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BG3 best damage build

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7'4 build. Which build specialization is best for my build? I was thinking rebounding or finishing.
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Best build for a zero damage character
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Best Damage Builds in Baldur's Gate 3

TL;DR: The most effective damage builds in Baldur's Gate 3 include the Sorcerer-Wizard multiclass focusing on Magic Missile, the Oath of Vengeance Paladin for high burst damage, and a combination of classes that maximize critical hits and spell synergy. Each build leverages unique mechanics to achieve high damage output consistently.

Sorcerer-Wizard Multiclass Build

One of the standout builds is a Sorcerer-Wizard multiclass, particularly utilizing the Magic Missile spell. This setup allows players to deal upwards of 400 damage per cast due to the spell's guaranteed hits and the ability to cast multiple missiles each turn 1 (0:26). The build focuses on maximizing spell slots for utility while relying on Magic Missile as the primary damage dealer.

The key features of this build include:

  • 10 levels in Wizard to access powerful spells and the Arcane Ward for damage reduction.
  • 2 levels in Sorcerer for additional spellcasting flexibility and proficiency in Constitution saves.
  • Utilizing spells like Armor of Agathys for extra health and damage reflection, making it a formidable tank as well 1 (2:48).

Oath of Vengeance Paladin

Another highly effective build is the Oath of Vengeance Paladin, which combines high damage output with survivability. This build capitalizes on the Savage Attacks feature of Half-Orcs, allowing critical hits to roll additional damage dice 3 (0:34).

Key aspects include:

  • Divine Smite for massive burst damage on critical hits.
  • Access to spells like Hold Person and Misty Step for crowd control and mobility.
  • High Charisma and Strength stats to enhance both spell effectiveness and melee combat capabilities 3 (1:46).

Hunter-Ranger Build

The Hunter-Ranger build is also notable for its consistent damage output, especially when using special arrows like Arrow of Many Targets. This build excels in dealing area damage and can be optimized for single-target damage as well 10:6.

Highlights of this build include:

  • Colossus Slayer ability, adding extra damage to attacks against wounded enemies.
  • Versatility in combat situations, allowing for both ranged and melee engagements.
  • Strong synergy with other classes, such as combining with a Sorcerer for spell support 10:5.

Additional Considerations

When building for maximum damage, consider the following:

  • Critical Hit Mechanics: Builds that focus on maximizing critical hit chances, such as those utilizing the Assassin subclass, can significantly increase damage output during surprise rounds 10:3.
  • Spell Synergies: Combining spells that enhance damage or provide crowd control can create opportunities for devastating combos. For instance, pairing Hypnotic Pattern with high-damage spells can incapacitate enemies while your party deals damage 9:2.
  • Adaptability: Being able to switch tactics based on enemy types and battlefield conditions is crucial. Builds that allow for flexibility in spell selection and combat style will generally perform better in varied encounters 5 (0:24).

In summary, whether you prefer spellcasting, melee combat, or a hybrid approach, there are numerous ways to optimize damage output in Baldur's Gate 3. Experimenting with different class combinations and understanding their synergies will lead to the most effective builds for your playstyle.

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Baldur's Gate 3 - NEW HIGHEST DAMAGE POSSIBLE FOUND - Best Sorcerer Wizard Build Guide & Multiclass!

RageGamingVideos · 365k views · 1 year ago
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Mention at 01:29 / 23:30
"with a 10-1-1 try multi-class wizard build that results in the simple yet legendarily effective spell magic Missile doing upwards of 400 damage a cast and this isn't just an overturn you can be pumping these out every single turn it is the only offensive spell you will need which is really neat because it lets every other spell slot and choice get assigned to utility or Buffs or control or just need little things you like to use as you just don't need anything other than magic Missile especially is only like two enemies in the entire game even use Shield against you to begin with this really gets amazing from level four and then just gets better and better as you go through the game so this is certainly something that you can play through with but in essence we use the quite frankly ridiculous gear synergies possible to then weave into a magic Missile with the perfect class setup behind it that results in every single missile doing potentially 50 damage and you can cast eight of them with a six level spell slot of which will have three per day and with varied targeting guaranteed hit this is consistently broken in the most delicious of ways so if you are sold if you are ready then and to be a proper magic God with all the tricks that come with it and benefits of just having a bunch of spell slots and the full wizard spell list to play with then without further Ado let's make just that happen with us then as always sends us on our way to This Magnificent creation Now you need 10 levels of wizard for this setup the other two levels are completely up to you what you go with I'll share what I've done because I believe it to be the optimum best way to complement the main core wizard here but truthfully you can just kind of go crazy go pure Wizard or 11 Wizard and one of something else to get a six level spell and it's very customizable in that sense for me though and what I would recommend is starting a sorcerer for con proficiency it's very useful for many obvious reasons but it also gives us an extra little layer to uh what tools we have available for your grand trips choose whatever you like the look of and the same with your spells I would lean towards things that aren't damaging spells that give you utility options as they will shine through because all our damage will be magic Missile so for now I'm just gonna grab shield and enhanced leap Shield is just so nice for your subclass I'm gonna go storm sorcery just so I can still tempestuous magic fly around the place which helps you out as you're still a wizard and even though we'll end up at like 20 AC you know not getting hit is always better than getting hit you can do a little bit of draconic bloodline you will still be wearing clothing and again it's up to you then for your abilities we will be shaping up thusly we will be casting wizardiness so in is what we want at 16 we don't need the Charisma and then getting the Constitution and dexterity on 16 and 14 either way round that you prefer is next best and then strength wisdom and Charisma get the 10 10 8 in any order you desire but this is what I found works well so now we can go on our level up journey and our first extra level is again not going to be wizard though that said if you are doing this from level one you can actually save the third class being mixed in here until Level 12 and do one sorcerer 10 wizard and then one but as I'm showing you it all the way in endgame instantly let's just get this one done as it is a level of cleric now we want to be choosing pure casters here because we need to end up with a level 6 spell slot so we can't do anything funky like Two fighter 10 wizard for a bit of action surge although that is quite neat a six slot is too valuable All For You Can trips well I would of course always recommend the guidance and then anything else you'll think you'll get use out of of course you know we have to take mischer given we're a wizard build there's no real other option here and then your domain now I would go light the reason being is simply it's the most useful one one of the main reasons we get this extra cleric level is you get a lot from one level of cleric and not many other classes offer you that with one level we've already got 11 accounted for with 10 wizard one Sorcerer And it lets us grab Sanctuary which is so unbelievably useful to be able to pop on yourself until you're ready to go absolutely crazy with your magic missiles and indeed any of the giver no cleric spells if you find a calling for them and then light domain I like simply for warding Flair to give you even extra survivability on top of Shield making it really hard for enemies to actually hit you and help protect your haste concentration as we don't have the spare feet space here to get War Caster so with that in mind we move on then and start powering up our wizard The Wizard that we'll be going for will ultimately be evocation but to start with again just so so many can trips get poured on you when you do this and for spells obviously make sure you now grab magic Missile but the rest of it choose what you like the look of again focusing on more utility controller Battlefield affecting as we don't need extra damage then no we get to level two and this is where we get our subclass and we can start getting the extra features of it firstly the vocation we get to sculpt which isn't the craziest in this builds We're not gonna be throwing Fireballs on a group of allies and enemies though of course you can indeed do that and once again grab spells you think were a little work for you over in level three town nothing usually happens except of course the edition of level 2 spells so I like to get to said usefulness piled on and onwards to level four where we will be grabbing our first feet which will be a nice and simple Improvement to intelligence as we want this modifier to be as high as possible as it will directly contribute a absolutely colossal amount of damage and then even mob just general usefulness once we get to level five we can start on our third level spells which is where a lot of the goats are including haste and counterspell so definitely worth getting them in the mix and there we are level six following that then it gives us potent can trip which is fine I suppose but still not super exciting given we're not really doing a lot with cantrips here but Trevor so we must match on with the Wizarding Earth because level 10 is where everything changes and I do quite like that because normally with wizard in this game a couple levels or even one is more than you need because you can just learn every wizard spell via Scrolls and cast them with your other casters spell slots so it really defeats the purpose of just going all in on Wizard there's a lot of it kind of doesn't really get used but this one really really does and you'll see why once we get there but now we're at level eight we can get our next feat where things get a little bit funky grab some more useful control as we don't again need damage and we are going to get dual wielder this is so important and it is one of the ways we really pump our damage because both weapons will be holding apart from giving us some real cool Gandalf vibes will be key and we simply cannot pick just one so now we can have both then we match on to level nine almost at that beautiful Finish Line and here once again grab your spells definitely country Elemental as it's just a really potent fifth Choice and then I'll get some confusion and that is a nice bit of control on the battlefield too over at level tent land we are finally going to unlock why we have committed so hard to wizard to do magic missiles over something like Sorcerer And it is this empowered evocation when you cast an evocation spell you add your int modifier to the damage I.E with us at 18 yes you can use the mirror of loss to get to 20. oh I use a few of the other permanent Buffs and take it even higher but for us at 18 this means every single single Arcane missile gets plus four guaranteed damage and since they all are guaranteed to hit and at six level you fire eight of them well you can see how that ends up she's the best bang for your buck when we're thinking about a class to work with Arcane missiles as it's Force damage so we can't do any like draconic sorcerer Shenanigans the where we get yet more pointless gun trips that we'll never cast and our final selection of spells that will round off our various options so with that done here we are all set up then we've got our selection of spells I've got some summons can put fire shield on which really makes AI not like to hit you we've got our restoring going on a army of canned trips but really what matters is the star of the show magic Missile upcasted as high as we can to get eight goddamn projectiles which is just ludicrous haste as it is obviously wonderful Sanctuary to give us even more Breathing Room Mage Armor will take us up to at 20 AC which is nothing to sniff at and we are kind of ready to control the battlefield especially with the extra tempestuous fight from our little dip into sorcerer so what really makes this sing then is the year and in some cases quite literally sing because the singing sword is involved but let's not jump ahead and take it from the top before we get into how this actually plays starting from the ones that don't matter so much I've just thrown on hood of the weave cloak of the weave and rope of the weave they're all just good for spell casting in general for landing all of your other things like your whole person if you've got it but they're not exactly key or powering the build same with my just random boots for a bit of AC what really matter are five particular items the first being the pair of glow rings of course this means that every single magic Missile does an extra flat to radiant damage so an extra 16 damage on that six level cast yeah that is tasty and these are very known very used you know about these then we have our spell Crooks amulet from the warden and moonrise Towers to get another level 6 cast of Magic missiles very effective but nothing crazy then we have our gloves this is where things get a little bit interesting these are the spell Mite gloves you get these as the quest reward for finding all of the bits of dribbles the clown or just pickpocketing them from the circus owner or I guess taking it off her dead body whichever way you swing I'm not gonna judge and what these do is well spell mate when casting a spell that requires an attack roll objective yes I hear you cry wait a minute magic missiles doesn't have an attack crawl because it's guaranteed to hit so these gloves shouldn't work hold that thought you could take a minus five penalty to the roll to deal an additional 1d8 damage so they do work for whatever reason they do work with magic missiles I don't know why they work because you are right if you had that thought they shouldn't work because magic missiles doesn't have an attack role because it's just guaranteed there's nothing to roll because there's nothing to see so it is curious but however right now it does work meaning every single one of your eight magic missiles gets an extra 1d8 damage yeah so that's pretty good isn't it and the minus five penalty doesn't matter because they're guaranteed to hit so it's just a full on 8 to 64 bonus for having these on then we move over to our pair of weapons which gives us this really badass sword and staff aesthetic which I cannot get enough of is a really cool looking in combat the first of which are being falar aluv that you pull out of the Rock in the underdark in chapter one which gives us Valar aloof Melody now what this will do when no we don't even need to be proficient with it as you can see is this we get two options we can sing we don't care about that we care about shrieking what this essentially means is that every time we damage an enemy while we are in this aura that we have got going on now thanks to the shrieking we will do to an extra one to four Thunder damage so eight missiles eight more lots of one to four Thunder damage yeah again a massive boost but it gets even better than that because the reason we took the dual wielding feet is the staff that we're also holding Marco heshkia the legendary staff not only does it give us Arcane battery which is our third level six cast of Magic missiles a day it gives us access to this careska's favor so we cast specifically the bolts of Doom lightning one which apart from making us look awesome with the sun staff are crackling now and you know giving us chain lightning and lightning bolts so pretty good there it gives us this crackling with careska's lightning and the bonus of note here apart from them all being amazing is when you deal spell damage you gain a Lightning Charge so yes this gives you the classic lightning charges to play with meaning that every single one of your eight missiles will do extra lightning damage cycling and triggering the bigger hit as they go now technically because this is lightning damage if you really wanted to you could choose to create water instead of sanctuary as your cleric spell to double it I prefer the safety and utility of sanctuary but you certainly can do this which will give you an even bigger increase but like it already one shot the steel Watcher with one cast so really do you need that perhaps more damage is always better and I'm just being mighty foolish right now so how it all boils down then is we have magic Missile we fire eight of them and each one of them does the base damage of a magic Missile thanks to being a level 10 evocation wizard we do an extra bit of damage equal to our intelligence per one we then also do an extra one to Thor Thunder damage we then also do extra lightning damage we then also do an extra 1d8 and it just keeps on oh yeah of course the extra two radiant damage okay don't forget that and we just end up with the world's most absurd combat log when this thing goes off that I will give you a little look at in a bit firstly there are two more items that I do not have and I really wish that I did but they passed me by and I cannot get them anymore that do make this even better and I want to share with you them in case you happen to have them or can still get them those being firstly the psychic Spark this means that when you cast magic Missile you fire an extra one so the eight becomes nine yeah it's from blog in the micaid colony in the underdark in act one so this is obviously Peak and I'm really really annoyed that I didn't pick it up at the time the other item then is this hat of the sharp Caster this means when we roll a one or a two for a spell attack well then it gets re-rolled this will even out the average damage of your magic missiles as they are a D4 so half the results are one or two and gives you a much better top end consistently this is sold by the flying cat that you meet in act three when you speak to it on top of the devil shop where you access House of Hope but it's simply not there for me so I cannot buy it this is your play-by-play then make sure that you are lighteninged up with bolts of Doom make sure that you you uh major mode UPS you've got that extra bit of AC if you think that you need it get yourself haste precasted if you can then start shrieking with your sword and now we are ready to get the attention of some poor unfortunate test dummies they're going to be very upset with me and then uh steel Watcher will come in have a little bit of a swing but remember we have both shield and we have our cleric Flair so it is kind of crazy actually that he managed to even hit us but hey that's all right we didn't break concentration thanks to having a Proficiency in it so here we are then and we want to move in range of him to make sure the shrieking is affecting him and then we've got our spell mic toggled on always leave it on because there's no negative to doing so with magic Missile and now we are simply ready to let loose there's no other prep needed and we're going to Target him with all eight of the shots oh oh yeah that is the way is it not and yeah look loads of Thunder damage the radiant damage the force damage it just keeps it stacking up and up and up every missile a little meaning you oh there's the lightning damage from the staff too it's just does it stop this was one cast oh another 20 lightning damage excellent bloody brilliant and then obviously because you are playing with magic Missile it just spread it between all of the enemies you can individually Target each bolt and you can do it with every single one of your spell slots and with level six multiple times thanks to Arcane battery and at spell slot restoration so it's not just a single Target Destroyer every single turn you can just mow down waves of enemies as much as you need to it is perfect so there you have it everybody my take on a full on nuclear evocation wizard using magic missiles and all the Absurd ways you can mix more and more damage into it to create something quite frankly absurdly Unstoppable I am very much Beyond pleased with this it will however you know get a trivialize most bosses you can kill Raphael in a turn using this to level six casts and he'll pretty much be done so ah wields this power wisely is all I will say but definitely do give it a go if you're feeling up for it because it is a mighty fun to have that kind of oomph at your literal fingertips"
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Baldur's Gate 3 - 5 Best HIGHEST DAMAGE Builds in Game - Ultimate Class, Spell & Multiclass Guide!

