Baldur's Gate 3

Baldur's Gate 3

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Eldritch Blast OP build?
Can anyone help how to get an Eldritch Blast OP build?
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Beiträge 1630 von 33
EB is never OP, it never does as much damage as you hope. The real goodness is in the multiple knockbacks.
The Eldritch Blast / Warlock is by far the most boring character in the game. Rinse, wash, repeat. Ugh.
Ursprünglich geschrieben von noisyturtle:
EB is never OP, it never does as much damage as you hope. The real goodness is in the multiple knockbacks.

Exactly! EB is amazing because the environment is very important in BG3: You can knock enemies from cliffs to inflict additional falling damage or killing them instantly in some cases (i am currently soloing the game on tactician with a warlock 2 / sorcerer x and it is simply amazing).
Ursprünglich geschrieben von Zaris:
I did a quick test build few days ago. If you want max dmg with eldritch blast go for:
- warlock 2 / rogue 3 (thief subclass) / sorc 7
- convert all spell slots in sorc pts (~23 max)
- robe from Alfira act 2 (rescuing Thieflings from Moonrise tower) (adds charisma modifier to every single blast)
- hat with cha +2 (22 total, somewhere act 3)
- advantage on attack roll ring (moonrise tower vendor -> 100% hit chance)

With that every blast does: D10+6 cha + 6 robe + D6 hex = 21 dmg
You can do hasted 2 actions + 2 bonus actions = 4 EB * 3 hits * 21 dmg = 252 dmg, you run out of sorc pts for quicklening after ~3 rounds, after that your dmg plumbs to 2 EBs = ~125 dmg

I saw a video earlier where a wizard killed a high hp boss with magic missile because 2 more "broken" items: gloves of dribbles the clown (adds D8 to magic dmg) and spellsparker (staff from waukeens rest rescue quest, adds also D8 dmg to spell dmg). It seems this two items add their dmg bonus to each magic missile which could also work on Eldritch Blast, didn't tried it out yet but if this is true your whole damage gets pumped up to:

EB: D10+6 cha + 6 robe + D6 hex+ D8 gloves + D8 spelllsparker effect = 30 dmg
Total: 4 EB * 3 hits * 30 dmg = 360 dmg

edit: On top of that you can use mind sanctuary (ilithid tree spell, 3 rounds, let you convert ap to bonus ap and bonus ap to AP) which means you can even convert your 2 bonus actions to action pts without quickening for 3 rounds after running out of arcane pts).


Since poster knows his numbers:
rogue 7 (for the 4d6) warlock 5, stalker gloves, mage tower staff, mighty robe (+ additional charisma modifier).
Eldrich blast + hidden strike + glove bonus + hex/curse and lightning proccs.

clean damage sequence in combat log shows 30 entries

theoretical max roll is ~610 dmg (@charisma modifier 6)

no sorcery points or fluff needed. hex. hide. aim.
dbond1 15. Sep. 2023 um 12:01 
I'm custom human warlock main with a one level dip in to paladin. Max Charisma of course. Paladin allows medium armor and martial weapons, so he wears the scale mail from the adamantine forge. AC 21.

Fiend subclass for Fireball and Pact of the Tome for Haste. No need to list all the spells.

Took Actor feat and later Beguiling Influence.

Result is a silvery tongued dealer of death and displacement. I really enjoy this build. A master of the art of conversation (don't ignore how powerful this can be, especially with the 1d10 class bonus), and does fantastic work in battle. Wasn't sure which class to go with for my first run, I usually play a ranger sort of main. But this has been very fun and it helps when you dig the character you're playing.
Lans 15. Sep. 2023 um 12:13 
Ursprünglich geschrieben von player-klaus:
Ursprünglich geschrieben von Zaris:
I did a quick test build few days ago. If you want max dmg with eldritch blast go for:
- warlock 2 / rogue 3 (thief subclass) / sorc 7
- convert all spell slots in sorc pts (~23 max)
- robe from Alfira act 2 (rescuing Thieflings from Moonrise tower) (adds charisma modifier to every single blast)
- hat with cha +2 (22 total, somewhere act 3)
- advantage on attack roll ring (moonrise tower vendor -> 100% hit chance)

