This is the best kind of optimization--pick a few mechanics and turn them into a full-party strategy, not just the boring 'damage is king of 5e' approach. Really good stuff.
If you want to go next-level nuts, pair with a second Wild Heart Barbarian with Eagle Heart with your choice of Animal Aspect (I like Stallion). If you buff your Eagle Heart Barbarian with Enhanced Leap you get a nutter diving down with a range of 27m/90ft to smash people prone, climbing or jumping up somewhere, and doing it again.. and again.. and again. Meanwhile Tiger Heart is bleeding and CCing everyone whilst your backline stands there and lols.
sooooooooo I might have found an easier way to abuse this interaction. It's the Cloak of Cunning Brume (create 2m smoke cloud when you disengage), that you get at the Last Light Inn. Combined with the Eversight ring on a thief you kind of just bamf around. I just used it against a Gith ambush and Karlach soloed the leader while only getting hit once or twice. Run up to target; disengage; blindness gives advantage to your attacks; they are blind and take a free strike leaving the smoke (even if they leave and attack I'm still in smoke for disadvantage on their attack); repeat as needed. My Karlach is only level 8, so next level she gets six barb and the maim attack. She'll be able to solo lock down groups of 2-3 enemies at a time.
Yes, this is so good!! It didn't occur to me to use this until after I had already made this video but I started using it after I multiclassed Karlach into thief rogue ;). Bonus action rage, maim with your attacks, then bonus action disengage to blind them all in the same turn-- so strong.
hmm you could combine Gloves of Belligerent Skies + Boots of Stormy Clamour and prone enemies by yourself if/when they fix reverberation, it will be even more broken. Its a good character to use the Luminous armor+Callous Glow Ring Combo too since you can melee aoe all the time
Yep, in particular I think the boots will be a natural inclusion once they get fixed. You're inflicting conditions with every swing, so very easy to proc
Came here from your other video that I discovered by chance. I can only repeat myself: This is another really cool build while I usually don't like most build videos. Keep it up, these are really fun
One of the best things about using Tiger's Bloodlust on all your builds is that they're retroactively compatible. I'm on my third playthrough and guiding new to the game friends with a Cleric Barbarian that heals using illithid powers on his bonus action while debuffing/cc-ing swaths of enemies all thanks to your videos
Running a tiger/wolverine polearm build of this. You get more reach with the cleave. Skinburster weapon which lowers the damage you take and has an AOE effect. Then stack reverberation gear and you can prone enemies with the stacks from reverberation. Running this with a 1wht sorc / Abjuration wiz first build and a land druid with ice/lightning summons. Booal bleed buff and poison on your weapon / poison gear is strong too with this build.
One potential synergy is with the frighten condition which states that Ur enemy cannot move. I think u can get tht as a martial class from battle master menacing attack or as a spellcaster from the spell fear. I haven't tested it myself but it should also cc lock proned enemy if the tool tip is correct ( which it isn't sometimes 😂)
Yep, that works as well! I was running the Bow of the Banshee on my ranged battle master so sometimes a trip attack would both frighten and trip them all in one. Pretty solid combo.
Thanks for watching - I'm glad you liked the build! It has been a ton of fun to play and I keep finding interesting new ways to take advantage of it. Somehow it just barely occurred to me last night that I should be throwing people more often, since that's an easy way to keep them adjacent to each other for the cleave attack.
Yooo I was doing some zapping on youtube looking for some cool honour mode builds for my next run and I remembered this cool video I saw some time ago. This shit is insane with reverberation gear!!! Maim and bleed alone are 4 stacks (and bleed is disadvantage on the prone saving throw). Also the mobile feat is spagetti coded and applies a condition to prevent enemies taking opportunity attacks you. That's 6 stacks in 1 attack, making them make a -6 disadvantage save to stay on their foot, or skip the turn. You could even mash this toghether with the drunken-punch bastard of your other build and get the AoE thunder damage for even MOAR reverberation (the problem tho becomes that you need 2 bonus actions to rage and get drunk in the first turn of combat... rogue dip? Maybe) Thanks so much for the inspiration!
