A tip for everyone regarding throwing weapons not returning: If you pick up the weapon after it doesn't return, DON'T equip it and waste your action. Just throw it from your inventory and it'll return after that.
Is this a bug with bound weapons not returning after throw? I’ve noticed this happening lately since the last patch. I’ve started keeping some extra swords for those situations, but thanks for the tip on picking up/throwing to get it to return again.
I can add something! When you are early game the are gloves that give you lighting charges if you use and unarmed atack, if you throw you get lighting charges, so you can accumulate a lot of lighting charges this way!
Huge realization. Thrown Weapons will ALWAYS use the ONE HANDED weapon damage (1d6) REGARDLESS OF WHETHER YOU USE SHIELD OR NOT. Go ahead and raise your shields, Spartans!
A note, In cazadors castle you can find a helmet where you get an extra bonus action if your hp is below 50% meaning you can make an extra enraged throw per turn as long as you are below 50%
I LOVE this build. I specced Karlach into this build on my current Honor run, and she is a BEAST! I will say though, that I have noticed a couple of bugs with returning weapons. Sometimes they don't return. They just stay on the ground next to whatever you threw them at. Not sure what that happens. It's annoying, but no big deal. You can just run over to where it landed, pick it up, and throw it again. It'll get automatically equipped when it returns to you again. The other bug is more serious. Sometimes the weapons just... Disappear. I lost Nyrulna because of this. We were fighting Gortash. On her first turn, Karlach killed the Banite guard. On her second turn, Nyrulna was not in her inventory. I assumed it just didn't return for some reason, but no. It's just gone. I've looted the entire building, including all corpses and containers, and I've scoured the entire place from top to bottom while holding down the alt button. I checked every companion's inventory just in case. The weapon is nowhere to be found. And since this is Honor mode, I can't reload a save and get it back that way. It's just GONE. I was so mad. She's still got the returning pike, so there's that at least. Just.... Be wary with these weapons. I don't know how or why it happens, you might end up losing one for good.
Perfect timing. I was wanting to start a Druegar main build and was thinking using its built in invisibility to position myself and use a TB throwing build with it and this comes out the same day.
Be advised if you have a bound weapon it needs to register dropping to a floor or platform. It will not return and you will lose the weapon if you’re unfortunate enough that it bounces to a chasm for example.
Sorry if someone already commented this but I used the Bound weapon trick on the Lightning jabber spear you can get from the fish people in act 2 and it's a nice upgrade from the returning pike until you get to act 3.
I know this is a really old comment but I just wanted to check if they fixed the thing with using multiple frenzied throws in the same turn? The video is kind of old and I don’t really know how to find out. Edit: they didn’t
Good intel on thrower build 👍 one added benefit to naturally increasing str is that then you can use the elixir slot for something else, where possibly the best option would be bloodlust which gives you third action (= two throws) if you kill enemy during this turn, which shouldnt be problem with 5-6 throws before that 🎉
An additional tip, there is a weapon you can buy in the moonrise towers (act2) called the drakethroat glaive. It has a spell called draconic elemental weapon (LVL3 spells) This is a paladin exclusive spell, and usually requires concentration, but this one doesn't. It adds an additional 1d4 damage of a chosen element to your weapon damage, and it lasts till long rest, you can cast this on your thrown weapon and use that, which when you do 4 attacks in a turn, is an additional 4-16 damage of the chosen element. If you want to be extra cheecky you can give this weapon to a sorceror in your camp, and twinspell that bound spell to 2 weapons of choice, and you can even just leave the glaive behind.
Critical-Throw-Orc: The idea is to throw the returning Pike as soon as level 4 for ranged attacks, while reckless crit in close Combat. Start as Half-Orc for the 1HP Comeback and the extra Crit-Damage. We‘re trying to always have the Potion that decreases the "need to crit" by one. 17STR, 14DEX, 16CON, Starterclass Barbarian: - LV1: Rage - LV2: Reckless Attack - LV3: Berserker - LV4: Tavern Brawler (18STR) - LV5: Extra-Attack Rogue: - LV6 (R1): Expertise - LV7 (R2): Dash, Recover & Hide as BA - LV8 (R3): Thief (Second Thow-BA) - LV9 (R4): Second Feat (20STR) Fighter: - LV10 (F1): Fight Style (+1RK) - LV11 (F2): Action Search - LV12 (F3): Champion Monk Variante If you want to strike unarmed or plan to use monk weapons. 17STR, 14DEX, 16CON, 10WIS Starterclass Barbarian: - LV1: Rage & +3 unarmored AC Monk: - LV2 (M1): Better Fist (d4) - LV3 (M2): Dash as BA with Ki - LV4 (M3): Open Hand (d6) - LV5 (M4): Tavern Brawler (18STR) - LV6 (M5): Extra-Attack Barbarian: - LV7 (B2): Reckless Attack - LV8 (B3): Throw with BA Monk: - LV9 (M6): Wholeness of Body (+3BA) - LV10 (M7): Stillness of Mind - LV11 (M8): +2STR (20STR) - LV12 (M9): Ki-Resonation (d8)
Idk if someone has said this but, I've found that the returning pike (and maybe bound weapons not sure) won't return if you start the combat by surprise like if you weren't in turn order. My work around is just having a normal throwing weapon to initiate combat with. Aside from that I haven't had any other times where it didn't return to me.
Cool build! if I'm using this build in Honor mode, I'd use Gloves of Belligerent Skies instead, which applies 2 turns of Reverberation when damaged by thunder. 4 throws means on the 3rd throw any enermy not dead is knocked prone unless they pass at Con check. This is more useful than extra 1d4 damage in Honor mode. If you further pair this with Ring of Spiteful Thunder, which can daze Reverberating targets when hit with thunder damage, you now have AoE CC with every throw!
Tbh, got honor mode done on my first try, and you really don't need any CC, i just blasted my way through with dmg! OOV Paladin, Eldritch blast Lock, Throwing barb and Gloomstalker ranger, did everything in 1 Round tho
Offense is best defense... damg numbers added that end yielding a kill, mitigates more damagen than reverb cc foe(s). Yeah it gives advantage but they arent disabled, just on the floor.
