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Buy chain lightning scrolls, cast wet with shadowheart ...
I've done it with several different teams but I can already see your problem. Lets see if I can help out a bit with some build advice for each of your chosen characters.
Lets start with Lae'zel. My assumption you're using the most optimal melee build for battlemaster, great weapon fighting. If you're not using the -5 to attack rolls with +10 damage you're already doing lower damage than average, even shadowheart could easily out damage Lae'zel at that point. If you are using it, unfortunately your hit chance could be as low as 25% in this fight which means you're unlikely to have productive turns.
What I'd recommend. If you're insistent on using the cool gith weapons I'd suggest picking up a few items. First option is the risky ring. This will give you advantage on all your attacks for disadvantage against saving throws. This is well worth it but if you're using the risky ring elsewhere there is still other options. The Eversight ring will give you blind immunity so you can benefit from being unseen in darkness or with fogcloud. Also pick up the Drakethroat glaive. Precast the buff on your greatsword to get a +1 to attack and damage and an extra 1d4 of either lightning or cold damage. Lightning works better for this fight. To increase our accuracy even further the gloves of dexterity gives us a +1 to attack rolls if they're not being used elsewhere. Every +1 is a 5% increased chance to hit and advantage is 25%. Having bless can help as well. An option here is to wear the whispering promise and drink a potion or use second wind to trigger the buff.
Alternatively the much stronger build will be more reliable but not as flavorful. Elditch knight with tavern brawler will in most fights have an 80 to 95% chance to hit the target with thrown weapons. With the weapon bound to you it'll always return to your hands. This gives you reliable and consistent damage at range. Combine this with expeditious retreat as your concentration spell along with the speedy light feet you get in act 1 along with the ring of flinging and either the Flawed Helldusk Gloves or Gloves of Uninhibited Kushigo for additional damage. Dash as a bonus action to get lightning charges each turn and proceed to stack up damage. Take the shield spell and the defense fighting style and you can easily get into the 22 AC or higher while shield is active without using up the cloak of protection or ring of protection.
Next we have Astarion. Assassin has some good burst damage but getting a surprise round here is going to be difficult. After the first round of combat assassin is almost a rogue without a subclass. Considering rogue is the weakest class in the game not having a subclass only makes things significantly worse and the risky ring and duel crossbows with sharpshooter isn't going to help much. You're still doing far below average damage for this fight and I'd suggest choosing another subclass or respecing him entirely.
The only viable option for these sorts of fights if you want to stick with rogue is thief. This will increase your damage significantly. Use the risky ring on this build it needs it more than anyone else. If you can, get to high ground and shoot with sharpshooter as much as possible. One warning here, if he gets feared he'll be far less effective.
Now if you decide to repec him there are far more options. Swords bard is the strongest subclass in the game on the strongest class. Start with 1 level in fighter and once you get 6 levels in bard take one more level in fighter and the rest of the way bard. What this does is gives you access to all armor and weapons and constitution saving throws which will be needed. Archery fighting style and two weapon fighting are the two styles you'll want to maximize hand crossbow damage. Take as many Illusion spells as you can, they'll become important in act 3. But for now they're situationally useful. There's a lot of build guides for this build online its not too difficult to find.
Another option is ranger. If you want to keep on theme, Gloomstalker is your best choice. Bonus to initiative and you can even multiclass with thief or assassin. Thief is generally better unless you can reliably generate surprise then Assassin is just very strong include for gloomstalker in those situations.
This is still a sharpshooter build so we'll want the ne'er misser and hellfire crossbow for this build. Use the Helldusk gloves or Dark Justiciar gloves for bonus damage.
Now for the Oathbreaker. Paladin is in a bad spot here and there really isn't an easy solution to fix them. Everything is going to be painful. I'd recommend getting to level 9 before descending into the Illithid colony and having enough experience to get to level 10 before descending. This will give you your best odds of winning.
Here we'll be going with a different build than what's normally recommended. We want to make sure you can both survive Everything but also keep up with damage. While Normally great weapon master would be ideal, we're not going to be getting that until act 3. And I'll explain how the build works up until then.
Here I'm recommending a classic sword board build and this will make sense, I promise. I've tested it and it will work just fine.