RageGamingVideos · 285k views · 2 years ago
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Mention at 03:36 / 13:41
"at five coming in at number four is a combination of Paladin and warlock though you can also do it with fighter and warlock it really depends on which you prefer Paladin it does give you a little bit more raw damage whereas the fighter Battle Master techniques with your superiority die give you a little bit more utility at least in your offensive swings but in any case the core concept here is pretty simple we get to level five warlock packed of the blade for the bind packed weapon and extra attack after starting as either the Paladin of the fighter for the proficiencies and the armor and then after level five well look we go all the rest of the way with either Paladin or fighter this guy gets you another extra attack when your Paladin or fighter gets to level 5 as a martial class this Stacks with the packed weapon extra attack for a guaranteed three attacks per turn as a result or per actions if you're hasted yeah there we go let's just keep the attacks rolling and then your bonus too so you can see why this is a little bit naughty you end up as an incredibly tanky character from the Paladin fighter with a monstrous amount of damage output from just the sheer amount of times you can attack in a turn and whichever flavor you go for you still end up in a situation where you dominate the action economy and in a game like d d and the spalders gate 3 that is everything and then you have all the bags of tricks that either fighter or Paladin and yes the a bit of warlock that you have to bring to the table with a few spells and everything going on there it really is glorious evidently to Triple attack every time learn with that kind of damage backing you up from the Pally or the fighter and on the fighter side of things you get all of your techniques back every shot rest and you get all of your warlock stuff back every shot rest so the fighter warlock version is definitely the most multiple full strength fight today whereas the Paladin is stronger in the one fight per long rest coming in then at number three is against something that warlock very much enables us let's be honest warlock is just one of the best dipping classes in the game and it's classic combination then with sorcerer for solarc and this makes the best Blaster build I.E the build that can do the most damage turn after turn after turn it's not just one bit of burst no Bridge it just keeps happening and happening and happening and that is with amping Eldritch blast to the max a tried and true tested DND concept but one that works even better in Baldur's Gate because of the items that we can enhance it with firstly because of the well sorcerer-ness you can cast Eldritch blast you can Quicken spell cast Eldritch blast if you're hasted which you can self do you can then cast another Eldritch blast then you can use the two levels of fighter that are mixed in here to cast another Eldritch blast ending up in a silly amount of beams especially when you get to 11 and you get three beams per cast and the individual beams are what matters here because we can use bonus sources of damage like the irradiating orb extra radiant damage or the singing sword for extra Thunder damage and it Stacks up colossally see these add damage per instance of damage so each beam gets the extra damage so that makes it so much better and this results in you being able to pump out as I said really ridiculously satisfying numbers every turn on top of agonizing blast yes adding your charisma then something like the potent robe adding your charisma a second time so you can end up doing per beam of Eldritch blast about 30 to 40 damage and at three beams per that's like 120 and you can cast it four times in a turn and you start to get into the 450 to 500 range and while you can only do the action surge one once you still get three Cash a turn at least until you run out of sorcery points so you see where this goes just the true Min maxed using the gear in the game and the options available Eldritch blast classic Blaster and it remains absolutely Stellar following that we get a little bit more Marshall and a little bit closer to the enemies with the highest damage output per round you can get from hitting things physically and that is a combination of way of the open Palm Monk and a bit of thief Rogue alongside the quite frankly overtuned feat that is Tavern brawler which means you're an armed attacks add your strength modifier twice to the attack and given that Monk Is Well all unarmed attacks yeah it's kind of silly how good this is for monks specifically because you're not losing anything by unarmed attacks because that's your whole stick this feat is supposed to be a little bit fun for throwing uh random stuff at enemies or punching them and it makes that a bit better and oh that's nice but on monk it just makes you have nuclear palms and well that's the goal here we take the thief to get the extra bonus action from level three and then that means we can double Flurry of Blows a turn on top of your regular attacks too and then we add in some select pieces of gear like the soul catcher gloves that add a d10 of force damage for your hits the boots that add your wisdom modifier to the damage of your hits as a few other pieces too but they're the two real cause and we just start to get this ridiculous amount of punch damage every single turn if you're hasted that's two actions two bonus actions punch punch punch punch punch each one of them doing like 20 to 50 damage and you just crunch down your enemies while having all of the Trixie thief and monk Shenanigans to fall back on you're very hard to lock down you're very evasive you're surprisingly tanky with decent AC even though you will most likely be wearing clothing and ultimately you end up as just one of the most purely efficient both in damage and existing on the battlefield melee characters you could want it really is something that I think that might get tuned down specifically Tavern brawler but for now definitely take righteous advantage of it finally then at number one is something that's just plain busted it uses Tempest cleric destructive wrath you knew there was going to be some destructive rap action here as it's kinda silly strong the ability to force Max damage dice on pure Tempest cleric is good but when you just take the level 2 dip to then use it on something even greater well it becomes a little bit over the top and the extra here is one level of wizard just to have access to all the wizard spells but the rest goes into sorcerer storm specifically to end up in a situation where coupled with a certain legendary staff you can do chain lightning every single turn with well the damage that that be you can nuke two Targets with metamagic for 250 damage for a 500 damage Nova round deleting them both or just deleting a boss your AOE damage with chain lightning lightning ball all maxed out with so many spell slots and replenishable ones too thanks to a amulet from the warden in Moonrise Towers is unparalleled the mobility from the tempestuous flight that you can zip around the battlefield you just can't really beat this for sheer pure unadulterated damage output you've got it in so many configurations so many ways of doing it to both singles and groups in any kind of line or Circle or shape you just have unlimited options for what feels like unlimited damage on top of yes doing great water to wet all of your enemies to then double the damage of your lightning even more so we're doubling lightning damage then maxing the lightning damage then we can crit with the lightning damage with look of fireworms the fact that we're sorcerer means we can quick and spell create water as a bonus action and then still Blast Off with our main action in one turn so we don't even need to self-set up never mind if we have haste going on and I really cannot express enough how fun this is how powerful it looks from all of that lightning going everywhere and just how well cheat code easy it makes the game so definitely use it at your own discretion so that are my"
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The Most Overpowered Build in ALL of Baldur's Gate 3 Oath of Vengeance Paladin #bg3 #baldursgate3 #b

Toyhouze · 119k views · 10 months ago
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Mention at 00:00 / 03:00
"the Divine Smite sorcadin is one of the strongest builds in balers Gate 3 because of the extremely high damage output thanks to guaranteed critical strikes from a number of spells and conditions and very powerful spells and auras to complement it the build has great crowd control by casting control spells like hold person as a bonus action thanks to band of the Mystic scoundrel the build is also incredibly strong very early on and is perfect for a Tav thanks to the high Charisma and strength to get started choose half or Paladin at level one half workk is by far the best race because the build is focused on guaranteeing critical hits with Smite half Orcs get a passive feature called Savage attacks which causes your Critical Hits to roll one of the damaged ice in additional time and add it as extra damage to the critical hit what's crazy about this feature is that it also activates again on all other damage sources from that critical hit that includes it being added to things like Smite and F L shriek which means in this scenario you'd get three additional dice worth of damage added one for each damage Source we'll always have activating uncritical hits as a reaction for this bonus damage and don't worry about Overkill if an enemy would die without the need to Smite it won't cast also if you don't like how half Orcs look you can use disguise self and still keep these racial bonuses this can even make logical sense to change to gith Yankee if you want to use the silver sword of the astral plane for example and you'll get the bonuses from being a gith Yankee from The Sword and at the same time keep bonuses from being a half orc half Orcs also get a passive feature called Relentless endurance which causes them to regain one one hit point instead of being down when reaching zero hit points this can actually be very helpful if something unexpectedly terrible happens like falling off a glitched elevator and instead of losing your honor run your half orc ends up saving your honor run at level one make sure to select oath of Vengeance as your subass oath of Vengeance paladins get three amazing spells from their oath that are always prepared vow of enmity Misty step and hold person all three of these spells are great and we'll discuss them more when they're unlocked for your background I prefer Soldier for Proficiency in athletics and intimidation this helps a lot if this is your Tav and your dialogue character allowing you to intimidate your way through conversation for your ability points take everything out of dexterity and add them to Constitution and Charisma paladins gain Health points equal to six plus their constitution modifier per level so this will add up as you level it also helps with maintaining concentration which we'll want Charisma is really important too for both dialogue and Trader prices but your charisma modifier also increases the number of prepared spells you can have and makes Aura of protection much more powerful which grants your allies a bonus to saving throws equal to your charisma modifier at level two you'll unlock a fighting style choose great weapon fighting this allows you to roll when you roll a one or A2 on a damage die for an attack with a two-handed melee weapon this is especially powerful for a paladin because unlike in 5e added damage Dice from all damage sources get rerolled such as F Alo shriek gith born psionic weapon hust gloves infernal"
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TOP 5 Builds in Baldur's Gate 3 Patch 8

Jay Dunna · 312k views · 4 months ago
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TOP 4* BUILDS TO WIN YOUR HONOUR RUN - BG3

Morgana Evelyn · 869k views · 9 months ago
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Mention at 17:26 / 25:00
"number one the infamous steal Archer the stealth Archer was one of the play stalls are meticulously play tested and innovated since B Free's release and there is no stronger class for a Sol on a mode run in my honest opinion the build in a nutshell is Gloom stalker 5 assassin 4 Fighter 2 and more cleric 1 and it is the Cornerstone of my Channel with a fully edited solo series complete patch s walk through and build G I put a lot of love into these videos so please check them out okay starting with the elephant in the room yes you can range attack infinitely out of combat and roll greater envas to your heart's content with high stealth but this is a turn-based game right trust me it's equally insane in turnbas combat with a 50 to 100 damage average in act one and over 100 in Act Two and A four-digit Nova in act three I love this build because I believe it has the strongest start out of all the builds early most of the challenge in honor mode is the early game struggle and the Gloom stalk and Ranger excels at early game level one gets you heavy armor proficiency and you can leave the nautiloid with 17 AC"
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Source Threads

POST SUMMARY • [1]

Summarize

7'4 build. Which build specialization is best for my build? I was thinking rebounding or finishing.