Offense is best defense... dmg numbers added that yields a kill, mitigates more damage than reverb cc foe(s). Yeah it gives advantage but they arent disabled, just on the floor.
The wiki seems incorrect on the size thing. The smaller races absolutely can throw the other races which are medium. Its just based on strength. They don't need Enlarge or anything, just 20+ strength.
the one thing that frustrates me about throwing in this game especially when it comes to throwing enemies is that you have to do an uninterrupted throw to your flat surface or cliff - I get that it would be a whole extra thing to program that could get complex, but damn it would be fun to have a hit wall and bounce off mechanic. Or simply one that lets you throw them directly into walls and fall straight down from there would be sweeeeet
The boots of stormy clamour work really well. Every time you inflict a condition on an enemy they gain 2 stacks of reverberation(reverberation gives -1 on STR DEX and CON saving throws. At 7 stacks they need to pass a dc10 con check or be knocked prone) the frenzy throw from berserker can also knockenemies prone, and it counts as a condition. You can stack reverberation, and prone knockdown really easily. I use a version of the build on karlach and the returning pike. it performs really well you get the boots from omeluum. The society of brilliance guy from the myconid colony after you complete the gathering quest for him
Barb 5 is really all you need. There is nothing Barb gives you past 5 that is worth it. Take thief to 4 after barb 5 for the bonus action and second feat, then take fighter 3 for some health and other nice features. You can go EK if you want to use something that is not a returning weapon, or you can go Champion to give you better crit range.
May I suggest trying 3 Barb Beserker / 3 rogue thief / 6 fighter. Major Str + Con. Feat 1: Tavern Brawler, Feat 2: Any. Items: Helm of Grit | Ring of Flinging | Nyrulna. This gives base 2 throwing attacks base, 2 bonus attacks from bonus actions, action surge and at 50% hit points this increases to 3 bonus attacks from the Helm of Grit. If you want more passive fun: Broodmother's revenge | Helm of Balduran | Derivation Cloak. Broodmother's revenge triggers on Helm of Balduran healing.
For the returning pike, if you wait roughly 2-3 seconds before attacking again, or ending your turn it should return over 90% of the time. Only time I had issues is if it was the last attack of the battle, and one or 2 other times it not returning mid-fight.
Mintharas exclusive soul brand status DOES NOT go off when using throwing weapons. So with just 1 bonus action you get extra 2d4+1 Fire Damage until end of the fight.
I beat honor mode with a 6 barb / 3 thief / 3 fighter. The build was strong the whole game. On the very last fight though, the pathing inside was bugged and I ended up having to use melee attacks.
I still think the giant strength gloves are better since tavern brawler doubles your damage and to hit bonus from strength. The other gloves only add 2 damage on average which is what the giant strength gloves would add over a strength potion in addition to the plus to hit bonus.
As a late game build, sure. But leveling up and playing most of the game it's much better to use the STR potions because you actually have access to those, where you don't get the gloves until Act 3.
Awesome video! Just want to clarify the weight one can throw. Though it's not really important, the 2 above the word "strength" isn't a footnote, but a multiplier. So .2 x Str squared. Thank you for these vids!
Pretty sure you can just use disguise self (helmet or spell) to trick the hammer into thinking you are a dwarf and get the bonuses on any character. Bonus is to equip the ring of the shape shifter when you cast the spell for a perm +1d4 to all skills. You can remove the ring afterwards and maintain that bonus.
Throwing weapons always take into account the lower dice of a versatile weapon, which means in the shield example (26:34) you're wrong: it doesn't matter if you have a shield or not, it will always be 1d6 for a 1d8(1d6) weapon (see 34:56). As for the example fight at the end of the video (34:56), my level 4 barbarian in the first act with the returning pike deals more damage (without caustic ring) than yours in the third act with nyrulna only because the returning pike is 1d10, I have 21 strength from the potion and I have it equipped ring (flinging) and gloves (Kushigo) with 1d4 for throwing weapons. There are only 4 damage-dealing weapons useful for this build in the entire game. Returning pike (act 1), the jabber from kuo-tua (act 2, requires a hireliing for EK to bond weapon), nyrulna and throwing hammer (act 3). In addition, there are a few that are useful in specific conditions, such as phalar aluve (shriek for 1d4, you can't use returning weapons and you fight at a close distance of up to 6m, the gain is questionable) or a bow with the hunters mark spell (requires concentration, sometimes useful when you don't have already charges for fury and you don't want to take long rest). The build you present is an interesting variation on this theme, but it is far from being considered ultimate. Closer to ultimate is the build: 5(6) lvl barb, 3(4) lvl rogue and 3(4) fighter especially champion subclass for more frequent critical damage, a build using Elixir of Hill Giant Strength (later Elixir of Cloud Giant Strength) or Elixir of Bloodlust or also Elixir of Viciousness.
@@tommyVCE Almost every weapon-throwing barbarian build on UA-cam, such as lvl 5(6) barb, lvl 3(4) rogue, and 3(4) fighter is a variation of this build. I just mimic these setups to find the best one for me, but the differences are more a matter of preference. Lvl 1 barbarian: I chose the dwarf duergar (3 lvl - enalarge, lvl 5 - invisibility, and the big bonus to throwing hammer in Act 3 and few others such as superior darkvision, poison resistance). Weak movement is recompensated thanks to longstrider. Pump up: str, dex and con at max. After prolog you should be lvl 2. Lvl 2 barbarian: do dank crypt to gain Whiters (respec and hirelings). Make hirelings: one for medicine (elixirs) and second one figher EK to bond weapon, longstrider, aid etc). After each single character lvl up go to Ethel and buy 3 elixirs of giant hills, same after long rest (reset NPC inventory) - in very short time you have over 15-20 elixirs. Lvl 3 barbarian: sublclass berserker. Go to goblin camp (skip for now blight village fights) just by long jump (with faeter falls ) into camp from cliff. Unlock teleport and buy the returning pike from goblin vendor. This weapon is enough to the middle of Act 2. Lvl 4 barbarian: tavern brawler feat. After you get Giant hills elixir do respec, pump up dex, con and whatever stat you want. Lvl 5(6) barbarian: After that go with rogue (3 or 4 levels to get one bonus action more). Get jabber lighting from kuo-thua Cheef after ambush (Act 2). Bond it with EK hireling. Take 3(4) level fighter especially champion subclass if you want do more crits. In Act 3 change a weapon to Nyrulna or (and) the throwing hammer. The build is straight forward.
