not pact binding the weapon would probably result in higher damage since your STR is considerably higher than your CHA. if you go for baldurans giantslayer, a pure paladin or paladin/fighter is actually stronger than the warlock multiclass, especially after/if they fix the extra attack stacking
Paladin/Warlock is stronger still. warlock still has got second attack for pact weapon, which combined with higher level spell slots, paladin's extra attack, and more versatility makes warlock-paladin one of the most broken things in DnD itself
@@BlackBirdOni That stun can definitely miss. He isn’t using the silver sword, he is using baldurian greatsword. Stun isn’t paralyze and doesn’t give 100% to hit.
Crawler mucus coated on his weapon. He uses the illithid power to crit on first hit and it applies successfully, allowing him to paralyse Raphael, which then allows him to crit every time he hits.
Doing a similar build currently (video uses Paladin 5/Warlock 5/Fighter 2, I'm using Paladin 7/Warlock 2). Here's how I'd suggest going about it: Start as a Warlock. Fiend Patron is great, because the temporary hit points give you much needed early game bulk, and make you a little bulkier late game. GOO Patron is also solid for the fear-on-crit effect, but I like it less. Pick Agonizing Blast and Repelling Blast at level 2, and just click Eldritch Blast until you get to level 3. Then, pick Pact of the Blade, find an appropriate magic weapon (for act 1 Everburn Blade or Sword of Justice, for act 2 Sentinel Halberd, Sword of Justice, or Unseen Menace, for act 3 Sentinel Halberd or Balduran's Giantslayer with a Potion of Hill/Cloud Giant Strength). After that, keep going as normal. You'll be equipping light armor for the early game; Padded Armor +1 gets your AC to 14, which is acceptable for this early in Act 1. You'll upgrade soon. Take 17 as your base Charisma stat, get the hag's hair to increase it to 18, pump it to 20 at your first ASI. Once you hit 6th level, respec so that your first level is in Paladin (keep the 5 Warlock levels for after). This gives you heavy armor proficiency, meaning you can dump dex and just equip a ranged weapon that boosts initiative (the Bow of Awareness from Act 1 or the Hellrider Longbow from Act 3). Good armors are the Adamantine Splint Armor from Act 1, Reaper's Embrace from Act 2, and Helldusk Armor from Act 3). Oath of Devotion is good because Sacred Weapon will nullify Great Weapon Master's penalty later on, while Oath of Vengeance is good for crit smiting bosses. If you're going Paladin 7 (better for general play, worse at just annihilating a boss in one turn - if you're not doing solo, I'd recommend Paladin 7 instead of Fighter 2), you'll eventually want to go into Oathbreaker for a boost to your damage equal to your Charisma mod at Oathbreaker 7. Keep going in Paladin (likely picking Defense as your fighting style, since Great Weapon Fighter isn't that good), unlocking smites and such. At Paladin 4, pick Great Weapon Master; while you can get that earlier, in my experience you won't struggle with damage aside from the brief period of time you'll be a Paladin 1/Warlock 2 before you get smites. If you want beeg damage numbers though, run Great Weapon Master and then Oath of Devotion before boosting Charisma to 20. Keep going in Paladin until either Paladin 5, at which point you go into Fighter 2 (might be worth respeccing to have Fighter as your first level, giving you proficiency in Con saves) or Paladin 7 (for Aura of Protection and Oathbreaker's level 7 feature). At the end of Shadowheart's personal quest in Act 3, use the mirror to increase your Charisma to 22. As far as other equipment goes, the stuff from the video is great for a solo build but there's better items to equip otherwise. I have a Cloak of Displacement instead of a Cloak of Protection, although I still use the Diadem of Arcane Synergy (free +5/+6 to every bit of damage is very nice). Most boots are fine, I like the Boots of Speed to help me reach and eliminate squishy mages ASAP. Legacy of the Masters on the gloves slot is great for a bit of extra damage and a