Posted by Emotional_Mud_2048 · in r/NBA2k · 5 days ago
2 upvotes on reddit
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ORIGINAL POST

[removed]

2 replies
LeithLeach · 5 days ago

shooting

1 upvotes on reddit
ZookeepergameAny4012 · 5 days ago

He won’t be able to do much in shooting believe those are the max stats

1 upvotes on reddit
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r/BG3Builds • [2]

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Best build for a zero damage character

Posted by bajert · in r/BG3Builds · 7 days ago

I have an RP idea for a Tav who is completely pacifist and will not perform actions that directly do damage. I’d definitely like to incorporate Cleric into the build (bonus if you know what god would align best with this?) but what other classes/subclasses would be useful for a strictly CC/status effect character who isn’t allowed to do damage. I was considering Illusion Wizard but it seems kinda ass but at least I could scroll scribe all the utility spells.

33 upvotes on reddit
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asdasci · 7 days ago

Yes, Cleric would work fantastically (Command, Hold Person, Bless, ...). So would any control caster, really. Ilmater or Yondalla would fit well as the deity.

I wouldn't exactly call a character who holds an enemy while their companions stab them to death a "pacifist" per se, but it's a fun challenge.

24 upvotes on reddit
bajert · OP · 7 days ago

Yeah obviously there’s a bit of a stretch with being pacifist in this game lol. But my RP head canon is he is protectful of his friends and allies and isn’t naive about good vs evil and uses his magic to save and protect those allies understanding that means that the “bad” people have to die (although as party face he’ll avoid combat wherever possible in the game) but won’t physically contribute to any actual damage himself

12 upvotes on reddit
Zealousideal_Ad_6416 · 6 days ago

Oh if this is the case go full healer and support. Valor bard inspiration is apparently very good, use Whispering Promise Ring and Hellrider’s pride gloves and go 6 Lore Bard to grab Warden of Vitality and Mass Healing Word, then go either 6 Divination Wizard or 4 Rogue and 2 Star Druid for chalice healing and extra bonus action. Extra BA allows you to spam Warden of vitality, and chalice healing gives you another heal per turn. Divination wizard combined with Lore Bard Cutting Words gives a ridiculous amount of control that refreshes on short rest. You can also add the Staff of Arcane Blessing to have an extra buffing Bless active at all times, I would recommend taking the dual wielder fest and holding that in the offhand while main hand carries the legendary Devotee’s mace that has a passive healing skill, this will proc the ring and gloves as well.

I know it seems counterintuitive to not go Cleric, but try it out and check the numbers, your team becomes a bunch of untouchable zombies

Some other good spells are Glyph of warding:Sleep, command, dimension door and invisibility. If you’re committed to not dealing damage, it opens up some really interesting options for spells and preferred actions. Casting invisibility of one of your party members to give them advantage and a practical Sanctuary alone is great, you might also want to consider zone spells like Evard’s black tentacles

2 upvotes on reddit
asdasci · 7 days ago

Nice. I would recommend an Ilmater Cleric then. He is the deity of endurance, martyrdom, perseverance, and suffering. Cast Warding Bond on your companions for extra RP.

9 upvotes on reddit
AgentPastrana · 6 days ago

That would be considered "conscientious objection". You will participate in battles, but will not harm people. I would go wizard and cleric. Glyph of Warding: Sleep is one of my personal favorite mass control spells, besides Hypnotic Pattern and such.

1 upvotes on reddit
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WWnoname · 6 days ago

Ah, another hypocritical pacifist. "Oh I won't hurt you, I'll just paralyze you while my friend here cut your guts out with rusty fork"

Be a true pacifist, go light cleric for buffs, healing and support

12 upvotes on reddit
Devourer_of_coke · 6 days ago

Not rusty fork, but poo-scraper!

5 upvotes on reddit
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mazobob66 · 6 days ago

https://bg3.wiki/wiki/Poo-Scraper

That has got to be a nod to the infamous reddit poop knife story from years ago.

2 upvotes on reddit
Practical-Bell7581 · 7 days ago

Probably lore bard for things like hypnotic pattern, sleep, I think they get fear and confusion.

Any class that gets Command.

Land Druid and others who get sleet storm, plant growth.

59 upvotes on reddit
Parallaxal · 7 days ago

Just started a new dnd campaign IRL with a player who is literally doing just that, playing a Glamour Bard. Sleep, Tasha’s Hideous Laughter, Healing Word, Bane, Hold Person, Invisibility, Silence, Hypnotic Pattern…you have lots of good options.

34 upvotes on reddit
Zealousideal_Ad_6416 · 6 days ago

Is armor of agathys out since it causes damage? Abjuration wizard with AoA is pretty solid (it’s actually ridiculously strong)

5 upvotes on reddit
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r/BaldursGate3 • [3]

Summarize

Enough "Bad BG3 Takes." Tell me about your BEST BG3 Take

Posted by expired-hornet · in r/BaldursGate3 · 7 days ago

Not necessarily a "popular" one that everyone in the community agrees with ("This game is good"), but an insight, opinion, or observation about something in the game that you're actually proud of and enjoy explaining or articulating. Whether it's one you thought of or one you read somewhere else and agree with it.

EXAMPLE (Not a particularly spicy observation since I doubt most people would disagree with it, but I find it interesting to think/talk about and don't see it articulated a lot): The games' central recurring theme being the loss and regaining of agency was how the writers managed to have both the "good" and "bad" versions of the story all feel narratively satisfying.

Every origin character, the greater Absolute plot, and most side quests all follow the same initial formula in their story: Their freedom was taken away by something or someone else even before the tadpole made matters worse, then as the plot unfolds, they find that the tadpole represents a way for them to regain their lost freedom, and they need to decide what to do with that power.

Whether the ending of the story is a heroic "they claim their powers to save everyone and escape the cycle they were trapped in," the more tragic "they take the power they were granted to turn the tables and hold the chains that once held them," or the more philosophical "they return themselves to their previous status quo, but this time with the knowledge that they've chosen it," it's all a satisfying and interesting answer to the questions the game asks.

Any ending you choose feels like a cohesive story because the story is always about fighting FOR that ability to choose!

Anyone else have long rambly opinions they're proud of, but don't get to say much?

60 upvotes on reddit
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dan_strummer · 7 days ago

Encounter design is among the best in the whole crpg genre. Larian made great use of creature and enemy variety, locations, environmental use and unique gimmicks. At no point I felt the game was wasting my time by throwing a random bunch of monsters to fight.

101 upvotes on reddit
ConsistentStop8811 · 5 days ago

As much as I love Larians games, trying to play something like WoTR after BG3 mostly just showcases how absolutely tiring it is to trounce through 20 easy trash encounters for every 1 meaningful one. Not that BG3 doesn't have easy and hard fights, but there are gimmicks and room to stumble in nearly all encounters.

0 upvotes on reddit
Sineddeta · 6 days ago

Been on repeat about that for 2 years, and even prior to it with EA.
"It is just turn-based" or "these 2 are both turn-based" is not quite doing it justice, encounter design/map design is second to none in the subgenre, mostly due to the engine, but also the approach of no trash mobs, fighting against named characters, and even their abilities/conditions are justified, their position in the are is justified and might even tell a story, or be reflected in the notes/books/diaries. It is all cool and fun puzzles/problem-solving, not just "another encounter to farm XP"

3 upvotes on reddit
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Charfair1 · 6 days ago

Yes!

When I did a playthrough with the extra encounters mod, I found a lot of them to be just kind of 'meh', and others to be just kind of there for no reason.

None of the vanilla encounters feel this bland or forced.

9 upvotes on reddit
BadMajikk · 7 days ago

The ideal way to run a resist Durge from a story perspective is Oath of Vengeance Paladin, but not right away. Start them off as a Fighter, then respec into a Paladin after Alfira dies.

“I don’t know who or what is doing this to me, but because of them, innocent blood is on my hands. On my honor, and with the fury of the gods of justice at my side, I will not rest until their malice has been punished, and I am free of their vile curse. This is my oath, and until it is fulfilled, I swear to cast down the villain, the tyrant, and the monster. I will stand upon a mountain of their wretched carrion, lifting the innocent upon my shoulders so that they may touch the sky.”

37 upvotes on reddit
rainydays240 · 7 days ago

My first resist urge was a paladin of vengeance and it fit so well.

2 upvotes on reddit
Vidhos · 6 days ago

I'm currenty playing wotr and honestly I love it as much as I loved BG3, to the point I'll be seriously depressed when I'll finish it 😢

1 upvotes on reddit
DrumsDrumsInTheDeep_ · 7 days ago

Baldur's Gate 3 is the closest video game that I've ever found to a true tabletop game experience.

The sheer amount of "what if I do this ridiculous thing" that actually works is what open world gaming is meant to be.

220 upvotes on reddit
Lord_Puppy1445 · 6 days ago

I love how often Diplomacy and Deception can get me out of situations. Hell, it can let you skip a whole ass fight and still come out the winner.

2 upvotes on reddit
WritingRoger · 7 days ago

Unless it's Honor Mode. I keep playing it wrong and dying.

2 upvotes on reddit
EternalMonsterfucker · 7 days ago

This is true of all video games tbh. Playing on easy? That's why there's an easy mode. Using a "broken" build or item? It exists in the game for players that want it.

There's no wrong way to play a game unless you're cheating in multiplayer.

22 upvotes on reddit
Savage13765 · 7 days ago

My favourite fight is protecting Isobel at last light, particularly on lower difficulties. In general, BG3 combat doesn’t tend to last quite as long as you’d hope, but having Isobel to protect helps extend the length of the fight. You’re not just thinking about killing enemies, you’re positioning yourself to protect a target which helps to extend the fight more organically. Honour mode kinda spoils the fight by making it too likely Isobel will be taken in a turn or two, but I always found my runs on balanced lasted the right amount of time to really make the most of the mechanics

3 upvotes on reddit
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r/ADCMains • [4]

Summarize

(Yunara) Not the best build to play her, but sure is the funniest build

Posted by YunaLiv · in r/ADCMains · 8 days ago
reddit.com
49 upvotes on reddit
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Kenny1234567890 · 8 days ago

Similar to AP kaisa?

4 upvotes on reddit
YunaLiv · OP · 8 days ago

Maybe in a sense, but this one this pack a punch in her autos. Just built to make use of her R more

10 upvotes on reddit
Traditional_Boot9840 · 7 days ago

AP kaisa's whole damage is in her passive (aka autos)

1 upvotes on reddit
Daomuzei · 8 days ago

Ngl, going full ult build just to focus on her w feels so fun. Tho it’s got like 3 shots sadly

14 upvotes on reddit
YunaLiv · OP · 8 days ago

With Flicker you get 6-7 shots per ult

8 upvotes on reddit
lilpisse · 8 days ago

So flicker does work on her empowered abilities?

8 upvotes on reddit
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Sixteen_Wings · 8 days ago

does malignance passive work?

8 upvotes on reddit
YunaLiv · OP · 8 days ago

All of them yes

2 upvotes on reddit
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Qwerty09887 · 8 days ago

What was your ult cd?

2 upvotes on reddit
YunaLiv · OP · 8 days ago

45s including the duration, without it its 30s

6 upvotes on reddit
Kioz · 8 days ago

Age of Retribution !

