You don’t necessarily need to use Hag’s Bane to rescue Vanra from Ethel. You can also just use a non-lethal strike when you KO her and then there’s a cutscene where you can cut the kid out of her belly.
@@j.w.7608 Thats odd. Note that Non-lethal attacks don't work with spells. Only melee and unarmed attacks. Just in case that might have been the cause. (Damage overtime effects can also kill the target after combat. Like bleed, poison etc.)
The Blood of Lathander lets you punch WAY above your weight for a huge chunk of the game, though. The auto-blind completely trivializes a couple major encounters.
Be careful with this. There were several fights where the enemies have a radiant damage return. I nearly killed shadowheart several times missing this. I think it was the programmers way of trying to balance this.
@@williambo6682i think it also made one of shar’s trials harder, the one with the invisible path. I think any light source changes the path. I couldn’t figure out why I couldn’t finish the trial, when it didn’t give me that much trouble on my first playthrough. Then I listened to the statue again and it said to trust the darkness. I thought hmm maybe this mace is the one causing me trouble 😂 turned it off and the path became easier to navigate
One of the things to note about the Blood of Lathander is that it's Sunbeam isn't true Sunbeam. It's more like radiant lightning bolt that you can only fire once, whereas the actual level 6 sunbeam is a concentration spell that lets you fire it off every turn for a number of turns.
The legendary staff is cool and all. But also Cazzador's dagger is the real meat for your casters. A save DC of 23 really just makes your spell slots so horrifyingly efficient that I've found it by far better than a free 6th level. Half the bosses in Act 3 have pretty piss poor wis saves. Watching Raphael and Sevarok be phyaically unable to escape Hold Monster was a 10/10 funny.
so about Selune's Spear of night, the Moon mote isn't just a bigger dancing light, it's a big difficult terrain for Enermy only and your allies in the area is dealing extra Radiant damage, it's more useful than shar counter part in some case.
@@zjpdarkblaze of course. Selune one is for team buff and zone deny (moonbeam is slightly underpower tho and you can't use both Moon mote and beam at the same time since they're concentrating spell).
@@zjpdarkblaze not if your team is not full of warlock with devil sight. Selune spear is good for human, gith and any non darkvision character while also giving them advantage on perception check making it most suited outside of combat and also checking traps.
The Silver Sword of the Astral Plane + several other Githyanki-specific pieces of gear made Lae'zel basically invincible to status effects in my Tactician playthrough. You just couldn't stop her.
True. That Gith silver greatsword her hands gives her the soulbreaker ability - if it lands ,it just destroys enemies with the stunning effect+ Big Dmg. Took out the Apostle of Myrkul in 2 Rds , with her doing most of the heavy hitting.
Silver Sword is cool for that but I find it much more powerful to just start stacking healing stuff like Sarevoks sword, Balduran helmet, and that one ring that heals you every turn [i forgor what its called and how to get it but its a purple background] w/ armor of persistences magical plate and legendary persistence makes her all but unkillable.
3:00 I've found that The Blood of Lathander's best perk is its aura blind effect on fiends and undead. Blind is an extremely powerful effect and to have that in an AoE without requiring an action is ridiculously strong. This is especially useful for a lot of encounters in Act 2 and what makes this weapon so good. The Sunbeam and weapon effect is just an added perk imo.
@@viktorbryce951yes but late act 1. I consider it Act 1 1/2 because it’s one of the first times you’ll go to a new map and possibly be unable to progress other quests if you haven’t finished them already.
I've heard that if you have it equipped you can accidentally vaporize the vampire spawn you meet in the tavern. Is that actually true or did that person hit a glitch?
I totally agree with your comment. The blind effect is WAY more powerful than the Sunbeam effect. Every group of Undead or Fiend in the game (like the Raphael's or Cazador's fights, for example) become nearly Trivial since you just put Shadowheart in the middle of any fight with Undeads or Fiends with the best Medium armor you can find and the best shield, and in tandem with Karlach, you have an average of 90% chance to hit with all your attacks. If you want to optimise, swap the weapon for half of Act 3 but keep it for specific quests, when you know you will fight Undead or Fiends. At that moment, you swap back to the Blood of Lathander and you just won the fight.
The devotees mace becomes awesome when you combine it with some of the other heal related gear in the game. Ring for additional 2 healing from act 1, helm for 1d6 extra healing from act 1. Gloves that give blade ward when healed from Zevlor, boots that give temp HP when healed from act 1 and a ring from ACT 1 that give 2 turns of bless when healed. So you get this AOE heal for 10 turns that doesn’t take concentration, heals for 1d4+2+1d6 healing and gives 3 temp HP, bless and blade ward.
Insane, does this heal also hit pets/undead and th elike...summons? So you could get the auto heal every turn...which blesses and etc etc all those pets too?
The Blood of Lathander's most powerful ability, imo, is it blinding nearby undead. Since Act 2 is absolutely filled with undead, it is such an insane weapon to have. Giving you advantage and your enemies disadvantage on nearly every single strike is busted
Small correction on Selune Spear of Night at 3:32 it doesn't just light up the area, for 10 turns it illuminates the area and all enemy movement inside of it is slowed and all allies get bonus to attack radiant damage, enemies get disadvantage
Blood of Lathander is a weapon I used the entire game. I threw it on Shadowheart and never regretted it. The one-time revive per long rest is super useful.
Worth mentioning that the Shapeshifter's Mask does 'fool' Githyanki equipment if you turn into a Gith. Very handy if you don't like or have, er, killed, Lae'zel and don't mind looking a bit weird in exchange for power. It's also extremely useful if you annoy the Steel Watch in Act III because they won't notice you if you disguise yourself.
shapeshifter mask is a digital deluxe exclusive. if you don't have the digital deluxe edition, here are some other ways of disguising yourself: - disguise kit (available from act 3 onwards, consumable item) - spell: disguise self --- lvl 1 ritual spell, available to Bard, Sorcerer, Wizard, Arcane Trickster, Eldritch Knight, Gloom Stalker, Trickery Domain, Warlock (Mask of Many Faces invocation) - spell: Seeming -- lvl 5 spell, available to Bard, Sorcerer, Archfey, Wizard - scrolls: use a scroll of seeming or disguise self
The mace providing the healing class action is super good if you have a healer that takes the gloves that provide blade ward to anyone who you heal - having that apply to the entire party every turn is also very strong in plenty of fights
pair it with whispering promise (ring) and your entire party basically has a bless spell throughout the whole fight, saving you a concentration slot for other spells.
The blinding aura on Blood of Lathander is absolutely insane. And it retains usefulness until VERY late in the game. More or less up until the final set of encounters where it won't trigger on anything.
I found a very nice combo with the "Devotee's Mace" (which grants 1-4Hp per turn to all allied). If you add "The reviving Hands" gloves and the "The Whispering Promise" ring. The build allows you to revies 1-4healing per turn for 10turns for all allies when using the Healing Incense Aura, a bless effect for 10 turns for all allies and a blade word effect for all allies for 10 turns... Kinda cool interaction
@@Brimfarm Kinda depends on early vs late game. Early game bless is much better, but bane is arguably better late game. Most spells are save based late game and your martial classes are all rocking 95 % chance to hit anyway at that point.
Do mind that when you use this trick to get the silver sword, the next time you speak to Lae'zel (I spoke to her next in the camp), it will trigger a convo with her that are spoilers about the end of Act 3. Luckily, I didn't know about this trick until I finished my first playthrough.
So one really interesting thing about the ones you can get before Nightsong - If you are using them, you can disarm the doppelgangers in the Shar temple fight to get a second "generic" copy of the same. I was running around A2 as a strength-based dual wielder with two Bloods.
Its likely been patched out i tried it for Lathander just a couple of days ago and they weren't disarmable (also figured I'd try the pick up corpse and swap weapon trick but they disappear before you can).
@3:15 You got it backwards lol. Evening is definitely the evil, dark justicar choice (even has Shar in the name), while Night (Selune in the name) is the good choice.
Devotee's Mace can trivialize almost every fight if you want it to. I didn't use it super often because the Healing Incense is a once-per-long-rest effect but if you're in a tough fight it can turn it around completely. Shadowheart had the gloves that cast Blade Ward on heal and the Whispering Promise ring that gives a few turns of Bless when you heal, so every turn for 10 turns your entire party is getting healed, Blessed and Blade Ward. And those effects apply to summons like your elementals too.
Devotee's Mace: if you go into the House of Hope (or use a hireling you don't care about) and free Hope, you can have her use Divine Intervention to get the weapon. You can then throw the mace to unequip it, and have a party member pick it up. Saves a use of Divine Intervention for another time, like hitting a dragon in the face with God. Also, if you have the Hellrider's Pride gloves (I think they're called, you get 'em from Zevlor through quest or violent negotiation) and you use Healing Incense Aura, you and your allies get Blade Ward every turn.
You forget that the Helldusk armor has a full set and each set of the Helldusk armor, while aren't legendary status of their own Makes you practically unstoppable and unkillable if you gather all of them.
The haste from Gontr Mael is superior to regular haste in one very relevant way. When the haste buff is ended you do NOT get stunned. So if concentration breaks etc, you're not gonna get murdered. I feel like that is way better than having it last 10 turns.
Haste on a 'legendary'bow is a pretty odd choice, as it requires concentration, So rangers get screwed because they can't cast hunters mark at the same time! Ranged dex fighters really want this bow, but come on, everyone playing a ranger would have loved something that doesn't delete hunters mark from their kit.