solid boost to accuracy. Your amulet can be anything, the Amulet of Greater Health is good on any character, I personally use the Amulet of Misty Step. I like Killer's Sweetheart on the ring (lets you guarantee a crit after killing something), because you can stack it with Luck of the Far Realms to guarantee two crits per long rest without spending any consumables, allowing for reliable crit-smiting as needed. The other ring can be practically anything; Risky Ring is good because your Aura of Protection (if you went Paladin 7) compensates for the drawback somewhat. Crusher's Ring is also solid to boost movement, as is Absolute's Smite just for an extra smite spell. The core gameplay loop of this build until you unlock Divine Smite is to just hit stuff, and use your Warlock spell slots to maximize hitting stuff. Hex is good early on, but you'll eventually want to save slots for Hunger of Hadar (3rd level), one of the best crowd control spells in the game. Once you get smites, being smart about who needs crit-smiting becomes important, as does spell slot conservation. If you go Paladin 7, it helps to keep your character and other melee characters close so your Aura of Protection extends to them; if you go Paladin 5/Fighter 2, use Action Surge when you really need something dead. After that, you're mostly a walking DPS machine with very good bulk; not subtle, not complex, but damn good at killing things. Good party synergy is other characters that are short-rest dependent. A Bard is wonderful due to Song of Rest (one extra short rest), especially if you build them as a College of Swords Bard that needs short rests more than long rests. A Monk or Fighter serve as great secondary melee DPS that also rely on short rests. Finally, I'd add a control caster (if you're not running a College of Swords dps/control build) or a damage caster, for good AoE options and to abuse elemental damage, particularly lightning damage. If you have any questions on where to get the items I mentioned or on the good synergy builds I talked about, feel free to ask!
@@euroliis706 this was amazing and so helpful. I was able to look up most gear locations on yt and what quests would give them so I should be fine there. But so far this build is doing insanely better than anything I have. I think my only questions for now is, how do I play and what buffs do I place on myself or such?. Do I not focus on concentrations and just smite everything that needs it?
Start with 2 levels of paladin, then 5 of warlock and pick pact of the blade - after that get another 3 levels of paladin and finish up with either 2 levels of paladin or fighter.
Start with 2 levels of paladin, then 5 of warlock and pick pact of the blade - after that get another 3 levels of paladin and finish up with either 2 levels of paladin or fighter.
Are you asking about Solo Tactician? Play Dark Urge Fighter or Paladin with 1 lvl dip into Barb after level 5, you can clear all mobs with Urge's invis cloak. For bosses turn on Barb's rage, Haste potion. Collect AC items - ring from Mol, boots from Mattis, Act 2 Medium armor that gives full AC bonus from Dex + gloves that set AC to 18. Risky Ring for advantage. In act 1 kill Ethel (video on my channel) and Dror Ragzlin with barrels, other encounters can be won without barrels. For Ketheric Thorm you need to have boots from Minthara to be immune to his reaction attack.
No. This is a build for late game to completely destroy difficult bosses. Early in the game (before Level 5) you will be weak if you multi-class at all. The "meta" build for fun and effectiveness is to play a pure class. After Level 5 you have more options, but sticking with a pure class is always a good one.
Why would they? Divinity Original Sin 1 & 2 also can be broken in many different ways. Larian usually doesn't stop players form finding new ways to break game or have fun. It's your responsibility to throttle yourself if you find some OP combo usually.
@@Dom4z because extra attack doesn't stack for any class except pact of the blade warlock. It doesn't seem like it's intentional it's more than likely a bug.
