Baldur's Gate 3

Baldur's Gate 3

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[CRIT] Best Half-Orc build?
I'm trying to figure out what would maximise potential crit damage

A Rogue Assassin seems like a safe bet because you get the guaranteed critical on surprised enemies, and advantage gives you a 9.75% chance to crit. Landing a critical hit at level 12 with Sneak Attack would give, presuming you're using the rapier with 20 dex, would do 3d8 + 12d6 + 5, giving a range of 20 to 101.

A Fighter Champion could be good because their base chance to hit would be 10% and could continually become more likely. At level 12, if they use 3 attacks in a turn, that's a 27.1% chance to crit. If they use action surge for 6 attacks, that's a 46.9% chance at least one of those lands a crit. Presuming they use a greataxe, it'd be 3d12 + 5 for 8-41 damage. Great Weapon Master would boost this to potentially 18-51 damage

A Barbarian Berserker with Great Weapon Master could do 29 to 58 with a 18.08% to land one crit with 3 attacks

As I write this, I'm thinking that the best way to do this would be a multiclass

Thoughts on how levelling should work? Start as a fighter, stop at level 3 for Champion, and MC into a barbarian for levels 4-12 so I can get Brutal Critical?

Split 6:6 for 3 feats and 2 Extra Attacks?

8 Fighter 4 Barbarian for 4 feats?
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Showing 1-15 of 19 comments
Panda Mar 10 @ 6:58am 
Too much words, only champion class gives you lower crit, anything else doesn’t.

Wanna big damage - choose paladin, either pure or with a bard multiclass, so Bardadin > Sorcadin >= Pallock.

Rogue can do better SINGLE attack damage aka thief + paladin, but only in act 3 with a certain armor.

2 vengeance paladin 10 sword bard is optimised combo, pair him with PURE sorcerer for auto crits aka hold person/monster and you will be happy.

There is no much “crit” in the game, you can lower your crit dice like 20 - 1 from potion - 1 from bow - 1 from champion - 2 from daggers - 1 from helmet, so it will be 14 (12 for Durge but only during final battle), while 14 with an advantage is pretty good:
1) You can still miss against juicy armor enemies.
2) It’s still a chance to crit.

While sorcerer gives you 100% chance to crit, so you don’t even need crit weapons, add +7 when you crit items for better damage.
Last edited by Panda; Mar 10 @ 7:08am
Clearly, you should go human male fighter with big sword, and with the battlemaster subclass
wtiger27 Mar 10 @ 7:07am 
Originally posted by NoRain :( 🗕 🗗 🗙:
As I write this, I'm thinking that the best way to do this would be a multiclass

Thoughts on how levelling should work? Start as a fighter, stop at level 3 for Champion, and MC into a barbarian for levels 4-12 so I can get Brutal Critical?

I think this is a good choice. But the most important thing to consider is how much fun the char is to play. Your choice would be a fairly simple way to play a Barbarian and still get good damage. If that is what you like the most.
Originally posted by Panda:
Too much words, only champion class gives you lower crit, anything else doesn’t.

Wanna big damage - choose paladin, either pure or with a bard multiclass, so Bardadin > Sorcadin >= Pallock.

Rogue can do better SINGLE attack damage aka thief + paladin, but only in act 3 with a certain armor.

2 vengeance paladin 10 sword bard is optimised combo, pair him with PURE sorcerer for auto crits aka hold person/monster and you will be happy.

You clearly don't know how advantage works- rolling twice inherently increases your odds of rolling a 20. If reckless attacks give advantage on your rolls, they increase your odds. It's literally a 0.25% difference between barbarian and fighter, the only difference being that fighter will make it progressively easier to roll a crit. That's why I'm saying combining them makes sense. Advantage on needing to roll 10% odds is 19% per attack, and once you land one, it'll only get easier. 27.75%, 36%, and so on
Originally posted by wtiger27:
Originally posted by NoRain :( 🗕 🗗 🗙:
As I write this, I'm thinking that the best way to do this would be a multiclass

Thoughts on how levelling should work? Start as a fighter, stop at level 3 for Champion, and MC into a barbarian for levels 4-12 so I can get Brutal Critical?

I think this is a good choice. But the most important thing to consider is how much fun the char is to play. Your choice would be a fairly simple way to play a Barbarian and still get good damage. If that is what you like the most.

I don't find anything other than CHA builds to play fun tbh -- this is just me trying to optimise my living backpack/tank party member. I'd respecc the half-orc hireling
Panda Mar 10 @ 7:11am 
Originally posted by NoRain :( 🗕 🗗 🗙:
Originally posted by Panda:
Too much words, only champion class gives you lower crit, anything else doesn’t.