In my co op play through I was a gnome bard then respect into the throwing class for fun. Even as a gnome it still works I wish I could just throw dudes more.
Try a dual wielding Beserker/Eldritch Knight. Nyrulna in your right hand for some AoE damage. Then bind the Orphic Hammer in your left hand for throws closer to your companions so they don't get AoE damage. Strongest build I've played yet.
Throwing bound weapons or weapons from inventory will automatically unequip your weapon and equip the returning one without extra use of action economy.
A variant I've thought of is maybe pairing it with the Bhaalist Armor and Dolor Amarus? The dagger naturally has the thrown property and does extra piercing on a crit (which, because of the Bhaalist armor, you've already got vuln on anything not resistant or immune, which is *not common* lol). This variant obviously leans more into the rogue side of the rogue-barian combination, but I like it for that reason lol. Edit: damn, I forgot how short the radius for the Aura of Murder is... Still, maybe?
+1 What this guide lacks for polish it more than makes up for with quality of content. You clearly know what you're talking about. Impressive. It's the only video I could find that actually shows the detail of how to execute an enraged throw. All of the other guides, while also very good are pretty much clones one to the next and overlook the fine detail.
I found that if I initiate combat with say my Gloomstalker/Thief and then attack with my Throwing Barb before the end of my Gloomstalker's action to initiate combat that the return won't happen. So for this initial throw I use a javelin/spear etc from inventory instead
eldrich knight can get disguise self and then be a dwarf. debatable better version of a throw build. by level 6 you get 3 feats allowing you to have max str with tavern, ablility, and dual weild. the only downside is the extra bonus action throw with rage from barbarian but you get a third atk at 11. You have a good spell list of spells, bond, feats, heavy armour, disguise self and can melee up close if you dont want to throw. Use int headband for spells Plus u can go 6 ek and 3 barb for rage. 3 rog.
I just used mystic warrior with bound weapon and that perk which grants you more dmg in throwing and bare handed, got that glove for the +d4 but man, even with an 95% percent chance the critical erros are amazing, my luck is crazy. I was with the fish guy's spear, i also had one level in war cleric for that +d4 holy damage and bonus action attack very early game, twas amazing, the spear you get in Withers lair can carry you until you get another better throwing weapon
side note, every time i see a build guide video i always hear people talk about "if this is your MC, you should pick a few points in charisma and persuasion", which kinda makes me sad that, we cant use other characters to do the talking for us. since BG3 is a D&D simulator, it would be nice to have other characters being able to step in for the MC so you dont need to worry about things like this.
I know this was a long time ago and things might have changed anyway but I think great weapon fighting WILL apply even though great weapon master will NOT. Because the wording of great weapon master is "melee attack" while the wording of great weapon fighting is "melee weapon". It does not work for gwm because it is a ranged attack with a melee weapon, therefore it SHOULD work with great weapon fighting. I haven't tested this or anything but the game is pretty good at adhering to wording like this from my experience.
Haste is nerfed on honor, it only grant you 1 extra attack now. So you can only throw 5 times instead of 6. It's even worse for fighter. Throw builds are nerfed a lot actually. It may still be worth it. But there's one problem, you need to save the biblebang to get the gloves on underdark. Here is my method. Buff Laezel with Jump. Send shadowheart to speak to the dude, stop the clock by switching to turn base. switch to Laezel, jump and pick up the torch and the bag. open the bag, get the misty step scroll and send them both to shadowheart. Now switch back to shadowheart to finish the talk. You should gain the option to throw the scroll(not the bag, he will waste time open the bag) to him.
I love your videos, thank you. Could you put the level number in the title as part of your tldr? Like (Barb-5/Sorc-7)
11 місяців тому
I find hill giant potions are a very bad idea on barbarians anyway. On monks it makes sense because they are MAD and you 'need all the stat points you can get. But a barbarian can max out strength easily. So I'd much rather have an elixir of bloodlust or colossus.
its funny, i wonder if instead of rogue, you couldnt invest in either cleric, sorcerer or druid, to use concentration spells, like moonbeam, or enhance ability, shield of faith and so on. druids even give some nice stuff like longstrider and enhanced leap, to allow you to get to higher places to deal extra damage with thrown attacks. while clerics add some fun stuff with their subclasses. for example, since the nyrulna has extra thunder damage when thrown, you could use your channel divinity to garantee max thunder damage(while also getting some nice reaction abilities. both light and trickery also grant some nice tools for her, specially, like i said, she doesnt use concentration, and for the most part, as a thrower, it would be best to keep her away from enemies(but being a barbarian, also means she is able to keep concentration easier).
I just wanted an excuse to use spears since theyre the one weapon thats always excluded in all the games I play and a I think they give off a bad ass ancient spear hunter vibe
I was hoping to do a Moon Knight build and throw clubs, carry sickles and a staff or glaive...clubs like the broken chair club would be great returnable ala EK...helas, clubs are not throwable so dmg will be 0 due to its weight...
Battlmaster thrower is nice for times you cant throw. Some locations simply dont allow for throwing. Plus the variety of attacks is fun. EK is nice for the utility spells. That said, barb/thief gives great utility as it does great damage, has good AC, and can be the party thief
Thank you, this is quite interesting! I do hope you would still consider doing an updated pure caster build (sorc or even warlock) that can deal with being countered spell as seem to happen late game.
