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There is also an elixir of blood lust last till long rest gives an additional action on kill every turn, it's fantastic for this kinda stuff lol
i would say 2 levels in warlock and 10 in sorcerer works better as having hex for scorching ray, especially against a boss would help as its a free 1d6 per ray and i dont think it should affect level 6 spells
If you just want hex, it's better to stay pure sorc and grab magic initiate warlock feat. More caster levels and faster spell progression. You can even get EB but you'll be missing Agonizing Blast which is kinda what makes it appealing.
These gloves https://bg3.wiki/wiki/Helldusk_Gloves also give you a 3 x 3d6 fire rays cantrip to simulate EB, although it's lategame stuff.
Some short rest spell slots to convert into sorcery points is very nice tho.
ya but if you add items you can improve eldrich blast by a lot
do 2 levels of warlock and 10 sorcerers with items like:
potent robe - Adds charisma modifier to cantrips
The Spellsparkler - When the wielder deals damage with a spell or cantrip, they gain 2 Lightning Charges.
So draconic sorcerer with lighting ancestry makes that 2 into 7 lighting damage per bolt
agonising blast adds 5 per bolt
then potent robe adds 5 more per bolt
meaning one bolt of eldrich blast now dose 1d10 +17 x 3 = 3d10 +51 per eldritch blast
then quicken spell allows you to cast that two times meaning 6d10 +102
adding hex on to that in one turn with two attacks you can do 6d10 + 6d6 +102
then there is items like
Birthright - + 2 charisma increasing the modify to +6
Gloves of Belligerent Skies - Thunderous Conversion: When the wearer deals Damage Types Thunder, Damage Types Lightning, or Damage Types Radiant damage, inflict 2 turns of Reverberation upon the target(s).
(and considering you deal 3 instances of lighting damage it gains plus 6 reverberation which deals an addition 1d4 thunder damage)
plus if you can off-hand the Markoheshkir you can cast scorching ray for free
I'm sure there are more items that have yet to be found that also increase help up the dp
plus the gloves only apply to weapon attacks.
Infernal Touch: Your weapon attacks deal an addition 1-6 Fire damage. Your unarmed attacks deal an addition 1-6 Necrotic damage, and can possibly inflict Bleeding.
I mean I have all of that listed just a few posts above where I described how to break EB damage.
The point of helldusk gloves for sorc is not the weapon damage they add, it's the cantrip they grant, Rays of Fire. It has 3 rays, same as level 10 Eldritch Blast and deals 3d6 fire per ray.
For Scorching Ray damage, Agonizing Blast is useless since it's not a cantrip. If you want Hex you can grab it with a magic initiate feat, and still have full sorc caster level and slots (and a 2 level warlock dip loses you a feat anyway).
For "low resource" mode Rays of Fire is still pretty nice on pure sorc, and the only damage they lack is the Agonizing Blast CHA to damage. it has another problem being fire damage, though this is partially solvable by Elemental Adept. EB is still better most of the time due to dealing force damage and being able to stack Agonizing Blast on top of everything else, but Rays of Fire provide a pretty competitive option for pure Sorc 12 without sacrificing spell levels.
Ultimately I think Sorc 12, Warlock 2/Sorc 10 and even Figher 2/Warlock 2/Sorc 8 all have their merits but for specifically Sorc 12 helldusk gloves provide a spammable cantrip that won't be too far behind sorlock's EB damage wise with the right setup.
More like tedious and boring. IF you want to do simple math, you can make up whatever you want all day long and do calculations. Nothing is stopping you.
Different strokes for different folks my friend, it's also fun to see those calculations play out in the game itself for some people. They determine what the best build is then proceed to attempt it in game to see how it plays out.
Good to mention you get the paladin auras to add charima to saves, taking half damage from spells, you can do aoe healing as a bonus action. Use paladin slots for your warlock spells.
Been playing with helldusk set for extra pladin/warlock RP on Wyll, fighting inside darkness with devil sight. Seems to be quite a bit more powerful than when he was just pure warlock or dipping into sorc whilst the sorcery point business is still a bit bugged for converting warlock spells.
The only real issue is I can't seem to use paladin spells with warlock slots until I completely run out of spell slots, I wish they wpuld let you pick and choose. Am I missing some trick? Lol
That was the issue sorcerers are having too. Luckily you can pick warlock slots for smites