You forgot to mention the legendary staff also increases your damage by your Proficiency modifier for your chosen element type. Amazing for multi-hit attacks like Scorching Ray.
sunbeam isn't what makes blood of lathander so good. a huge chunk of act 3 deals with fiends and undead, and having them be blinded 90% of the time you get near them is insane. My light cleric would literally cast spirit guardians and just run around demolishing enemies. she even soloed the fight to free the nightsong. the enemies ended up running from my cleric more often than they tried to hit her, and when they did it didn't end well for them.
Was yesterday in act 2 (is my first playthrough) and everyone died to those thorn enemies which explode on death. except her, then only one of those bigger that can choke you with vines and a humanoid undead were standing with Shadowheart. She died once but BoL rezzed her, I attacked and healed her until that plant monster was down and the humanoid nearly did nothing to her. costed me 3 revive scrolls just for a weird ring that sets the wearer on fire 🤣
If you want a wacky combo with the trident, there's a kobold in act 3 that sells a pair of glove that give the player a chance to swap positions when they hit with a weapon attack
I made a hireling jhust for this build, I have to say it's pretty strong but, in reality the AOE damage on the swaps are brutal on the team, not really worth the damage they take from swapping either lol. It is wacky
It's wack af because the gloves don't give you an option to choose whether or not you want to swap. My Karlach threw the trident on a Steel Watcher and ended up swapping with it and it decided to self destruct right in the middle of my team.
You missed one. It's a legendary armor you can buy from dammon provided he survives until act 3. It's quite franky amazing for tank-builds. It's a 21 ac heavy armor that is expensive as hell. But it comes with Resistance and Blade Ward permanently.
Not sure if I was a bug but... I used the disarm tactic for the Silver Sword looted it then died and resurected at camp. I then went over to the goblin town to wreak havoc and do all those quests... every time I entered combat those gith would also agro from across the map and try to run all the way to my location. Only being level 3 at the time that was not a battle I could win. So, I went and got several smokepowder barrels and mage hand dropped them around the gith and blew them to hell. I would recommend getting the barrels first then place them, disarm and get the sword, blow the barrels then resurrect at camp.
With the silver sword of the astral plane you can talk to Lae’zel about it and pass a check and she can gift the bonuses onto anyone else in the party. It isn’t necessarily githyanki bound, yet I feel it’s best on her anyway
Seriously??? Wow, that’s super cool. I wonder why I haven’t heard anyone else mention it.. people have said that you can use disguise self (as gith) in order to get the race bonuses.. but if you can just get Lae to “gift” the racial bonuses to another party member that’s so much better than going through the hassle of disguise self all the time lol
@gordonthefish it is an item with a yellow border Item thus Legendary. It's not that useful so maybe he just forgot. Either way, it is a Legendary weapon and therefore belongs in a Ranking of all Legendary weapons.
@@desolation1821 It has an orange border like quest items do. Honestly the Orphic Hammer doesn't belong in the list (the other item with an orange border), but it's a +3 weapon so I guess he decided to include it. If he was including orange weapons he'd have to put a bunch more in there like Ethel's act 1 staff and that wouldn't make much sense at all.
@gordonthefish but it doesn't make sense to be specified as a Quest item since (as far as I know) it's not tied to any quest. Neither is Ethel's staff.
@@desolation1821 Ethel's staff is an oversight I believe, the border is supposed to be on the bitter divorce, but the orange border is just kind of slapped on some things with disparate reasoning. For example the "magic" ring you get from tiefling kid and Nere's boots. To the point, regular Moonlanterns are the same rarity class as the Shadowlantern. Given that it only does one thing (summon a shadow with dubious usefulness, since it takes up the same summon slot as animate dead) it shouldn't be included in any discussion of legendaries.
Slightly complicated way to get the devotees mace for free without using shadowhearts divine intervention is to rescue hope in the house of hope, once you clear the enemies take control of hope and use HER divine intervention and then use the throw action to throw it on the ground
you can use divine intervention again if you just respec from withers. technically you can have unlimited divine intervention as long as you have gold.
@@zjpdarkblaze ugh really? I would have expected it would remember on a character even with respeccing. Hopefully they fix that soon. Still, even if it's fixed - you have many companions that can all be respecced into clerics, get a legendary mace, then respec back again.
@@korenn9381well that is the players choice, I don’t see it as something the devs need to fix If a player wants to break their game and make it way too easy by replicating legendaries that’s on them
@valorath6797 The game is "broken" enough already they want you to at least have to think of a strategy for each encounter otherwise you'd just steamroll everything and complain about how boring the game is.
It's good to note that Mask of the Shapeshifter also takes away dialogue options that you would normally have. I was using it as the Dark Urge, and was not able to cut off a hand of a certain wizard that popped out through a portal in act 1.
Best strat I've found for Silver Sword is to get some one who can cast invisibility twice, send a fighter with precision strike + disarming strike / cleric with command:drop (command drop only has like a 9% on him). Once he drops the sword through save-scumming if you get the timing right you might be able to enter turn based mode before the dialogue/ combat is forced. The enemies all have high initiative and they won't be surprised so its extremely likely a low level character will die before they can pick it up. So cast invis on a second member, have them run in, pick up the sword and if they die just press tab, drag the weapon from their dead body into your inventory, go to withers and resurrect both members then pickpocket withers for a refund with no consequence. The Gith will never pick his sword back up. Also, if you meet him again before fighting the elder brain right before you meet up with you allies in that house/tavern thing and you have lae'zel with you, he'll have another copy of the sword so you can take it from him and have two for the elder brain fight. This is the only method I know of to duplicate a legendary.
I know this is a month later, but I HAVE to correct you: Moonmote isn't just an ilumination. If you inspect the ability, it tells you that it turns the area into difficult terrain for enemies if they fail a Wisdom save AND unconditionally adds an extra 1d4 radiant damage to allies' melee attacks in the area. And it's NOT a small area.
Shout out to Halberd of Vigilance, which I never even considered replacing for my Champion Sentinel + Polearm Master Laz'ael. + Gloves of the underdog for near constant advantage, and the helmet from the Bhall Temple boss, you crit on a 18/19/20, with constant advantage and a tonne of reaction attacks. This build did nothing but combat. but boy oh boy did it do combat.
I tried to make a polearm build fun. Respeced. Used that halberd. Took the right feats. The reaction attacks were triggering so rarely I ended up switching switching out of it after a couple fights. May try again. The polearm build is a classic D&D thing.
@@ArmitageShanksuk I was referring to the reaction attack. With great weapon master you also have that attack when it triggers, and the lesser halft attack for 1D4 otherwise. Ideally this is giving a level 11-12 fighter 5 attacks per round without having to use any resources. The problem is there are so few of these reaction attacks triggering from what I’ve seen. I built a reaction build for the legendary rapier that gives a second reaction attack. With sentinel (no long reach) and mage slayer plus the ability to attack people if they walk away … it’s something. The rapier increases crit chance which is obviously great with more attacks (with a little gear it crits on 17-20). Rapier also grants an extra attack at no cost. So, on a fighter you get 3 attacks per attack action, a single free attack, two possible reaction attacks, and also a bonus attack. This is if you’re not using any resources like haste or bloodlust or action surge or whatever else. And of course all of that can be combined to give a potential 16 attacks in a single round (once per short rest). Though, it’s hard to get the reactions to trigger and it’s hard to find anything that lives that long, or have the movement to get around to get to enough targets to spend those attacks on.
The Silver Sword of Astral Plane now you can get only in act 3 because in Patch 2, Dev change that when Voss appear in act 1. He wield a Crossbow instead of his Great sword now.
I just got it a few hours ago, even after hot fix 5. I think he had a chance to spawn with the xbow or the sword judging by what others were saying online
The Blood Of Lathander is not considered powerful because the weapon in itself is powerful or the moonbeam is powerful but it's one of the if not THE radiant shockwave enabler. If you got a cleric (which inherently can not only use the weapon right from the get go without any feats) and you stack them with all the radiant orb and radiant shockwave and radiant bonus and heal bonus items (rings, necklace, gloves, shoes, shield, helmet, armor) it becomes the ultimate support tank which is not only not going down but triples their party healing, provides +AR for the party -AR for the enemy and is a walking beacon of constant damage with Sentinels and even their melee attack will trigger all the fun stuff. Blood Of Lathander is pretty much the OP-enabler for clerics that the Jolting Set is for Storm-Sorcs
Balduran's Giant Slayer is insane on a fighter/barbarian if you pair it up with the gloves you can find in the house of hope, since the sword doubles your damage from strength and the gloves set your strength to 23
Getting the Gith sword early breaks the game, as you're not really supposed to have it so soon. Lae suddenly likes my character and is talking about Orpheus before we've even learned about him, and then every fight you get into after that includes the gith at the bridge, jerking the camera to them and giving them turns every time
5:17 it’s fantastic with some of the extra healing items, giving the Healing Incense Aura a total of 30-60 healing if allies aren’t consistently taking damage or 60-90 if they are (cuz of temporary hit points being reapplied after getting taken away)
Markoheshkir has several bonus effects not mentionted in this vid which makes it much better than stated ontop of it already being strong, when using Kereska's Favor each of the buffs lasts until long rest, can be changed after a short rest as well as the extra spells it gives you are on short rest cooldown, ontop of all this all of the buffs also makes your spells do additional things like if you pick Deadlier than Arsenic all your spells will also poison enemies, Lightning buff they will give you lightning charges, Acid is Noxious Fumes on enemies on hit, Fire gives you Heat per spell hit, Frost is Encrusted in Frost on spell hit, Thunder is Reverbaration on hit with spells, it most likely one of if not the best caster weapon in the game by far just cause of the additional bonuses you can get for any situation.
For Nyrulna if you have a dedicated lockpicker and the character you choose to enter the jungle is really bad at lockpicking/ enemies are chasing you, just pick up the chest and exit through the portal, drop it in front of your lockpicker and let them handle it.