With only small modifications to your builds as a guide, I made the insanely strong "Party of Darkness". (Main) 2/10 loc/sorc, (Minthara) 2/6/4 loc/pal/fighter, (Asterion) a standard gloomstalker assassin, and (Karlach) 2/10 loc/barb. All the loc combos pick up devil's sight and the ranger gets the eversight ring. Stand in the dark and take almost no damage. Had my barbarian take devil's sight and mask of many faces (instead of agonizing blast) since she doesn't have any cha anyway and can now take full advantage of the dwarven thrower. Minthara as a monk would probably be stronger but loc/monk was just as goofy as loc/barb and SOMEBODY had to wear all that heavy armour :). Obviously not a leveling party since it really needs 6 levels to get 2 loc + 4 in your main but so far it's been extremely strong.
So question: I really like the idea of throwing axes as a barbarian. Does it still work if you take 3 levels of fighter to go eldritch knight and get the auto return on throwing your weapons? New player here and still confused about thrown weapons.
"Across all three of the baldurs gate games" no, no they are not, it wasn't even a thing in BG2 EE (BG1& 2 were losely based off second edition rules). Typical duel class builds with fighter kits in BG2 was almost always zerker or kensai to 9 for the HD and weapon profs (generally GM staff) then duel class and dump everything else into wizard. Polymorfs, timestops and staff of the arch magi all broke the game.
@@italianspartacus Umm my dude Zerker/mage was THE min/max build. Why even bother trying minmax misnc at all. You could literally solo the entire game as a zerker/mage build on max difficulty. in the original game thief/mage or kensai mage were also effective, but beamdog patched alot of it in the Enhanced edition. So zerker mage is the defacto minmax build. Staff of the arch magi was dispel on hit, so it stripped most NPC's of all defense only real exception was things like the dragon fights which could be handled with polymorf self.
@ItalianSpartacus would it be possible to go with the min/max stats as a barb/eldritch knight then bind the Club of hill giant strength and throw that? Would you then get damage from 19 strength?
I stumbled into this build actually. I went 6 barb, 3 thief, 3 fighter and it absolutley destroys everything. I made Jaheira an open handed monk with tavern brawler as well, and i am killing act 3 bosses in 1 turn. Its silly lol I didnt know about the bound weapon exploit...i just carried a ton of spears until i found the trident that comes back lol
Question the Bonespike Gloves (is a pair of very rare gloves that make your attacks ignore Resistance to Slashing, Piercing, and Bludgeoning damage.) arnt those in the end better then the uninhibited Kushigos?
Why wouldn't you be wearing medium armor and just take 14 dex so you can pump con the rest of game agile half plate can do better than unarmored by a lot
You can have someone cast the spell "seeming" on a character that is another race than dwarf and get the benefits of the dwarven thrower i havent tested yet. I think that is how it works with all the gith equipment in the game aswell.
A tip for everyone regarding throwing weapons not returning: If you pick up the weapon after it doesn't return, DON'T equip it and waste your action. Just throw it from your inventory and it'll return after that.
Oh shit I totally forgot... I did this at thr end of my stream and discovered it. Thanks for commenting this bro!
@@italianspartacusNot a problem! Only discovered your channel a few months ago after starting BG3. Great content man, keep it up!
Thanks brother :)
Is this a bug with bound weapons not returning after throw? I’ve noticed this happening lately since the last patch. I’ve started keeping some extra swords for those situations, but thanks for the tip on picking up/throwing to get it to return again.
I think the throw and not return bug is when you throw to initiate combat from out of combat.
I can add something! When you are early game the are gloves that give you lighting charges if you use and unarmed atack, if you throw you get lighting charges, so you can accumulate a lot of lighting charges this way!
And then use weapon bond on the jolt jabbar whatever that javelin is called that does electric damage for even more
Fun tip: if you throw a flaming goblin, it does fire damage. It can even set off a grease puddle. Just one of the many horrible things you can do.
Light. Goblins. On. Fire. Before. Throwing.
Jesus Christ you just revolutionized goblin throwing for me thank you 😫😫
Oh, neato
"IGNIS!"
The amount of flaming goblins ive thrown at barrels has gotta be against the Geneva convention 😂
Huge realization.
Thrown Weapons will ALWAYS use the ONE HANDED weapon damage (1d6) REGARDLESS OF WHETHER YOU USE SHIELD OR NOT.
Go ahead and raise your shields, Spartans!
A note, In cazadors castle you can find a helmet where you get an extra bonus action if your hp is below 50% meaning you can make an extra enraged throw per turn as long as you are below 50%
it makes me very happy to throw things really hard and jump farther than others can dash. thanks bro.
I LOVE this build. I specced Karlach into this build on my current Honor run, and she is a BEAST! I will say though, that I have noticed a couple of bugs with returning weapons. Sometimes they don't return. They just stay on the ground next to whatever you threw them at. Not sure what that happens. It's annoying, but no big deal. You can just run over to where it landed, pick it up, and throw it again. It'll get automatically equipped when it returns to you again. The other bug is more serious. Sometimes the weapons just... Disappear. I lost Nyrulna because of this. We were fighting Gortash. On her first turn, Karlach killed the Banite guard. On her second turn, Nyrulna was not in her inventory. I assumed it just didn't return for some reason, but no. It's just gone. I've looted the entire building, including all corpses and containers, and I've scoured the entire place from top to bottom while holding down the alt button. I checked every companion's inventory just in case. The weapon is nowhere to be found. And since this is Honor mode, I can't reload a save and get it back that way. It's just GONE. I was so mad.
She's still got the returning pike, so there's that at least. Just.... Be wary with these weapons. I don't know how or why it happens, you might end up losing one for good.
Sometimes the alt button dont show you weapons you throwed. you need to get over it with the mouse
@@jakobkraft1961 *cries in console*
Perfect timing. I was wanting to start a Druegar main build and was thinking using its built in invisibility to position myself and use a TB throwing build with it and this comes out the same day.
Be advised if you have a bound weapon it needs to register dropping to a floor or platform. It will not return and you will lose the weapon if you’re unfortunate enough that it bounces to a chasm for example.
I haven’t had this issue with Eldritch knight. I’ve thrown weapons at enemies that indicated the item will be lost via a chasm and it comes back.
I would also add that if you throw this to initiate combat the weapon may not return to you sometimes and just stay at the enemies' feet.
