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.
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:
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:
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:
When building for maximum damage, consider the following:
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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shooting
He won’t be able to do much in shooting believe those are the max stats
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.
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.
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
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
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.
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.
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
Not rusty fork, but poo-scraper!
https://bg3.wiki/wiki/Poo-Scraper
That has got to be a nod to the infamous reddit poop knife story from years 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.
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.
Is armor of agathys out since it causes damage? Abjuration wizard with AoA is pretty solid (it’s actually ridiculously strong)
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?
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.
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.
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"
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.
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.”
My first resist urge was a paladin of vengeance and it fit so well.
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 😢
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.
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.
Unless it's Honor Mode. I keep playing it wrong and dying.
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.
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
Similar to AP kaisa?
Maybe in a sense, but this one this pack a punch in her autos. Just built to make use of her R more
AP kaisa's whole damage is in her passive (aka autos)
does malignance passive work?
All of them yes
What was your ult cd?
45s including the duration, without it its 30s
Age of Retribution !
Int/fth is the one of the best builds in the game..... If you have 80 int and fth.
Yes, it's really best in long game, double scaling catalysts out scale everything even at 60/60(at least what I tried)
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
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
Int/faith fell off hard from Ds3 to Elden Ring so pure faith could get the glow up that it deserved.
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+😭
Yeah, pyromancy was THE int/fth build, a shame fromsoft decided to cut it.
Still more going for it than Int/Arc with its whopping TWO spells.
Two mid spells, two mid catalysts and not a single proper weapon without infusions.
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
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
Staff Of The Great Beyond and cast anything you want.
Only your spell slots can limit you.
Conversion is first so you'd want to scale chaos damage not fire damage
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
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
Flat added fire and/or chaos damage.
increased/more chaos damage
Invest in chaos damage nods and not fire.
Poe1 also let you buff your fire and chaos damage and you’d double dip lol
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.
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'
You can also scale ignite and its magnitude because you still cause ignites that just do chaos damage now.
I think it basically says “you deal chaos dmg calculations instead of fire in your pub”
Because you are converting fire skills to do chaos damage.
In PoE2 when you use damage conversion you only scale the final damage type.
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.
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
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
Is this build for the high mage still the best for do more damage?
Best damage but it won't pierce through shields, low blast radius and low projectile speed
Aight 👌🏼
You could use dead vulture staff it's high fire speed, good blast radius, 40k base damage, and piercing
Sheesh that's high dmg
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 ?
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?
malignance rush has been best on kassadin since the item released. if you want true oneshot with no mana, go shadowflame -> rabadon
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
I see people build ROA first item all the time is that not good?
it used to be staple but many believe that malignance+ whatever powerspike at 11+ is more effective
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
Maliggas > shadowslayer > rab don > Bane of the Lich > Void
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):
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.
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.
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 😀
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
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
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.
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.
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.
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
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
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
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.
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
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!
Gloomstalker Build, which I followed Morgana Evelyn on Youtube for that guide, so much fun after lv3, and very OP.
Ima simple guy. Duegar gloomstalker/assassin is my favorite build. You can abuse so many of the games mechanics
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.
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.
Her builds are SO fun!!! Her rec for the Titanstring bow with strength elixers was such a game changer for my archer build
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
Why barb? I currently have a fighter Eldritch knight laezel that's killing it
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!
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.
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...
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.
The true build. Just hit things very hard
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.
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"
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.
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.
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
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
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
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.
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.
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
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.
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.
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.
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.
Evoker wizard magic missile does like 200 damage in a turn
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.
Just my thoughts on the main issues with MM:
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:
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.
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.
My frost evoker does like 500 plus dmg per turn 😅
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?
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!
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+
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
If your in ng+4 then I’m pretty sure the broodmother club has the best dps
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.
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
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.
what about weapons to get to NG4?
They get unlocked in NG+4
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?
-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.
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.
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?
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.
super curious about the poison maim topple build, what would you use for it?
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
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.
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.
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
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)
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.
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.
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)
I'll start! I think Knowledge Domain Cleric is underrated for a CC focused spellcaster!
Edit: formatting
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.
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
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
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.
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.
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
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
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.
How'd you build the Tiger Barbarian BOOOAL build?
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.
Smack Battle Master on that list, second highest damaging class behind Sorcerer.
Need a build that does very high damage and has multiple attacks available to throw in the first turn, with or without multi class.
Think it’s 2 fighter + 5 assa rogue + 5 gloomstalker ranger in the builds I’ve seen on tiktok
I mean, straight lvl 12 battlemaster is pretty busted.
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
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
Ope, you are right. I misremembered that Action Surge does not replenish bonus actions
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.
Doesn’t get much more broken than this :
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)
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.
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 😏
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.
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).
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.
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.
Question, fighters dont get long bow profeciency?
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.
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
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.
This is gonna be a real face palm moment but banishing smite can stack on divine smite? Holy hell
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
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?
tavern brawler open hand monk is busted
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.
Looking for pure damage and control builds (gameplay, spells, stats/feats).
Is multiclass better than pure 12 levels on a sorcerer subclass?
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.
The lightning charge build hasn't worked since Patch 3.
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,
Nah, MM is not the build for sorcerer, its scorching ray
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
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
is it fun to play? - subjectively I mean. Would you go 12 lvl sorc or mix something else in there?
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
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.
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
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.
bg3 best damage build
Key Considerations for a High Damage Build in Baldur's Gate 3 (BG3)
Class Selection:
Race and Subclass:
Ability Scores:
Equipment:
Tactics:
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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