I accidentally did something similar on my battlemaster fighter. Did trip and menace on an enemy, and it acted as a psuedo stun since they didn't have the movement to stand up. Very VERY funny and strong on an archer battlemaster. I had a blast after figuring that out (and I was having fun before haha) Edit: Also funny with a PAM + Sentinel Battlemaster. Edit: Thinking of the undead being immune, this kind of makes me want to mix an archer battlemaster with an open hand monk. Have the monk use the knockdown strike and the battlemaster can menacing. Will work on undead and stuff, anything that isn't immune to prone (which a lot of prone immune things the battlemaster can disarm or the monk can stun).
Yes, trip attack works so well with fear! If you're running a ranged battlemaster I really encourage you to try out the Bow of the Banshee. It has a chance to inflict frightened on *every* shot so sometimes you can get the combo just from a single trip attack.
You can do this without Mobile Feat. Polearms allow for longer reach so you can attack and back away easy. You can Shove as a Bonus Action as well. It absolutely needed there are items by the time the build comes online that allow for easy disengage. IF all else fails take the attack. One attack is better than 2 with extra attack.
I am actually building a similar type of character for my coop playthrough. The only difference is he is also going to be Open-Hand Monk so this should work well with right feats and gear hopefully. Eraly game is a lot of pain, cause I am very squishi and not as strong at this point, but it will come around.
Definitely an option! My party is built around persistent AoE spells so I liked going strength because I like to have the barbarian shove enemies back into spells. But you can also achieve that with elixirs. One thing I haven't tried yet is the gauntlets that give your unarmed strikes a chance to apply bleed, so going dex would free up your glove slot for those. For the dexterity barbarian you could grab a level of monk for bonus action unarmed strikes.
Well, I have lots of thoughts about a multiclass thief -- every barbarian should do it ;). Going all the way with thief is trickier because you don't get much for sticking past level 3. Thief supports dual-wielding because of the extra bonus action, but dual-wielding and sneak attack aren't terribly synergistic because you can only do it once per turn. Dual wielders want damage sources that add to every hit. But I do really like thief and I've been thinking about dual wielding so I may do a thief build after the other 1-2 videos I have in mind.
Act 2 item spoilers below btw: Huge thanks for making this video …with your help I decided to make a barb and see what I could figure out and what I found surprised me! The flawed helldusk gloves paired with the elk stampede charge ability somehow has a chance to apply bleed to anyone affected by the 9m straight line aoe. This got me thinking and I found out that proccing both maim,bleed, and prone in the same turn is powerful indeed. You could off hand the slicing sword so the ones that are prone and not maimed can be maimed because of adv on prone targets Lastly the goofy interaction of tavern brawler with the elk charge…the feat adds str bonus to the hit chance of your elk charge but dmg is not increased Pair this with the knife of the under mountain king and you have a higher chance to proc a crit elk charge granting a 2d4 +str instead of the usual 1d4 Flawed Helldusk Gloves are a rare pair of gloves that grant 1d4 Fire damage to weapon attacks. Unarmed attacks deal an additional 1d4 Necrotic damage and have a chance to inflict Bleeding.
Ok, that's really interesting. I was playing around with Elk charge and noticed that it DOESN'T trigger weapon abilities... but if it triggers the helldusk gauntlets then it sounds like the game technically considers it an unarmed strike! Weird that it adds tavern brawler to hit but not to damage, though. Anyways, that does seem like a great way to do the Maim build. I'll have to snoop around and see if there are any other good unarmed strike synergies to use with Elk Heart...
@@Build-a-Barbarian-Workshop if you find any other uses please let me know! The following boots i use and work with any condition inflicted …tiger bleed, elk charge, eagle dive The Boots of Stormy Clamour: “an uncommon pair of Boots that inflicts the Reverberation condition on a creature when afflicting it with another condition.”