15 upvotes on reddit
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r/shittydarksouls • [5]

Summarize

Worst part is int/faith used to be nutter butter in Ds3, best pyromancies, best sorceries, best weapons.

Posted by Dremoriawarroir888 · in r/shittydarksouls · 10 days ago
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173 upvotes on reddit
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Crafty-Zucchini-5729 · 10 days ago

Int/fth is the one of the best builds in the game..... If you have 80 int and fth.

68 upvotes on reddit
Dazzling_Doctor5528 · 9 days ago

Yes, it's really best in long game, double scaling catalysts out scale everything even at 60/60(at least what I tried)

1 upvotes on reddit
Gogododa · 9 days ago

I have like 40/40 or 44/44 or smthn like that on my int/fth character and it's pretty good

edit: 42/46 for ghostflame explosion and black blade

4 upvotes on reddit
Crafty-Zucchini-5729 · 10 days ago

Also heed my warning, dont try to do this at new game plus, I committed to a 80 dex 80 fth build with kinda high strength for a great shield along with pretty high mind and endurance for specific weapons and oh my god the amount of albanorics I have killed to make this build work. 3000 albanorics have died and I STILL NEED 40 MORE LEVELS END MY SUFFERING 

28 upvotes on reddit
Dremoriawarroir888 · OP · 10 days ago

Int/faith fell off hard from Ds3 to Elden Ring so pure faith could get the glow up that it deserved.

17 upvotes on reddit
Johnny_K97 · 10 days ago

On god i need my demon scar back bro, int/faith in elden ring is literally only sword of night and flame, everything else fucking sucks unless you're like level 250 on ng+😭

18 upvotes on reddit
LowHumble3264 · 10 days ago

Yeah, pyromancy was THE int/fth build, a shame fromsoft decided to cut it.

10 upvotes on reddit
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Spiteful_Guru · 10 days ago

Still more going for it than Int/Arc with its whopping TWO spells.

25 upvotes on reddit
Dremoriawarroir888 · OP · 10 days ago

Two mid spells, two mid catalysts and not a single proper weapon without infusions.

14 upvotes on reddit
piiavc · 9 days ago

and those weapons SUCK FLACCID COCK when infused for int/arc scaling, legit just better sticking with int weapons OR arc weapons and youd do more damage

5 upvotes on reddit
krawinoff · 9 days ago

On one hand I wish int/fth was better in ER on the other hand the balance between hybrid int/fth scaling and everything else was so fucking shit in DS3 it feels like ER definitely has it better when everything except int/fth is good instead of the opposite

3 upvotes on reddit
VaalorieVorse · 10 days ago

Staff Of The Great Beyond and cast anything you want.

Only your spell slots can limit you.

16 upvotes on reddit
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r/PathOfExile2 • [6]

Summarize

Question about Blackflame Covenant. Once I pick it up, how do I increase damage? Can I get increased fire damage? Or should I go for increased chaos damage? Or will either increase damage?

Posted by Harold_Homer · in r/PathOfExile2 · 10 days ago
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Basically I don't know if the Increase is calculated BEFORE or AFTER the conversion to chaos.

15 upvotes on reddit
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Curious_Weekend6458 · 10 days ago

Conversion is first so you'd want to scale chaos damage not fire damage

26 upvotes on reddit
aeriste1 · 8 days ago

I learned this the hard way, pumped a bunch of passive points into fire damage then went blackflame and was running around like "why tf am i so weak." turned off blackflame and boom, damage was back. wish they made it a little more clear bc "fire spells convert 100% of fire damage into chaos damage" is a little ambiguous

1 upvotes on reddit
Electrical-Draft-845 · 7 days ago

It's not tho it's literally converting fire to chaos you can even tell by adding buffs on and off and see that chaos is doing more than fire lol so now u just hunt down all chaos damage stuff and your fine

1 upvotes on reddit
Ill-Dependent2976 · 10 days ago

Flat added fire and/or chaos damage.

increased/more chaos damage

4 upvotes on reddit
ClaviculaNox · 10 days ago

Invest in chaos damage nods and not fire.

6 upvotes on reddit
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skrillex · 10 days ago

Poe1 also let you buff your fire and chaos damage and you’d double dip lol

1 upvotes on reddit
throwaway857482 · 10 days ago

Pretty much everything is chaos. Chaos damage for your character. Reduce enemy chaos res and wither them. The only things is those spells still have the fire tag so you would get +fire spells not +chaos spells.

24 upvotes on reddit
xTraxis · 10 days ago

This - there's a node that causes you to lose life and ES when you use a chaos spell, our fire spells shouldn't trigger this, while still gaining the huge 53% increased damage. There's also a cluster at the top of the tree that is +1 to chaos gems, and we ignore that with this keystone. Pretty much everything else is just 'pretend you're a natural chaos spell'

11 upvotes on reddit
rarrythemage · 10 days ago

You can also scale ignite and its magnitude because you still cause ignites that just do chaos damage now.

6 upvotes on reddit
Prudent-Swordfish920 · 10 days ago

I think it basically says “you deal chaos dmg calculations instead of fire in your pub”

1 upvotes on reddit
ClaviculaNox · 10 days ago

Because you are converting fire skills to do chaos damage.

3 upvotes on reddit
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wangofjenus · 10 days ago

In PoE2 when you use damage conversion you only scale the final damage type.

3 upvotes on reddit
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r/LiesOfP • [7]

Summarize

What’s the best build for puppet ripper , balance build or full on technique build ?

Posted by Imaginary_Response91 · in r/LiesOfP · 13 days ago
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i.redd.it
17 upvotes on reddit
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Fizzy__1 · 13 days ago

I'd say definitely stick to technique until you start to get diminishing returns. With weapons with close scaling stats, I always check the increase I'd get from each stat before I actually level up. You'll probably be able to get to at least 15-20 technique before it slows down enough to make leveling up motivity worth it. But the best stat to level up to increase your damage is capacity so you can wear good amulets.

9 upvotes on reddit
Imaginary_Response91 · OP · 13 days ago

Im like at the end of chapter 8 at the green swamp monster and im like level 65 so can u give me a specific build so i can rest my level ? Cause since the beginning i had a motivity build and i just wanna change things a bit

0 upvotes on reddit
Fizzy__1 · 13 days ago

Ballpark guesstimates for stats at that point

20-25 vitality

15 vigor

25-30 capacity (if there are specific amulets you want to wear, make sure you have them equipped when you respec, so you'll be able to see in that menu if you're heavy. I strongly recommend staying below 60% to avoid the stamina regen penalty from being slightly heavy)

and then dump the rest into technique

2 upvotes on reddit
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r/magicrampage • [8]

Summarize

Is this build still the best for damage?

Posted by Nihilv · in r/magicrampage · 14 days ago

Is this build for the high mage still the best for do more damage?

i.redd.it
10 upvotes on reddit
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Honest_Mammoth_7912 · 14 days ago

Best damage but it won't pierce through shields, low blast radius and low projectile speed

7 upvotes on reddit
Nihilv · OP · 14 days ago

Aight 👌🏼

2 upvotes on reddit
Honest_Mammoth_7912 · 14 days ago

You could use dead vulture staff it's high fire speed, good blast radius, 40k base damage, and piercing

5 upvotes on reddit
Electronic-Ad-1265 · 13 days ago

Sheesh that's high dmg

1 upvotes on reddit
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r/KassadinMains • [9]

Summarize

Best nuclear one shot build for kassadin? (Or best carry build)

Posted by Cazadorido · in r/KassadinMains · 15 days ago

I play a ton of aram and he’s extremely fun when I get him, but I seem to just lose, or at least I’m unable to carry. Blackfire rush into bruiser felt best because your q felt like it deals damage, but malignance seemed the most op. Am I supposed to go malignance -> zhonya-> into ?

3 upvotes on reddit
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Tfistemm · 14 days ago

I always play ROA into Seraphs into Zhonyas / Raba / Mejais (if D-seal => 8 stacks) and then the rest. If you get all with electrocute + 2nd rune page 2nd wind + overgrowth there is just no better build.

Full scale is with conq and ultimate hunter but I feel like u don’t need to stack conq later und rather rly take it for PoM which giga giga scales.

Not sure if this comment is accurate because u wrote ARAM?

2 upvotes on reddit
PESSSSTILENCE · 14 days ago

malignance rush has been best on kassadin since the item released. if you want true oneshot with no mana, go shadowflame -> rabadon

2 upvotes on reddit
PastTheHarvest · 15 days ago

i like to go malignance seraphs p much every game, after that just get stuff depending on game, generally i will always try to get rabadons and then zhonyas or banshees depending on enemy team and then maybe lich or void

4 upvotes on reddit
ILoveAussieLemonade · 11 days ago

I see people build ROA first item all the time is that not good?

1 upvotes on reddit
foreveryoungperk · 11 days ago

it used to be staple but many believe that malignance+ whatever powerspike at 11+ is more effective

1 upvotes on reddit
Separate-Comedian760 · 13 days ago

Collector>IE>LDR into 2 crit cloaks later built into essence reaver and rfc or shield bow vs heavy burst.

Additional tips:to solve mana issues ask your jungler for blue buff every time it's up if he doesn't give it then he is just black and low elo

4 upvotes on reddit
GulliblePurchase789 · 13 days ago

Maliggas > shadowslayer > rab don > Bane of the Lich > Void

2 upvotes on reddit
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r/BG3Builds • [10]

Summarize

[Discussion] [Request] Are we sleeping on these builds?

Posted by FractalOboe · in r/BG3Builds · 1 month ago

Hello all,

I am looking for better sources, but I can't find them.

Some players have shared spreadsheets where damage per turn can be calculated taking into consideration a few variables. Build. Races. Weapons. So on.

To my surprise, I've found three builds that have been consistently dealing more damage per turn than other ones that are more popular.

These (under greater invisibility):

  • 189 - Hunter 11 and attacking 2 enemies. No crits.
  • 187 - Shadow monk 11 / Rogue 1 with resonance stone, shadow blade and critting the first hit with a Shadow Strike, the sneak attack was added as a raider and I was holding Dolor Amarus in the off-hand.
  • 176 - Pure Rogue Assassin -148 damage in one single hit + 28 damage with the Great Weapon Master: Bonus Attack with Kerz as a Pure Rogue Assassin 12.

I should have noted down the minimum numbers that I achieved. Hunter wasn't that good against one single character, but the pure rogue was really consistent.

So, with the sources that I am handling, they all fall behind the Oathbreaker / Assassin / Fighter, but are arguiably better than other popular builds, like Lockadin, Swords Bard / Sorc / Pal and Barbarian/Rogue.

I played with turn mode activated because the foes where running around like chickens without head.

Curious to hear your thoughts.

Thanks in advance for any information or criticism that you might provide.

57 upvotes on reddit
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Hansel21553 · 1 month ago

SSSB has shadow blade, res stone, savage attacker and high level spell slots for crit smites. Not being so easily outdone by something like a pure assassin.

Sorc has fire build or lightning with wet and chain lightning and channel divinity.

I mean any pure rogue is just going to be worse than a multiclass that takes 3 or 4 levels of rogue.

11/1 hunter is great for Volley, especially to setup something like combustion oil for fire sorc fireball.

11 upvotes on reddit
FractalOboe · OP · 1 month ago

When you mean high level spell slots, you mean levels 4, 5, 6, right?

You are right with that.

My thing with those builds is that I can easily use all of those spell slots in 1, 2 battles, but then I keep playing and from that point those builds are rather mild.

I know I could just go to camp more often. It's only my problem 😀

1 upvotes on reddit
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Hansel21553 · 1 month ago

Yeah, and it’s silly not to camp. Of course that’s going to make builds that use spell slots worse. Unless you do the infinite sorc point thing to get all the spell slots back

1 upvotes on reddit
Benevolent_StarBoi · 1 month ago

You can get 4 actions first round if your opponent is surprised.Assassin gives you an extra action at the start of combat bringing it up to nine actions before it’s the enemies turn and makes all attacks against surprised enemies crits. Add extra attack from whatever class and you can literally build it whatever after that for extremely high damage nova kills

1 upvotes on reddit
TheMeerkatLobbyist · 1 month ago

I guess Hunter would be much more popular if special arrows were not in the game. Thanks to the many target arrows, they just get marginalized by basically every fighter subclass. They are also very mid until they get access to volley. For 80% of the game they are just straight up worse than basically every other certified ranged attacker. I am also a firm believer that single target damage is much more important, especially in honor and their single target damage is fairly pitiful compared to gloomstalker multiclasses or fighters.