@@whyareyoubothering eldritch knight gets weapon bond, so your weapon is automatically returning when thrown.
Sorry if someone already commented this but I used the Bound weapon trick on the Lightning jabber spear you can get from the fish people in act 2 and it's a nice upgrade from the returning pike until you get to act 3.
I know this is a really old comment but I just wanted to check if they fixed the thing with using multiple frenzied throws in the same turn? The video is kind of old and I don’t really know how to find out.
Edit: they didn’t
Good intel on thrower build 👍 one added benefit to naturally increasing str is that then you can use the elixir slot for something else, where possibly the best option would be bloodlust which gives you third action (= two throws) if you kill enemy during this turn, which shouldnt be problem with 5-6 throws before that 🎉
An additional tip, there is a weapon you can buy in the moonrise towers (act2) called the drakethroat glaive.
It has a spell called draconic elemental weapon (LVL3 spells)
This is a paladin exclusive spell, and usually requires concentration, but this one doesn't.
It adds an additional 1d4 damage of a chosen element to your weapon damage, and it lasts till long rest, you can cast this on your thrown weapon and use that, which when you do 4 attacks in a turn, is an additional 4-16 damage of the chosen element.
If you want to be extra cheecky you can give this weapon to a sorceror in your camp, and twinspell that bound spell to 2 weapons of choice, and you can even just leave the glaive behind.
amazing man, damm the amount of stuff you can do in this game
Critical-Throw-Orc:
The idea is to throw the returning Pike as soon as level 4 for ranged attacks, while reckless crit in close Combat. Start as Half-Orc for the 1HP Comeback and the extra Crit-Damage. We‘re trying to always have the Potion that decreases the "need to crit" by one.
17STR, 14DEX, 16CON, Starterclass Barbarian:
- LV1: Rage
- LV2: Reckless Attack
- LV3: Berserker
- LV4: Tavern Brawler (18STR)
- LV5: Extra-Attack
Rogue:
- LV6 (R1): Expertise
- LV7 (R2): Dash, Recover & Hide as BA
- LV8 (R3): Thief (Second Thow-BA)
- LV9 (R4): Second Feat (20STR)
Fighter:
- LV10 (F1): Fight Style (+1RK)
- LV11 (F2): Action Search
- LV12 (F3): Champion
Monk Variante
If you want to strike unarmed or plan to use monk weapons.
17STR, 14DEX, 16CON, 10WIS
Starterclass Barbarian:
- LV1: Rage & +3 unarmored AC
Monk:
- LV2 (M1): Better Fist (d4)
- LV3 (M2): Dash as BA with Ki
- LV4 (M3): Open Hand (d6)
- LV5 (M4): Tavern Brawler (18STR)
- LV6 (M5): Extra-Attack
Barbarian:
- LV7 (B2): Reckless Attack
- LV8 (B3): Throw with BA
Monk:
- LV9 (M6): Wholeness of Body (+3BA)
- LV10 (M7): Stillness of Mind
- LV11 (M8): +2STR (20STR)
- LV12 (M9): Ki-Resonation (d8)
18:00 Brutal Crit doesn't work with throwing so Lvl9 Barb is useless basically. Instead We can go Lvl8 Barb / Lvl4 Rogue (for Extra Feat)
Idk if someone has said this but, I've found that the returning pike (and maybe bound weapons not sure) won't return if you start the combat by surprise like if you weren't in turn order. My work around is just having a normal throwing weapon to initiate combat with. Aside from that I haven't had any other times where it didn't return to me.
This has never happened to me. Wait just two seconds (sometimes more) before you click end turn. The weapon returns to you with a delay.
Cool build!
if I'm using this build in Honor mode, I'd use Gloves of Belligerent Skies instead, which applies 2 turns of Reverberation when damaged by thunder.
4 throws means on the 3rd throw any enermy not dead is knocked prone unless they pass at Con check. This is more useful than extra 1d4 damage in Honor mode.
If you further pair this with Ring of Spiteful Thunder, which can daze Reverberating targets when hit with thunder damage, you now have AoE CC with every throw!
How are you applying the thunder damage?
@@ytp9457 act 3 legendary trident
Tbh, got honor mode done on my first try, and you really don't need any CC, i just blasted my way through with dmg! OOV Paladin, Eldritch blast Lock, Throwing barb and Gloomstalker ranger, did everything in 1 Round tho
Offense is best defense... damg numbers added that end yielding a kill, mitigates more damagen than reverb cc foe(s). Yeah it gives advantage but they arent disabled, just on the floor.
Offense is best defense... dmg numbers added that yields a kill, mitigates more damage than reverb cc foe(s). Yeah it gives advantage but they arent disabled, just on the floor.
The wiki seems incorrect on the size thing. The smaller races absolutely can throw the other races which are medium. Its just based on strength. They don't need Enlarge or anything, just 20+ strength.
Your first helmet that's Spartan-esque looks cool, but it took away your Unarmored Defense
I swear tavern brawler is imba. I have a monk and thrower aka karlach, and the amount of damage between the 2 of them is just OP.
Thanks for all of the detailed guides! Its clear how much work you put behind them and is much appreciated!
I love this build! I like throwing books 😂 and goblins, plates, spoons, sausages, bags of flour... This is almost OP, Raphael could barely stand up...
And bombs and barrels of course
And Murderous Cut Daggers under half HP targets
the one thing that frustrates me about throwing in this game especially when it comes to throwing enemies is that you have to do an uninterrupted throw to your flat surface or cliff - I get that it would be a whole extra thing to program that could get complex, but damn it would be fun to have a hit wall and bounce off mechanic. Or simply one that lets you throw them directly into walls and fall straight down from there would be sweeeeet
The boots of stormy clamour work really well. Every time you inflict a condition on an enemy they gain 2 stacks of reverberation(reverberation gives -1 on STR DEX and CON saving throws. At 7 stacks they need to pass a dc10 con check or be knocked prone) the frenzy throw from berserker can also knockenemies prone, and it counts as a condition. You can stack reverberation, and prone knockdown really easily. I use a version of the build on karlach and the returning pike. it performs really well you get the boots from omeluum. The society of brilliance guy from the myconid colony after you complete the gathering quest for him
thanks for this build ima make a Dark Urge Deurgar in this build for my evil campaign
Barb 5 is really all you need. There is nothing Barb gives you past 5 that is worth it. Take thief to 4 after barb 5 for the bonus action and second feat, then take fighter 3 for some health and other nice features. You can go EK if you want to use something that is not a returning weapon, or you can go Champion to give you better crit range.