To start we're going to be a paladin. Doesn't matter the subclass we're going to break the oath anyway. Pick your favorite. We're going to dump Strength down to 10, put Dex at 14, Con to 15, Wis to 10 and Cha to 17. Alternatively you can put Con to 14 and bump either strength or wis to 12. But we want that 17 charisma and I think you know where I'm going with this.
After the first level of Paladin we want 3 levels of warlock. Pick your favorite. Fiend will increase survivability, Great old one will give you fear on crit and Archfae has a few nice spells like sleep and faerie fire we could use. Fiend is probably the easiest to us but it doesn't matter too much. What we're here for is the pact of the blade. Although we don't get the 3rd attack in honour mode, this doesn't matter. Scaling our attacks on charisma is what we want.
From here we're going back into paladin. Yes we'll be delaying extra attack until level 8, but we can always pick up warlock levels later and rely on Strength potions until then or respec once we're at level 8. You'll end up relying on Eldritch blast most of the time if you go this rout but its not bad damage at all so you should be fine.
For our Invocations we want Agonizing blast and either Devil's Sight or repelling blast. If you're playing a race without dark vision I'd recommend Devil's sight.
For spells we want Armor of Agathys, Hex and Misty step. We'll be able to pick up one to 2 more spells so of those, Tasha's hideous laughter, sleep, Invisibility or calm emotions will be your best choices. Depending on subclass.
Now, for our only Feat we'll have until act 3. We have a few options here. Resilient Constitution is a good option to take. If you've got a 15 in con this will round that up to a nice even number and allow you to maintain concentration easier. Once we get Aura of protection this wont be as big of an issue but its still highly recommended.
But What I'm going to suggest is picking up the ASI and bringing your Charisma to 19. This will increase your hit chance by 5% and the damage. We want to pick up Ethal's hair and boost that Charisma to 20. This will round us off nicely, giving us a +10% chance to hit and good damage boost which by the time we go to fight Myrkul we'll have a +21 to our melee damage from Charisma alone for this fight only.
Back to Paladin. For Fighting style we can plan for great weapon master for act 3 if you don't want to respec, but if you plan on respecing once you hit the right levels I'd suggest Dueling for the +2 to damage. Defense is a good neutral option which will be useful for the entire game.
For Spells we want command, Hold person, Bless, Shield of faith, aid and whatever else you want. Paladin doesn't get a lot of options so we take whatever works here. They have a very small selection of good spells.
For equipment we're going to get a few things. For the start of the game the Mourning Frost will be one of our best weapons we can get. Its a +1 weapon with added cold damage and it has the chance to increase its own damage by making enemies vulnerable to cold. This will be pretty good to start us out but we can do better later on. Once we get to act 2 our best option is Charge-Bound Warhammer. This will have bonus damage against wet targets and while bound is a +2 weapon. And we get a nice +1d6 lightning damage and extra weapon skills Mourning frost doesn't have.
For our shield we want Sentinel Shield. Our Initiative isn't good at only a +2 so adding +3 will be more than helpful for us. Alternatively we can wear the Gloves of dexterity and take a different shield like Justiciar's Greatshield to generate our own darkness as a bonus action to attack with advantage or even block projectiles. Both options are good.
Now for the meat of the build and why we're not taking Great weapon master just yet. In the Creche we pick up the perfect item for this build. Diadem of Arcane Synergy. This will add your spellcasting modifier to your attack damage. With our 20 Charisma that's a +5 damage. On average this means we're getting the same damage bonus as a thrown weapon user. While not as strong we are still able to smite which to my knowledge we can't do with thrown weapons. You combine this with the level 7 feature Aura of Hate and now our Attack rolls are dealing an additional +10 on top of the normal +5.
But I said +21 from Charisma? That's only +15. Well, before we free the nightsong we can unlock the Center statue of town and do the trial. If we do it with our Paladin we'll get +5 to charisma until our next long rest. So if we do this before assaulting moonrise we'll be at a 25 Charisma which puts our bonus at a +7. So +21.
To make the headpiece more reliable, Illithid powers can help. Making sure you enter the zaith'isk and succeed in the saving throws to get those powers as a bonus action. The primary powers we want are Ability Drain and Psionic Overload. Ability drain makes our Diadem trigger automatically and Psionic overload is an extra d4 of psychic damage at the cost of taking damage ourselves.
To further Improve this build we can also take Gloves of Belligerent Skies. This will also trigger the Diadem thanks to our chosen weapon.