I have been playing a different campaign and discovered the boots of stormy clamour also proc off of the Cloak of Cunning Brume... so I hit them with a coated weap to debuff them 2x....then cunning action disengage and they are on the floor ... build is a 5lvl ranger/2lvl rogue (don't quote me on this but i'm pretty sure the reeling condition also procs these boots)...just remember looking back and seeing the enemy on the floor after missing or hitting me (adamant chest/shield) combo..just note that the reeling for the shield is different than other reeling conditions of the same name in game you can create this enemy skips their turn condition a number of ways but any combination of no-movement allowed + prone will work I've been workshopping Drakethroat Glaive: frost on a ranged weap with the snowburst ring to make an ice rink then you pair this with something like the BM spider web or barb maim You can even make a pseudo crit-fishing build with a 1 lvl dip in lock: great old one for an aoe fear on crits landed You could try out the bow of the banshee but they have to start moving in the ice for them to slip and land prone so i mainly just use the titanstring with a mixture of dex/str to hit as hard as possible you could get a little gishy with it too with the Diadem of Arcane Synergy and other "on concentration"/"when you have advtg" items for extra bonus damage on hit
Does the Slicing Shortsword sold by Lann Tarv guarantee bleed when attacking with advantage, or is it still a save? With reckless attack you have advantage whenever you want, and you could take a different beast aspect instead. Pretty sick, I've been wanting to do this build since I saw the interaction between prone + maimed weeks ago. You can also use the Earth Elemental's primary attack to prone enemies, and it does equally well in the frontlines with your martials. Eagle heart's Diving Strike also knocks people prone with no save if I'm reading correctly...
It does guarantee the bleed, so that is an option. But unlike with Tiger's Bloodlust, you have to hit them twice to maim them: once to get them bleeding, once to get them maimed. No idea why it is different from the other bleed sources I tested, but that is a pretty big drawback imo. Nice, I haven't tried the earth elemental yet! Another point in favor of running a druid alongside this character.
Man, this is really great synergy! Looking forward to seeing more of your builds. Is it possible to dip into Battle Master Fighter and take the Trip Attack Maneuver on your Barbarian, take Two Weapon Fighting as your Fighting Style, and hit with Tiger's Bloodlust as your Action, and then Trip Attack with your Off-Hand; or is that too heavy for the action economy to use in one turn?
So, this setup won't work with TWF, because the way BG3 implements two-weapon fighting is that "Off Hand Attack" is it's own separate button. So you can't do one attack ability with one hand, and the other with your other hand. BUT your idea still works because Tiger's Bloodlust and Trip Attack are both attack actions, so you can do them both in one turn just with Extra Attack. So if you have at least 6 barbarian levels and 3 battle master levels on the same character, you can do it on one character. I personally like splitting it over two characters just so you can do it to more enemies in a single turn but I think it would still be good on one character.
Totally agree. Having played with it for a couple more weeks I think that even I underrated it in this video. I claimed that it isn't good without Maim, but I've found so many other ways to take advantage of that cleave. The biggest thing is it allows you to trigger on-hit effects more than once per attack. There are so many weapons where that is really strong. I might even do a shorter video about all the different synergies with it that I have found.
I've been running a dual wield variation of this build in my durge run where my idea was to exploit the con disadvantage imposed by bleed to apply poisons/toxins. Applying poisons works well enough,.but I find the whole dipping/poisoning mechanic really tedious and underwhelming unfortunately. Morningstars/warhammers also have weapon abilities that add control (stun/prone respectively). There's also the act 3 boots that prones enemies once per turn that should synergise really well with this build.
Haha, I just picked up those boots, actually! You mean the ones that give you Brutal Leap, right? I've barely tried them out but they seem like a great fit.