With that every blast does: D10+6 cha + 6 robe + D6 hex = 21 dmg
You can do hasted 2 actions + 2 bonus actions = 4 EB * 3 hits * 21 dmg = 252 dmg, you run out of sorc pts for quicklening after ~3 rounds, after that your dmg plumbs to 2 EBs = ~125 dmg

I saw a video earlier where a wizard killed a high hp boss with magic missile because 2 more "broken" items: gloves of dribbles the clown (adds D8 to magic dmg) and spellsparker (staff from waukeens rest rescue quest, adds also D8 dmg to spell dmg). It seems this two items add their dmg bonus to each magic missile which could also work on Eldritch Blast, didn't tried it out yet but if this is true your whole damage gets pumped up to:

EB: D10+6 cha + 6 robe + D6 hex+ D8 gloves + D8 spelllsparker effect = 30 dmg
Total: 4 EB * 3 hits * 30 dmg = 360 dmg

edit: On top of that you can use mind sanctuary (ilithid tree spell, 3 rounds, let you convert ap to bonus ap and bonus ap to AP) which means you can even convert your 2 bonus actions to action pts without quickening for 3 rounds after running out of arcane pts).


Since poster knows his numbers:
rogue 7 (for the 4d6) warlock 5, stalker gloves, mage tower staff, mighty robe (+ additional charisma modifier).
Eldrich blast + hidden strike + glove bonus + hex/curse and lightning proccs.

clean damage sequence in combat log shows 30 entries

theoretical max roll is ~610 dmg (@charisma modifier 6)

no sorcery points or fluff needed. hex. hide. aim.

Related(?) question. Can you only get the CHA robes if you're "good" and side with/save Tieflings? I was planing to main a similar warlock EB build for my dark urge run
Snuptik 15. Sep. 2023 um 12:16 
Ursprünglich geschrieben von WeenerTuck813:
Take 4 levels of warlock, then 8 levels of Sorcerer.

Get Agonizing Blast

Wear the robes that add your Cha to cantrip damage (for 2x Cha)

Wear the hat that puts you at 22 Cha

Use the Lightning staff from Act 1

Hex your target, quicken metamagic.

Now you’re hitting with 6 blast beams each one getting +12 and +1d6 added to the 1d10 + However much lightning damage.

So 6d10+72+6d6 damage (average of 126 damage) per round plus however much lightning damage

For me personally,
The reason I go 4Lock/8Sorc is because I NEED 3 ASI (Which you won’t get otherwise).

2 ASI to cap Charisma, last ASI for Moderately Armored.

I need that so I can use the shield that does +1 spell attack and Spell save DC.
So +2 AC, +1 spell attack, +1 spell save DC.

Too good to pass up
dont forget the gloves that gives u -5 penalty to hit and add 1d8 dmg to the spell and haste on your character for more dmg.

Related(?) question. Can you only get the CHA robes if you're "good" and side with/save Tieflings? I was planing to main a similar warlock EB build for my dark urge run

check in the undercity, the guy in the house piled with corpses. he might sell a robe. did the build right after taking his quest. streamlined it, might make a post.
Sultar 15. Sep. 2023 um 12:32 
Lock 2 / warr 2 / sor 8 (draconic lightning dmg x2) - 17 Cha + 1 Hag

Agonizing Blast + Robes that add your cha to cantrip dmg
Lightning staff + lvl 6 draconic lightning dmg bonus x2
quicken metamagic + action surge

Insane burst
Items:
Spellsparker
callous glow ring
Coruscation ring
Necklace of elemental augmentation
Envocations:
Agonizing blast

You need to put light cantrip on your self. You will deal 16-25 dmg per hit and trigger hex twice per hit (plus 2-12 dmg). Enjoy.
Zuletzt bearbeitet von Ghost from warp; 15. Sep. 2023 um 14:36
If you want truly deadly build there are a few key things you will need:

1. Get as many attacks as you can with Eldritch Blast
2. Get as high bonuses to Eldritch Blast damage as possible
3. Survive

Let's start with first point:

All of these three depend on your itemization and leveling selection. Generally, for a safe bet you would want to go with Sorlock Build - 10 Sorc/2 Warlock. This can use Eldritch Blast effectively and cast level 5 spells, making the game more interesting later down the road. Some people prefer 8 Sorc/2 Fighter/2 Warlock, but I don't think the 2 fighter levels change as much, it's mostly due to the popularity of Action Surge.