Wanna big damage - choose paladin, either pure or with a bard multiclass, so Bardadin > Sorcadin >= Pallock.

Rogue can do better SINGLE attack damage aka thief + paladin, but only in act 3 with a certain armor.

2 vengeance paladin 10 sword bard is optimised combo, pair him with PURE sorcerer for auto crits aka hold person/monster and you will be happy.

You clearly don't know how advantage works- rolling twice inherently increases your odds of rolling a 20. If reckless attacks give advantage on your rolls, they increase your odds. It's literally a 0.25% difference between barbarian and fighter, the only difference being that fighter will make it progressively easier to roll a crit. That's why I'm saying combining them makes sense. Advantage on needing to roll 10% odds is 19% per attack, and once you land one, it'll only get easier. 27.75%, 36%, and so on
What’s the point of this text?
You don’t understand that CHANCE is STILL A CHANCE or what?
Need an advantage:
1) Cast hold spell.
2) Risky ring.
3) Any other spell.
4) Prone/fear/blind etc conditions.
5) Auto Crit Ring + Surgeon amulet or just Illithid + amulet combo against 95% enemies in the game aka humanoids.
5) Reckless attack - the last option.

Multiclassing into Barb just for the reckless attack is a simple, but the worst option in game when you have spells/prone/risky ring/paladin oath/fear/any other advantage condition
Last edited by Panda; Mar 10 @ 7:17am
wtiger27 Mar 10 @ 7:13am 
Originally posted by NoRain :( 🗕 🗗 🗙:
Originally posted by wtiger27:

I think this is a good choice. But the most important thing to consider is how much fun the char is to play. Your choice would be a fairly simple way to play a Barbarian and still get good damage. If that is what you like the most.

I don't find anything other than CHA builds to play fun tbh -- this is just me trying to optimise my living backpack/tank party member. I'd respecc the half-orc hireling

Then I would go with a human paladin, Oath of Vengeance all the way to 12. Or a human Battle Master Fighter. But that's how I would do it.
Originally posted by wtiger27:
Originally posted by NoRain :( 🗕 🗗 🗙:

I don't find anything other than CHA builds to play fun tbh -- this is just me trying to optimise my living backpack/tank party member. I'd respecc the half-orc hireling

Then I would go with a human paladin, Oath of Vengeance all the way to 12. Or a human Battle Master Fighter. But that's how I would do it.


Originally posted by wtiger27:
Originally posted by NoRain :( 🗕 🗗 🗙:

I don't find anything other than CHA builds to play fun tbh -- this is just me trying to optimise my living backpack/tank party member. I'd respecc the half-orc hireling

Then I would go with a human paladin, Oath of Vengeance all the way to 12. Or a human Battle Master Fighter. But that's how I would do it.

Why human though? I haven't seen any redeeming qualities, as I've found no need for extra carrying capacity. There something I'm missing?

Also I'm trying to make the most out of the Half-Orc racial Savage Attacks, hence the thread
Originally posted by Panda:
Originally posted by NoRain :( 🗕 🗗 🗙:

You clearly don't know how advantage works- rolling twice inherently increases your odds of rolling a 20. If reckless attacks give advantage on your rolls, they increase your odds. It's literally a 0.25% difference between barbarian and fighter, the only difference being that fighter will make it progressively easier to roll a crit. That's why I'm saying combining them makes sense. Advantage on needing to roll 10% odds is 19% per attack, and once you land one, it'll only get easier. 27.75%, 36%, and so on
What’s the point of this text?
You don’t understand that CHANCE is STILL A CHANCE or what?
Need an advantage:
1) Cast hold spell.
2) Risky ring.
3) Any other spell.
4) Prone/fear/blind etc conditions.
5) Auto Crit Ring + Surgeon amulet or just Illithid + amulet combo against 95% enemies in the game aka humanoids.
5) Reckless attack - the last option.

Multiclassing into Barb just for the reckless attack is a simple, but the worst option in game when you have spells/prone/risky ring/paladin oath/fear/any other advantage condition

The spells are still chance-based... the irony

Brother I don't know why you're neckbearding so hard, but you're way off topic anyways. I'm trying to max out consistent crit damage and likelihood. Everything you're talking about is both consumable based and mostly heavily nuanced. Fighting monsters or beasts at early levels for example where those hold or fear spells might as well be duds

Btw, the damage range would be 22-73 with smite, and a flat 5% to roll. Without, it'd only be 18-41. The others are objectively better with consistency and without the need to long rest after each fight
wtiger27 Mar 10 @ 7:35am 
Originally posted by NoRain :( 🗕 🗗 🗙:
Originally posted by wtiger27:

Then I would go with a human paladin, Oath of Vengeance all the way to 12. Or a human Battle Master Fighter. But that's how I would do it.