Yep, I did 3 levels of thief rogue for Athletics expertise and the extra bonus action (the rest of my party is built around damage over time spells so I like being able to shove two people back into a Wall of Fire, lol). I don't know if this will actually yield dividends but next I'm going to do a single level of monk for the bonus action unarmed strike and try out the gloves that give your unarmed attacks a chance to proc bleed. Nice thought about the doomhammer! Every time an enemy heals themselves out of maimed I'm like oh yeah I forgot that was possible... lol.
I briefly mention that at the end of the video, but yeah, that's the big weakness of the build. Same issue for constructs. However, I have found that the game isn't 100% consistent about immunities tied to creature type. For example Ketheric Thorm is described as undead, but is still able to bleed -- I was able to prevent him from ever taking a single action in the fight on the roof of Moonrise Towers.
TBH before making this video I was just playing Karlach with her base build, since I was finding the game easy enough on Tactician not to need to optimize, haha. So those are her starting mental stats and I just didn't touch them. I changed Dex and Con for the video just because the odd numbers were bothering me, lol. But yeah Charisma is not useful with this build (though interestingly Charisma is Barbarian's hidden casting stat -- it affects the DC of their Illithid powers and scrolls). So if you want to be optimal, dump it. I will say I'm not sure more health is terribly important with a hit and run character. With Mobile I found Karlach just didn't get attacked very much. Whereas failing a wisdom save can be debilitating. So I might be hesitant to dump Wisdom, but admittedly I haven't thought very hard about it. Also, notice I was wearing the gloves of dexterity so the really optimal move would be to dump dex to 8 as long as you're wearing them. So just generally I wasn't bothering to think about the stats with this character 😂
@@Build-a-Barbarian-Workshop Ah, fair enough then. I should have said thank you first. I do appreciate the video and the time it takes to make these. Nice to see some more discussion around Tiger Barb and its potential.
So funnily enough I posted about this on the subreddit today. There is a full explanation below but the TL;DR is that the permanent prone lockout ONLY works with the prone from the ranged trip attack (it doesn't even work with the melee variation!). There is some inconsistency in how the game handles the prone condition and the ranged trip attack is unique. I didn't realize this when I made this video. But I tested it earlier today and it does still work, as long as you knock them prone with the ranged trip attack. Full explanation: old.reddit.com/r/BG3Builds/comments/16qc73j/weird_bug_not_all_prone_effects_are_created_equal/
@@Build-a-Barbarian-Workshop Oh that is so weird! Thanks for the info. I will try to combine this build with the drunken build and see how it works out, sounds fun. Love your videos!
Just discovered you could get BOOOAL's benediction without sacrificing a companion if you pickpocket the zealot after initiating dialog and then strike a deal with the fey. Now your entire party has advantage against every maimed enemy BY DEFAULT. Can't believe more people don't talk about this
This is the best kind of optimization--pick a few mechanics and turn them into a full-party strategy, not just the boring 'damage is king of 5e' approach. Really good stuff.
Exactly. We've seen all the damage builds before. But tactical gaming is more fun
Exactly -- just doing lots of damage is boring! Tactics and synergies are what make RPGs fun.
Of you don't want to take the mobile feat, you could use a reach weapon such as a glaive to main enemies without getting into threatened range
If you want to go next-level nuts, pair with a second Wild Heart Barbarian with Eagle Heart with your choice of Animal Aspect (I like Stallion).
If you buff your Eagle Heart Barbarian with Enhanced Leap you get a nutter diving down with a range of 27m/90ft to smash people prone, climbing or jumping up somewhere, and doing it again.. and again.. and again.
Meanwhile Tiger Heart is bleeding and CCing everyone whilst your backline stands there and lols.
sooooooooo I might have found an easier way to abuse this interaction. It's the Cloak of Cunning Brume (create 2m smoke cloud when you disengage), that you get at the Last Light Inn. Combined with the Eversight ring on a thief you kind of just bamf around. I just used it against a Gith ambush and Karlach soloed the leader while only getting hit once or twice.