The Silver Sword of the astral Plane is insane when, because when you crit you can stun someone or use it’s ability, I pretty much solo’d saravock (how ever you spell his name) only had Karlach at then and she was getting her shit beat in by him. While I kept taking out chuncks every time I hit.
Bloodthirst works really well alongside Nyrulna for a throw weapon build. They both deal piercing and return to you once thrown so if you can do one melee attack with Bloodthirst you can then throw either for double damage.
And the other dagger. And the bow. And the rapier. Who wants double damage for basically the whole party? Without having to expend any resources at all? 🤣 I don’t think he’s really used it or thought about it. Bloodthirst is game breaking. So was the mace of lathlander for a BUNCH of fights (it trivializes the Rafael fight … and anything with undead, or fiends … he’s losing his mind over an extra level 6 spell slot in act 3 but doesn’t seem to care that this basically does that starting in Act 1)
@@zero11010 are you dense? putting anything if your other hand while using the rapier stops the rapier from activating it's powers. you can't use your reaction to add TrueStrike and add damage if you only have 1 reaction. p.s. if you think truestrike is game breaking. you could have just used the cantrip and had access to it all game p.s.s. the fact that you don't understand what the word "fall off" means is so ironic
@@NoESanity you’re trying way too hard to be offensive. It’s adorable. You’re thinking too small. That’s adorable, too. I reread my comment. It says everything I was going to clarify. I’m not going to repeat myself for a person who is eager to be insulting and wrong on top of it.
Barb/Fighter dual wield with Nyrulna is hilarious, equip it in any hand. With 20 str, and some other increase jump distance gears, the mobility in a fight is just insane. Nothing can stop you jumping around and if you chunk a potion of glorious vaulting, you can literally jump multiple Z levels. Like that ambush in Bhaal's temple, you can leap right across the giant gap right on top of the immovable guy.
I think each time you throw it and catch it too it re-adds the movement speed again - I've had Karlach as a berserker move to max move speed, throw it, then can move up to as many times as I can throw, catch and re-apply the passive move speed increase.
bloodthrist is really good as 1 weapon build too...i used with my bard with shield and just first hit with the dagger and oh boy, pierce vulnerability is amazing
It’s good to add vulnerability. But, you want it on the whole party doing piercing damage. The trident, the bow, the rapier, the pair of daggers or split them up. You want to maximize the number of piercing attacks. Bloodthirst goes on a character with maximum maneuverability. Hit people and apply the debuff then let the party go to work. It puts the game on easy mode. You won’t even have to “rest after every fight” like the baby from this video is talking about.
@@zero11010 yeah that s why i think is one of the strongest weapon, even if u dont want to maximize it , just use it with a character with multiple attacks and easy win
If you combine Mask of the Shapeshifter with the Shapeshifter's Boon ring (which you get by killing the Strange Ox in the Emerald Grove) you essentially have +1d4 to every roll, which stacks with Guidance.
@@male_maid5951 If you set it up right, you can kill just the Strange Ox. The trickiest part is making sure that the explosion when it dies doesn't hit anyone beyond the other Oxen. Nobody got upset with me when I did it.
@@male_maid5951 Yep, met him at the inn and he upgraded Karlach with some infernal iron. Just go down the hill a bit towards the kid selling junk, wait until the guy by the oxen moves as far away as he gets (or send a bard or familiar to distract him) and then shoot the Strange Ox. It dies, the explosion kills the other two oxen. No humanoids are hurt. Nobody gets aggro'd. Life goes on as normal.
@@male_maid5951 it makes dammon appear in act3 instead of act2, so only be certain you'll kill the strange ox if you don't care about the armors he can craft with the infernal iron and some items he sells in his shop in act2. Some of the items can be found via one of the videos (i forgot which one) titled "x-things or w/e u didn't know or strong things in act 2" of theirs.
I dind't feel like stealing the Orphic Hammer was hard. I was playing on tactican, but Karlach just thought to herself:"I'll just crit Raphael 4 times in a row". On top of having an extra cleric in my party and Yugir on ny side the battle was actually ez.
The staff is first(give free of spell and 2 element spell with element resistance) , the second is trident(aoe and return on a throwing weapon, with all the movements boost and move), third is the bow( Guidance on hit is insane , so with sword bard that mean you can place guidance on four target and haste is no joke)
@@zjpdarkblaze also with the sword bard flurry blow you can attack up 4 target, and you can take 1 level war priest to used your bonus as attack. So that 5 target that will have guidance on them.(if they survive)
I used Crimson Mischief and Bloodthirst in Combo on Astarion, Bloodthirst in Offhand, for one free sneak attack a fight (not counting the free one i got for assassin), and the true strike riposte which was actually pretty nice
Not sure if it is meant to be this way, but another way to get the Devotee's mace (worked in my playthrough) was to rescue Hope, in the House of Hope, and use HER divine intervention to get the mace. Then you can access her inventory and throw the weapon on the ground for someone else to pick up - effectively allowing for a free divine intervention!
Also, the legendary staff is bugged and gives you unlimited spell slots not just the one. I believe you can do this on all of your characters. In order to activate this effect, you turn on the arcane battery and then equip a different weapon. Now you'll have unlimited spell slots. I'm not sure why they haven't patched this yet but it's still in the game.
Nyrulna is my favorite weapon, i have a Eldritch knight throwing build. I have 3 attacks per turn, 6 attacks when hasted or action surged plus the weapon has a aoe when thrown. I was able to kill Orin literally in a single turn after she got first initiative.
Just finished my fish playthrough last night going completely blind and decided to watch this video just see which items i missed. The only one o didn't get was the bow because i stealthily blew up the facility without a fight
A friend told me you can use minor illusion (shapeshifters mask) to change a character into a Githyanki before equipping items that require the user to be a Githyanki to get their bonuses, and you can cancel the illusion after equipping it, and keep the bonuses until long rest where you need to do it again.
Gontr Mael is absurd with sharpshooter feat. The guiding bolt advantage effectively eliminates the -5 to attack so you are consistently doing +10 damage to your attacks. Also much like melee weapons you can coat your arrows in different elements and poisons. But unlike melee weapons, bows have arrow types that are separate from your regular attacks. Illmater arrows stop enemies from healing, salve arrows cure conditions from allies, frost arrows can make a surface for enemies to slip prone on and more! These are all made more effective with guiding bolt advantage and celestial haste. Lastly it actually is best used with bloodthirst on another ally which further boosts your damage when the dagger make the target vulnerable to piercing damage which is what all bow damage type is.
The mace that you can get from cleric lvl 10, you dont need to waste shadowheart spell, in the House of Hope you will help Hope and she has the spell, just cast it and give the weapon to your shadowheart :))
after seeing lots of uses for exploration and dialog choices I kinda disagree about the Mask of the Shapeshifter, it sucks a bit that it's bound to dlc but still it's quite a awesome piece of gear IF your character doesn't have the shapeshift spell and you're focused on explore more pieces of the world, I think it's a more utility gear than a combat one
I've been using it to speak with the dead I've killed. However it always have the buttons rearrange at random and I once I disguised my speak dead character to the same race, gender and body type, and the dead refused to speak with its killer, despite different portrait.
the selune spear moon mote ability buff damage for all allies standing in the light like 1d4 radiant on all attacks I think. so it can buff your entire party including all summons as it dose not have a cap to the number of allies it can effect.
Silver sword of Astral you can get 2 of. So you get the first 1 in act 1 as you say but if you side with Vlaakith and kill Voss when you see him in Sharess' caress he will have another one on him then.
There is a bug with the staff still yet to be patched where if you equip the staff, activate the power Arcane Battery, and then unequip the staff, the effect of Arcane Battery will not be consumed AND will last through a long rest. It completely breaks the game being able to spam cast Disintegrate and Chain Lightning all damn day
I ran into a slightly different bug with the staff, and it just lets me use the spells from the Kereska's favor ability infinitely. It's absolutely broken
I found all but the staff and rapier just naturally exploring everything I could in my first play-through. Gontr Mael and Walking Fortress on my Tav Bard Giantslayer on Karlach Nyrulna and Helldusk Armor on Shadowheart Gale didn't need any legendary equipment, just fireball!
One thing I’ve noticed with ‘Arcane Battery’ on the staff is if you put on the staff and toggle it on then switch to another weapon not only does arcane battery stay but almost all spells are free and it doesn’t fall off after 1 spell, so you have infinite spell slots save for certain spells like paladin smites, so you can pass the staff to multiple characters and have full free spells
Yup. I abused this when playing a necromancer. I swapped both the Staff of Spellpower and Markoheshkir between companions and myself to cast Level 6 summons for free, Aid, Heroes Feast, etc. and it made my party an unkillable walking fortress of minions.
@8:20 Markoheshkir's lightning mode also, notably, gives you chain lightning, a level 6 spell. The spells it grant tend to sum to about level 9 in terms of spell level, upcasted as needed (I'm not sure this is strictly true, but it's generally true), spread across two spells. Further, and as a final note, when you attune to an element it gives boosts to spell damage and *also* inflicts a condition relevant to that element with *all* spell damage. Some are better than others-Acid and Fire grant noxious fumes and heat, which have notable downsides. Lightning and poison are pretty good (grant lightning chargers and inflict poisoned, both solid) but the winners are frost and thunder, which give encrusted with frost and reverb respectively. Both of these (should, reverb is bugged) force enemies to make saves against disabling effects when enough triggers are applied-and because each applies once per instance of spell damage, spells like magic missile trigger multiple times. Hence the psychic missile amulet+Markoheshkir (thunder) automatically prones targets. Or should, once it's fixed. The frost version *does* work, and an upcasted psychic magic missile or interaction with other frost items results in consistent triggers. The frost DC does not appear to be high, but on a failure the targets are frozen which straight up incapacitates them. Plus the next Bludgeoning/Force/Thunder breaks them out, but does double damage-a strong disintegrate follow up would be insanely lethal. So long as you manage the stacks so your missiles don't accidentally break it. It's almost unquestionably the best weapon in the game, obviously, and these tactics just make it better.