16 upvotes on reddit
FractalOboe · OP · 1 month ago

Hunter can use those specials arrows as well.

There are ways to avoid scarcity with arrows of many targets. Basically find a vendor who trades them and level up a character with the help of Withers to refresh their inventory.

Some people might prefer not use exploits and hunter gives them free spammable are damage. Consistency is important too.

And they have Colossus slayer that can ve paired with Hunter's mark. That's +1d8 (once per turn), +1d6 whenever you attack, which can be 3d6 per turn if you have two weapons. Up to +24 damage per turn to a single foe if we don't consider crit damage.

The alternative is pretty interesting too. Horde breaker paired with Sorrow is a really good combo.

When I played with it alongside Battlemaster (Lae'zel with the silver sword) or Barbarian Rogue (anyone but the thrower berserker, which is a beast), well, at the end of fthe battles Hunters often dealt more damage than them thanks to positioning and being the starters of the fight.

I am curious to try arcane archer, though. It is said to be really good.

P.s.: I didn't try to min-max any of my builds, so it's possible that you can get different outputs with different setups and playstyles. I tried not only to deal damage, but to avoid being hit by the enemies, and that's why the melee combatants didn't start most of the combats.

0 upvotes on reddit
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Express_Accident2329 · 1 month ago

That's kind of the point though, the existence of infinite arrows of many targets means hunters don't really have a place in hyper optimized end game play because they'll be performed by the eldritch knight shooting an AOE 6 times instead of 2.

In no way does this make hunger ranger weak. They're a very potent alternative if you don't feel like farming arrows. Imo this makes them the more enjoyable class after level 11. But if we're in the realm of theory crafting maximum DPR, they are VERY clearly outclassed.

I think the big reason they get slept on though is they just come online so late, basically being a kind of weird fighter before 11.

6 upvotes on reddit
Icy_Ad_5906 · 1 month ago

See this: https://docs.google.com/spreadsheets/u/0/d/147VfqnK7m3Wgy_H-Be5ORRomEwxKfXfuYVIlwzW_XSU/htmlview#gid=1565088255

They go full minmax which isn't realistic in normal gameplay, but they can reach over 10k dpr. Even without minmax/prebuff you can easily reach thousands with just arrow of many targets+ Bhaalist

3 upvotes on reddit
Icy_Ad_5906 · 1 month ago

Other builds can deal thousands.. Especially fighters or archers with special arrows

Hunter is indeed strong though, set up black hole and hit multiple enemies

69 upvotes on reddit
Crafty-Wolverine8485 · 1 month ago

If you notice, except for the barbarian/rogue, all of the other builds that you mentioned are charisma based builds.

That doesn’t mean non-charisma based ones aren’t viable, but that charisma based are definitely more popular for Tav

31 upvotes on reddit
Real_Rush_4538 · 1 month ago

Battle Master and Four Elements are the two subclasses with access to unlimited-duration Prone effects, those being Trip Attack Ranged (not melee) and Water Whip, respectively.

Of course, since enemies can still get up on their own by spending half their movement speed, you'll also need a condition that takes that movement speed away. There are several methods that work for this; I prefer the Bow of the Banshee at all stages of the game due to its easily indefinitely-reapplied Fear (this lets you do the full combo on a level 3 Battle Master archer with no other support) and, once the party is level 6 or higher, Tiger Wolverine Barbarian with their free Bleed+Maim.

As soon as an enemy fails their save against the indefinite prone, you can keep them down (and skipping their turn) for as long as you can keep taking their movement away, which can be a very long time indeed.

6 upvotes on reddit
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AerieSpare7118 · 1 month ago

5 Gloom/4 Sorcerer/3 Assassin does 2k round 1 in melee… its better than my old 11 Shadow Monk/1 Rogue build I posted way back when. That said your 189 damage is a lowball, you can nearly double that damage with the double shadow strike bug

24 upvotes on reddit
See 12 replies
r/BaldursGate3 • [11]

Summarize

GIMMIE YOUR MOST FUN BUILDS

Posted by nekrrah · in r/BaldursGate3 · 2 months ago

I recently finished larians previous masterpiece Divinity original sin 2 and im about 20 hours into bg3 now. But i haven't rly settled on any builds yet.

So please give me your best most fun builds!

470 upvotes on reddit
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Devendrau · 2 months ago

Gloomstalker Build, which I followed Morgana Evelyn on Youtube for that guide, so much fun after lv3, and very OP.

157 upvotes on reddit
the_dark_0ne · 2 months ago

Ima simple guy. Duegar gloomstalker/assassin is my favorite build. You can abuse so many of the games mechanics

4 upvotes on reddit
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Timmah73 · 2 months ago

The beat part about that build/guide is there is no bs about how its soooo powerful then 5 min in gets to the point that all you need to do is be level 12 and have already picked up your BiS from act 3. Yeah thanks that's not helpful for actually progressing through the game.

Just sit back and snipe people with advantage, getting steadily more powerful as you level. Zero bs or shenanigans needed.

55 upvotes on reddit
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Books_and_Cleverness · 2 months ago

I HATE how so many guides are like

>Items for this build are [act 3 boss reward], [act 2 boss reward], and [act 3 boss reward]

>The key combo for this build is [level 9 class feature] and [act 2 item]

Kudos to Cephalopocalypse whose build guides go through real progressions. He will say “you should really do single class until level X as this one class, and then respec, otherwise you’re too weak without the extra attack/feat/level 3 spells.” Though even he is pretty light on act 1/2 itemization.

I play only Honor Mode nowadays and the major filter is usually just getting to level 5, sometimes 6-8 for a lot of multi classes. There’s plenty of difficult fights after that, but the bar is a lot lower for finding a strong build since there’s just a lot of room to work with.

What I really need is a well balanced party that can handle fights at level 4 with limited items, consumables and spell slots.

One annoyance I have is that certain items (ring of flinging for throw damage, the bless on heal ring) really stack the deck for certain builds/strats at this point in the game.

35 upvotes on reddit
drunkcollegegirl · 2 months ago

Her builds are SO fun!!! Her rec for the Titanstring bow with strength elixers was such a game changer for my archer build

1 upvotes on reddit
ArmExciting3976 · 2 months ago

It's been done to death, but tavern brawler, Barbarian chucker is insanely fun. Huge damage dealer with the right stuff, and you can basically run around throwing enemies at eachother. Now with Giant barbarian you can also boot people off cliffs

231 upvotes on reddit
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robsbob18 · 1 month ago

Why barb? I currently have a fighter Eldritch knight laezel that's killing it

1 upvotes on reddit
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lesser_panjandrum · 2 months ago

Tavern brawler moon druid is also great fun. Owlbear that hits with the force and precision of an orbital strike is nothing to scoff at.

And tavern brawler open hand monk is a great problem solver for all problems that can be punched to death.

In fact, tavern brawler for everyone!

86 upvotes on reddit
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Kayehnanator · 2 months ago

My throw build with all the items is beyond insane, easily 100+ damage a turn and reverb stacking on nearby enemies with the trident is so good. I found a weird glitch with a buddy where he threw a smokepowder bomb at an enemy with a lot of health, my special trident hit right after and per the combat log it 'killed' the smokepowder bomb on the enemy which caused thunder reverb on every instance of force damage and somehow caused 200 damage in one toss....

Not to mention the Giant's Kick is incredibly satisfying.

24 upvotes on reddit
Unclaimed6696 · 2 months ago

You're probably trolling but full fighter is the most fun I've had in 5e and BG3. My first character when playing 5e was a fighter and now whenever I try to play something else it's just not sticking.

Shit like wizard or warlock or any of those weakass casters. Ok, very nice little buddy you cast a big fireball. Let's see how this potion of haste totalling 9 attacks tastes + great weapon master extra attack after killing something else + ilithid flight + enlarge + invisibility on my duergar battlemaster dwarf. Enjoy being prone and with no weapon until I chip away your feeble hp with 35-40 damage per swing. I clear rooms on my own.

Playing anything else feels pathetic and weird...

20 upvotes on reddit
Flametoss456 · 2 months ago

I was giant barb on my first competed playthrough. 2 days ago I used mighty Impel to toss Gortash from the top of the castle, dealing 757 damage.

18 upvotes on reddit
wan-m · 2 months ago

The true build. Just hit things very hard

15 upvotes on reddit
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r/BG3Builds • [12]

Summarize

Giant Barbarian is the strongest throwing build in the game, and it's not close

Posted by RareMajority · in r/BG3Builds · 4 months ago

So obviously lots of people have been talking about how good Giant Barbarian is, but I think I didn't fully realize from how the mechanics of it work just how insanely *broken* it is until I hit level 6 in my current run. For anyone who hasn't played with the class or taken it to 6 yet, it's level 6 ability Elemental Cleaver behaves as a damage rider source, which means that lots of either damage riders get added on to it.

So for instance, my Karlach threw a hammer at an enemy at level 6. ONE attack did 38 damage, without making use of vulnerability or anything. The bonus from raging (+4 damage), the bonus from tavern brawler (+10 from +5 STR), and the bonus from Ring of Flinging (+d4) all got added TWICE to the damage, once as bludgeoning, and once as the element she picked. Berzerker barbarians might be able to make an extra attack a round, but they're doing half the damage Giant is. And EK is just getting left in the dust.

I'm not sure if this is working as intended or a bug, but level 6 Giant Barb has to one of the highest damage level 6 builds in the entire game. I'm genuinely not sure what would be above it at this level of play. Combining vulnerability to cold/lightning from wet condition, you can reliably do 120+ DPR *every round* at just the cost of a rage charge.

832 upvotes on reddit
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Futuramoist · 4 months ago

It's cool as hell, but Berserker + Thief still gives you 4 throws minimum every turn so I don't know about "Strongest and not close"

111 upvotes on reddit
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Metaphoricalsimile · 4 months ago

6/4/2 berzerker/thief/fighter is still the strongest. 6/3/3 if you want to give up a feat for EK bound weapon, but IMO if I'm going full optimization I'm just gonna use an EK hireling for that anyways.

-2 upvotes on reddit
Lord_K123 · 4 months ago

5/3/4 is the strongest iteration, period. Get 2 feats, get Eldritch Knight to self weapon bind and get Shield spell which can be used while raging. None of the downsides of 6/4/2 or 6/3/3.

2 upvotes on reddit
Cdux · 4 months ago

Are you also taking into account kicking? You can kick and enemy and if they're frozen it does extra damage. Not sure how berserker can keep up if you're optimizing giant

4 upvotes on reddit
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RareMajority · OP · 4 months ago

Berserker + thief doesn't get that until level 8, at which point it has only caught up in damage if giant isn't abusing wet condition. At level 10 giant is also using bonus action throw, 3 attacks dealing 2-3x damage > 4 attacks dealing 1x damage

81 upvotes on reddit
Icy_Ad_5906 · 4 months ago

You can also add 2 fighter for the action surge, so you end up with 4 attacks first turn then 3 next turns (2 normal+1 impel), only 1 attack less than berserker with fighter+thief but way more damage per hit

1 upvotes on reddit
Moist-Imagination627 · 4 months ago

Depends on the fight. If it’s a low adds boss rush (Ansur/Cazador) then you’re right.

If there’s many adds, with a high HP boss that you can’t burst down in a single alpha strike without optimising the fuck out of your party (Raphael/Viconia/Myrkul) then you’re wrong.

Control is more important than damage in latter scenarios.

1 upvotes on reddit
ImmortalNoodle9 · 3 months ago

If you never solved this, is it possible you were not using elemental cleaver or a weapon with the thrown property? Weapons with the “thrown” property deal their damage when you throw them, while weapons without it do not use their damage number, and instead only do damage based off their weight and the distance you threw it/how much higher than the enemy you are (gravity). This would explain doing less damage than the actual number of you are not very far away or do not have the high ground. Not using elemental cleaver could cause this especially if you are throwing something like a great sword. Elemental cleaver however will give your equipped weapon the thrown property and return it to your hand, so it will deal its damage numbers and you won’t need to go pick it up. If any of this sounds like something you haven’t been doing try it. I’m doing a giant barbarian honour mode run with some buddies right now and it’s hella working for me. The damage output is absolutely insane.

