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The real answer is - 5e doesn't give dual wielding the same tools.
Yeah, you could go all in and take 3 lvs in rogue for thief 2 bonus actions, paladin for 2 weapon style (remembering fighter action surge is less powerful compared to GWM buids), then spend your spell slots as smite - this is a good alpha trike build that basically empty the fuela tank in every short encounter.
Yet I realized only after the fact that it just isn't very viable. I do less damage than I do with a good 2h versatile weapon (which I can use as a Monk weapon), and it takes a "Bonus Action" to use an off-hand attack. Considering my bonus actions already are needed for both Illithid Powers (which the game seems to force to use bonus actions as a "reward" after a certain point) and for Flurry of Blows (my main damage and crowd control source in a pinch), in practice I just do a lot less damage. Despite needing feats and such to use two weapons effectively, the fact the game wants to use twice as many actions to do less than twice as much damage makes it feel bad.
I also find it very unfortunate that so many things I do as a Monk require bonus actions, yet I only get one unless I use my special Monk ability that only works once per Long Rest. I'll see how it is once I finish my current run.
Also, since he gets to attack right after a sneak attack, my other chars can move in and get off attacks from stealth before any enemy has a turn.
Good thing is I can always respec if later on he isn't so good.
Hunter Ranger 5 Assassin Rogue 7 with Dual Wielder works like this:
Use full 1d8 weapons instead of light weapons
+1 AC when Duel Wielding to make you even harder to hit on top of your high Dexterity + Light armor
Main hand attack has a max ceiling of 1d8+5 (if Dex can reach 20) + 1d6 from Hunter's Mark
Extra Attack is another round of 1d8+5 + 1d6 Hunter's Mark (because Hunter's Mark activates on every single attack not just once per turn.
Bonus Action Off-Hand Attack is ANOTHER round of 1d8+5 + 1d6 from Hunter's Mark.
With optional Haste we add a forth round of 1d8+5 and 1d6.
Then we add in 1d8 once per round for Colossus Slayer (better than once per entire combat damage from Gloomstalker) and up to 4d6 each round from Sneak Attack. If Assassinate or a crit lands? That doubles the dice on 1d8 weapon damage, 1d6 Hunter's Mark damage, 1d8 Colossus Slayer damage, and 4d6 Sneak Attack damage.
With advantage and 4 attacks per round, that's a lot of crit potential.
This isn't counting potential magic items I am not aware of in BG3 at the time of this posting that fit the 1d6 light or 1d8 normal Dex weapon types which may add even further damage.
If you think D&D 5E and by extension Baldur's Gate 3 isn't just as much fun for Dex focused builds (several more things want you to have high dex than strength) then you haven't messed around with build theory long enough.
Is this better than what a Barbarian with a heavy axe and GWM thaf actually lands that -5 to hit with +10 damage can put out? Maybe not... but it wont be any less fun if you favor finess over brute strength.
Besides... I can take our favorite badass Tiefling Bae with me and have the best of both worlds. My Hunter Assassin may be hard to hit with that extra AC and appropriate stealth tactics but, a sexy meat shield who can give as good as she gets certainly won't hurt my survivability.
If you want to do that go Paladin 7 Rogue 3 Fighter 2
Fighter 2 gets you fighting style and action surge, Rogue 3 gets you sneak attack and two bonus actions, Paladin 7 gets you aura of hate (charisma to attacks). More damage than improved divine smite.
Although currently Paladin 7 Warlock 5 also works really well because currently deepened pact and extra attack stack for three swings a turn, charisma attack, aura of hate, and short rest spell slots. With great weapon master you can potentially swing with a static +20 damage.
My above ALSO works with salami. It's my Combat Cold-Cut build!!
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