The wisps on the spear of selune also gives all allies within the light, 1d4 radiant damage, and gives all enemies disadvantage on attacks, a bit more than just lights, and the moon beam is a small circle you can move each turn, not a column beam attack like lathander's blood
There is another legendary rapier, I don't recall the name. You get by persuading Wyll's demon buddy after rescuing her in the Mindflayer lair. It gives you the ability to summon a cambion. I like pets. :)
You can get the devotee's mace for free by using Hope in the House of Hope. She can use divine intervention and just throw the mace on the ground. That way you can use the spell on your character as a get out of jail free card later on.
The passive Light aura from the Blood of Lathander is a big deal in early Act 2, before you've got your Moonlantern. After that, it's still really good but there could be better choices.
correction, Selune's Spear of Night is what you get when you save Dame Aylin and she collects it to bless it as Selune's daughter. Shar's Spear of Evening is for if you kill Dame Aylin with the spear. the reason the spear of Night is attributed to Selune is because of what Dame Aylin says when she gives it to you, saying that Shar and Selune share the same power, what is one of theirs is equally owned by the other, and its a combination of their power. Whereas the Spear of Evening is further drenched in Lady Loss's darkness.
Kinda glossed over the fact that Selune Spear of Night when illuminates the area with the mote: 1. makes a difficult terrain for enemies 2. adds 1d4 radiant damage to every weapon atk. your party makes Depending on the party composition it can be a very strong ability.
Markoheskir was crazy for me since I think it bugged for on my first playthrough, but I could just spam the two attacks from it nonstop. Even after resting and reloading, so on my lightning build it was crazy spamming lvl 6 or so spells without using spellslots.
Do you know what happens if you killed Ethel in act 1? I’m worried I missed out on the legendary you get from saving the child from her in act 3 b/c I killed her in act 1. I hope there’s some kind of alternative way to do that quest 🙏🙏🤷♂️
One perk in favor of the Spear of Night - the moonmote spell gives bonus Radiant dmg to allies melee attacks and hostile creatures must save or treat the area as difficult terrain. That info is sadly hidden within the "..." of the tooltip for the spell. Definitely more impactful than just illuminating the area, but also is only on a long rest so the evil variant of repeatable darkness is still far superior. A trick with Nyrula is that each time you throw it, it adds the +3m to your movement every time, so you can continue to reposition through a fight as you kill things with a throw and then gain the movement bonus again.
So, it might be a bit too much effort if you already have a Cleric in your party, BUT if you want to use the ability to get something else instead of the weapon there is actually another way on how to get it. When fighting as Hope you can use this ability too, and some of the enemies have abilities that make you drop your weapon. If this happens to her you'll be able to pick it up with another character. Not entirely sure if it works, but I have had it happen enough times where she dropped her weapon to know it might be a feasible method of still obtaining it!
You seem to have forgotten the hellduak armor in act 3, you obtain it along with the gloves of hope for killing Raphael after stealing the hammer, if you go that route.
I slapped gontr mael on a hunter ranger and its kinda insane with the barrage aoe shot ability cause it has a chance to inflict guiding bolt on everything it hits lol
Blood of Lathander’s best perk is the blind against fiends and undead which you an toggle for free. This is particularly amazing because there are a few spells which clerics get that say “when an enemy can see you.” If they are blind, they can’t see you. It triggers each time you turn it off, so you can just kill enemies for free. It’s cheesy, sure, but fun.
you can reclass wither's servants into cleric and usine devine intervention once per servant.... on my second run i have Laezel dual weilding 2 Devotee's Maces... they dont effect stack, but they do hella damage
The crazy thing about Markoheshkir is that the Lighting bonus from Kereshka's favor gives you a free 6th level spell that doesn't use a slot. So this one staff lets you cast chain lighting 4 times in 1 fight (Using a sorcerer to twin one for free with arcane batter, another use normally, and then the free one from the favor.)
it's actually currently bugged. the Chain Lightning you get from the staff is 1/turn rather than 1/short rest, so you can cast Chain Lightning every single turn
@@JondarKorric I tried it and CL was greyed out after using. I found out that if you turn on the Arcane Battery toggle and then equip a new weapon without casting a spell, the toggle stays on and lets you cast all your spells infinite times.
Legendary rapier build - I think you guys may approach build videos wrong. I feel like for this game builds are equipment based as much as anything. This means it may make sense to completely change build and play style as you find/buy/steal new gear. That 1 handed rapier is great. But, really wants to be on a champion fighter with dualist fighting style who also has the sentinel feat. This really needs 11 levels of fighter for 3 attacks with the main hand. Can combine with the helmet for another crit range increase. Now you crit on 17, 18, 19, 20 with a 1 in 5 crit chance. And the elixir of viscousness will decrease that to 16 crit. This means stacking attack dice is useful. Because you double them on all these crits. Poisons or whatever other gear you like. If you fight grouped with allies while you have the sentinel feat and this weapon you’ll trigger those reactions more. Mage slayer feat offers another option. This is going to give you 5 fairly reliable attacks per round without having to burn through resources. Also let’s you increase by 3 for action surge and by another 3 with haste. Which means it’s a good build without having to rest after every fight like a little baby. 🤣 Also pairs well with the MVP legendary weapon because Bloodthirst would DOUBLE all the piercing damage from this.
I was cleaning house with the trident on my full fighter lae'zel with haste. so many throws ! I would love to see it on a dedicated throwing build with extra attacks and haste.
You don’t necessarily need to use Hag’s Bane to rescue Vanra from Ethel. You can also just use a non-lethal strike when you KO her and then there’s a cutscene where you can cut the kid out of her belly.
This is what I did in my first playthrough.
Same
This did not work for me n my party, we non-lethal ethel but the game considered her dead and the child died
@@j.w.7608 Thats odd. Note that Non-lethal attacks don't work with spells. Only melee and unarmed attacks. Just in case that might have been the cause. (Damage overtime effects can also kill the target after combat. Like bleed, poison etc.)
it was a bug, they patched it a bit ago@@j.w.7608
The Blood of Lathander lets you punch WAY above your weight for a huge chunk of the game, though. The auto-blind completely trivializes a couple major encounters.
Not only that, the light it emits is also really useful in the shadow lands
Be careful with this. There were several fights where the enemies have a radiant damage return. I nearly killed shadowheart several times missing this. I think it was the programmers way of trying to balance this.
I'm not talking about the spell on it, I'm talking about just the light the weapon emits (like a torch)
@@williambo6682i think it also made one of shar’s trials harder, the one with the invisible path. I think any light source changes the path. I couldn’t figure out why I couldn’t finish the trial, when it didn’t give me that much trouble on my first playthrough. Then I listened to the statue again and it said to trust the darkness. I thought hmm maybe this mace is the one causing me trouble 😂 turned it off and the path became easier to navigate
yeah notably that attempted kidnapping of isobel.
One of the things to note about the Blood of Lathander is that it's Sunbeam isn't true Sunbeam. It's more like radiant lightning bolt that you can only fire once, whereas the actual level 6 sunbeam is a concentration spell that lets you fire it off every turn for a number of turns.
The legendary staff is cool and all. But also Cazzador's dagger is the real meat for your casters. A save DC of 23 really just makes your spell slots so horrifyingly efficient that I've found it by far better than a free 6th level. Half the bosses in Act 3 have pretty piss poor wis saves. Watching Raphael and Sevarok be phyaically unable to escape Hold Monster was a 10/10 funny.
Or give a caster duel wielding and equip BOTH, glorious~
You must play on explorer.
so about Selune's Spear of night, the Moon mote isn't just a bigger dancing light, it's a big difficult terrain for Enermy only and your allies in the area is dealing extra Radiant damage, it's more useful than shar counter part in some case.
shars spear is better since darkness is very OP.
you could also put on that act 3 bow which lowers crit chance to 17
@@zjpdarkblaze of course. Selune one is for team buff and zone deny (moonbeam is slightly underpower tho and you can't use both Moon mote and beam at the same time since they're concentrating spell).
@@zjpdarkblaze not if your team is not full of warlock with devil sight. Selune spear is good for human, gith and any non darkvision character while also giving them advantage on perception check making it most suited outside of combat and also checking traps.
The Silver Sword of the Astral Plane + several other Githyanki-specific pieces of gear made Lae'zel basically invincible to status effects in my Tactician playthrough. You just couldn't stop her.
She’s a one man army
True. That Gith silver greatsword her hands gives her the soulbreaker ability - if it lands ,it just destroys enemies with the stunning effect+ Big Dmg. Took out the Apostle of Myrkul in 2 Rds , with her doing most of the heavy hitting.
Silver Sword is cool for that but I find it much more powerful to just start stacking healing stuff like Sarevoks sword, Balduran helmet, and that one ring that heals you every turn [i forgor what its called and how to get it but its a purple background] w/ armor of persistences magical plate and legendary persistence makes her all but unkillable.
You can buy that ring from the magic shopcin in act 3 with lorroakan @temp3608
@@temp3608Ring of Regeneration
3:00 I've found that The Blood of Lathander's best perk is its aura blind effect on fiends and undead. Blind is an extremely powerful effect and to have that in an AoE without requiring an action is ridiculously strong. This is especially useful for a lot of encounters in Act 2 and what makes this weapon so good. The Sunbeam and weapon effect is just an added perk imo.