This is a fun one. A Dueregar Throwing Monkbarian Is now on my list of future Tavs.
May I suggest trying 3 Barb Beserker / 3 rogue thief / 6 fighter. Major Str + Con. Feat 1: Tavern Brawler, Feat 2: Any. Items: Helm of Grit | Ring of Flinging | Nyrulna.
This gives base 2 throwing attacks base, 2 bonus attacks from bonus actions, action surge and at 50% hit points this increases to 3 bonus attacks from the Helm of Grit. If you want more passive fun: Broodmother's revenge | Helm of Balduran | Derivation Cloak. Broodmother's revenge triggers on Helm of Balduran healing.
I may be confused but you will only get 1 feat because you get a feat every 4th level in a class
@@munskinman Fighters get a feat at level 6! That's where the second one comes from
Ring of Flinging in Act 1 Druid's Grove sold by Arron, Circlet of Hunting in Act 2 Moonrise Towers sold by Araj Oblodra.
For the returning pike, if you wait roughly 2-3 seconds before attacking again, or ending your turn it should return over 90% of the time. Only time I had issues is if it was the last attack of the battle, and one or 2 other times it not returning mid-fight.
Mintharas exclusive soul brand status DOES NOT go off when using throwing weapons. So with just 1 bonus action you get extra 2d4+1 Fire Damage until end of the fight.
im learning a lot just from this comments
I beat honor mode with a 6 barb / 3 thief / 3 fighter. The build was strong the whole game. On the very last fight though, the pathing inside was bugged and I ended up having to use melee attacks.
When in doubt, get closer then throw.
Also, keep some smaller objects like knives to throw.
2 damage is negligible, the ax from a shield is superior. Not to mention the other bonuses on said shields. That, and it’s on theme.
I like to use the ring of spiteful thunder in combination with the boots of stormy clamour. It devistates.
I still think the giant strength gloves are better since tavern brawler doubles your damage and to hit bonus from strength. The other gloves only add 2 damage on average which is what the giant strength gloves would add over a strength potion in addition to the plus to hit bonus.
As a late game build, sure. But leveling up and playing most of the game it's much better to use the STR potions because you actually have access to those, where you don't get the gloves until Act 3.
Note that by the time you can get the strength gloves, you could be using the cloud giant elixir for 27 str instead of 21 from the hill giant elixir.
Awesome video! Just want to clarify the weight one can throw. Though it's not really important, the 2 above the word "strength" isn't a footnote, but a multiplier. So .2 x Str squared.
Thank you for these vids!
Pretty sure you can just use disguise self (helmet or spell) to trick the hammer into thinking you are a dwarf and get the bonuses on any character. Bonus is to equip the ring of the shape shifter when you cast the spell for a perm +1d4 to all skills. You can remove the ring afterwards and maintain that bonus.
This has been changed in the most recent patch :( but I've yet to fully confirm it. I've heard it's strictly for honor mode
Throwing weapons always take into account the lower dice of a versatile weapon, which means in the shield example (26:34) you're wrong: it doesn't matter if you have a shield or not, it will always be 1d6 for a 1d8(1d6) weapon (see 34:56).
As for the example fight at the end of the video (34:56), my level 4 barbarian in the first act with the returning pike deals more damage (without caustic ring) than yours in the third act with nyrulna only because the returning pike is 1d10, I have 21 strength from the potion and I have it equipped ring (flinging) and gloves (Kushigo) with 1d4 for throwing weapons.
There are only 4 damage-dealing weapons useful for this build in the entire game. Returning pike (act 1), the jabber from kuo-tua (act 2, requires a hireliing for EK to bond weapon), nyrulna and throwing hammer (act 3). In addition, there are a few that are useful in specific conditions, such as phalar aluve (shriek for 1d4, you can't use returning weapons and you fight at a close distance of up to 6m, the gain is questionable) or a bow with the hunters mark spell (requires concentration, sometimes useful when you don't have already charges for fury and you don't want to take long rest).
The build you present is an interesting variation on this theme, but it is far from being considered ultimate. Closer to ultimate is the build: 5(6) lvl barb, 3(4) lvl rogue and 3(4) fighter especially champion subclass for more frequent critical damage, a build using Elixir of Hill Giant Strength (later Elixir of Cloud Giant Strength) or Elixir of Bloodlust or also Elixir of Viciousness.
can you give a level by level breakdown of your build?
@@tommyVCE Almost every weapon-throwing barbarian build on UA-cam, such as lvl 5(6) barb, lvl 3(4) rogue, and 3(4) fighter is a variation of this build. I just mimic these setups to find the best one for me, but the differences are more a matter of preference.
Lvl 1 barbarian:
I chose the dwarf duergar (3 lvl - enalarge, lvl 5 - invisibility, and the big bonus to throwing hammer in Act 3 and few others such as superior darkvision, poison resistance). Weak movement is recompensated thanks to longstrider. Pump up: str, dex and con at max. After prolog you should be lvl 2.
Lvl 2 barbarian: do dank crypt to gain Whiters (respec and hirelings). Make hirelings: one for medicine (elixirs) and second one figher EK to bond weapon, longstrider, aid etc). After each single character lvl up go to Ethel and buy 3 elixirs of giant hills, same after long rest (reset NPC inventory) - in very short time you have over 15-20 elixirs.
Lvl 3 barbarian: sublclass berserker. Go to goblin camp (skip for now blight village fights) just by long jump (with faeter falls ) into camp from cliff. Unlock teleport and buy the returning pike from goblin vendor. This weapon is enough to the middle of Act 2.
Lvl 4 barbarian: tavern brawler feat.
