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video explaining how to build fighter/sorlock:
https://www.youtube.com/watch?v=Q4iw6MPxSDg&t=2285s
That is just for sorching ray. I think ill stick with sorcerer
ok lets maths this
scorching ray dose 1d12 per ray base level 2 spell shots 3 rays plus 1 for every upcast level so 7 rays at level 6
warlock only gets 2 level 6 spell slots
1d12 +5 (Elemental Affinity: Damage)
so it does a min of 6 to a max of 17 per ray = 6-17
6-17 x 7 = 42-119 plus hex 1d6 x 7 = 7-42 meaning 49-161dp
but downside is you can only cast two of those per long rest
I made mine to be a tactical nuke which could kill most bosses in 5 rounds for example
Gale cast haste on me i now can use eldritch blast 4 times per turn
one eldritch blast 18-35dp x 4 = 72-140dp (hex12-72)
72-140 x 5 = 360-700dp
Hex 12-72 x 5 = 60-360dp
meaning in 5 turns I deal 420-1060dp
so I will sit here with my mid damage tactical nuke and you can have a nice day
Ring of arcane synergy:
stacks arcane synergy fast on myself (this is fairly useless but if they come in melee range it helps)
With blood lust elixir and a fee haste this is 3 casts of elrtich blast 2 lvls into fighter and that's 4 actions per turn lol or 12 blasts which is 24 stacks of arcane radiance, your a god your welcome lol
2d6 per ray, 3 rays at level 2. Each level provides another ray. Each ray gets charisma modifier. At level 7 I can shoot out in two turns two quicken spells, 4 and a 3 then 3 and a 3. 18d6+45 the first turn and 16d6+40 the second turn without having the rely on another companion. 204 average maybe.
If we then take a level 7 warlock into account. You can do 2 eldritch blasts per turn plus charisma which will likely be 18 but lets say you min maxed and did the hair for 20. You do 2d10+10 a round. Another 2d6 if you add in hex. Average 56.
You said you need an entire second companion to haste you? so you can turn that average into 102. Still half the sorc output and lowering the party dps to set it up. That haste would be better on the fighter or barbarian that can do in one turn what you do in two.
My sorc also has 19 AC from draconic resistences, dex, clothing, and bracers. Sure you might be able to get more as ive seen boots and capes that give more. So quite self reliant.
I will still stick to sorcerer. You cant even sorlock because you cant convert warlock spells in this one and hex blade does not exist. You might as well have the sorcerer attack the hexed enemy to vastly out damage your warlock cause that one round 18d6+45 would get another 9d6 and haste the fighter or barbarian to also out damage when attacking the hexed enemy lol.
Quicken spell meta magic would allow two double casts but then you can convert other spells to get more double casts which is what keeps the sorcerer firing two spells a round. Maybe after 5 rounds the warlock might start catching up when you run out of spells and sorcery points but nothing tends to survive that long. Even then once the sorcerer has expended all their resources, the fighter and barbarian will still be out damaging your warlock if they got the haste lmfao
the stacking damage great because
Agonizing blast and gregarious robe is double stacking, elemental affinity and gregarious robe is also stacking on the lightning damage
Edit
Also if you dare to not rest after act2, take the Shar statue cha boost, it's +5 until long rest
Edit2
After doing a bit respect with just the electric shoes
The damage of one action worth of blast is
1d10+cha(7)+cha(7)
Hex dmg
1 lightning damage+ cha +cha
Hex dmg
1d10 +cha +cha
Hex dmg
1 lightning dmg +cha +cha
Doesn't count hex dmg for some reason
1d10 + 2xcha
No hex also
1 lightning +2xcha
Haven't action surge, monster dies to crit on 3rd blast rip
E.g. Fighter 2/Warlock 2/Draconic (Bronze/Blue) Sorcerer 8 (I don't think a thief 4 level dip is honestly worth it for the bonus action and you can get one from helm of grit or circlet of fire (if you mix in a scorching ray) anyway).
https://bg3.wiki/wiki/Potent_Robe
https://bg3.wiki/wiki/The_Spellsparkler or later https://bg3.wiki/wiki/Markoheshkir
https://bg3.wiki/wiki/Birthright
Using Haste Potion/Haste from someone else, Hex, Action Surge, Quicken Spell we can cast 4 EBs per turn for a total of 12 rays. Assuming
12 * (1d10 + 12 force + 1d6 necrotic + 11 lightning + 12 force (again) + 1d6 necrotic (again) + 1d4 psychic (psychic overload)) = 600 damage / no crits
To explain what's happening +1 damage from lightning charges registers as a separate damage proc and triggers Agonizing Blast, Potent Robes and Hex a 2nd time (most likely not intended). It also benefits from Draconic Sorc CHA to damage and Markoheshkir's Kereska's proficiency bonus to damage (that works per RAW).
vs a Wet target the damage will go up by 11 * 12 for a total of 732
if you paralyze the target with Hold Monster/Hold Person first and cast from 3m for auto crits
12 * ((1d10 + 1d6 necrotic + 1d6 necrotic (again) + 1d4 psychic (psychic overload)) * 2 (crit)) + 22 lightning (wet) + 12 force (again) + 12 force) = 932 damage
You can push this further by being under 50% hp and using helm of grit for an extra bonus action and 2 quickens for example for 1140 damage.
If the double proc bug is fixed the damage goes down to 414 / 546 / 704 / 855 respectively which is still a lot.
There are some other things you can throw in to do even more damage like Amulet of Elemental Torment and standing on a surface but I'll leave that to you.
Spamming rays of fire is still going to beat this for nova damage though, but the more interesting thing here is the "low resource" mode where you only have Haste and Kereska's favour (since it's until Long Rest)
The damage in this case is 6 * (1d10 + 12 force + 11 lightning + 12 force (again)) = 243 with very little resource usage (a single cast of haste which we can cast ourselves, plus once per rest cast of the blessing), which is still quite respectable. The 2nd proc is bugged though and if fixed would bring us to 171, which is still not bad.
you can take pact of the blade to get the attack/damage from charisma conversion from hexblade