Is it really from Act 1?
@@viktorbryce951 Its kinda between Act 1 and 2 in the mountain pass. I believe, technically thats still Act 1.
@@viktorbryce951yes but late act 1. I consider it Act 1 1/2 because it’s one of the first times you’ll go to a new map and possibly be unable to progress other quests if you haven’t finished them already.
I've heard that if you have it equipped you can accidentally vaporize the vampire spawn you meet in the tavern. Is that actually true or did that person hit a glitch?
I totally agree with your comment. The blind effect is WAY more powerful than the Sunbeam effect. Every group of Undead or Fiend in the game (like the Raphael's or Cazador's fights, for example) become nearly Trivial since you just put Shadowheart in the middle of any fight with Undeads or Fiends with the best Medium armor you can find and the best shield, and in tandem with Karlach, you have an average of 90% chance to hit with all your attacks.
If you want to optimise, swap the weapon for half of Act 3 but keep it for specific quests, when you know you will fight Undead or Fiends. At that moment, you swap back to the Blood of Lathander and you just won the fight.
The devotees mace becomes awesome when you combine it with some of the other heal related gear in the game. Ring for additional 2 healing from act 1, helm for 1d6 extra healing from act 1. Gloves that give blade ward when healed from Zevlor, boots that give temp HP when healed from act 1 and a ring from ACT 1 that give 2 turns of bless when healed.
So you get this AOE heal for 10 turns that doesn’t take concentration, heals for 1d4+2+1d6 healing and gives 3 temp HP, bless and blade ward.
the mace also gets people back up!
@@hayleyberry3437 heck yeah, that too. With it running though people tend not to go down. But you are absolutely right.
Yep
There’s a medium chest plate in the secret fish people layer that when you heal it’s gives them disengage
Insane, does this heal also hit pets/undead and th elike...summons? So you could get the auto heal every turn...which blesses and etc etc all those pets too?
The Blood of Lathander's most powerful ability, imo, is it blinding nearby undead. Since Act 2 is absolutely filled with undead, it is such an insane weapon to have. Giving you advantage and your enemies disadvantage on nearly every single strike is busted
Act 3 has tons of undead, too. The whole game is chock full of undead, making BoL arguably the best weapon in the game.
Small correction on Selune Spear of Night at 3:32 it doesn't just light up the area, for 10 turns it illuminates the area and all enemy movement inside of it is slowed and all allies get bonus to attack radiant damage, enemies get disadvantage
Blood of Lathander is a weapon I used the entire game. I threw it on Shadowheart and never regretted it.
The one-time revive per long rest is super useful.
Worth mentioning that the Shapeshifter's Mask does 'fool' Githyanki equipment if you turn into a Gith. Very handy if you don't like or have, er, killed, Lae'zel and don't mind looking a bit weird in exchange for power. It's also extremely useful if you annoy the Steel Watch in Act III because they won't notice you if you disguise yourself.
shapeshifter mask is a digital deluxe exclusive.
if you don't have the digital deluxe edition, here are some other ways of disguising yourself:
- disguise kit (available from act 3 onwards, consumable item)
- spell: disguise self --- lvl 1 ritual spell, available to Bard, Sorcerer, Wizard, Arcane Trickster, Eldritch Knight, Gloom Stalker, Trickery Domain, Warlock (Mask of Many Faces invocation)
- spell: Seeming -- lvl 5 spell, available to Bard, Sorcerer, Archfey, Wizard
- scrolls: use a scroll of seeming or disguise self
Doesnt work on Silver Blade. No extra psychic damage.
@@daddymasamune5485it worked for me though 😅
“Looking a bit weird “ huh
The mace providing the healing class action is super good if you have a healer that takes the gloves that provide blade ward to anyone who you heal - having that apply to the entire party every turn is also very strong in plenty of fights
pair it with whispering promise (ring) and your entire party basically has a bless spell throughout the whole fight, saving you a concentration slot for other spells.
The blinding aura on Blood of Lathander is absolutely insane. And it retains usefulness until VERY late in the game. More or less up until the final set of encounters where it won't trigger on anything.
Even then it's a decent stat stick with a free powerful lv 6 spell.
I just perma gave it to Shadowheart. On tactician the passive effect that revives you saved me several times
I found a very nice combo with the "Devotee's Mace" (which grants 1-4Hp per turn to all allied). If you add "The reviving Hands" gloves and the "The Whispering Promise" ring. The build allows you to revies 1-4healing per turn for 10turns for all allies when using the Healing Incense Aura, a bless effect for 10 turns for all allies and a blade word effect for all allies for 10 turns... Kinda cool interaction
Damn that sounds strong! Btw, is Bless helping your attack rolls or your damage rolls? Kinda confused about that.
@@KokosNaSnehu2Attack Rolls
@@KokosNaSnehu2Bless gives advantage on attacks and saving throws, far superior than Bane imo
@@BrimfarmNot advantage, only a 1d4 roll
@@Brimfarm Kinda depends on early vs late game. Early game bless is much better, but bane is arguably better late game. Most spells are save based late game and your martial classes are all rocking 95 % chance to hit anyway at that point.
Do mind that when you use this trick to get the silver sword, the next time you speak to Lae'zel (I spoke to her next in the camp), it will trigger a convo with her that are spoilers about the end of Act 3. Luckily, I didn't know about this trick until I finished my first playthrough.
So one really interesting thing about the ones you can get before Nightsong -
If you are using them, you can disarm the doppelgangers in the Shar temple fight to get a second "generic" copy of the same. I was running around A2 as a strength-based dual wielder with two Bloods.
Its likely been patched out i tried it for Lathander just a couple of days ago and they weren't disarmable (also figured I'd try the pick up corpse and swap weapon trick but they disappear before you can).
@@69belhavenpick up corpse and swap weapon trick? Explain please 🙏
@3:15 You got it backwards lol. Evening is definitely the evil, dark justicar choice (even has Shar in the name), while Night (Selune in the name) is the good choice.
Devotee's Mace can trivialize almost every fight if you want it to. I didn't use it super often because the Healing Incense is a once-per-long-rest effect but if you're in a tough fight it can turn it around completely. Shadowheart had the gloves that cast Blade Ward on heal and the Whispering Promise ring that gives a few turns of Bless when you heal, so every turn for 10 turns your entire party is getting healed, Blessed and Blade Ward. And those effects apply to summons like your elementals too.
One of the only limitation with the armor is for barbarian and their rage ability. Or any ability that doesn't work if you're wearing heavy armor.
actly monk still gets all the benifits as if they werent wearing any armor besides the wisdom boosting AC
Devotee's Mace: if you go into the House of Hope (or use a hireling you don't care about) and free Hope, you can have her use Divine Intervention to get the weapon. You can then throw the mace to unequip it, and have a party member pick it up.
Saves a use of Divine Intervention for another time, like hitting a dragon in the face with God.
Also, if you have the Hellrider's Pride gloves (I think they're called, you get 'em from Zevlor through quest or violent negotiation) and you use Healing Incense Aura, you and your allies get Blade Ward every turn.
You forget that the Helldusk armor has a full set and each set of the Helldusk armor, while aren't legendary status of their own
Makes you practically unstoppable and unkillable if you gather all of them.
@@aj2ItooXboots are in wyrm castle near Gartosh room
The haste from Gontr Mael is superior to regular haste in one very relevant way. When the haste buff is ended you do NOT get stunned. So if concentration breaks etc, you're not gonna get murdered. I feel like that is way better than having it last 10 turns.
Solid point
Also it is self buff only. You cannot cast it on allies. @@RageGamingVideos
another OP use for gontr mael is using the arrow of many targets. in this way, the guiding bolt applies to all enemies hit
@@zjpdarkblazeclever I like the sound of that
Haste on a 'legendary'bow is a pretty odd choice, as it requires concentration, So rangers get screwed because they can't cast hunters mark at the same time! Ranged dex fighters really want this bow, but come on, everyone playing a ranger would have loved something that doesn't delete hunters mark from their kit.
You forgot to mention the legendary staff also increases your damage by your Proficiency modifier for your chosen element type. Amazing for multi-hit attacks like Scorching Ray.
Scorching Ray, Eldritch $@*(#$&@*(#$&@(... so many multi-hitting spells.
i think it also works with magic missle or autistry of war, you get guaranted 100 force damage, and a chain lightning
The haste from the bow doesn't give lethargic and that's fantastic
sunbeam isn't what makes blood of lathander so good. a huge chunk of act 3 deals with fiends and undead, and having them be blinded 90% of the time you get near them is insane. My light cleric would literally cast spirit guardians and just run around demolishing enemies. she even soloed the fight to free the nightsong. the enemies ended up running from my cleric more often than they tried to hit her, and when they did it didn't end well for them.
I think it’s a sign that he didn’t play with that mace or he would have noticed. It’s also a big deal in a lot of act 2.
Was yesterday in act 2 (is my first playthrough) and everyone died to those thorn enemies which explode on death. except her, then only one of those bigger that can choke you with vines and a humanoid undead were standing with Shadowheart. She died once but BoL rezzed her, I attacked and healed her until that plant monster was down and the humanoid nearly did nothing to her. costed me 3 revive scrolls just for a weird ring that sets the wearer on fire 🤣
If you want a wacky combo with the trident, there's a kobold in act 3 that sells a pair of glove that give the player a chance to swap positions when they hit with a weapon attack
I made a hireling jhust for this build, I have to say it's pretty strong but, in reality the AOE damage on the swaps are brutal on the team, not really worth the damage they take from swapping either lol. It is wacky
It's wack af because the gloves don't give you an option to choose whether or not you want to swap. My Karlach threw the trident on a Steel Watcher and ended up swapping with it and it decided to self destruct right in the middle of my team.