After you get Giant hills elixir do respec, pump up dex, con and whatever stat you want.
Lvl 5(6) barbarian:
After that go with rogue (3 or 4 levels to get one bonus action more). Get jabber lighting from kuo-thua Cheef after ambush (Act 2). Bond it with EK hireling.
Take 3(4) level fighter especially champion subclass if you want do more crits. In Act 3 change a weapon to Nyrulna or (and) the throwing hammer.
The build is straight forward.
@@user-is2xk5xy1v thank you for the detailed reply!
In my co op play through I was a gnome bard then respect into the throwing class for fun. Even as a gnome it still works I wish I could just throw dudes more.
Try a dual wielding Beserker/Eldritch Knight. Nyrulna in your right hand for some AoE damage. Then bind the Orphic Hammer in your left hand for throws closer to your companions so they don't get AoE damage. Strongest build I've played yet.
Get disguise self and dual weild dwarf hammer
You don’t have to equip a weapon to throw it. Throw the hammer from your inventory and get the damage bonus by wielding your weapon with 2 hands.
Im actually playing a Barbarian throwing build rn, just reached level 4 so cant wait to try this out
Marksmanship Hat is a +1 to thrown weapon rolls.
_What am I to do with the bag of 15 Knives?!_
*_Oh why thank you, Sparticus!_*_ Knew I wasn't a hoarder!_
Pretty sure versatile weapons always deal the lower dice damage when thrown. So you don't gotta lose the shield.
The Callous Glow Ring also pairs well with Nyrulna, instead of the caustic band 👍
Wont it be the same? still +2 dmg
Throwing bound weapons or weapons from inventory will automatically unequip your weapon and equip the returning one without extra use of action economy.
A variant I've thought of is maybe pairing it with the Bhaalist Armor and Dolor Amarus? The dagger naturally has the thrown property and does extra piercing on a crit (which, because of the Bhaalist armor, you've already got vuln on anything not resistant or immune, which is *not common* lol). This variant obviously leans more into the rogue side of the rogue-barian combination, but I like it for that reason lol.
Edit: damn, I forgot how short the radius for the Aura of Murder is... Still, maybe?
Love the TLDW upfront
Nothing like carrying corpses in your inv and chucking them at enemies.
+1 What this guide lacks for polish it more than makes up for with quality of content. You clearly know what you're talking about. Impressive. It's the only video I could find that actually shows the detail of how to execute an enraged throw. All of the other guides, while also very good are pretty much clones one to the next and overlook the fine detail.
QUESTION: Can you do a Marvel, fastball special with a Gnome?
Missed it. Very excited!
I found that if I initiate combat with say my Gloomstalker/Thief and then attack with my Throwing Barb before the end of my Gloomstalker's action to initiate combat that the return won't happen. So for this initial throw I use a javelin/spear etc from inventory instead
eldrich knight can get disguise self and then be a dwarf. debatable better version of a throw build. by level 6 you get 3 feats allowing you to have max str with tavern, ablility, and dual weild. the only downside is the extra bonus action throw with rage from barbarian but you get a third atk at 11. You have a good spell list of spells, bond, feats, heavy armour, disguise self and can melee up close if you dont want to throw. Use int headband for spells
Plus u can go 6 ek and 3 barb for rage. 3 rog.
Loving these build videos, keep up the hard work!
I just used mystic warrior with bound weapon and that perk which grants you more dmg in throwing and bare handed, got that glove for the +d4 but man, even with an 95% percent chance the critical erros are amazing, my luck is crazy.
I was with the fish guy's spear, i also had one level in war cleric for that +d4 holy damage and bonus action attack very early game, twas amazing, the spear you get in Withers lair can carry you until you get another better throwing weapon
Also known as the Jerry Springer build. Since chairs are constantly being thrown.
HAHAHAHAHHA
side note, every time i see a build guide video i always hear people talk about "if this is your MC, you should pick a few points in charisma and persuasion", which kinda makes me sad that, we cant use other characters to do the talking for us.
since BG3 is a D&D simulator, it would be nice to have other characters being able to step in for the MC so you dont need to worry about things like this.
Appreciate the upfront knowledge cheers mate
barbarian intimidation is the best dialogue option in game
ROAAARRR
I know this was a long time ago and things might have changed anyway but I think great weapon fighting WILL apply even though great weapon master will NOT. Because the wording of great weapon master is "melee attack" while the wording of great weapon fighting is "melee weapon". It does not work for gwm because it is a ranged attack with a melee weapon, therefore it SHOULD work with great weapon fighting. I haven't tested this or anything but the game is pretty good at adhering to wording like this from my experience.
the difference in damage with versatile weapons is one on average so shield is usually better
Actually was in the middle of a throwing barbarian run, named him Thor and am rushing for the Dwarven thrower!
circlet of hunting you get from the bloodtrader in moonrise
Haste is nerfed on honor, it only grant you 1 extra attack now. So you can only throw 5 times instead of 6. It's even worse for fighter.
Throw builds are nerfed a lot actually. It may still be worth it. But there's one problem, you need to save the biblebang to get the gloves on underdark. Here is my method. Buff Laezel with Jump. Send shadowheart to speak to the dude, stop the clock by switching to turn base. switch to Laezel, jump and pick up the torch and the bag. open the bag, get the misty step scroll and send them both to shadowheart. Now switch back to shadowheart to finish the talk. You should gain the option to throw the scroll(not the bag, he will waste time open the bag) to him.
Great video 🍻
i love throwing goblins into chandeliers.
I Missed out on the returning pike and the ring, wiped out the camp a while back 😢😢
I did this last night and was so annoyed so I just ended up respecing to a eldritch knight thrower build
I love your videos, thank you. Could you put the level number in the title as part of your tldr? Like (Barb-5/Sorc-7)
I find hill giant potions are a very bad idea on barbarians anyway. On monks it makes sense because they are MAD and you 'need all the stat points you can get. But a barbarian can max out strength easily. So I'd much rather have an elixir of bloodlust or colossus.
its funny, i wonder if instead of rogue, you couldnt invest in either cleric, sorcerer or druid, to use concentration spells, like moonbeam, or enhance ability, shield of faith and so on.
druids even give some nice stuff like longstrider and enhanced leap, to allow you to get to higher places to deal extra damage with thrown attacks.
while clerics add some fun stuff with their subclasses. for example, since the nyrulna has extra thunder damage when thrown, you could use your channel divinity to garantee max thunder damage(while also getting some nice reaction abilities.
both light and trickery also grant some nice tools for her, specially, like i said, she doesnt use concentration, and for the most part, as a thrower, it would be best to keep her away from enemies(but being a barbarian, also means she is able to keep concentration easier).