While we're in the Illithid Colony we do want to pick up a specific item which will be good if you want to use Illithid powers and if you rescue Us. the Resonance Stone is an item which when you hold it gives you advantage on your physical checks and disadvantage on mental saves along with everyone around the stone becomes vulnerable to psychic damage. Very useful if you're using Illithid powers. Do note though that this includes you and there are a few enemies which are immune to to the steeped in bliss condition it applies including Myrkul so this is more of an item we want for act 3. I'd personally loot the entire colony but this is the only really important item here. Especially if you're using Gith greatswords with Lae'zel.
This will also help if you're using Strange Conduit Ring or if you decide to use Shadow Blade from the Shadow blade ring.
Now for the last one. Shadowheart doesn't need much. I'd change her subclass but it isn't needed. Light or Storm are the best but trickery will work just fine. With her its about taking the right spells and the right equipment. most equipment is obvious for her since a lot of it is designed for her. But the Blood of Lathandar is something you should pick up before act 2. This will help a lot since it'll keep her alive and blinds undead which sometimes works against Myrkul. You can build her to apply Radiant orbs or have her concentrate on important spells. Spirit guardians is a must. Bless is great and calm emotions are all good for this fight. And of course create water to increase your lightning and frost damage. Before descending I'd boost everyone's health with aid, have Shadowheart apply Death ward on everyone she can then use the refresh station.
With Her we can use Sanctuary as well if we need to get someone back in the fight. If you're still going down this will help to bring them back up and give you time to heal so they don't get locked in the death loop which often happens to melee characters.
Now, the last thing I'll say is Potions and scrolls. You pick up a lot along the way if you're still having trouble and don't want to do a bit of barrel mancy then there are more than enough scrolls in the game before this point to be casing Lighting bolt every round of combat.
Cast Fog/shoot arrow of darkness/whatever to prevent boss to use reaction/legendary action/whatever.
Monk can stun the boss, sorcerer can one shot skeletons to prevent anything else from special boss moves, kill/cc squid during 1st round, use dog with invis to free lesbian paladin, that's all.
If you use thunder cleric - you can pretty much do 1/3 of total boss hp with ez.
That's all, pretty stable fight if you understand how powerful fog/darkness is.
In general all what you need are sorcerer and monk, use whatever you want for others, I prefer monk, sorcerer, thunder cleric, paladin/fighter/bard party, while sorcerer is the main and the strongest double haste/CC user, monk as a nuker/stun boy, cleric for pure aoe damage via water + ez peezy double max damage lightning user and last one (there is no much difference between paladin and fighter) as a half tank, half melee dd user.
You can swap thunder cleric to light one to spam Radiating Orb, so the boss will never hit your melee character (assuming that you have 23 CC and blur/cloak - dex Ranger/Bard). add shield necklace + lore bard if you wanna laugh hard enough.
I am honestly not sure but that'd make it super easy, that thing turns the act 3 bosses into a complete joke.
a few pointers that doesn't require a specific setup.
you can throw the potion of necrotic resistance to hit all your party, halves his gaze damage.
Priest can use Calm emotion + sanctuary to prevents frightened status.
he is weak to blunt damage and can be bone chilled making doom hammer a perfect weapon for the fight.
oil of sharpness might help you get a better hit rate, grab the bless ring from volo too.
Aylinn is a wild card, she will either be completely useless or soloing myrkul. but you can't count on it to be reliable so plan for her being useless. that said getting rid of the mind flayer should be your turn 1 priority to avoid being stunned and charmed.
I personally have a healer on sanctuary, 1 dps for myrkul and 2 dps for trash until he start his healing mechanic, at that point they should ignore you and try to run for their master, and if he is bonechilled the heal wont work and they will die for nothing.
there is a very small edge on top of the platform where you can be out of the bonechill aura for heals, worst case you can always spend 1 turn disengage, top up downstairs and return.
if you struggle, frienzy throw barb really faceroll everything with returning pike and Tavern brawler..
As mentioned before, Darkness is your friend. So is going in with as many summons as you can get. Scratch, Us, Mayrina's late husband, the Cambion from Wyll's new rapier if you got it (note the Cambion will only stay in the fight as long as the rapier is equipped, so don't swap out and lose him on accident.)
Spells that don't have to target are great. Wall of Fire and Call Lightning will mulch the guy.