1 upvotes on reddit
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Vesorias · 4 months ago

Prone with no save is insane in honor mode, you can prevent most legendary actions without even the potential of getting counterspelled, and basically save anyone you want from attacks of opportunity. I'm pretty sure the prone is also bugged, some prone immune enemies will still be proned by it iirc

37 upvotes on reddit
Norvinion · 4 months ago

It's always worked for throwing builds in honor mode. Maybe it works differently for giant barb; I haven't tried it yet, so I don't know, but TB throwing build is STILL a meta build type in honor mode runs and always has been. My first honor mode run was a berserker throwing build with TB.

1 upvotes on reddit
Public_Fire_Hazard · 4 months ago

It's actually quite funny that I became so reliant on it's damage in my honour run with the new subclasses, then I got to the final boss and it wouldn't let me throw the weapon because of an interrupted path and I ended up 100 damage short and got game overed at the very end.

1 upvotes on reddit
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GimlionTheHunter · 4 months ago

Yeah with hotfix #30 that went out yesterday. It still works as a drs in tactician but not in honor. Personally I think it reveals that Giant Barb needs something more than damage to separate it from berserker.

There’s very little Giant Barb can do that berserker isn’t just better at as far as meta damage, and there’s far better classes for the ice field setup imo.

If elemental cleaver was made correctly and changed the entire weapon’s damage type, or we got the on-hit effects of thrown cleaver weapons I think Giant Barb would be both more unique and stronger in general.

3 upvotes on reddit
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r/BG3Homebrew • [13]

Summarize

Most reliable damage

Posted by OpenStruggle6610 · in r/BG3Homebrew · 5 months ago

I'm halfway through Act 3 by now, and even though I'm surviving pretty well battles can take a long time to finish even after it's already clear there is no way any more for me to lose. So, I'm curious what builds/equipment people are using to get some nice, reliable damage output at level 10+. specifically for the sustain later in big fights after the first burst damage has already been done.

3 upvotes on reddit
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Own-Development7059 · 5 months ago

Evoker wizard magic missile does like 200 damage in a turn

2 upvotes on reddit
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HaVeNII7 · 5 months ago

Magic Missile is indeed the hardest thing in the mod for me to balance lol. As is right now, it's crazy strong to build around.

1 upvotes on reddit
Umbra_RS · 5 months ago

Just my thoughts on the main issues with MM:

  • Double dips potent spells.
  • Double dips evoke the weave.
  • Common necklace from A1 effectively gives it +1 upcast for free by adding 2 extra missiles.
  • “Balance the scales” passive from the holy symbol trinket from A1 applies to every missile, adding 1D4 to each.
  • Fires the most projectiles, leading to easy crit fishing tactics to restore spell slots and proc “on crit” effects like dominate.

MM effectively does the same average damage as any single target spell, just with all the perks described above. Scorching ray will likely also be an issue as it abuses the same things and is a natural replacement for MM in A3 once you get the legendary staff.

Evoker in general is pretty crazy now, just from subclass and wizard passives they get:

  • Advantage on both attack and damage
  • Bypass all elemental resistances
  • Effectively unlimited spells
  • Inability to harm allies
  • A crazy amount of DMG scaling
  • A free action at level 11

I'm not really sure what else you'd want on Evoker, so they're free to just dump feats and passives into crit rate for more damage. Crit rate boosting encourages crit fishing builds, which loops back into multi-hit spells.

The latest patch also gave spell casters free-handing almost for free. Martial classes have to lose DW or 2H damage to get the 33% chance for an extra action (or a reaction to swap for the extra attacks.) Spell casters only had to drop a shield that they don't really need (range caster with mirror image will be mostly ignored) for a 33% chance for an extra action.

3 upvotes on reddit
Sir_Gameboy · 5 months ago

Perhaps it can be reverted to vanilla scaling? 2 missiles at LVL 1 and an extra one per upcast. Not sure if this would solve all the issues but it might help tone it down a bit. Also I was personally fond of the fact it could "always hit" (it's kind of a meme in dnd), so changing it back to that and not letting it crit might be a good idea as well. I know that's basically vanilla at that point though, so idk maybe it could apply a status for each hit as well. Just some thoughts, but it's definitely one of my favourite spells so id love for it to be balanced and still as useful as before.

1 upvotes on reddit
Dry-Ninja2488 · 5 months ago

My frost evoker does like 500 plus dmg per turn 😅

2 upvotes on reddit
OpenStruggle6610 · OP · 5 months ago

I've heard people talking about doing that much damage per turn, but I have not been able to replicate numbers even close to that. Is it just pure Wizard?

2 upvotes on reddit
Dry-Ninja2488 · 5 months ago

Yes im just full on evoker wizard. After you get the mourning frost staff from the underdark in act 1 you are good to go!

2 upvotes on reddit
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r/GroundedGame • [14]

Summarize

Whats the best pure damage build in the game?

Posted by DOGbuddy13 · in r/GroundedGame · 5 months ago

The last time i played this game was right before the big update, the big build was widow dagger with broodmother mantis and termite armor or an eyepatch and assassin to get venom poison and 2 stacks of bleed. Whats the best build for damage now? including NG+

5 upvotes on reddit
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Signal_Coyote2529 · 5 months ago

A infused mantis scythe weapon with sour elemental is extremely solid.

Apex predator mutation now works with it

Use sour damage up best, sour up major and implant sour weakness for full on damage (can use final fury to for extra attack speed which is also very solid)

Broodmother club is also very good but i think scythe is more fun and great

2 upvotes on reddit
ReplacementQuiet6818 · 5 months ago

If your in ng+4 then I’m pretty sure the broodmother club has the best dps

2 upvotes on reddit
CryptoM4dness · 5 months ago

If you can get a cone or waffle with same implant as best up, make that axe. Chopper best mutation and axes swing and stun are amazing for the damage they do.

1 upvotes on reddit
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tessamarie72 · 5 months ago

If I remember my husband's first playing correctly, Fire ant armor does a defense debuff to the bag guys, coaltana is good for spiders, toe nail scimitar is a good one handed run around weapon and I'll ask him about trinkets when his brain wakes up. Also mind your mutation load outs

1 upvotes on reddit
Okatbestmemes · 5 months ago

In NG+4 >!you can get an infused club from the broodmother. This club has two random effects. If they get complimentary effects, ie implant weakness salt and salt damage up best. Pair this with a similar trinket!< and then you’ll be able to kill tough bosses in high NG+s in 3 minutes, maybe less.

5 upvotes on reddit
DOGbuddy13 · OP · 5 months ago

what about weapons to get to NG4?

4 upvotes on reddit
Okatbestmemes · 5 months ago

They get unlocked in NG+4

-1 upvotes on reddit
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r/BG3Builds • [15]

Summarize

Best damage type to make a build around?

Posted by Perun1152 · in r/BG3Builds · 1 year ago

My goal is to make a build centered around a single type of magical damage. Obviously it’s not a great idea since a lot of enemies will just have resistance to specific type, but I wanted to put some limits on what spells/equipment to prioritize.

My thoughts so far:

-Fire: likely bad since there are a lot of enemies with resistance

-cold: a lot of gear, plus create water = solid

-lightning: similar to cold

-necrotic: limited by all the undead enemies

-poison: generally just the worst option in 5e and not many options to deal damage with

-acid: similar to poison

-radiant: possible but I’m not sure what the best class options are since light cleric is mostly fire?

-thunder: pretty limited amount of spells

-force: I like this idea, but I feel like it would just end up a magic missile build?

-psychic: main downside is constructs being immune

In general though it seems like draconic sorcerer is the best class option for an element type, and straight Wizard is good for things like force/necrotic/psychic? But are there any other good classes or multi-classes that can help make up some of the restrictions to using only a single type of damage?

49 upvotes on reddit
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DBWaffles · 1 year ago

-Fire: likely bad since there are a lot of enemies with resistance

Nah. This isn't like the tabletop. At least from what I've observed, there are shockingly few enemies with fire resistance, relative to the total amount of enemies.

Force remains the overall most reliable, though. And Eldritch Blast has to have the single most satisfying animation in the game lol.

41 upvotes on reddit
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AnaphoricReference · 1 year ago

Yes. Fire is in practice one of the more reliable damage types in bg3, and arguably the strongest overall build competing only with force and lightning. Even in the few cases where immunity plays a role, there are usually still minions around that you can use to build fire acuity for casting almost unstoppable cc spells against the immune ones. I don't recall ever feeling really useless as a dedicated fire sorcerer.

That said, force is the universal backup option. Either by way of Magic Missile or (more costly to your build) by multiclassing into warlock for Eldritch Blast. Even if only because sometimes you have an opportunity to kill someone around a corner or want to give them a long distance shove.

1 upvotes on reddit
Perun1152 · OP · 1 year ago

Do Warlocks get any other force damage options? I mean, I know eldritch blast is all you need but it seems Wizard would be the optimal choice.

If a Wizard gets eldritch blast from the feat does it scale off intelligence or Charisma?

8 upvotes on reddit
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AerieSpare7118 · 1 year ago

Fire resistance can be turned into a weakness with arsonist oil, so its very strong. Plus the items available for fire make it one of the best magic damage types in the game.

Also, psychic is powerful because of the shadow blade and resonance stone, allowing you to more easily stack modifiers that boost psychic damage. You can average over 100 psychic damage in one attack with this weapon, so I’d say that psychic is very strong.

Force is the least resisted damage type, so its also up there in strong damage types.

I’d say acid is weaker than poison because you can make a poison maim topple build, but acid just makes noxious fumes.

18 upvotes on reddit
gian-- · 1 year ago

super curious about the poison maim topple build, what would you use for it?

3 upvotes on reddit
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AerieSpare7118 · 1 year ago

Derivation Cloak, Broodmother’s Revenge, Poisoner’s Gloves, Hellbeard Halberd (or any other poison weapon), band of regen or helm of balduran.

Take 8 levels of Wildheart Barb and 4 of Battlemaster Fighter

I’m not saying this is a good build, just that a build can be made around poison

2 upvotes on reddit
DingDongBingBongKing · 1 year ago

Fire resistance can be turned into a weakness with arsonist oil, so its very strong.

Last time I tried the oil it didn't work correctly and it only removes the enemy's resistance.

-1 upvotes on reddit
vaporkkatzzz · 1 year ago

I would tend to agree it's the easiest damage type to apply vulnerability because you literally just carry the stone around. Lots of psychic riders you can build around and it meshes well with going half ilithid. Contruct immunity does kinda suck though but still overall a nice interaction.

Mind blast is a really powerful aoe stun built around psychic I found I can put it on every character for 4 tadpoles after you go half ilithid and you can stun so many things at once on top of solid damage.

23 upvotes on reddit
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Ozymandius666 · 1 year ago

The very obvious, but also boring, answer is that lightning is the strongest by a huge amount, and the best build is the old storm sorcerer + tempest cleric combination

(if you want to fully optimize, go storm 8/ tempest 2/ evocation 2, and focus on intelligence)

Focussing on fire is the next best option, in that case, go for draconic sorcerer 11/ fiend warlock 1. This gives you hex and command, and hex + upcast scorching ray is extremely powerful. You can quicken or extend command, and with the hat of fire acuity make it basically guaranteed, so you can easily disable enemies concentration free with your bonus action

9 upvotes on reddit
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Ozymandius666 · 1 year ago

In case you have not seen this multiclass yet (one of the most famous builds, you will find a million guides for it on this sub, here is mine)

The basic idea is, that wet doubles cold and lightning damage, and the channel divinity from tempest cleric means you can max out lightning damage (automatically roll the highest number)

1 upvotes on reddit
Monkeycat0451 · 1 year ago

A Force build is basically just Eldritch Blasts.

I just ran a Lightning build and it was great, only be careful when fighting the Shambling Mound cause that is immune to lightning. But generally you can make enemies either vulnerable or no longer resistant by making them wet.

9 upvotes on reddit
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AerieSpare7118 · 1 year ago

I’ve got one already!

The build is 11 Shadow Monk/1 GOO Warlock. In this build I offhand the knife of the undermountain king and mainhand the shadow blade. Then, I pick up all the crit range gear and crit 51% of the time. To boost damage dice rolled, I make use of the resonance stone as all of my damage in this build is psychic damage. For feats, savage attacker helps increase damage a buttload. Average damage ends up at over 100 damage per round this way (including damage that is not crits). Overall, its a pretty good honor mode build that gets pushed over the edge when paired with a beastmaster ranger with the raven familiar or a smite swords bard with the shar spear of night (darkness party comps) because the shadow monk greatly appreciates a party that can increase areas that it can teleport around and hide through. It also does not rely on strength at all, so you COULD dump your strength stat and go full dex/wis/con if you wanted.