It's sort of a bug Paladin/Martial 5 allows you to get an extra attack that does not stack with other martial lvl 5 extra attacks EXCEPT For warlock bound weapon extra attack so 1 action point equals normal attack, martial extra attack, warlock extra attack since he has 2 ap from Haste/Potion of speed that equals 6 Furthermore he could have even attacked a 7th time with his Great Weapon Fighter trait (only works once per turn I think)
Well, warlock isn't a martial class and improved extra attack is fighter exclusive feature - and he has whole 2 levels of fighter :) It may not be a bug, but I doubt its intentional design - binding your weapon on a warlock adds an extra modifiers to it, making bound weapon give you an extra attack is one of those modifiers if you have deepened pact feature.
What's broken is that Rafael can be easily paralyzed, an paralysis is what actually kills him, because it makes all attacks crit. Other builds can leverage it too - archer fighter, magic missile wizard, monk, rogue etc.
@@Eyck-headhe gets it after absorbing souls from the pillars. it's typically the first thing he does in the fight looks like he decided not to in the video for whatever reason, as he doesn't have any soul charges. could be from a patch
Raphael starts singing when hes getting wrecked.
not pact binding the weapon would probably result in higher damage since your STR is considerably higher than your CHA. if you go for baldurans giantslayer, a pure paladin or paladin/fighter is actually stronger than the warlock multiclass, especially after/if they fix the extra attack stacking
Paladin/Warlock is stronger still. warlock still has got second attack for pact weapon, which combined with higher level spell slots, paladin's extra attack, and more versatility makes warlock-paladin one of the most broken things in DnD itself
I can count the pixels on this video.
Isn't Paladin/Warlock/Fighter looked like you had Action surge?
Yeah you can see his class at 2:05
How he can hit raphael with 100% chance
paralyzed targets are guaranteed to be critically hit
@@desu665 how did you paralyse him? Oil of crawler mucus? Where you get it from
@@WitcherLover-pd9yeI guess it's the skill from Voss's legendary sword, 2 turn stun, never misses, cd on short rest 😅
@@BlackBirdOni hes using the baldarian greatsword
@@BlackBirdOni
That stun can definitely miss.
He isn’t using the silver sword, he is using baldurian greatsword.
Stun isn’t paralyze and doesn’t give 100% to hit.
How did you have 24 ac with only armor (+20) and cape (+1) adding to it?
How does he crit every hit?
Crawler mucus coated on his weapon. He uses the illithid power to crit on first hit and it applies successfully, allowing him to paralyse Raphael, which then allows him to crit every time he hits.
what is your original stats before applying buffs?
curious what your build is, attribute wise I mean
really suck at this game, do you think you could do a leveling guide of your build?
Doing a similar build currently (video uses Paladin 5/Warlock 5/Fighter 2, I'm using Paladin 7/Warlock 2). Here's how I'd suggest going about it:
Start as a Warlock. Fiend Patron is great, because the temporary hit points give you much needed early game bulk, and make you a little bulkier late game. GOO Patron is also solid for the fear-on-crit effect, but I like it less.
Pick Agonizing Blast and Repelling Blast at level 2, and just click Eldritch Blast until you get to level 3. Then, pick Pact of the Blade, find an appropriate magic weapon (for act 1 Everburn Blade or Sword of Justice, for act 2 Sentinel Halberd, Sword of Justice, or Unseen Menace, for act 3 Sentinel Halberd or Balduran's Giantslayer with a Potion of Hill/Cloud Giant Strength). After that, keep going as normal. You'll be equipping light armor for the early game; Padded Armor +1 gets your AC to 14, which is acceptable for this early in Act 1. You'll upgrade soon.
Take 17 as your base Charisma stat, get the hag's hair to increase it to 18, pump it to 20 at your first ASI.
Once you hit 6th level, respec so that your first level is in Paladin (keep the 5 Warlock levels for after). This gives you heavy armor proficiency, meaning you can dump dex and just equip a ranged weapon that boosts initiative (the Bow of Awareness from Act 1 or the Hellrider Longbow from Act 3). Good armors are the Adamantine Splint Armor from Act 1, Reaper's Embrace from Act 2, and Helldusk Armor from Act 3).