Silver Sword can also be dropped with Command Drop Weapon.
You missed one. It's a legendary armor you can buy from dammon provided he survives until act 3. It's quite franky amazing for tank-builds. It's a 21 ac heavy armor that is expensive as hell. But it comes with Resistance and Blade Ward permanently.
if you look in the items box, right under the name you will see the words "very rare" this means that it is a very rare item, not a legendary item.
Not sure if I was a bug but... I used the disarm tactic for the Silver Sword looted it then died and resurected at camp. I then went over to the goblin town to wreak havoc and do all those quests... every time I entered combat those gith would also agro from across the map and try to run all the way to my location. Only being level 3 at the time that was not a battle I could win. So, I went and got several smokepowder barrels and mage hand dropped them around the gith and blew them to hell. I would recommend getting the barrels first then place them, disarm and get the sword, blow the barrels then resurrect at camp.
With the silver sword of the astral plane you can talk to Lae’zel about it and pass a check and she can gift the bonuses onto anyone else in the party. It isn’t necessarily githyanki bound, yet I feel it’s best on her anyway
Seriously??? Wow, that’s super cool. I wonder why I haven’t heard anyone else mention it.. people have said that you can use disguise self (as gith) in order to get the race bonuses.. but if you can just get Lae to “gift” the racial bonuses to another party member that’s so much better than going through the hassle of disguise self all the time lol
You've missed (at least) one legendary weapon. The Shadowlantern that Gale can craft in Balthasars chambers in act 2.
Does that count as a legendary? He literally had it equipped on Gale in the video so I doubt he's unaware.
@gordonthefish it is an item with a yellow border Item thus Legendary. It's not that useful so maybe he just forgot. Either way, it is a Legendary weapon and therefore belongs in a Ranking of all Legendary weapons.
@@desolation1821 It has an orange border like quest items do. Honestly the Orphic Hammer doesn't belong in the list (the other item with an orange border), but it's a +3 weapon so I guess he decided to include it. If he was including orange weapons he'd have to put a bunch more in there like Ethel's act 1 staff and that wouldn't make much sense at all.
@gordonthefish but it doesn't make sense to be specified as a Quest item since (as far as I know) it's not tied to any quest. Neither is Ethel's staff.
@@desolation1821 Ethel's staff is an oversight I believe, the border is supposed to be on the bitter divorce, but the orange border is just kind of slapped on some things with disparate reasoning. For example the "magic" ring you get from tiefling kid and Nere's boots. To the point, regular Moonlanterns are the same rarity class as the Shadowlantern. Given that it only does one thing (summon a shadow with dubious usefulness, since it takes up the same summon slot as animate dead) it shouldn't be included in any discussion of legendaries.
Slightly complicated way to get the devotees mace for free without using shadowhearts divine intervention is to rescue hope in the house of hope, once you clear the enemies take control of hope and use HER divine intervention and then use the throw action to throw it on the ground
you can use divine intervention again if you just respec from withers. technically you can have unlimited divine intervention as long as you have gold.
@@zjpdarkblaze ugh really? I would have expected it would remember on a character even with respeccing. Hopefully they fix that soon.
Still, even if it's fixed - you have many companions that can all be respecced into clerics, get a legendary mace, then respec back again.
This is why the level cap is 12. The spells start getting absurd after level 12.
@@korenn9381well that is the players choice, I don’t see it as something the devs need to fix
If a player wants to break their game and make it way too easy by replicating legendaries that’s on them
@valorath6797 The game is "broken" enough already they want you to at least have to think of a strategy for each encounter otherwise you'd just steamroll everything and complain about how boring the game is.
It's good to note that Mask of the Shapeshifter also takes away dialogue options that you would normally have. I was using it as the Dark Urge, and was not able to cut off a hand of a certain wizard that popped out through a portal in act 1.
😂 I was actually so surprised when I did that, I really didn’t know what to expect from Durge until then
Yes, but in the same way it gives you new dialogue based on the race you chose
Who woulda thought, the cure for the urge was to just take a different form all along.
Best strat I've found for Silver Sword is to get some one who can cast invisibility twice, send a fighter with precision strike + disarming strike / cleric with command:drop (command drop only has like a 9% on him).
Once he drops the sword through save-scumming if you get the timing right you might be able to enter turn based mode before the dialogue/ combat is forced. The enemies all have high initiative and they won't be surprised so its extremely likely a low level character will die before they can pick it up.
So cast invis on a second member, have them run in, pick up the sword and if they die just press tab, drag the weapon from their dead body into your inventory, go to withers and resurrect both members then pickpocket withers for a refund with no consequence.
The Gith will never pick his sword back up. Also, if you meet him again before fighting the elder brain right before you meet up with you allies in that house/tavern thing and you have lae'zel with you, he'll have another copy of the sword so you can take it from him and have two for the elder brain fight. This is the only method I know of to duplicate a legendary.
I know this is a month later, but I HAVE to correct you:
Moonmote isn't just an ilumination. If you inspect the ability, it tells you that it turns the area into difficult terrain for enemies if they fail a Wisdom save AND unconditionally adds an extra 1d4 radiant damage to allies' melee attacks in the area. And it's NOT a small area.
Shout out to Halberd of Vigilance, which I never even considered replacing for my Champion Sentinel + Polearm Master Laz'ael. + Gloves of the underdog for near constant advantage, and the helmet from the Bhall Temple boss, you crit on a 18/19/20, with constant advantage and a tonne of reaction attacks. This build did nothing but combat. but boy oh boy did it do combat.
Just as a fighter build should.
I tried to make a polearm build fun. Respeced. Used that halberd. Took the right feats. The reaction attacks were triggering so rarely I ended up switching switching out of it after a couple fights.
May try again.
The polearm build is a classic D&D thing.
@@zero11010PAM would be OP if the bonus action strike added all bonuses. Instead it's just 1d4+stats.
@@ArmitageShanksuk I was referring to the reaction attack. With great weapon master you also have that attack when it triggers, and the lesser halft attack for 1D4 otherwise.
Ideally this is giving a level 11-12 fighter 5 attacks per round without having to use any resources.
The problem is there are so few of these reaction attacks triggering from what I’ve seen.
I built a reaction build for the legendary rapier that gives a second reaction attack. With sentinel (no long reach) and mage slayer plus the ability to attack people if they walk away … it’s something.
The rapier increases crit chance which is obviously great with more attacks (with a little gear it crits on 17-20). Rapier also grants an extra attack at no cost. So, on a fighter you get 3 attacks per attack action, a single free attack, two possible reaction attacks, and also a bonus attack. This is if you’re not using any resources like haste or bloodlust or action surge or whatever else.
And of course all of that can be combined to give a potential 16 attacks in a single round (once per short rest). Though, it’s hard to get the reactions to trigger and it’s hard to find anything that lives that long, or have the movement to get around to get to enough targets to spend those attacks on.
The Silver Sword of Astral Plane now you can get only in act 3 because in Patch 2, Dev change that when Voss appear in act 1. He wield a Crossbow instead of his Great sword now.
I just got it a few hours ago, even after hot fix 5. I think he had a chance to spawn with the xbow or the sword judging by what others were saying online
The Blood Of Lathander is not considered powerful because the weapon in itself is powerful or the moonbeam is powerful but it's one of the if not THE radiant shockwave enabler. If you got a cleric (which inherently can not only use the weapon right from the get go without any feats) and you stack them with all the radiant orb and radiant shockwave and radiant bonus and heal bonus items (rings, necklace, gloves, shoes, shield, helmet, armor) it becomes the ultimate support tank which is not only not going down but triples their party healing, provides +AR for the party -AR for the enemy and is a walking beacon of constant damage with Sentinels and even their melee attack will trigger all the fun stuff. Blood Of Lathander is pretty much the OP-enabler for clerics that the Jolting Set is for Storm-Sorcs
A heavy armor that gives its own proficiency. That is Bonkers good even at that. All those extra bonuses really make it earn that legendary title.
Balduran's Giant Slayer is insane on a fighter/barbarian if you pair it up with the gloves you can find in the house of hope, since the sword doubles your damage from strength and the gloves set your strength to 23
Not to mention you can remove all your points from strength to give you character a good boost
@@awanderer3047 yeah, just go crazy on dexterity or constitution for tankiness/initiative
@@awanderer3047 yeah, just go crazy on dexterity or constitution for tankiness/initiative
Getting the Gith sword early breaks the game, as you're not really supposed to have it so soon. Lae suddenly likes my character and is talking about Orpheus before we've even learned about him, and then every fight you get into after that includes the gith at the bridge, jerking the camera to them and giving them turns every time
5:17 it’s fantastic with some of the extra healing items, giving the Healing Incense Aura a total of 30-60 healing if allies aren’t consistently taking damage or 60-90 if they are (cuz of temporary hit points being reapplied after getting taken away)
Spear of evening is dark ending spear of night is "good" ending. Got it backwards
Oh you didn't even look what moonmote does. Top tier research here
Markoheshkir has several bonus effects not mentionted in this vid which makes it much better than stated ontop of it already being strong, when using Kereska's Favor each of the buffs lasts until long rest, can be changed after a short rest as well as the extra spells it gives you are on short rest cooldown, ontop of all this all of the buffs also makes your spells do additional things like if you pick Deadlier than Arsenic all your spells will also poison enemies, Lightning buff they will give you lightning charges, Acid is Noxious Fumes on enemies on hit, Fire gives you Heat per spell hit, Frost is Encrusted in Frost on spell hit, Thunder is Reverbaration on hit with spells, it most likely one of if not the best caster weapon in the game by far just cause of the additional bonuses you can get for any situation.
