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As to your question, the first half of the feat SHOULD work with any melee weapon by 5th edition rules, but I can't say I've tried it in EA.
Basically it starts at -1 to hit, +2 to damage and it grows so that at level 20 it's -6 to hit and +12 to damage. It's more nuanced and useful all the way up. It wouldn't work in 5e though because proficiency bonus doesn't scale like AB, although I suppose the equivalent would be: you don't add your proficiency bonus to attack, but you add twice your proficiency bonus to damage.
However, keys are getting advantage. Have someone else trip the opponent before you go, or blind them with a spell or something else to give you advantage. Grease spell with a reach weapon. Darkness and devil's site (if it worked correctly), etc. Hold person, sleep, and others are also good times to use it. Height is a possible. Invisibility. From hiding... although hard to do although a fog cloud or darkness spell might work.
Next, would be cases where you can attack and they can't. Something like mobility (if it worked), a large movement + jump spell, reach weapons from a defensive location, etc. Basically, they can't hit you... so you move up, attack, and move back. If they can't reach/attack you... or will draw opportunity attacks from others... might still be worth it. Not quite as good would be any case where you have some strong defensive ability -- blur, really high AC, etc. -- if they are 80% likely to miss you, you are still better typically trading 3-4 attacks against you for 3-4 +10 damage chances.
Finally, anything which can increase the hit chances. Magic weapon, bless, etc.
Not in BG3, but if you had multiple attacks, you could shove someone prone and then attack with your second attack.
I'd generally say the encounters in BG3 are such that melee really isn't optimal and GWM is a bit harder to use.
You have to take this in consideration when building the character. A character with 16 STR or less will miss a LOT unless your party setup if focused on buffs for the wielder and/or debuffs for the targets. I played a 16 STR Oathbreaker with GWM and HATED him.
Me, I prefer to use it in really high STR char, specially barbarians (reckless attack) or Oath of Devotion paladins (sacred weapon). Frankly, I prefer to use 1h + shield in most other frontliners, picking the "dueling" passive at character creation to close de damage gap.
It’s especially awesome on a Barbarian, who can reckless attack to offset the -5 and roflstomp enemies
At first it's the only feat to which you must make conditions for it to be good.
And barb is the only class who can realize it with 100% efficiency with one button :D
Advantage is not only great to land your hit with -5 but also doubles your crit chance to get extra swing.
Indeed. It's pretty workable with Oath of Devotion paladins too tough, because of Sacred weapon (minus the double crit window). The issue is, BG3 has a TON of small encounters and VERY few really hard to kill enemies, so having a 10 turn window to actually shine X being better 90% of the time isn't such an attractive proposition.
I'm playing a Oath of Devotion RN and I chose to go the 20 STR route. Man, it's so refreshing NEVER missing, and since half the damage comes from the smite anyway...
I dumped cha for my last EA playthrough :D So my sacred weapon was totally useless.
Of course I won't ever do it in full walkthrough but it was a good experiment.
But really there are not so much situations in EA when wasting main action to sacred weapon cast worth it even with high cha.
While rektless attacks are almost always at your service :P
I didn't dump it, but didn't care a lot about it - it ended up at 14. +2 is still a relevant bonus (specially on top of the +5 from STR), but I only did that because I wanted to skil GWM and also wanted 14 DEX to use Spellthief to regain some spell slots for smite in long fights. Frankly, it's so rare to crit with the bow it doesn't really matter anyway XD
About sacrificing main action, I agree, but it's really not a waste if you pre-cast it, even if it doesn't last the full 10 turns.
Yeah. Spellthief description looks a lot better than it really works, unless you drink gallons of luck potions. I felt into this trap too.
Btw, GWM works also great with hold person. With sorceress it's a holiday of big numbers. Metamagic hold with twin spell or empower spell for more chances, and then watch enjoyable picture of guaranteed crits with GWM.
Not quite effective, due to overdamage but extremely fun to see those jackpot digits.
Sharpshooter is probably better. Especially since Ranger/Fighter can take Archery to reduce the -5 to -3. And range keeps you away from harm.
Shame it didn't make BG3.