Oath of Devotion is good because Sacred Weapon will nullify Great Weapon Master's penalty later on, while Oath of Vengeance is good for crit smiting bosses. If you're going Paladin 7 (better for general play, worse at just annihilating a boss in one turn - if you're not doing solo, I'd recommend Paladin 7 instead of Fighter 2), you'll eventually want to go into Oathbreaker for a boost to your damage equal to your Charisma mod at Oathbreaker 7.
Keep going in Paladin (likely picking Defense as your fighting style, since Great Weapon Fighter isn't that good), unlocking smites and such. At Paladin 4, pick Great Weapon Master; while you can get that earlier, in my experience you won't struggle with damage aside from the brief period of time you'll be a Paladin 1/Warlock 2 before you get smites. If you want beeg damage numbers though, run Great Weapon Master and then Oath of Devotion before boosting Charisma to 20. Keep going in Paladin until either Paladin 5, at which point you go into Fighter 2 (might be worth respeccing to have Fighter as your first level, giving you proficiency in Con saves) or Paladin 7 (for Aura of Protection and Oathbreaker's level 7 feature). At the end of Shadowheart's personal quest in Act 3, use the mirror to increase your Charisma to 22.
As far as other equipment goes, the stuff from the video is great for a solo build but there's better items to equip otherwise. I have a Cloak of Displacement instead of a Cloak of Protection, although I still use the Diadem of Arcane Synergy (free +5/+6 to every bit of damage is very nice). Most boots are fine, I like the Boots of Speed to help me reach and eliminate squishy mages ASAP. Legacy of the Masters on the gloves slot is great for a bit of extra damage and a solid boost to accuracy. Your amulet can be anything, the Amulet of Greater Health is good on any character, I personally use the Amulet of Misty Step. I like Killer's Sweetheart on the ring (lets you guarantee a crit after killing something), because you can stack it with Luck of the Far Realms to guarantee two crits per long rest without spending any consumables, allowing for reliable crit-smiting as needed. The other ring can be practically anything; Risky Ring is good because your Aura of Protection (if you went Paladin 7) compensates for the drawback somewhat. Crusher's Ring is also solid to boost movement, as is Absolute's Smite just for an extra smite spell.
The core gameplay loop of this build until you unlock Divine Smite is to just hit stuff, and use your Warlock spell slots to maximize hitting stuff. Hex is good early on, but you'll eventually want to save slots for Hunger of Hadar (3rd level), one of the best crowd control spells in the game. Once you get smites, being smart about who needs crit-smiting becomes important, as does spell slot conservation. If you go Paladin 7, it helps to keep your character and other melee characters close so your Aura of Protection extends to them; if you go Paladin 5/Fighter 2, use Action Surge when you really need something dead. After that, you're mostly a walking DPS machine with very good bulk; not subtle, not complex, but damn good at killing things.
Good party synergy is other characters that are short-rest dependent. A Bard is wonderful due to Song of Rest (one extra short rest), especially if you build them as a College of Swords Bard that needs short rests more than long rests. A Monk or Fighter serve as great secondary melee DPS that also rely on short rests. Finally, I'd add a control caster (if you're not running a College of Swords dps/control build) or a damage caster, for good AoE options and to abuse elemental damage, particularly lightning damage.
If you have any questions on where to get the items I mentioned or on the good synergy builds I talked about, feel free to ask!
@@euroliis706 this was amazing and so helpful. I was able to look up most gear locations on yt and what quests would give them so I should be fine there. But so far this build is doing insanely better than anything I have. I think my only questions for now is, how do I play and what buffs do I place on myself or such?. Do I not focus on concentrations and just smite everything that needs it?
Start with 2 levels of paladin, then 5 of warlock and pick pact of the blade - after that get another 3 levels of paladin and finish up with either 2 levels of paladin or fighter.
