Baldur's Gate 3

Baldur's Gate 3

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Patch 8 - multiclass combos and more. Your thoughts?
So, looking at patch 8, the new classes combo that goes straight in mind are:


Barbarian (Giant) 3 / Monk (Way of the open hand) 9
or
Barbarian (giant) 9 / Fighter (champion) 3
Obs: both cases with tavern brawler

Bard (College of Glamour) ???
Found this one terrible, doesn't combine well with anything.

Cleric (Death) 6 / Wizard (necromancer) 6
or
Cleric (Death) 6 / Druid (Circle of the Spores) 6

Druid (star) 12. Can't see much of a reason to multi-class it.

Fighter (arcane archer) 7 + ???, if curved shot affect eldritch blast, maybe Warlock 2 (The Great old one) + something else.

Monk (drunk master) no idea.

Paladin (Oath of the Crown) 7 + warlock (Hexblade or The Fiend) 5

Ranger (Swarmkeeper) no idea, but sounds that some combo is hidden there.

Rogue (swashbuckler) ??? + some combo with Warlock (hexblade), maybe Bard (college of swords) 3

Sorcerer (shadow magic) 10 + warlock 2 (new 10/2 eldritch blast meta).

Warlock (hexblade) 12
or
Warlock (hexblade) 5 + Rogue (Thief, assassin or swashbucker 7), since Hexblade 5 gives 2x extra attack with pact weapon and normal extra attack.

Wizard (bladesinger) 8 + Swashbuckler 4
or
Wizard (bladesinger) 6 + Bard (College of swords or valor) 6

Special reference to Potent spellcasting from light and knowledge cleric domain, that now have Bursting Sinew, and Toll the Dead Toll the Dead as options.

What are you all suggestions on the new classes? Any good combo for potent spellcasting now?
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Showing 16-30 of 41 comments
belgix Mar 19 @ 3:07pm 
My thoughts are:

Bah! Not enough to justify a second play through. I played only one game twice and my queue of games to play is far from empty. Basically to have a chance to play twice, this game shall have a DLC for new story and new lands. Now I have only one game that meet this requirement.
Last edited by belgix; Mar 19 @ 3:08pm
I'll prolly give my Star Druid a level of Life Cleric.
Originally posted by Kamuizin:
Many skills like this, flurry of blows from monk and frenzied attack for barbarians for example, doesn’t allow a second use of the skill in the same turn.

Hm? Been a long time, but I vaguely remember being able to Strike / Flurry / Strike / Flurry with my Monk (Open Hand) / Rogue (Thief) combo, with the second unarmed attack re-enabling FoB to use with the extra bonus action. Maybe that's disallowed in Honor or in a more recent patch than back when I played, though.
Kamuizin Mar 20 @ 12:28am 
Originally posted by Sentient_Toaster:
Originally posted by Kamuizin:
Many skills like this, flurry of blows from monk and frenzied attack for barbarians for example, doesn’t allow a second use of the skill in the same turn.

Hm? Been a long time, but I vaguely remember being able to Strike / Flurry / Strike / Flurry with my Monk (Open Hand) / Rogue (Thief) combo, with the second unarmed attack re-enabling FoB to use with the extra bonus action. Maybe that's disallowed in Honor or in a more recent patch than back when I played, though.

Pretty sure you can’t, but way of the open hand give variants to flurry of blows and you can use them separately in the same turn and ki ressonation punch cab be repeated if i’m not wrong.

Also, monk gives a unarmed strike bonus action too and you can use it and flurry of blows.
Zabu Mar 20 @ 2:53am 
Originally posted by Orion_King:
i think and this is based on nothing that the update will arrive next week, possibly thursday.

Nope
Farsha Mar 20 @ 3:16am 
Arcane trickster 4, bladesinger 8.
Creates stealthy spellcaster lvl 10.
With 2 attacks.
Might not be the strongest but it’s gonna be fun.
I think Hexblade 1 / Evocation wizard 11 is going to be even more disgusting than Evocation wizards already are. If you slap Hexblade's curse on a target, you get to add your proficiency bonus (+4) from Hexblade's curse and your INT modifier (+5 or +6) from Empowered evocation on Every. Single. Magic. Missile. Nuts.

With quick math it's... a lot. Like a 6th level Magic missile would give you 8 missiles that each do 1d4+1+4+6 = 13.5 at average. So 8 missiles would add up to 128 points of damage. That can't miss.