Run up to target; disengage; blindness gives advantage to your attacks; they are blind and take a free strike leaving the smoke (even if they leave and attack I'm still in smoke for disadvantage on their attack); repeat as needed. My Karlach is only level 8, so next level she gets six barb and the maim attack. She'll be able to solo lock down groups of 2-3 enemies at a time.
Yes, this is so good!! It didn't occur to me to use this until after I had already made this video but I started using it after I multiclassed Karlach into thief rogue ;).
Bonus action rage, maim with your attacks, then bonus action disengage to blind them all in the same turn-- so strong.
hmm you could combine Gloves of Belligerent Skies + Boots of Stormy Clamour and prone enemies by yourself if/when they fix reverberation, it will be even more broken. Its a good character to use the Luminous armor+Callous Glow Ring Combo too since you can melee aoe all the time
Yep, in particular I think the boots will be a natural inclusion once they get fixed. You're inflicting conditions with every swing, so very easy to proc
Ring of Eversight Location: Philgrave's Mansion, Merchant: Mystic Carrion
Came here from your other video that I discovered by chance. I can only repeat myself: This is another really cool build while I usually don't like most build videos. Keep it up, these are really fun
Just wanted to say this is a fantastic and well made video, that I thoroughly enjoyed the whole way through. Going to try this!
Thank you so much for the kind words! Hope you enjoy trying it out -- let me know if you find any other interesting synergies with it :D
One of the best things about using Tiger's Bloodlust on all your builds is that they're retroactively compatible. I'm on my third playthrough and guiding new to the game friends with a Cleric Barbarian that heals using illithid powers on his bonus action while debuffing/cc-ing swaths of enemies all thanks to your videos
Running a tiger/wolverine polearm build of this. You get more reach with the cleave. Skinburster weapon which lowers the damage you take and has an AOE effect. Then stack reverberation gear and you can prone enemies with the stacks from reverberation.
Running this with a 1wht sorc / Abjuration wiz first build and a land druid with ice/lightning summons.
Booal bleed buff and poison on your weapon / poison gear is strong too with this build.
One potential synergy is with the frighten condition which states that Ur enemy cannot move. I think u can get tht as a martial class from battle master menacing attack or as a spellcaster from the spell fear. I haven't tested it myself but it should also cc lock proned enemy if the tool tip is correct ( which it isn't sometimes 😂)
Yep, that works as well! I was running the Bow of the Banshee on my ranged battle master so sometimes a trip attack would both frighten and trip them all in one. Pretty solid combo.
Incredible find and great video! Looking forward to trying this out in a future run.
Thanks for watching - I'm glad you liked the build! It has been a ton of fun to play and I keep finding interesting new ways to take advantage of it. Somehow it just barely occurred to me last night that I should be throwing people more often, since that's an easy way to keep them adjacent to each other for the cleave attack.
Cool, especially since everybody involved. But there are a lot easier ways to beat the crap out of people)
Yooo I was doing some zapping on youtube looking for some cool honour mode builds for my next run and I remembered this cool video I saw some time ago.
This shit is insane with reverberation gear!!! Maim and bleed alone are 4 stacks (and bleed is disadvantage on the prone saving throw). Also the mobile feat is spagetti coded and applies a condition to prevent enemies taking opportunity attacks you. That's 6 stacks in 1 attack, making them make a -6 disadvantage save to stay on their foot, or skip the turn.
You could even mash this toghether with the drunken-punch bastard of your other build and get the AoE thunder damage for even MOAR reverberation (the problem tho becomes that you need 2 bonus actions to rage and get drunk in the first turn of combat... rogue dip? Maybe)
Thanks so much for the inspiration!
I accidentally did something similar on my battlemaster fighter. Did trip and menace on an enemy, and it acted as a psuedo stun since they didn't have the movement to stand up. Very VERY funny and strong on an archer battlemaster. I had a blast after figuring that out (and I was having fun before haha) Edit: Also funny with a PAM + Sentinel Battlemaster. Edit: Thinking of the undead being immune, this kind of makes me want to mix an archer battlemaster with an open hand monk. Have the monk use the knockdown strike and the battlemaster can menacing. Will work on undead and stuff, anything that isn't immune to prone (which a lot of prone immune things the battlemaster can disarm or the monk can stun).