For Nyrulna if you have a dedicated lockpicker and the character you choose to enter the jungle is really bad at lockpicking/ enemies are chasing you, just pick up the chest and exit through the portal, drop it in front of your lockpicker and let them handle it.
or just use the "send to" option
Lol I did that. Dropped it right in front of that Djiin too as an extra F you
I just smashed the chest and picked up the weapon
I just picked up the chest and had it lockpicked later. Lol, whatever works
You can smash any chest and all items will remain intact. You don't even need to lockpick chests. Just brake it.
The Silver Sword of the astral Plane is insane when, because when you crit you can stun someone or use it’s ability, I pretty much solo’d saravock (how ever you spell his name) only had Karlach at then and she was getting her shit beat in by him. While I kept taking out chuncks every time I hit.
Orin's daggers you can only get both if you kill and loot her first in that fight. Otherwise, you only get Bloodthirst to drop.
Remember that you can use Disguise Self or Shapeshift to turn into a Githyanki and get the Silver Sword bonuses.
Bloodthirst works really well alongside Nyrulna for a throw weapon build. They both deal piercing and return to you once thrown so if you can do one melee attack with Bloodthirst you can then throw either for double damage.
And the other dagger.
And the bow.
And the rapier.
Who wants double damage for basically the whole party? Without having to expend any resources at all? 🤣
I don’t think he’s really used it or thought about it. Bloodthirst is game breaking. So was the mace of lathlander for a BUNCH of fights (it trivializes the Rafael fight … and anything with undead, or fiends … he’s losing his mind over an extra level 6 spell slot in act 3 but doesn’t seem to care that this basically does that starting in Act 1)
@@zero11010 are you dense? putting anything if your other hand while using the rapier stops the rapier from activating it's powers. you can't use your reaction to add TrueStrike and add damage if you only have 1 reaction.
p.s. if you think truestrike is game breaking. you could have just used the cantrip and had access to it all game
p.s.s. the fact that you don't understand what the word "fall off" means is so ironic
@@NoESanity you’re trying way too hard to be offensive. It’s adorable.
You’re thinking too small. That’s adorable, too.
I reread my comment. It says everything I was going to clarify. I’m not going to repeat myself for a person who is eager to be insulting and wrong on top of it.
@@zero11010 moving goal posts and making excuses. what else could one expect from an idiot who doesn't understand duelist features.
Barb/Fighter dual wield with Nyrulna is hilarious, equip it in any hand. With 20 str, and some other increase jump distance gears, the mobility in a fight is just insane. Nothing can stop you jumping around and if you chunk a potion of glorious vaulting, you can literally jump multiple Z levels. Like that ambush in Bhaal's temple, you can leap right across the giant gap right on top of the immovable guy.
Throwing the weap with tavern brawler is also crazy damage, too bad the throw mechanic is super janky.
I think each time you throw it and catch it too it re-adds the movement speed again - I've had Karlach as a berserker move to max move speed, throw it, then can move up to as many times as I can throw, catch and re-apply the passive move speed increase.
bloodthrist is really good as 1 weapon build too...i used with my bard with shield and just first hit with the dagger and oh boy, pierce vulnerability is amazing
It’s good to add vulnerability. But, you want it on the whole party doing piercing damage.
The trident, the bow, the rapier, the pair of daggers or split them up. You want to maximize the number of piercing attacks.
Bloodthirst goes on a character with maximum maneuverability. Hit people and apply the debuff then let the party go to work.
It puts the game on easy mode. You won’t even have to “rest after every fight” like the baby from this video is talking about.
@@zero11010 yeah that s why i think is one of the strongest weapon, even if u dont want to maximize it , just use it with a character with multiple attacks and easy win
If you combine Mask of the Shapeshifter with the Shapeshifter's Boon ring (which you get by killing the Strange Ox in the Emerald Grove) you essentially have +1d4 to every roll, which stacks with Guidance.
yeah but screw that. unless your going dark side - killing the ox f's with dammon
@@male_maid5951 If you set it up right, you can kill just the Strange Ox. The trickiest part is making sure that the explosion when it dies doesn't hit anyone beyond the other Oxen. Nobody got upset with me when I did it.
@@ConradDunkerson so you have dammon specifically in act2?
@@male_maid5951 Yep, met him at the inn and he upgraded Karlach with some infernal iron. Just go down the hill a bit towards the kid selling junk, wait until the guy by the oxen moves as far away as he gets (or send a bard or familiar to distract him) and then shoot the Strange Ox. It dies, the explosion kills the other two oxen. No humanoids are hurt. Nobody gets aggro'd. Life goes on as normal.
@@male_maid5951 it makes dammon appear in act3 instead of act2, so only be certain you'll kill the strange ox if you don't care about the armors he can craft with the infernal iron and some items he sells in his shop in act2. Some of the items can be found via one of the videos (i forgot which one) titled "x-things or w/e u didn't know or strong things in act 2" of theirs.
Please provide links to those "other videos" you mentioned as guides in the description, would make it much much easier to view them.
I dind't feel like stealing the Orphic Hammer was hard.
I was playing on tactican, but Karlach just thought to herself:"I'll just crit Raphael 4 times in a row".
On top of having an extra cleric in my party and Yugir on ny side the battle was actually ez.
The staff is first(give free of spell and 2 element spell with element resistance) , the second is trident(aoe and return on a throwing weapon, with all the movements boost and move), third is the bow( Guidance on hit is insane , so with sword bard that mean you can place guidance on four target and haste is no joke)
u can place guidance to all enemies in one action by using arrow of many targets
@@zjpdarkblaze also with the sword bard flurry blow you can attack up 4 target, and you can take 1 level war priest to used your bonus as attack. So that 5 target that will have guidance on them.(if they survive)
I used Crimson Mischief and Bloodthirst in Combo on Astarion, Bloodthirst in Offhand, for one free sneak attack a fight (not counting the free one i got for assassin), and the true strike riposte which was actually pretty nice
Not sure if it is meant to be this way, but another way to get the Devotee's mace (worked in my playthrough) was to rescue Hope, in the House of Hope, and use HER divine intervention to get the mace. Then you can access her inventory and throw the weapon on the ground for someone else to pick up - effectively allowing for a free divine intervention!
You can have a ton of maces by just respeccing any character(cough: hirelings) into Clerics.
Also, the legendary staff is bugged and gives you unlimited spell slots not just the one. I believe you can do this on all of your characters. In order to activate this effect, you turn on the arcane battery and then equip a different weapon. Now you'll have unlimited spell slots. I'm not sure why they haven't patched this yet but it's still in the game.
If what you say is true, I must try it out at the earliest opportunity!
@@rhizonhaze5597 yeah it's true. figured it out last night. extremely cheesy so i won't be using that exploit
Nyrulna is my favorite weapon, i have a Eldritch knight throwing build. I have 3 attacks per turn, 6 attacks when hasted or action surged plus the weapon has a aoe when thrown. I was able to kill Orin literally in a single turn after she got first initiative.
Just finished my fish playthrough last night going completely blind and decided to watch this video just see which items i missed. The only one o didn't get was the bow because i stealthily blew up the facility without a fight
A friend told me you can use minor illusion (shapeshifters mask) to change a character into a Githyanki before equipping items that require the user to be a Githyanki to get their bonuses, and you can cancel the illusion after equipping it, and keep the bonuses until long rest where you need to do it again.
Not minor illusion, shapeshifting. And yes this works. It works for anything afaik.
Gontr Mael is absurd with sharpshooter feat. The guiding bolt advantage effectively eliminates the -5 to attack so you are consistently doing +10 damage to your attacks.
Also much like melee weapons you can coat your arrows in different elements and poisons. But unlike melee weapons, bows have arrow types that are separate from your regular attacks. Illmater arrows stop enemies from healing, salve arrows cure conditions from allies, frost arrows can make a surface for enemies to slip prone on and more! These are all made more effective with guiding bolt advantage and celestial haste.
Lastly it actually is best used with bloodthirst on another ally which further boosts your damage when the dagger make the target vulnerable to piercing damage which is what all bow damage type is.
The mace that you can get from cleric lvl 10, you dont need to waste shadowheart spell, in the House of Hope you will help Hope and she has the spell, just cast it and give the weapon to your shadowheart :))
For the earliest you can get it, the Blood of Lathander is probably the best legendary in the game.
after seeing lots of uses for exploration and dialog choices I kinda disagree about the Mask of the Shapeshifter, it sucks a bit that it's bound to dlc but still it's quite a awesome piece of gear IF your character doesn't have the shapeshift spell and you're focused on explore more pieces of the world, I think it's a more utility gear than a combat one
I've been using it to speak with the dead I've killed. However it always have the buttons rearrange at random and I once I disguised my speak dead character to the same race, gender and body type, and the dead refused to speak with its killer, despite different portrait.
the selune spear moon mote ability buff damage for all allies standing in the light like 1d4 radiant on all attacks I think. so it can buff your entire party including all summons as it dose not have a cap to the number of allies it can effect.
Silver sword of Astral you can get 2 of. So you get the first 1 in act 1 as you say but if you side with Vlaakith and kill Voss when you see him in Sharess' caress he will have another one on him then.
There is a bug with the staff still yet to be patched where if you equip the staff, activate the power Arcane Battery, and then unequip the staff, the effect of Arcane Battery will not be consumed AND will last through a long rest. It completely breaks the game being able to spam cast Disintegrate and Chain Lightning all damn day
I ran into a slightly different bug with the staff, and it just lets me use the spells from the Kereska's favor ability infinitely. It's absolutely broken
Little correction, Gontr Mael only allows you to cast haste on the wielder, no one else. Unless they patched it. Still amazing though.