Two other builds I'm interested in are Hexblade 5 / Swashbuckler 7 and Open hand monk 6 / Death cleric 6.
Kamuizin Mar 20 @ 3:30am 
Originally posted by FunkyMonkey:
I think Hexblade 1 / Evocation wizard 11 is going to be even more disgusting than Evocation wizards already are. If you slap Hexblade's curse on a target, you get to add your proficiency bonus (+4) from Hexblade's curse and your INT modifier (+5 or +6) from Empowered evocation on Every. Single. Magic. Missile. Nuts.

With quick math it's... a lot. Like a 6th level Magic missile would give you 8 missiles that each do 1d4+1+4+6 = 13.5 at average. So 8 missiles would add up to 128 points of damage. That can't miss.

Two other builds I'm interested in are Hexblade 5 / Swashbuckler 7 and Open hand monk 6 / Death cleric 6.

Problem it’s a single target curse 1x per short rest. If song of rest refresh it and you have 2+ lvl 3+ bards in party, maybe it may work.
Originally posted by Kamuizin:
Originally posted by FunkyMonkey:
I think Hexblade 1 / Evocation wizard 11 is going to be even more disgusting than Evocation wizards already are. If you slap Hexblade's curse on a target, you get to add your proficiency bonus (+4) from Hexblade's curse and your INT modifier (+5 or +6) from Empowered evocation on Every. Single. Magic. Missile. Nuts.

With quick math it's... a lot. Like a 6th level Magic missile would give you 8 missiles that each do 1d4+1+4+6 = 13.5 at average. So 8 missiles would add up to 128 points of damage. That can't miss.

Two other builds I'm interested in are Hexblade 5 / Swashbuckler 7 and Open hand monk 6 / Death cleric 6.

Problem it’s a single target curse 1x per short rest. If song of rest refresh it and you have 2+ lvl 3+ bards in party, maybe it may work.
It's for bosses or such enemies, I'm OK with it being usable once per short rest for one level dip.
Balekai Mar 20 @ 7:28am 
Originally posted by AncientsLegacy:
I'll prolly give my Star Druid a level of Life Cleric.

Yeah Circle of Stars Druid is almost built for multiclassing 2 levels. You're using your wildshape charges for Starry Forms so getting to Level 12 for "Wildshape Improvement" save for the feat, is useless when the Starry Form version is granted at level 10, being Twinkling Constellations:

"Your Starry Forms are improved. The Archer's damage and the Chalice's healing are each increased by 1d8, and the Dragon gains the ability to hover and to Fly at a movement speed of 6 m / 20 ft. Once per turn, you may switch to a different Starry Form as a free action."

The flying would be pretty nice on a non Tadpole using playthrough.

Honestly I would think about just going full Druid to get to level 10 faster so your Luminous Arrow is better etc. for Act III. Most damage would likely come from Radiant/Reverb gear though.

With that in mind 6 or 8-9 (but why not just go to 10 by that point lol) levels of Star Druid would work as good break points for 2 feats while multiclassing.

Edit:

On Hexblade's Curse: Is the chance to curse on melee hit with binded weapon limited to 1 time per Short Rest, or is it just the "Hexblade's Curse" active ability that's limited?
Last edited by Balekai; Mar 20 @ 7:33am
Moonbane Mar 20 @ 8:22am 
Originally posted by Balekai:
Originally posted by AncientsLegacy:
I'll prolly give my Star Druid a level of Life Cleric.

Yeah Circle of Stars Druid is almost built for multiclassing 2 levels. You're using your wildshape charges for Starry Forms so getting to Level 12 for "Wildshape Improvement" save for the feat, is useless when the Starry Form version is granted at level 10, being Twinkling Constellations:

"Your Starry Forms are improved. The Archer's damage and the Chalice's healing are each increased by 1d8, and the Dragon gains the ability to hover and to Fly at a movement speed of 6 m / 20 ft. Once per turn, you may switch to a different Starry Form as a free action."

The flying would be pretty nice on a non Tadpole using playthrough.

Honestly I would think about just going full Druid to get to level 10 faster so your Luminous Arrow is better etc. for Act III. Most damage would likely come from Radiant/Reverb gear though.

With that in mind 6 or 8-9 (but why not just go to 10 by that point lol) levels of Star Druid would work as good break points for 2 feats while multiclassing.

