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Frist build it just like any other fighter. But you have two main options. the first is to use your very limited spell options for buffs. If you do this you can leave INT low without a huge issue. The other is to lay into the spell casting side of things. If you go that way you will want at least a 12-14 INT for you spell DC to be worth casting spells on enemies.
If you DO go the more spell focused route kill Lump at some point to get the Int head band he has then you can respec dump your int and just wear that all the time.
The thing that comes to mind is that you should make the most of Bind Weapon. You could for instance use it to bind a throwing weapon so it will return to your character (long before getting a returning throwing weapon).
Polearm Master will allow you to use your bonus action for an extra attack without going into Dual Wielding.
Dual Wielding may not be the best option here unless you multiclass (or dual wield hand crossbows which do not require the dual wielding fighting style to be effective).
Ohhhh you can respec in this game? When and how? I played a lot in EA, but I've only just arrived at the goblin camp since official release.
Oh my god I love the entire concept of this. Rock spears, and throw it for my range option, having it come back afterward. That's so ♥♥♥♥♥♥♥ cool! Thanks for the great idea!
There is a club which provides regen on attack (gnoll act1) and a flail that gives damage reduction and AC.
Heavy armor damage reduction feat + adamantine heavy+flail + regen club and you are quite tanky.
If you want more damage, use scimitar with poison on concentration and ring that provides 14d psychic. All these apply to both weapons. You also can use 2 light weapons and instead of dual feat take something else.
My current feats are dual weilder, alert, heavy armor master and war caster. The order is up to you. You can also play around throwing things with tavern brawler and items which boost throw damage since you have weapon bond.
At level 8 you swap one of the spells to have both magic weapon and mirror image - don't forget!
Stats are 17-14-16-8-10-8 or smth. Use Warped Headband of Intellect. U can get it early in act 1.
I'm still tweaking this, but you get the idea.
On the build, I wouldn't really worry about intelligence on Eldritch knight. They only get access up to 2nd level spells and their spell slots are better spent on utility, buffs and protections. Shield spell is a must.
On two-weapon fighting, it's OK. I would go two-hander route and just slap fools. You get good survivability from shield spell and if you feel that you are in big trouble, blade ward and bonus action attack after level 7 is a good option to keep in mind.
In the ruined temple at the beach near the nautaloid crash site, there is an npc inside that the player can free, that character grants true rez and respec.
Spears? Pffft, you need to bind the Salami as your weapon. You can run around hitting people with a magic sausage and throw it around like a boomerang. Get tavern brawler, and there are rings and gloves that add extra damage on every attack (acid, fire, psychic). You will become a machine of meat death that the bards will sing about and cooks will fear.
Take 2 levels in Paladin so you can SMITE with your meat
Meaning if you plan to run a Throwing Build, then Eldritch Knight is probably a good choice. I forgot the name of the gloves that add an extra 1d4 damage to thrown weapon attacks, but they could be pretty good if you're chucking a high quality weapon at people.
There's a ring giving 1d4 to thrown attacks too.
My only issue with this is that throwing is a bit tedious to do, you have to click on throwing first, then select your weapon and then aim, sometimes discovering you actually don't have a line of sight.