Yes, trip attack works so well with fear! If you're running a ranged battlemaster I really encourage you to try out the Bow of the Banshee. It has a chance to inflict frightened on *every* shot so sometimes you can get the combo just from a single trip attack.
You can do this without Mobile Feat. Polearms allow for longer reach so you can attack and back away easy. You can Shove as a Bonus Action as well. It absolutely needed there are items by the time the build comes online that allow for easy disengage. IF all else fails take the attack. One attack is better than 2 with extra attack.
I am actually building a similar type of character for my coop playthrough. The only difference is he is also going to be Open-Hand Monk so this should work well with right feats and gear hopefully. Eraly game is a lot of pain, cause I am very squishi and not as strong at this point, but it will come around.
"Tactics and synergies are what make RPGs fun" i mma spam it
What a great idea! How about making this a dex based barbarian using a finesse longsword and later the finesse glaive? Should help with iniative.
Definitely an option! My party is built around persistent AoE spells so I liked going strength because I like to have the barbarian shove enemies back into spells. But you can also achieve that with elixirs.
One thing I haven't tried yet is the gauntlets that give your unarmed strikes a chance to apply bleed, so going dex would free up your glove slot for those. For the dexterity barbarian you could grab a level of monk for bonus action unarmed strikes.
Great build. Love off mera builds, they tend to be more fun. You got any thoughts on a pure rogue/thief?
Well, I have lots of thoughts about a multiclass thief -- every barbarian should do it ;).
Going all the way with thief is trickier because you don't get much for sticking past level 3. Thief supports dual-wielding because of the extra bonus action, but dual-wielding and sneak attack aren't terribly synergistic because you can only do it once per turn. Dual wielders want damage sources that add to every hit.
But I do really like thief and I've been thinking about dual wielding so I may do a thief build after the other 1-2 videos I have in mind.
Act 2 item spoilers below btw: Huge thanks for making this video …with your help I decided to make a barb and see what I could figure out and what I found surprised me!
The flawed helldusk gloves paired with the elk stampede charge ability somehow has a chance to apply bleed to anyone affected by the 9m straight line aoe.
This got me thinking and I found out that proccing both maim,bleed, and prone in the same turn is powerful indeed.
You could off hand the slicing sword so the ones that are prone and not maimed can be maimed because of adv on prone targets
Lastly the goofy interaction of tavern brawler with the elk charge…the feat adds str bonus to the hit chance of your elk charge but dmg is not increased
Pair this with the knife of the under mountain king and you have a higher chance to proc a crit elk charge granting a 2d4 +str instead of the usual 1d4
Flawed Helldusk Gloves are a rare pair of gloves that grant 1d4 Fire damage to weapon attacks. Unarmed attacks deal an additional 1d4 Necrotic damage and have a chance to inflict Bleeding.
Ok, that's really interesting. I was playing around with Elk charge and noticed that it DOESN'T trigger weapon abilities... but if it triggers the helldusk gauntlets then it sounds like the game technically considers it an unarmed strike! Weird that it adds tavern brawler to hit but not to damage, though.
Anyways, that does seem like a great way to do the Maim build. I'll have to snoop around and see if there are any other good unarmed strike synergies to use with Elk Heart...
@@Build-a-Barbarian-Workshop if you find any other uses please let me know!
The following boots i use and work with any condition inflicted …tiger bleed, elk charge, eagle dive
The Boots of Stormy Clamour: “an uncommon pair of Boots that inflicts the Reverberation condition on a creature when afflicting it with another condition.”