For this build, you use the Shadow Blade in your mainhand and the knife of the undermountain king in your offhand. You hold the resonance stone, wear the dark justiciar helmet, the shade slayer cloak, the deadshot bow, the graceful cloth, legacy of the masters (or helldusk gauntlets), sentient amulet, shadow blade ring, and ever sight ring. You must drink the elixir of viciousness as well. For feats, you take savage attacker and if you aren’t playing as a gith or dwarf with medium armor proficiency you also take the moderately armored feat (with +1 dex).

Basically, the way it plays is that on your bonus action, you hide, then you use shadow strike to try to land a crit (at 51% crit chance bc the enemy must be in darkness). Factoring in crit chance and chance to not crit, your average damage of one strike ends up at around 100 damage.

11 upvotes on reddit
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r/BG3Builds • [16]

Summarize

What are your favorite B-tier builds?

Posted by naplesbad · in r/BG3Builds · 1 year ago

I say B-tier, I really mean underrated builds for this game. I browse this subreddit, and most everyone talks about the same builds over and over (looking at you Swords Bard!)

While these builds are incredibly powerful, most of them tend to trivialize encounters to the point where none of the other characters get to shine in combat at all.

Ban list!

(For discussion's sake, off the top of my head- feel free to add some to this ban list if necessary)

  • Swords Bard. Truly the do-it-all class that eclipses all the other classes in damage / control.
  • Paladin / Full spellcaster Multiclass
  • Light / Life / Tempest Domain Clerics
  • Builds that center around Radiant Orb / Arcane Acuity / Reverberation
  • Gloomstalker / Assassin multiclass!
  • Tavern Brawler (feat is bonkers)
  • Open Hand Monk
  • Padlock to take advantage of S.A.D. Deepened Pact + Extra Attack feature!

​

I'll start! I think Knowledge Domain Cleric is underrated for a CC focused spellcaster!

​

Edit: formatting

145 upvotes on reddit
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nsccss · 1 year ago

But you don't need str if using wisdom for attack/DMG with Shillelagh, so isn't just a torch that adds 1D4 fire as well just better? If you get wisdom up to at least 18.

6 upvotes on reddit
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NerdHerderOfIdiots · 1 year ago

I have yet to face a act three boss that laezel cant solo kill in sub 2 rounds, actions surge+haste+GWM+damage riders is just silly damage.

A certain zappy dragon never even made it to his turn

9 upvotes on reddit
WhatAreYou_Casual · 1 year ago

If only PAM worked correctly and we could go to lvl 13.

11 fighter w PAM and 2 barb for reckless attack.

Absolute monster in terms of damage

3 upvotes on reddit
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limukala · 1 year ago

I’m playing one right now! I actually was thinking it would be an OP build, but Arcane Acuity doesn’t actually affect your Pact Weapon accuracy. I’m having a blast though. I built a drunken wrecking ball. 

He wields Punch Drunk Bastard, wears Amulet of the Drunkard, Hat of Storm Scion whatever (arcane acuity on thunder damage), ring of Mystic Scoundrel + whatever other damage boosting ring, boots of stormy clamour + reverb gloves. 

 I try to have him pound a bottle of booze before the fight if possible, but he has lot of fun running into crowds with Armor of Agathys, drunkenly swinging his club around, knocking everyone down with  the noise of his approach.

12 upvotes on reddit
StevtotheE · 1 year ago

I tend to enjoy playing non-multiclassed builds. Lore bard is one of my favorite play throughs. Making an enemy miss an attack or saving throw feels so good. The utility of two magical secrets. Also, Dissonant Whispers is a great use of a level one spell slot, and fear is a great way to really control the battle field when you are already concentrating. However, this build is not OP compared to the builds you listed above.

3 upvotes on reddit
FinnAgain88 · 1 year ago

Both are great but I can’t stop adding Light Cleric 1 to everybody for Warding Flare. It’s good, not OP, but I just love clicking it and making a hit a miss lol

8 upvotes on reddit
S_quints · 1 year ago

Did this warlock build for my first ever full playthrough. I went high dex, then in act 3 got the elven chain armor (gives med armor prof) and whichever cape gives you blur at the beginning of combat. Was pretty untouchable against most enemies

8 upvotes on reddit
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Slipstick_hog · 1 year ago
  • Pure moon druid (I consider it a tier A though)
  • Pure fighter (not EK/TB thrower)
  • No TB OH monk
  • Shadow monk/Rogue
  • Lore bard. Many different builds but for example Lore bard 10/Div Wizard 2
  • Abjuration wizard gish. For example Gloomstalker 5/Abj wizard 6/White dragon sorcerer 1
  • Berserker/Gloomstalker big stick smash (Minsc)
  • Tiger heart barbarian/BOOOAL build
  • Drunken Master build (Punch drunk bastard)
  • Spore druid
  • And the list goes on....
66 upvotes on reddit
XxVerdantFlamesxX · 1 year ago

Pure moon druids are SO GOOD. Once the wild shape's health is down I still have nearly all of my spell slots to come out blasting, then bonus action back into another wild shape. They may be my favorite.

4 upvotes on reddit
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Cry0manc3r · 1 year ago

How'd you build the Tiger Barbarian BOOOAL build?

8 upvotes on reddit
MrPoopMonster · 1 year ago

Unstable blood is so much fun to add to any Barbara build. Especially if you just use karlach for your barb. It would be nice if the thermodynamo axe work on each cleave target, but alas it is still fun. And tiger + wolverine keeps enemies in the explosion range.

1 upvotes on reddit
D
Derp_Cha0s · 1 year ago

Smack Battle Master on that list, second highest damaging class behind Sorcerer.

24 upvotes on reddit
See 12 replies
r/BaldursGate3 • [17]

Summarize

Looking for the most broken build with multi attacks.

Posted by [deleted] · in r/BaldursGate3 · 1 year ago

Need a build that does very high damage and has multiple attacks available to throw in the first turn, with or without multi class.

1 upvotes on reddit
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houseofleavves · 1 year ago

Think it’s 2 fighter + 5 assa rogue + 5 gloomstalker ranger in the builds I’ve seen on tiktok

2 upvotes on reddit
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The_Cheeki_Breeki · 1 year ago

I mean, straight lvl 12 battlemaster is pretty busted.

2 upvotes on reddit
meatmybeat42069 · 1 year ago

Monk (Flurry of Blows), Thief Rogue (double bonus action), Gloomstalker Ranger (Dread Ambusher), Fighter (Action Surge) maybe? That’s 14 attacks in one turn if my math is correct

1 upvotes on reddit
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chalne · 1 year ago

It's... not? 2x flurry (2 bonus action), gloom 1 (free) , 2x main hand (action). That's 7. Action surge will give an action for 2 more main hand attacks. Thats 9 total in the first round. Second round will be 6 because no surge and no gloom. You'll also run out of Ki points with that few Monk levels.

Edit: actually it's even worse because none of the classes qualify for extra attack. Monk 4/gloom 3/thief 3/fighter 2 = 12

1 upvotes on reddit
meatmybeat42069 · 1 year ago

Ope, you are right. I misremembered that Action Surge does not replenish bonus actions

1 upvotes on reddit
S
SilithidLivesMatter · 1 year ago

Open Hand Monk/Thief will get 4 per turn. Berserker/Thief will get 4 per turn after the first turn's rage. Battlemaster gets 3 per turn and maneuvers. Gloomstalker gets a free opening round attack then it's two Action attacks, and if using Hand Crossbows, will have a Bonus Action attack with the offhand for 3 normal attacks, one extra opener.

4 upvotes on reddit
V
Victorvnv · 1 year ago

Doesn’t get much more broken than this :

https://www.reddit.com/r/BG3Builds/s/QYKUPqZg6c

1 upvotes on reddit
See 7 replies
r/BG3Builds • [18]

Summarize

What are the max damage builds?

Posted by P4pir0 · in r/BG3Builds · 1 year ago

What are the builds that does the most damage in the game? like a build where you do some massive damage numbers.

(not counting giving money and doing damage with the tax collector weapon special attack)

135 upvotes on reddit
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D
Della__ · 1 year ago

I think the absolute maximum damage per turn is Hamarhraft ilithid-monk-barb-thief. You have to get the absolute maximum speed you can get, that is, I think, 50 base speed, and then you dash (and take similar actions) 4 times (action, haste action, cunning action, click heels) after that you get to something like 300 m of movement speed to spend in 1m increments with ilithid flight. With the hammer it translates to 300d4 (~800) thunder damage. Then you add a support with phalar aluve and some damage riders (rings+ Lightning charges) and you end up with something ridiculous like 600d4+2100 aoe damage.

The terrible thing about this build is that a single turn can take up to 20 minutes to execute, it gets boring really fast, but you can keep the hammer as a backup insurance if you get yourself in a fight you can't win otherwise.

104 upvotes on reddit
Y
yogabackhand · 1 year ago

Agree that it sucks to play. I gave up on the build after a few combats. Aside from max damage, I also want to click as few times as possible per combat 😏

0 upvotes on reddit
R
robertjohnson06 · 1 year ago

People need to stop mentioning this "build" as if it's actually a viable way to play a video game.

I made it through one combat encounter with this build and was bored after about 3 jumps. It's honestly not worth mentioning to people for the reasons you already spelled out in the end.

It's so tedious and cheesy. You're no longer playing a game, you're setting up 80 tiny jumps so that you can watch a health bar go down in the most excruciating manner possible. I know a lot of you don't play this game with others, (and refer to it as a single player game even though it's both) but I often do and there's no way you're doing this annoying shit while friends watch.

And.... There's no reason to resort to such a cheesy, lame tactic anyway. Thrower, lum armor, sharpshooter, etc. builds tear through encounters quickly and it's actually fun to play. All in all, I award this build no points and may God have mercy on its soul.

40 upvotes on reddit
S
Shezestriakus · 1 year ago

Can go significantly faster than 300m. This is the best I've managed, though I'm sure higher is possible. Haven't thought about it in a while, and there's still some things I need to test.

Movement speed stacking has some weird rules that took me a bit to decipher. Balancing the correct amount of movement before dashes and special exceptions is actually quite important thanks to caps and key thresholds. Bigger number not always better.

Jump build is absolutely horrible to play, but undeniably #1 in DPR potential. Lots of riders rely on attack rolls to trigger btw, and don't work with Hamarhaft.

Edit: Presuming we're ignoring infinite money Twist, which has no cap (and each instance is a DRS).

33 upvotes on reddit
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Thaddeauz · 1 year ago

Ignoring builds that work on gimmicks (Twist of Forture, Jump Hammer, etc)

Sword Bard Titanstring Bow with Elixir of Giants. Everybody will debate what are the best version of that build. To me the best two versions are Sword Bard 10 / Fighter 2 for normal fighting or Sword Bard 6 / Assassin 3 / Gloomstalker 3 for surprise attacks.

TB Monk 9 / Thief 3 with Elixir of Giant. Pretty typical build you move fast and hit a lot.

TB Berserker 5 / Thief 4 / Champion 3 with Elixir of Giant. You throw and hit hard AF.

Paladin 6 / Warlock 5 /whatever you want for last level. But that's only in tactician and lower, losing the 3rd attack in Honor mode AND haste only giving you 1 more attack make that build very average in honor mode.

Fighter 11 / War Priest 1. Similar to the build before, this build really suffer in Honor mode.

Warlock/Sorcerer. Machine gun Eldritch Blast, but there is several version of that build. Warlock 2 / Sorcerer 6 / Champion 4, you max your crits for max damage and CC. Warlock 2 / Sorcerer 10 for less damage, but the ability of Twin Haste give your party more overall damage. Warlock 2 /Fighter 2 / Sorcerer 8, an hybrid between the two. This build is very depending on the items to really push to the top.

Tempest 2 / Sorcerer 8 / whatever you want for the last 2 level. Max damage AoE Lightning spell go brrrr.

Storm Sorcerer 1/Cleric 5 / Whatever you want after. Max your movement speed and run/fly around dealing damage with Spirit Guardian. The more enemies there is, but more damage you will do. Very situational build, it's always good and it have a lot of synergy with gears, but if enemies are too spread out or you fight few enemies, then it's not a top damage build anymore.

I'm sure there is more, but those are the one I played myself.

20 upvotes on reddit
P
Powwdered-toast-man · 1 year ago

This is a very good question,

Probably not mathematically the strongest build but would nominate swords bard with titanstring longbow with 2 dip into fighter, 1 dip in war cleric. You have to be an elf for longbow proficiency though.