Start with 2 levels of paladin, then 5 of warlock and pick pact of the blade - after that get another 3 levels of paladin and finish up with either 2 levels of paladin or fighter.
Are you asking about Solo Tactician? Play Dark Urge Fighter or Paladin with 1 lvl dip into Barb after level 5, you can clear all mobs with Urge's invis cloak. For bosses turn on Barb's rage, Haste potion. Collect AC items - ring from Mol, boots from Mattis, Act 2 Medium armor that gives full AC bonus from Dex + gloves that set AC to 18. Risky Ring for advantage.
In act 1 kill Ethel (video on my channel) and Dror Ragzlin with barrels, other encounters can be won without barrels. For Ketheric Thorm you need to have boots from Minthara to be immune to his reaction attack.
New player here... is this the meta build for a fun play through?
No. This is a build for late game to completely destroy difficult bosses. Early in the game (before Level 5) you will be weak if you multi-class at all. The "meta" build for fun and effectiveness is to play a pure class. After Level 5 you have more options, but sticking with a pure class is always a good one.
i wonder if they are gonna change the extra attack stacking
Why would they? Divinity Original Sin 1 & 2 also can be broken in many different ways. Larian usually doesn't stop players form finding new ways to break game or have fun. It's your responsibility to throttle yourself if you find some OP combo usually.
@@Dom4z well they need to up the difficulty level. The tactician is not challenging even for those who don't abuse the system.
@@MikeDao-bv6vrIt's okay really, for the first run plenty of stuff to absord and learn.
@@Dom4z because extra attack doesn't stack for any class except pact of the blade warlock. It doesn't seem like it's intentional it's more than likely a bug.
Getting 3 attacks per ap isn't an exploit, fighter get a 2nd extra attacks at lvl 11 or 12.
What sword is this?
Balduran's Giantslayer
How did you attack so many time ?
It's sort of a bug
Paladin/Martial 5 allows you to get an extra attack that does not stack with other martial lvl 5 extra attacks
EXCEPT
For warlock bound weapon extra attack
so 1 action point equals
normal attack, martial extra attack, warlock extra attack
since he has 2 ap from Haste/Potion of speed that equals 6
Furthermore he could have even attacked a 7th time with his Great Weapon Fighter trait (only works once per turn I think)
@@ebobab9564 damn, impressive
@@ebobab9564 he also has action surge from fighter giving him a total of 3 actions on the first turn
That being said fighters get a 2nd extra attack around lvl 11 or 12 so attacking 3 times per action point for a martial classe isn't an exploit.
Well, warlock isn't a martial class and improved extra attack is fighter exclusive feature - and he has whole 2 levels of fighter :)
It may not be a bug, but I doubt its intentional design - binding your weapon on a warlock adds an extra modifiers to it, making bound weapon give you an extra attack is one of those modifiers if you have deepened pact feature.
What is your pala subsclass and stats?
gear and stats at 2:05 pala subclass is oath of devotion for Sacred Weapon buff
This build seems absolutely broken. Shame there isnt a in depth guide on it anywhere.
*hint hint*
What's broken is that Rafael can be easily paralyzed, an paralysis is what actually kills him, because it makes all attacks crit. Other builds can leverage it too - archer fighter, magic missile wizard, monk, rogue etc.
How do you avoid Raphael punishing you for using Radiant damage?
Rafael doesn't have that buff, only Cambions have it
@@desu665 Oh dang, I was misled then. This makes my plans for dealing this encounter when I get to it much easier. Thank you!
@@Ilvaldi He can gain the Punish Divinity buff, though I am not sure what specific thing leads him to gain it
@@IlvaldiIt's not that hard, imo. Without this black magiks. Just keep Hope away.
@@Eyck-headhe gets it after absorbing souls from the pillars. it's typically the first thing he does in the fight
looks like he decided not to in the video for whatever reason, as he doesn't have any soul charges. could be from a patch
Clearly isn't as powerful as his father.