Originally posted by wtiger27:

Then I would go with a human paladin, Oath of Vengeance all the way to 12. Or a human Battle Master Fighter. But that's how I would do it.

Why human though? I haven't seen any redeeming qualities, as I've found no need for extra carrying capacity. There something I'm missing?

Also I'm trying to make the most out of the Half-Orc racial Savage Attacks, hence the thread

You stated " -- this is just me trying to optimise my living BACKPACK/tank party member". I assumed that was for extra carrying capacity. If not, then ignore my response.

There is really no solid "tank" class in the game. Some can gore the enemy to attack them and esp. the Beast Master Ranger's Bear pet can be best for that. Some classes have it also to some degree. But the enemy AI will pick what it thinks is the highest threat.

A class which can stun, fear or disarm, etc. the enemy you are the most concerned about should be your goal for a "sort of tank" char. But even some casters can do that with Mind control, Hold person, etc.
Originally posted by wtiger27:
Originally posted by NoRain :( 🗕 🗗 🗙:




Why human though? I haven't seen any redeeming qualities, as I've found no need for extra carrying capacity. There something I'm missing?

Also I'm trying to make the most out of the Half-Orc racial Savage Attacks, hence the thread

You stated " -- this is just me trying to optimise my living BACKPACK/tank party member". I assumed that was for extra carrying capacity. If not, then ignore my response.

There is really no solid "tank" class in the game. Some can gore the enemy to attack them and esp. the Beast Master Ranger's Bear pet can be best for that. Some classes have it also to some degree. But the enemy AI will pick what it thinks is the highest threat.

A class which can stun, fear or disarm, etc. the enemy you are the most concerned about should be your goal for a "sort of tank" char. But even some casters can do that with Mind control, Hold person, etc.

Yeah I just meant that's what I generally use the STR characters for. I've never gotten close to maxing one of them out, so I don't understand why people would build characters around that unless it makes throwing or shoving easier. I'm pretty sure that's almost entirely why they're adding the Giant subclass, right?

I think the highest you can get your flat HP is 185 as a Gold Dwarf Barbarian by level 12. That could probably go a long way if you go for Wildheart Bear Heart for all of the resistance
If you're looking for a STR build specifically, this is what I came up with a while back when I was trying to see how many dice I could passively get on a crit build. It's still the basic 9 Barb/3 Fight build.

https://eip.gg/bg3/build-planner/?buildId=cm39v1nq600dsd4ds8rta5se3

Don't sleep on Unseen Menace. It's a 2H weapon that, until you miss, grants you auto-advantage (so no need for Reckless Attack until you miss) and -1 to crit threshold. This means it can be used with Great Weapon Master, too. And since its damage is Piercing, you can double it in Act 3 using Bhaalist Armor if you don't have RP reasons not to grab it.

When you do miss, all you lose is the -1 crit threshold (since you can make up Advantage with Reckless Attack), which is unfortunate but not the biggest deal.

With the other gear in the link and an Elixir of Viciousness, you're looking at -6 crit threshold, -5 if you have missed with Unseen Menace in the past two turns. That's a 57.75% or 51% chance to crit when Advantage.

In Act 3 with all the gear and buffs you're looking at up to 6d10 + 2d6 + 2d6 + 4d4 + 18 damage on a crit, so roughly 75 damage per crit. Hits will be far lower, only 2d10 + 1d6 + 2d4 + 18, or 37.5 damage per hit. With a crit chance of 57.75%, your damage per weapon strike averages out to be 59. With three attacks from Extra Attack and Frenzied Strike, you're looking at an average of 177 damage, 237 with Great Weapon Master active, per turn assuming they all hit.

Of course, if you can't get Bhaalist's Armor, it's not quite that great. You'd lose quite a lot of damage. Your average damage per turn would drop down to 93, or 123 with Great Weapon Master. Which is honestly still fine, just less great.

All the above doesn't take into account Great Weapon Fighting from Fighter or the Savage Attacker feat, so the damage will actually be a fair bit higher.

This seems more than serviceable to me.

If you're not focused on using STR, I used a Gloomstalker Assassin build the other run that was capable of taking out entire groups of enemies before they even get a turn assuming I succeed in Surprising them, but was otherwise very weak. I don't have the link handy, but I'm sure I could more or less recall what it was if you want. I also reclassed the Orc hireling to use it. The key was Arrow of Many Targets and critical damage boosting equipment. I also used the Bhaalist Armor on this guy, but it's functional without it to a less overpowering extent.