If Karlach is disguised as a dwarf (via spell or item) would she get the bonus damage from the Dwarven Thrower?
I just wanted an excuse to use spears since theyre the one weapon thats always excluded in all the games I play and a I think they give off a bad ass ancient spear hunter vibe
I was hoping to do a Moon Knight build and throw clubs, carry sickles and a staff or glaive...clubs like the broken chair club would be great returnable ala EK...helas, clubs are not throwable so dmg will be 0 due to its weight...
The best throwing weapon in the game is definitely Nyrulna, but it's much harder to get
When in doubt, keep some spare potatoes to throw.
From what I understand versatile weapons do not do 2h damage when thrown, so you should use the shield.
Gloomstalker would be a potent multiclass for this as well.
Unfortunately the extra gloom stalker attack can't be a thrown attack.
You're better off with fighter for action surge.
Battlmaster thrower is nice for times you cant throw. Some locations simply dont allow for throwing. Plus the variety of attacks is fun.
EK is nice for the utility spells.
That said, barb/thief gives great utility as it does great damage, has good AC, and can be the party thief
Don't forget:
Disguise Self should allow you to benefit from the Dwarven Thrower.
Also, would the Colossus potion do additional damage as well?
would it do?
I would cheese Auntie Ethel's 3 STR potions/day and pump Con to 17 > 18 with tavern brawler.
Great video. Btw, do you think it's possible to make some kinda cool knife juggler build from these ideas as well?
Love your Videos
30:04 from the bow in the grove not pike
great videos! any chance you could make video for a minthara (vengeance) build?
Thank you, this is quite interesting! I do hope you would still consider doing an updated pure caster build (sorc or even warlock) that can deal with being countered spell as seem to happen late game.
With only small modifications to your builds as a guide, I made the insanely strong "Party of Darkness". (Main) 2/10 loc/sorc, (Minthara) 2/6/4 loc/pal/fighter, (Asterion) a standard gloomstalker assassin, and (Karlach) 2/10 loc/barb. All the loc combos pick up devil's sight and the ranger gets the eversight ring. Stand in the dark and take almost no damage. Had my barbarian take devil's sight and mask of many faces (instead of agonizing blast) since she doesn't have any cha anyway and can now take full advantage of the dwarven thrower. Minthara as a monk would probably be stronger but loc/monk was just as goofy as loc/barb and SOMEBODY had to wear all that heavy armour :). Obviously not a leveling party since it really needs 6 levels to get 2 loc + 4 in your main but so far it's been extremely strong.
Does the throwing items like the gloves and ring work with produce flame cantrip when you throw the cantrip?
So question: I really like the idea of throwing axes as a barbarian. Does it still work if you take 3 levels of fighter to go eldritch knight and get the auto return on throwing your weapons? New player here and still confused about thrown weapons.
"Across all three of the baldurs gate games" no, no they are not, it wasn't even a thing in BG2 EE (BG1& 2 were losely based off second edition rules). Typical duel class builds with fighter kits in BG2 was almost always zerker or kensai to 9 for the HD and weapon profs (generally GM staff) then duel class and dump everything else into wizard. Polymorfs, timestops and staff of the arch magi all broke the game.
Then my bro, you did not min max. Turning misnc into a thrower was very common and it wrecked shopppp
@@italianspartacus Umm my dude Zerker/mage was THE min/max build. Why even bother trying minmax misnc at all. You could literally solo the entire game as a zerker/mage build on max difficulty. in the original game thief/mage or kensai mage were also effective, but beamdog patched alot of it in the Enhanced edition. So zerker mage is the defacto minmax build. Staff of the arch magi was dispel on hit, so it stripped most NPC's of all defense only real exception was things like the dragon fights which could be handled with polymorf self.
My point stands, Minsc was a strong dual wield throwing barb :) but you're also right that their and zerker mage were broken
Gonna do this for my durge duagar what's better using potions till get the giant strength gloves or just having 17 strength at start
@ItalianSpartacus would it be possible to go with the min/max stats as a barb/eldritch knight then bind the Club of hill giant strength and throw that? Would you then get damage from 19 strength?
@italiansparticus thank you for this (and all of your content/guides). What Illithid powers would you recommend with this build?
Luck of the far realms is always a good call if you want to guarantee a crit on a target once per long rest
I stumbled into this build actually. I went 6 barb, 3 thief, 3 fighter and it absolutley destroys everything. I made Jaheira an open handed monk with tavern brawler as well, and i am killing act 3 bosses in 1 turn. Its silly lol
I didnt know about the bound weapon exploit...i just carried a ton of spears until i found the trident that comes back lol
I’m using Nyrulna on Karlach; how do you recommend avoiding the splash damage?
Question the Bonespike Gloves (is a pair of very rare gloves that make your attacks ignore Resistance to Slashing, Piercing, and Bludgeoning damage.) arnt those in the end better then the uninhibited Kushigos?
Bro no way, today I decided to respec Karlach to a Throw Barbarian build 💀
Why wouldn't you be wearing medium armor and just take 14 dex so you can pump con the rest of game agile half plate can do better than unarmored by a lot
Question would it also be recommended to use the hill giant strength gloves???
I am building a character to throw enemies. I'm bringing potions and scrolls to get big I just need to know how to get those extra attacks lol
quick question, does the dwarven thrower bonus work on disguise self?
You can have someone cast the spell "seeming" on a character that is another race than dwarf and get the benefits of the dwarven thrower i havent tested yet. I think that is how it works with all the gith equipment in the game aswell.