Edit:

On Hexblade's Curse: Is the chance to curse on melee hit with binded weapon limited to 1 time per Short Rest, or is it just the "Hexblade's Curse" active ability that's limited?
The hexblade have a weapon proc on his bound weapon to hex a target. As well a guaranteed, but resting limited hex ability.
Last edited by Moonbane; Mar 20 @ 8:22am
Balekai Mar 20 @ 10:03am 
Originally posted by Moonbane:
Originally posted by Balekai:

Yeah Circle of Stars Druid is almost built for multiclassing 2 levels. You're using your wildshape charges for Starry Forms so getting to Level 12 for "Wildshape Improvement" save for the feat, is useless when the Starry Form version is granted at level 10, being Twinkling Constellations:

"Your Starry Forms are improved. The Archer's damage and the Chalice's healing are each increased by 1d8, and the Dragon gains the ability to hover and to Fly at a movement speed of 6 m / 20 ft. Once per turn, you may switch to a different Starry Form as a free action."

The flying would be pretty nice on a non Tadpole using playthrough.

Honestly I would think about just going full Druid to get to level 10 faster so your Luminous Arrow is better etc. for Act III. Most damage would likely come from Radiant/Reverb gear though.

With that in mind 6 or 8-9 (but why not just go to 10 by that point lol) levels of Star Druid would work as good break points for 2 feats while multiclassing.

Edit:

On Hexblade's Curse: Is the chance to curse on melee hit with binded weapon limited to 1 time per Short Rest, or is it just the "Hexblade's Curse" active ability that's limited?
The hexblade have a weapon proc on his bound weapon to hex a target. As well a guaranteed, but resting limited hex ability.

Gotcha thanks for the clarification (if I understand correctly lol):

1. On bound hex weapon hit you always have a chance to Hexblade Curse the enemy.

2. The actual usable Hexblade Curse ability on the other hand is once per short rest. Kind of an emergency direct application of Hexblade curse for say a VIP mob/monster at the beginning of a fight.
Moonbane Mar 20 @ 10:10am 
Originally posted by Balekai:
Originally posted by Moonbane:
The hexblade have a weapon proc on his bound weapon to hex a target. As well a guaranteed, but resting limited hex ability.

Gotcha thanks for the clarification (if I understand correctly lol):

1. On bound hex weapon hit you always have a chance to Hexblade Curse the enemy.

2. The actual usable Hexblade Curse ability on the other hand is once per short rest. Kind of an emergency direct application of Hexblade curse for say a VIP mob/monster at the beginning of a fight.

https://bg3.wiki/wiki/Bind_Hexed_Weapon
Bind to your main hand weapon. Its damage becomes magical, you cannot drop or throw it, and you become Proficient with it if you weren't already. When you attack with this weapon, there is a chance[See Notes] that Hexblade's Curse Hexblade's Curse will be applied to the target.

You can only have 1 pact weapon at any time. The weapon returns to its previous state if you are more than 1.5 m / 5 ft away from it for more than 10 rounds.


https://bg3.wiki/wiki/Hexblade%27s_Curse
Curse a target. Your damage rolls against the target gain a bonus equal to their Proficiency bonus. The number you need to roll a Critical Hit while attacking the target is also reduced by 1.

If the target dies, you regain HP Icon.png Warlock level + Charisma modifier hit points.
Properties

Cost:
 Bonus action
Healing:
Warlock level + Charisma modifier hit points
Details:
Recharge: Short rest


The chance to apply hexblade's curse on strike is roughly 20%
Last edited by Moonbane; Mar 20 @ 10:12am
Kamuizin Mar 20 @ 10:49am 
So you have a 100% curse chance 1x per short rest and a 20% chance for every attack, linked to “bind hexed weapon” ability, right?

It’s good, but maybe will not benefit a caster that much. This can combo well with hunter’s Horde Break, unless the skill bug (which is probable).

https://bg3.wiki/wiki/Horde_Breaker

I can see some good archer builds on this.
Last edited by Kamuizin; Mar 20 @ 10:50am
Moonbane Mar 20 @ 11:31am 
Originally posted by Kamuizin:
So you have a 100% curse chance 1x per short rest and a 20% chance for every attack, linked to “bind hexed weapon” ability, right?

It’s good, but maybe will not benefit a caster that much. This can combo well with hunter’s Horde Break, unless the skill bug (which is probable).

https://bg3.wiki/wiki/Horde_Breaker

I can see some good archer builds on this.
The hexed weapon have to be a melee weapon.
Last edited by Moonbane; Mar 20 @ 11:32am
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