I have been playing a different campaign and discovered the boots of stormy clamour also proc off of the Cloak of Cunning Brume... so I hit them with a coated weap to debuff them 2x....then cunning action disengage and they are on the floor ... build is a 5lvl ranger/2lvl rogue
(don't quote me on this but i'm pretty sure the reeling condition also procs these boots)...just remember looking back and seeing the enemy on the floor after missing or hitting me (adamant chest/shield) combo..just note that the reeling for the shield is different than other reeling conditions of the same name in game
you can create this enemy skips their turn condition a number of ways but any combination of no-movement allowed + prone will work
I've been workshopping Drakethroat Glaive: frost on a ranged weap with the snowburst ring to make an ice rink
then you pair this with something like the BM spider web or barb maim
You can even make a pseudo crit-fishing build with a 1 lvl dip in lock: great old one for an aoe fear on crits landed
You could try out the bow of the banshee but they have to start moving in the ice for them to slip and land prone so i mainly just use the titanstring with a mixture of dex/str to hit as hard as possible
you could get a little gishy with it too with the Diadem of Arcane Synergy and other "on concentration"/"when you have advtg" items for extra bonus damage on hit
Very creative. Great to see!
Black hole, spiked bulb, cloud, gg go next
I'm seeing some real synergy here with your alchemist build. Maiming counts for poison or bleeding. So thief / barb and lock enemies down
Does the Slicing Shortsword sold by Lann Tarv guarantee bleed when attacking with advantage, or is it still a save? With reckless attack you have advantage whenever you want, and you could take a different beast aspect instead.
Pretty sick, I've been wanting to do this build since I saw the interaction between prone + maimed weeks ago. You can also use the Earth Elemental's primary attack to prone enemies, and it does equally well in the frontlines with your martials. Eagle heart's Diving Strike also knocks people prone with no save if I'm reading correctly...
It does guarantee the bleed, so that is an option. But unlike with Tiger's Bloodlust, you have to hit them twice to maim them: once to get them bleeding, once to get them maimed. No idea why it is different from the other bleed sources I tested, but that is a pretty big drawback imo.
Nice, I haven't tried the earth elemental yet! Another point in favor of running a druid alongside this character.
Man, this is really great synergy! Looking forward to seeing more of your builds. Is it possible to dip into Battle Master Fighter and take the Trip Attack Maneuver on your Barbarian, take Two Weapon Fighting as your Fighting Style, and hit with Tiger's Bloodlust as your Action, and then Trip Attack with your Off-Hand; or is that too heavy for the action economy to use in one turn?
So, this setup won't work with TWF, because the way BG3 implements two-weapon fighting is that "Off Hand Attack" is it's own separate button. So you can't do one attack ability with one hand, and the other with your other hand.
BUT your idea still works because Tiger's Bloodlust and Trip Attack are both attack actions, so you can do them both in one turn just with Extra Attack. So if you have at least 6 barbarian levels and 3 battle master levels on the same character, you can do it on one character. I personally like splitting it over two characters just so you can do it to more enemies in a single turn but I think it would still be good on one character.
Ah, got it - thanks so much for the breakdown!
Tiger Barbarian is really underrated. That cleave is crazy good.
Totally agree. Having played with it for a couple more weeks I think that even I underrated it in this video. I claimed that it isn't good without Maim, but I've found so many other ways to take advantage of that cleave. The biggest thing is it allows you to trigger on-hit effects more than once per attack. There are so many weapons where that is really strong. I might even do a shorter video about all the different synergies with it that I have found.
absolute banger video
I've been running a dual wield variation of this build in my durge run where my idea was to exploit the con disadvantage imposed by bleed to apply poisons/toxins. Applying poisons works well enough,.but I find the whole dipping/poisoning mechanic really tedious and underwhelming unfortunately. Morningstars/warhammers also have weapon abilities that add control (stun/prone respectively). There's also the act 3 boots that prones enemies once per turn that should synergise really well with this build.
Haha, I just picked up those boots, actually! You mean the ones that give you Brutal Leap, right? I've barely tried them out but they seem like a great fit.
