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报告翻译问题
Unarmed:
Way of the Open Hands 9 / Light Cleric 3 give some value to the extra wisdom, not the best choice.
Way of the Open Hands 9 / thief 3 give you the most output of damage, cos you can use the extra normal unarmed attack and the extra WotOH attack with the avaliable bonus action.
Just focus in wisdom as primary stat and dex as secondary, use giant str elixirs until you get the club of hill giant strength
underdark - break the special chair at the topmost level of the arcane tower
Pick tavern brawler and ASI feat in any order you want.
You have better options later, and you can just dual wield for weapon effects, since your main damage output will come from extra unarmed attack or flurry of blows + ki ressonancing punchs.
If you wanna do a weapon monk, which i don’t see much use in BG3, just go dual wield dagger (or dagger and short sword) for a critical build.
Unlike the previous, focus on dexterity first and wisdom after.
Pick half-orc for savage strike. I don’t know if savage strike will scale with deft weapon from monks, but even if not, with how ofter you’re going to crit, it’s worth it.
I would pick way of the elements 9, fighter 3 (champion) to get access to two weapon fighting style, second wind and an extra -1 to the crit threshold.
Follow this crit build items below:
https://bg3.wiki/wiki/Critical_hit
And for feats, pick defensive duelist and ASI.
You can do a shadow monk, too, but i see no use in go beyond lvl 6 with one, you can go shadow mono 6, champion 3 and thief 3 for the extra bonus action. This may give you a lot of mobility cos can shadow step each turn with one bonus action and off-hand attack with the other.
I have no idea why should you use 9/3 monk since lvl 9 monk ability is useless, even as an aoe source of damage.
There is also the only head gear for you in act3 which gives you bonus action, so with a thief you have 3 now.
For max damage aka 125-162 per combo - use Ascended Astarion. (and aka ~90+ damage for a single hit)
Difficult terrain doesn't slow - well, after my cleric/druid reaches lvl 7 - Freedom of Movement forces me not to care about terrain and paralysed status effect.
1d/8 instead of 1d/6 seems pointless since you can add 1d/4 using a druid.
In the WotOH subclass, the lvl 9 features are usable per turn.
Unarmed builds have a big problem in BG3, as long you have a single weapon in hand, you can’t use action for unarmed attacks.
Ressonating punch allow you to use action (and doesn’t need ki points) for it even if you’re dual wielding, it trigger extra attack, and can also be used in the same turn as bonus action as well, allowing a thief to use ressonating punch + bonus unarmed strike or flurry of blows in the same turn.
In theory, you can trigger 5 hits per turn as long you have ki points, then 4 hits per turn if not.
Also, ressonating blast can be awesome, specially if you hit multiple targets then shove (or flurry of blows: push) ressonate enemies to each other, since it doesn’t cost action or bonus action and make ressonating enemies explode, taking 3d6 dmg + blasting in AoE for the same damage (ex: 3 ressonating enemies near each other = 3x 3d6 dmg to all of them without using action or bonus action).
This build may benefit from mobility feat btw, but ASI would need to be sacrified for this.
And as the cherry of the cake, deft strike make unarmed attacks 1d8 dmg at monk 9.
Not sure about resistance, you have insane Wis stat to prevent wis CC’ed status condition and ki defence to inflict melee disadvantage, also 1 time arrow redirect with no damage/almost no damage (if steel guards) - so kinda ok to play without barbarian.
Btw if I remember right - lvl 9 ki punch doesn’t stack with your main lvl 6 passive, that was the reason why I dropped level 9 and added Druid/fighter for more damage.