: it rolls stealth to determine if initiative begins. Thats trash if your stealth is bad since you will always trigger combat on the first attack like he did in the video.... But if you have atleast 16 DEX, take lightfoot halfing as your tav, expertise from rogue in stealth, and have shadowheart cast pass without trace before hand... then your stealth stat is about +20 AND you have advantage from race. That means that *BEFORE INITIATIVE/COMBAT EVEN STARTS* you can cast eldritch blast on the enemies like 5-15 times(my average, although i always forget PWT). Its very similar to how greater invisibility functions. Keep in mind that each of those casts is *3 beams* but one cast only takes 1 stealth check, so EB seems to be the most efficient form of attack with this. Do keep in mind that if you do this, the game doesnt seem to give you a surprise round, which is understandable since you are going to output the most damage any class in the game can do before combat starts. Ive annhilated entire encounters without starting combat while doing this and id suggest avoiding the pass without trace so that you dont ruin the game from how OP this is. That being said, I think it would work really well with this crit warlock build, since rogue assassin is *already involved anyways* and all you would need to change is your race to Lightfoot halfing or deep gnome for that sweet advantage on stealth and have some form of pass without trace.
Consider 5 Gloomstalker as an alternate to fighter/rogue, it provides hide, initiative, extra attack and excellent starting skills (8 for human). Combine with GOO Warlock for the pact blade extra attack. Excellent ranged and melee.
Oh yeah gloomstalker could be a great addition for a pact blade build! Could skip on taking alert then too. I think going down to 13 crit would be totally fine since you can still bonus action hide as a gloomstalker for shade-slayer cloak
Would this setup still be good for a solo Tactician run? And what would be the best way to lv this version? Like 5 gloom/ 7 warlock? Or 5 gloom/ 5 warlock/ 2 fighter?
The act 2 ring killer's sweetheart also lowers crit hit by 1 as well
I think it just guarantees a crit once per long rest after killing a creature and doesn't actually lore the range
@UltravioletArts ah okay! I thought you crit hit once but it passively lowered your crit hit by 1, too
No idiot, it doesn’t….
Yea I usually prefer Warlock 2 / Champion Fighter 3 / Draconic Bloodline 7 - this way you can use all your spell slots for quickened eldritch blasts and you get a small bump to AC so youre not as squishy (Even a little bit of extra AC helps. The AI will go out of their way to target this character since most of my other ACT 3 characters have AC of 19+).
Lo Voy A Probar Gracias Amigo
Great idea for potent robe as well. I dislike the implementation of assassin thief into this build because the risky ring already gives you advantage on every attack anyways.
Ac19 only in act 3? Pure garbage dude. My rooms are 18-19 in act 1….
Massive oversight in this build guide. Slap shadeclinger armor on and you will have permanent advantage on all saving throws. Or you can put it on, get the buff which persists and wear something else.
Yeah that could be a solid early game choice
I did a similar build with 2 warlock levels and 10 lore bard. I only got down to crits on a 16 cuz the crit Sarevok helmet is medium armor and instead of bloodthirst and undermoutain king knife, i used the duelist's prerogative for the extra reaction
Yeah still good, covert cowl could be a swap for sarevok's too
Critical is mispelled in the thumbnail
Whaaaat no it's not! (Thank you I've fixed it)
Shadowheart with shar's spear of evening is the only support you need, cast the completely free shar's darkness and hide inside with you attacking enemies who get too close
I have a dumb idea.
This build, but Half Orc, pact of the blade, find a busted weapon to pact with, instead of spell sniper you pick a feat that let's you hit more like Great Weapon Master/Pole Arm Master/Sentinel(for Op Attacks)
This theoretically means that those Mortal Reminder Crits are very juicy with another damage dice added to the critical damage.
If that also adds additional die to all damage sources attached to that melee weapon attack, I'm sure people will know which items and spells/classes can add more damage to attacks.
you can ignore the last level on sorcerer and get a level 1 mage slot to learn chain lightning spell. It deals 160 damage with the feat, water and ignorance resistance.
what mod is the mindflayer outfit?
Isn't that the one you get from the emperor's hidden room?
@@hoeraufist Probably
I'd say the radiant orb ring is better than mental fatigue ring by a fair margin as it still procs reverberation gear but you debuff the crap out of anything you hit. All you give up is +1 crit in act 2 to use the ring as you'll have light applied to yourself to guarantee radiant orb stacking. This also basically lets dame near solo myrkul as he's too debuffed to hit her in melee lol.
Yeah it might be the stronger alternative, there is just something about mental fatigue that I like haha
Her not understanding what made starwars a "phenomena" is what led to the derailment.
i really like the dark urge for heavy tad pole use i feels like it fits in more
What are these builds actually for? To kill the guards in the city? By the time you get to the final version, you already have all the important battles behind you.
You reach level 12 extremely early into act 3 and should be level 12 for most fights unless you did something very wrong….So build videos are still helpful lmao, the only thing that’s true is by the time you get all the perfect armor game is over. Still helpful to know which pieces to get first, most of the armor in this video is found beginning of act 3 too….
Hag's hair on a charisma main character just feels bad (unless it's your only one ofc) since you get patriar's memory practically guaranteed (with forbidden knowledge to actually guarantee the bard's one). If you start 17, memories alone will get you to 20.
I suppose you could always put your initial +2 elsewhere, but typically that xtra point is often only usable by dumping another stat and you'd really much rather another character get their 20 or 22 main stat.
Crit can be lowered past 12, down to 5. Plus it is easier to just create an auto crit situation.
huh I calculated this before and I think you can get a bit lower with a melee build and get the build online a bit earlier with the Invisible Pike and Half-orc race for extra crit damage.
Most of the real crit chance recucers come only act 3 that being Perilous Stakes. On a melee build the minimum is 13, but you hit tons of times per turn and there is things that trant you extra effects just on melee hit liek Half-orc brutal critical, weapons with lifesteal etc.
I am running a crit based half-Orc so I might respect from melee to eldritch blasting in Act3 when I am no longer reliant on unseen weapon
Yeah I didn't mention perilous stakes but it does work for any attack roll (as durge you can actually get as low of a crit range as 8 with illithid perilous stakes and bloody inheritance), but spell sniper is the only exclusive one so spell attackers should always have one point more than martials. Definitely a very viable melee version of this though no question
If you're multiclassing rogue go rogue lv 1 for the 2 extra prof. + handcrossbow
Darkness don't nt work like that no more. They shoot into it like it's nothing
I always mutliclaas Assassin + Warlock. The guaranteed Crit before every battle and to proc Frightened, then casting Darkness on myself to have constant Advantages to do Sneak Attacks is such a deadly combo.
Getting rid of Hex = Jail!
Quick suggestion. Gnome is a very good racial choice for this build since it naturally has even more bonuses to charisma.
I thought you were Mark Zuckerberg at first
Surely Assassinate:Ambush negates the need to lower crit threshold?
Spell might gloves aren't hard to get. You just go straight up to the circus and pick pocket it from them if you dont want to go out of your way to get the clown parts. Just pop a invis potion or greater invis use your best sleight of hand character and boom you've gotten the gloves at the start of act 3. Just make sure to open a door to get out of the circus easier so nobody catches you.