Don't forget about poison 👍🏾
how would you finish the build? thief? Also i use the doomhammer with this so prevents heals =)
Yep, I did 3 levels of thief rogue for Athletics expertise and the extra bonus action (the rest of my party is built around damage over time spells so I like being able to shove two people back into a Wall of Fire, lol). I don't know if this will actually yield dividends but next I'm going to do a single level of monk for the bonus action unarmed strike and try out the gloves that give your unarmed attacks a chance to proc bleed.
Nice thought about the doomhammer! Every time an enemy heals themselves out of maimed I'm like oh yeah I forgot that was possible... lol.
Finally someone highlighted it
What’s the build for your lae zel (trip attack user)?
I know I’m late to this chat. But what about Intransigent Warhammer with AOE Prone on Triple Tiger Attack.
What about undead? Afaik, they don't bleed...
I briefly mention that at the end of the video, but yeah, that's the big weakness of the build. Same issue for constructs. However, I have found that the game isn't 100% consistent about immunities tied to creature type. For example Ketheric Thorm is described as undead, but is still able to bleed -- I was able to prevent him from ever taking a single action in the fight on the roof of Moonrise Towers.
Why not go 16 CON? Not sure what the 12 WIS and 10 CHA are doing for you here from a build perspective (obviously perception and saves benefit)
TBH before making this video I was just playing Karlach with her base build, since I was finding the game easy enough on Tactician not to need to optimize, haha. So those are her starting mental stats and I just didn't touch them.
I changed Dex and Con for the video just because the odd numbers were bothering me, lol. But yeah Charisma is not useful with this build (though interestingly Charisma is Barbarian's hidden casting stat -- it affects the DC of their Illithid powers and scrolls). So if you want to be optimal, dump it.
I will say I'm not sure more health is terribly important with a hit and run character. With Mobile I found Karlach just didn't get attacked very much. Whereas failing a wisdom save can be debilitating. So I might be hesitant to dump Wisdom, but admittedly I haven't thought very hard about it.
Also, notice I was wearing the gloves of dexterity so the really optimal move would be to dump dex to 8 as long as you're wearing them. So just generally I wasn't bothering to think about the stats with this character 😂
@@Build-a-Barbarian-Workshop Ah, fair enough then. I should have said thank you first. I do appreciate the video and the time it takes to make these. Nice to see some more discussion around Tiger Barb and its potential.
@@exteelgolem Oh no worries! I appreciate the engagement, I don't always think of everything so I like to see what ideas people have in the comments.
Seems like this doesn't work anymore? Just tried it out and characters still get up from prone even with the maimed debuff.
So funnily enough I posted about this on the subreddit today. There is a full explanation below but the TL;DR is that the permanent prone lockout ONLY works with the prone from the ranged trip attack (it doesn't even work with the melee variation!). There is some inconsistency in how the game handles the prone condition and the ranged trip attack is unique. I didn't realize this when I made this video. But I tested it earlier today and it does still work, as long as you knock them prone with the ranged trip attack.
Full explanation: old.reddit.com/r/BG3Builds/comments/16qc73j/weird_bug_not_all_prone_effects_are_created_equal/
@@Build-a-Barbarian-Workshop Oh that is so weird! Thanks for the info. I will try to combine this build with the drunken build and see how it works out, sounds fun. Love your videos!
Noticed that too! So sad, loved having an alternative to the just hilariously broken berserker barbarian.
1:21 Disadvantage on Dex Saving
7:18 You're saying it gives Disadvantage on Con Saving Throws
So which is it?
It's both...bleed gives disadvantage to con saves, maim gives disadvantage to dex saves
Ah Ok@@0wnf4c3
Just discovered you could get BOOOAL's benediction without sacrificing a companion if you pickpocket the zealot after initiating dialog and then strike a deal with the fey. Now your entire party has advantage against every maimed enemy BY DEFAULT. Can't believe more people don't talk about this