I found all but the staff and rapier just naturally exploring everything I could in my first play-through.
Gontr Mael and Walking Fortress on my Tav Bard
Giantslayer on Karlach
Nyrulna and Helldusk Armor on Shadowheart
Gale didn't need any legendary equipment, just fireball!
One thing I’ve noticed with ‘Arcane Battery’ on the staff is if you put on the staff and toggle it on then switch to another weapon not only does arcane battery stay but almost all spells are free and it doesn’t fall off after 1 spell, so you have infinite spell slots save for certain spells like paladin smites, so you can pass the staff to multiple characters and have full free spells
Yup. I abused this when playing a necromancer. I swapped both the Staff of Spellpower and Markoheshkir between companions and myself to cast Level 6 summons for free, Aid, Heroes Feast, etc. and it made my party an unkillable walking fortress of minions.
Yeah I'm not sure why they haven't fix this yet. It also created a permanent arcane battery aura on the staff that I can't get rid of.
@8:20 Markoheshkir's lightning mode also, notably, gives you chain lightning, a level 6 spell. The spells it grant tend to sum to about level 9 in terms of spell level, upcasted as needed (I'm not sure this is strictly true, but it's generally true), spread across two spells. Further, and as a final note, when you attune to an element it gives boosts to spell damage and *also* inflicts a condition relevant to that element with *all* spell damage. Some are better than others-Acid and Fire grant noxious fumes and heat, which have notable downsides. Lightning and poison are pretty good (grant lightning chargers and inflict poisoned, both solid) but the winners are frost and thunder, which give encrusted with frost and reverb respectively. Both of these (should, reverb is bugged) force enemies to make saves against disabling effects when enough triggers are applied-and because each applies once per instance of spell damage, spells like magic missile trigger multiple times.
Hence the psychic missile amulet+Markoheshkir (thunder) automatically prones targets. Or should, once it's fixed. The frost version *does* work, and an upcasted psychic magic missile or interaction with other frost items results in consistent triggers. The frost DC does not appear to be high, but on a failure the targets are frozen which straight up incapacitates them. Plus the next Bludgeoning/Force/Thunder breaks them out, but does double damage-a strong disintegrate follow up would be insanely lethal. So long as you manage the stacks so your missiles don't accidentally break it.
It's almost unquestionably the best weapon in the game, obviously, and these tactics just make it better.
The wisps on the spear of selune also gives all allies within the light, 1d4 radiant damage, and gives all enemies disadvantage on attacks, a bit more than just lights, and the moon beam is a small circle you can move each turn, not a column beam attack like lathander's blood
Orin challenged my Dark Urge paladin with Giantslayer on duel and turned to the Slayer form which is large. She got slain in 1 turn.
There is another legendary rapier, I don't recall the name. You get by persuading Wyll's demon buddy after rescuing her in the Mindflayer lair. It gives you the ability to summon a cambion. I like pets. :)
Not quite a legendary, just a "very rare". Still an absolutely wonderful rapier though and the cambion has a couple good skills.
Yeah, oops. Thought it was a Legendary, my bad.@@SigmaGuardian66
You can get the devotee's mace for free by using Hope in the House of Hope. She can use divine intervention and just throw the mace on the ground. That way you can use the spell on your character as a get out of jail free card later on.
The passive Light aura from the Blood of Lathander is a big deal in early Act 2, before you've got your Moonlantern. After that, it's still really good but there could be better choices.
It also trivializes the Rafael boss fight.
@@zero11010 the only thing that really trivialises that fight is the runepowder bomb
@@meltdown4126 maybe we have different ideas of what’s too easy.
@@zero11010 too easy is bomb with the invul globe on top😏
@@meltdown4126 everything is easy to bomb. There are dozens of barrels in the game. Being able to bring bombs isn’t the bar for too easy.
correction, Selune's Spear of Night is what you get when you save Dame Aylin and she collects it to bless it as Selune's daughter. Shar's Spear of Evening is for if you kill Dame Aylin with the spear.
the reason the spear of Night is attributed to Selune is because of what Dame Aylin says when she gives it to you, saying that Shar and Selune share the same power, what is one of theirs is equally owned by the other, and its a combination of their power. Whereas the Spear of Evening is further drenched in Lady Loss's darkness.
Kinda glossed over the fact that Selune Spear of Night when illuminates the area with the mote:
1. makes a difficult terrain for enemies
2. adds 1d4 radiant damage to every weapon atk. your party makes
Depending on the party composition it can be a very strong ability.
Markoheskir was crazy for me since I think it bugged for on my first playthrough, but I could just spam the two attacks from it nonstop. Even after resting and reloading, so on my lightning build it was crazy spamming lvl 6 or so spells without using spellslots.
16:35 Helm of Balduran got a huge upgrade from the original trilogy.
fun fact: if you are on controller, hold down the search button near the markoheskir and you can loot it without dealing with the levers.
Ethel in Act 3 has an alternate solution, if you KO her you get dialogue to cut out the child.
Do you know what happens if you killed Ethel in act 1? I’m worried I missed out on the legendary you get from saving the child from her in act 3 b/c I killed her in act 1. I hope there’s some kind of alternative way to do that quest 🙏🙏🤷♂️
One perk in favor of the Spear of Night - the moonmote spell gives bonus Radiant dmg to allies melee attacks and hostile creatures must save or treat the area as difficult terrain. That info is sadly hidden within the "..." of the tooltip for the spell.
Definitely more impactful than just illuminating the area, but also is only on a long rest so the evil variant of repeatable darkness is still far superior.
A trick with Nyrula is that each time you throw it, it adds the +3m to your movement every time, so you can continue to reposition through a fight as you kill things with a throw and then gain the movement bonus again.
So, it might be a bit too much effort if you already have a Cleric in your party, BUT if you want to use the ability to get something else instead of the weapon there is actually another way on how to get it.
When fighting as Hope you can use this ability too, and some of the enemies have abilities that make you drop your weapon. If this happens to her you'll be able to pick it up with another character. Not entirely sure if it works, but I have had it happen enough times where she dropped her weapon to know it might be a feasible method of still obtaining it!
FYI for the hag you dont need hags bane using non lethal attacks lets you cosplay a surgeon in that encounter
Also best gloves for dps caster, pick pocket the necromancer incharge of the fair/circus gives +10 to spell damage!
Wtf! Omg I used to watch your minecraft quick build challenge and now randomly see you making baldurs gate 3
You seem to have forgotten the hellduak armor in act 3, you obtain it along with the gloves of hope for killing Raphael after stealing the hammer, if you go that route.
I slapped gontr mael on a hunter ranger and its kinda insane with the barrage aoe shot ability cause it has a chance to inflict guiding bolt on everything it hits lol
Blood of Lathander’s best perk is the blind against fiends and undead which you an toggle for free. This is particularly amazing because there are a few spells which clerics get that say “when an enemy can see you.” If they are blind, they can’t see you. It triggers each time you turn it off, so you can just kill enemies for free. It’s cheesy, sure, but fun.
I believe that was patched to only trigger once per turn.
@@male_maid5951 aww always ruining my fun :)
A fair change though
Clerics are living good in Act 2 and 3. Both maces are insanely strong and all you need. Act 1 the Everburn or Adamantine Sword are nice fill ins.
Glad to see someone that i watch regularly finally make a video on bg
you can reclass wither's servants into cleric and usine devine intervention once per servant.... on my second run i have Laezel dual weilding 2 Devotee's Maces... they dont effect stack, but they do hella damage
The crazy thing about Markoheshkir is that the Lighting bonus from Kereshka's favor gives you a free 6th level spell that doesn't use a slot. So this one staff lets you cast chain lighting 4 times in 1 fight (Using a sorcerer to twin one for free with arcane batter, another use normally, and then the free one from the favor.)
it's actually currently bugged. the Chain Lightning you get from the staff is 1/turn rather than 1/short rest, so you can cast Chain Lightning every single turn
@@JondarKorric I tried it and CL was greyed out after using. I found out that if you turn on the Arcane Battery toggle and then equip a new weapon without casting a spell, the toggle stays on and lets you cast all your spells infinite times.
@@Pennydude99 I just tried with Gale a couple hours ago and couldn't spam Chain Lightning anymore
I just found out about this during the final battle :D So much wasted potential
I personally think blood of lathander would be very good being used by say, a paladin, who doesnt get 6th level spell slots to begin with.
Legendary rapier build -
I think you guys may approach build videos wrong. I feel like for this game builds are equipment based as much as anything. This means it may make sense to completely change build and play style as you find/buy/steal new gear.
That 1 handed rapier is great. But, really wants to be on a champion fighter with dualist fighting style who also has the sentinel feat. This really needs 11 levels of fighter for 3 attacks with the main hand.
Can combine with the helmet for another crit range increase. Now you crit on 17, 18, 19, 20 with a 1 in 5 crit chance. And the elixir of viscousness will decrease that to 16 crit.
This means stacking attack dice is useful. Because you double them on all these crits. Poisons or whatever other gear you like.
If you fight grouped with allies while you have the sentinel feat and this weapon you’ll trigger those reactions more. Mage slayer feat offers another option. This is going to give you 5 fairly reliable attacks per round without having to burn through resources. Also let’s you increase by 3 for action surge and by another 3 with haste.
Which means it’s a good build without having to rest after every fight like a little baby. 🤣
Also pairs well with the MVP legendary weapon because Bloodthirst would DOUBLE all the piercing damage from this.
I was cleaning house with the trident on my full fighter lae'zel with haste. so many throws ! I would love to see it on a dedicated throwing build with extra attacks and haste.