2 Veng. Paladin/10 Sword Bard, as already suggested, can be excellent. Especially once you end up with stuff from Act 3 like Mystic Scoundrel and Helmet of Arcane Acuity. I've heard that Smite grants 2 extra Arcane Acuity from the helmet. Level 1 Smite (twice via Slashing Flourish if you can) to get 4 or 8 Arcane Acuity, use bonus action via Mystic Scoundrel to use Hold Person/Monster on as many targets as you can and care to with a usually 95% success chance, then enjoy the auto-crits on smites for the remainder of the battle. Don't actually need to lower your crit threshold at all.
Last edited by Doom_Cookies; Mar 10 @ 4:54pm
Originally posted by Doom_Cookies:
If you're looking for a STR build specifically, this is what I came up with a while back when I was trying to see how many dice I could passively get on a crit build. It's still the basic 9 Barb/3 Fight build.

https://eip.gg/bg3/build-planner/?buildId=cm39v1nq600dsd4ds8rta5se3

Don't sleep on Unseen Menace. It's a 2H weapon that, until you miss, grants you auto-advantage (so no need for Reckless Attack until you miss) and -1 to crit threshold. This means it can be used with Great Weapon Master, too. And since its damage is Piercing, you can double it in Act 3 using Bhaalist Armor if you don't have RP reasons not to grab it.

When you do miss, all you lose is the -1 crit threshold (since you can make up Advantage with Reckless Attack), which is unfortunate but not the biggest deal.

With the other gear in the link and an Elixir of Viciousness, you're looking at -6 crit threshold, -5 if you have missed with Unseen Menace in the past two turns. That's a 57.75% or 51% chance to crit when Advantage.

In Act 3 with all the gear and buffs you're looking at up to 6d10 + 2d6 + 2d6 + 4d4 + 18 damage on a crit, so roughly 75 damage per crit. Hits will be far lower, only 2d10 + 1d6 + 2d4 + 18, or 37.5 damage per hit. With a crit chance of 57.75%, your damage per weapon strike averages out to be 59. With three attacks from Extra Attack and Frenzied Strike, you're looking at an average of 177 damage, 237 with Great Weapon Master active, per turn assuming they all hit.

Of course, if you can't get Bhaalist's Armor, it's not quite that great. You'd lose quite a lot of damage. Your average damage per turn would drop down to 93, or 123 with Great Weapon Master. Which is honestly still fine, just less great.

All the above doesn't take into account Great Weapon Fighting from Fighter or the Savage Attacker feat, so the damage will actually be a fair bit higher.

This seems more than serviceable to me.

If you're not focused on using STR, I used a Gloomstalker Assassin build the other run that was capable of taking out entire groups of enemies before they even get a turn assuming I succeed in Surprising them, but was otherwise very weak. I don't have the link handy, but I'm sure I could more or less recall what it was if you want. I also reclassed the Orc hireling to use it. The key was Arrow of Many Targets and critical damage boosting equipment. I also used the Bhaalist Armor on this guy, but it's functional without it to a less overpowering extent.

2 Veng. Paladin/10 Sword Bard, as already suggested, can be excellent. Especially once you end up with stuff from Act 3 like Mystic Scoundrel and Helmet of Arcane Acuity. I've heard that Smite grants 2 extra Arcane Acuity from the helmet. Level 1 Smite (twice via Slashing Flourish if you can) to get 4 or 8 Arcane Acuity, use bonus action via Mystic Scoundrel to use Hold Person/Monster on as many targets as you can and care to with a usually 95% success chance, then enjoy the auto-crits on smites for the remainder of the battle. Don't actually need to lower your crit threshold at all.

The thing about any of the ranged classes, spells or projectiles, is that they don't work with the Half-Orc's racial. It's exclusively for melee attacks, hence why the most you can squeeze out of it is going to be with 1d12 (greataxe)

I think that using Fighter Champion is a must just because it'd get continually easier to land a crit. Ideally I wouldn't be doing an evil run, so durge equipment and others aren't in play. My issue with the smiting stuff is that it's otherwise inconsistent once depleted. If the game made it clear that taking a long rest wouldn't lock you out of quests or have certain ramifications, I'd feel more comfortable, because I always end up getting to a place where my party could literally survive for months with the excess of 4,000 camp supplies I hoard. I just don't know if it's worth the risk, because even trying to look up if it's safe is bound to be riddled with spoilers, as tmk, each event has it's own time-frame and rules around it
Did you try asking ChatGPT?
Originally posted by PlanktonHatesTheWorld:
Did you try asking ChatGPT?

I asked different AI's, and most get confused and pull straight from D&D5E even when told to exclusively use https://bg3.wiki/

The info I got out of them was pretty much the same as discussed here- best way to maximise both crit consistency and damage would be to use a greataxe, and some bastardisation of Figher Champion Barbarian Berserker/Wildheart

The real question for me now is what'd be the most practical levelling order for early levels
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Date Posted: Mar 10 @ 6:48am
Posts: 19