Now if you want to go all in on Eldritch Blast, my suggestion - 2 Warlock/6 Sorcerer/4 Fighter. This way we not only maximize the number of hits, but also get decent sorcery slots, higher critical chance.

The Second point, about high bonuses. You will want to target two aspects - Eldritch Blast damage, and critical chance. This way you can maximize your input to the groups damage. I will list these in more of a random order, if you want to know in which acts you should get what check my guides below.

1. Agonizing Blast - bonus Eldritch Blast damage from Charisma proficiency
2. Potent Robe - additional proficiency damage bonus to cantrips
3. The Spellsparkler - early game staff, that applies bonus Lightning Charges, however, I think it only starts to shine from at least 2 Eldritch Blast rays
4. Blade of the First Blood - bonus critical chance
5. Knife of the Undermountain King - bonus critical chance
6. Covert Cowl - bonus critical chance while obscured (this is very easy to obtain)
7. The Dead Shot - bonus critical chance
8. Spellmight Gloves - bonus damage to Eldritch Blast
9. Callous Glow Ring - easy bonus radiant damage

These are the main things that will impact Eldritch Blast effectiveness. I did not list all options, as many more items will help you. I also have prepared guides that cover both of these setups with progression and itemization through each Act:
Sorlock - https://gamestegy.com/post/bg3/885/sorlock-sorcerer-warlock-build
Eldritch Blast Crit Spammer - https://gamestegy.com/post/bg3/967/eldritch-blast-build

Feel free to message me if you have any questions
Zuletzt bearbeitet von Zanuffas; 9. Dez. 2023 um 1:51
Ursprünglich geschrieben von zanuffas:
I3. The Spellsparkler - early game staff, that applies bonus LightningCharges, however, I think it only starts to shine from at least 2 Eldritch Blast rays
Currently bugged. If you dont have charges before first blast - only third blast will benefit from charges and only dmg not hit chance
You all forgot the most important part of all these silly 100000+ dmg builds: Phalar Aluve. Seriously that stupid thing needs to be nerfed.

Also you can stack thunder damage items to boost both EB and MM damage even further.

https://baldursgate3.wiki.fextralife.com/Gloves+of+Belligerent+Skies
can be stacked with the Spellsparkler to proc thunder damage (as well as knock targets prone), add:
https://baldursgate3.wiki.fextralife.com/Boots+of+Stormy+Clamour
https://bg3.wiki/wiki/Necklace_of_Elemental_Augmentation (if I remember correctly, this stacks as well with the thunder procs... but I haven't played that in a while so maybe not?).

And your EB/MM will be procc'ing all sorts of sillyness. The nice part is most of this is Act 1/2 gear. Of course the Act 3 gear is the best, but only marginally, and by that time 99% of the game is over...
Ursprünglich geschrieben von Kaisha:
add:
https://baldursgate3.wiki.fextralife.com/Boots+of+Stormy+Clamour
https://bg3.wiki/wiki/Necklace_of_Elemental_Augmentation (if I remember correctly, this stacks as well with the thunder procs... but I haven't played that in a while so maybe not?).
it was previously causing lightning charges to trigger additional CHa dmg bonus. it is not anymore. Despite my multiple bug reports, i never received any answer if it was intended or not. Taking in account that Nether blast still not working properly with Spellsparker - i think there is a bug.
Ursprünglich geschrieben von Ghost from warp:
it was previously causing lightning charges to trigger additional CHa dmg bonus. it is not anymore. Despite my multiple bug reports, i never received any answer if it was intended or not.

My understanding is that the nerf was intentional.

But I'm pretty sure (at least as of a few patches ago, not sure now) that the CHA bonus does apply to the thunder damage procs from reverberation.

Also I should add, there's a fun interaction between reverberation and frighten. Frightened targets can't move, prone targets must be able to move to get up, so your EB essentially becomes a stun machine gun. It gets pretty stupid when you can knock prone and frighten with a spammable cantrip that can be cast multiple times a turn.
Zuletzt bearbeitet von Kaisha; 9. Dez. 2023 um 4:07
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