You max your dex at 22, use a cloud giant elixir for 27 str which gives you a stupid +14 to damage, ranged slashing flourish attacks twice, so with action surge and extra attack that’s 8 attacks that have an extra 1d8 because slashing flourish adds bardic inspiration die ti the attacks. Use sharpshooter for +10 to each of those attacks. Just this alone is 112(damage from stats), 80(sharpshooter), 8d8(bardic inspiration), 8d8+8(the bows actual damage).

Of course then you add all the gear that adds damage on hit like helldusk gloves which give you an extra 1d6 per weapon attack, caustic band for 2 damage per shot, that ring that does 2 damage per attack if target has radiant orb, diadem of arcane synergy, have a part member active phalar Aluve,, have an oath breaker Paladin in the party, have the Paladin use elemental weapon on you, risky ring to have advantage so all your attacks don’t miss, coat your weapon in purple worn toxin for 1d10 per attack

Then the standard haste, war priest extra attack (I would use the special arrows that do double damage for these regular attacks without slashing flourish) for more attacks.

Then have someone with bhaalist armor stand next to the target to make it vulnerable to piercing to double damage taken.

That’s all I can think about right now but don’t think anything can really beat that.

Edit: nm about the long bow proficiency gloves, fights get long bow proficiency. I forgot that and added that by mistake, which is why I also added helldusk gloves later.

43 upvotes on reddit
Gersinhous · 1 year ago

Question, fighters dont get long bow profeciency?

10 upvotes on reddit
H
hammonswz · 1 year ago

Having played a Sword Bard like he described, the fighter dip wasn’t until act 3. My solution was Gloves of Archery which provide +2 damage and Long bow proficiency.

It power spikes off cadence with other classes. Powers up at lvl 3, 6, 8. Getting slashing flourish at 3 is similar to getting extra attack two levels early.

12 upvotes on reddit
P
Powwdered-toast-man · 1 year ago

Was a mistake because I’m playing a pure drow bard right now and am using the gloves because I have to and mixed it up.

That’s why later on I said helldusk gloves even though I said the king bow proficiency gloves earlier lol. My mistake

4 upvotes on reddit
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RyanoftheDay · 1 year ago

Single target or multi target? Honor Mode rules or non-Honors? Sustained or burst? Barrels or no barrels?

Like, a Gith Bard 10/Paladin 2 with the Silver Sword of the Astral Plane, Strange Conduit Ring, Callous Glow Ring, Githyanki Flight boots, after taking flight, under the bliss stone passive buff, against an enemy tagged with brand the weak: slashing that's also wet, with a fully upcasted Magic Weapon + Elemental Weapon: lightning, with diadem of arcane synergy, whatever gloves and amulet contribute to damage, with Psionic Overload Active, doing a Banishing Smite + fully upcasted Divine Smite is probably close to the highest single target damage per screenshot in honor mode.

29 upvotes on reddit
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theswillmerchant · 1 year ago

This is gonna be a real face palm moment but banishing smite can stack on divine smite? Holy hell

10 upvotes on reddit
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Figorix · 1 year ago

This is not possbile unless you want to avoid all good items. honour mode diables almost all DRS meaning the same setup on tactician can do 500dmg+ per hit, while on honour it will do maybe 60 on hit

8 upvotes on reddit
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r/BaldursGate3 • [19]

Summarize

Can you recommend a good damage build ?

Posted by c4w0k · in r/BaldursGate3 · 1 year ago

Completed my first playthrough with a dual wield swords bard / thief rogue / champion fighter. Fights didn't last very long, everything was dead very fast. Could you recommend me a good monk or paladin or some high damage class build that will not leave me disappointed after my first character?

1 upvotes on reddit
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ancunin · 1 year ago

tavern brawler open hand monk is busted

1 upvotes on reddit
kingsknightzero · 1 year ago

cRPG Bro has a Monk build I'd recommend checking out. Uses Tavern Brawler but dumps str and instead uses a limitless supply of hill giant elixirs to always have 21 str. I'm using Mortismal Gaming's Terror of Tiamat build for Minthara (Paladin Cleric hybrid) that's pretty fun but it's more of a boss killer than something meant for large encounters.

2 upvotes on reddit
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r/BG3Builds • [20]

Summarize

What is the best damage and what is the best control build for a sorcerer?

Posted by Son_of_Calcryx · in r/BG3Builds · 1 year ago

Looking for pure damage and control builds (gameplay, spells, stats/feats).

Is multiclass better than pure 12 levels on a sorcerer subclass?

15 upvotes on reddit
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Downrightskorney · 1 year ago

If your willing to take a two level dip into warlock sorlock disco death mode is fun. You take two levels of warlock for agonizing blast then draconic sorc with a lightning colour. You find the staff that gives the stacking ability for lightning damage in act one and once you hit level eight you'll have the six levels in sorc you need for your charisma mod to affect lightning damage so you can spend turn one hasting yourself and hexing your target. You quicken your first eldritch blast so that you can blast three times, each blast gets 1d6 from hex, d10 from the blast itself + your charisma mod, one lightning damage +charisma again from draconic. If you find the hag hair and up your charisma to 20 for your first feat you can get each beam to 10+d6+d10 with four extra damage every time you hit five stacks.

1 upvotes on reddit
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biboo195 · 1 year ago

The lightning charge build hasn't worked since Patch 3.

4 upvotes on reddit
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Balthierlives · 1 year ago

Magic missle blaster is always good.

The great thing about MM is stats are irrelevant and it’s all about proc damage from accessories and equipment. You can get the sparkly staff and the magic missle necklace form the under dark in like the first 1-2 hours of gameplay if you k ow where you’re going. Then you gradually find accessories along the way. It’s a satisfying buildup too and not long some builds that build too early or too late. It stays relevant the whole game.

I think sorcerer would be good for this build but at lv 10 you’d want a wizard for the modifier to damage you get that adds to magic missle. Until then you could go maybe fire draconic bloodlines sorcerer for fire resistance,

I find a lot of sorcerer builds suck. With MM you always hit, each hit has a chance to break concentration, and you can layer so many damage hits it’s crazy,

-4 upvotes on reddit
A
AerieSpare7118 · 1 year ago

Nah, MM is not the build for sorcerer, its scorching ray

2 upvotes on reddit
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Balthierlives · 1 year ago

Scorching ray is ok but it misses. Sure with feats you can remove resistance to fire damage so it always hits but I just find it underwhelming compared to magic missle

-3 upvotes on reddit
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AerieSpare7118 · 1 year ago

Best dpr for pure sorcerer would probably be a scorching ray build. Just go pure 12 levels into any fire draconic ancestry sorcerer for maximum metamagic, and take elemental adept: fire. Focusing on stacking heat and other things is what you should do.

For your hat: pyroquickness hat. This gives you an extra bonus action.

For your gloves: thermoarcanic gloves. This gives 2 levels of heat for each ray.

For your armor: helldusk armor. Cant really go wrong with this one since it sets your AC pretty high and you don’t need proficiency to wear it. It also works really well with the pyroquickness hat. Also gives you resistance against fire damage if you didn’t already have it somehow.

For your boots: Cinder shoes. Gives 2 turns of heat whenever you burn an enemy. This combos well with the helldusk armor and the amulet.

For your amulet: Amulet of Elemental Torment. Allows burning enemies so long as you stand on a burning surface. Also adds 1d4 fire damage to your attacks when on a burning surface.

For your ring: Callous Glow Ring. Adds radiant damage. Kinda just here for higher dpr.

For your other ring: Coruscation Ring. Each ray inflicts a stack of radiant orb, which is pretty strong.

For your staff: Markoheshkir. The ability to boost your fire damage and add heat for each ray is huge.

For your cloak: cindermoth cloak. Burns enemies. Works well with other stuff

For your ranged slot: hellfire hand crossbow. Grants a free level 3 scorching ray and allows you to burn if you’re hiding or invisible. Pairs well with greater invisibility spell.

Whenever you need AOE and there are too many targets, just drop a fireball. But your bread and butter here will be your scorching ray spell

28 upvotes on reddit
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congmingdexigua · 1 year ago

is it fun to play? - subjectively I mean. Would you go 12 lvl sorc or mix something else in there?

2 upvotes on reddit
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AerieSpare7118 · 1 year ago

Personally, I’d dip one level of warlock at level 12. This gives you hex to boost your damage further even if it isnt fire damage. That said, going the full 12 in sorcerer for all the metamagic points is very viable and very fun. You get to be a fire mage that burns people to death, which I personally find to be more fun than filling the area with water for a lightning sorcerer build

2 upvotes on reddit
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MostlyH2O · 1 year ago

Hat of fire acuity with spellmight gloves is really strong. Also I would use reverberation with the spineshudder amulet and boots of stormy clamor over Heat-generating items. The elixir of bloodlust is all you need. Also take knife of the under mountain king and rhapsody over markoheshkir. Rhapsody adds a flat 3 damage to any damage source.

You should use dead shot as your bow and take spell sniper as a feat. Crit fishing with spellmight is really strong and resource-efficient if you don't want to long rest as much. Reverberation knocks enemies prone and you can use crowd control like slow, confusion, hold monster, etc with no chance for enemies to make saves with your 7 stacks of elemental acuity.

2 upvotes on reddit
J
JaegerBane · 1 year ago

I’d probably go one further and say Hat of fire acuity is probably the best choice for any sorc with the exception of act 3 items like hood of the weave and birthright. Even then, it’s a contender.

Scorching Ray is probably the strongest offensive spell the sorc has at Act 2 so even a lightning or cold focused sorc would do well to pick it up, and if you have that, you can reasonably expect to have +4-5 to all your spell attack rolls and DC for the whole fight. At the point where you can get it, this is unbelievably strong. Having a save DC of 23 at Act 2 is big chungus

1 upvotes on reddit
D
Drea_Ming_er · 1 year ago

Just a quick disclaimer to chain lightning - easy setting of vulnerability to pretty much everything on screen without save check by upcasting create water either by other caster or in previous turn makes it even more huge. Just leads to weakening fire damage, ergo fireball... And that's why you should use Lightning Bolt instead :D. Same damage as fireball + extra easy make anyone vulnerable card but a little (sometimes quite a lot) trickier AOE.

2 upvotes on reddit
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Monk-Ey · 1 year ago

####Sorcerer guide longpost

  • Sorcerer 12 gets best all-around in a normal playthrough: high damage and high CC due to DC stacking
  • Sorcerer 10 Tempest 2 gets best burst damage, which is relevant in the base game if you're not above resting often
  • Sorcerer 8 Thief 4 gets best damage and CC if you're abusing Sorconomics and casting from scrolls
2 upvotes on reddit
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Related

best baldurs gate 3 barbarian build

AI Answer

🤖

bg3 best damage build

Key Considerations for a High Damage Build in Baldur's Gate 3 (BG3)

  1. Class Selection:

    • Rogue (Assassin): High single-target damage with sneak attacks. Ideal for ambushes.
    • Sorcerer (Draconic Bloodline): Access to powerful spells with high damage output.
    • Fighter (Battle Master): Versatile with multiple attacks and maneuvers to deal significant damage.
  2. Race and Subclass:

    • Choose races that provide bonuses to Dexterity or Strength, such as Wood Elves (for Rogues) or Half-Orcs (for Fighters).
    • Subclass abilities can enhance damage; for example, the Rogue's "Assassinate" ability doubles damage on surprised enemies.
  3. Ability Scores:

    • Focus on maximizing your primary damage-dealing stat: Dexterity for Rogues and ranged builds, Strength for melee Fighters, and Charisma for Sorcerers.
    • Aim for a minimum of 16-20 in your primary stat to maximize damage output.
  4. Equipment:

    • Use weapons that complement your build; for Rogues, finesse weapons like daggers or rapiers are ideal, while Fighters may prefer greatswords or greataxes.
    • Look for magical items that enhance damage or provide additional effects, such as increased critical hit chance.
  5. Tactics:

    • Positioning is key; utilize terrain and stealth to gain advantage on attacks.
    • Combine abilities and spells effectively; for example, use spells that control the battlefield to set up for high-damage attacks.

Recommendation: For a high damage build, consider a Rogue (Assassin) with a focus on Dexterity and stealth. Equip finesse weapons and utilize sneak attacks to maximize damage. Pair this with spells or abilities that control the battlefield, allowing you to strike from the shadows effectively. If you prefer spellcasting, a Sorcerer with a focus on high-damage spells like Fireball or Lightning Bolt can also be incredibly effective.

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