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Because HOLY HELL this is a lot.
I'm with you there, just tell me which one is better.
I find it odd that the OP ignores Bard College of Swords.
"The Ranger/Paladin/Bard capability to gain a fighting style should be ignored completely as they do not get Power Surge."
Battlemaster Fighter to Level 5, taking Two Weapon Fighting Style and Sharpshooter
Rogue Thief to Level 3
Fighter 5/Rogue 3 at level 8
If you instead take Dex to 18 at level 4 you will hit a lot more, but for slightly less overall damage. And factually, just use the Hag Hair to get to 18 dex instead.
So compare the 4 routes.
Heavy Crossbow/Archery/Sharpshooter
Heavy Crossbow/Archery/18+ Dex
Hand Crossbows/Two Weapon Fighting/Sharpshooter
Hand Crossbows/Two Weapon Fighting/18+ Dex
And in that comparison making sure to add in the use of Battlemaster maneuvers/Specialty Arrows for the main hand attacks.
Hand Crossbows with sharpshooter you are going to be missing a lot, but boy howdy when you do hit it's big numbers.
There's a couple meta items in the game that break this dynamic though. Risky Ring and Gloves of the Balanced Hands. Risky Ring gives you Advantage on all attack rolls, and the Gloves gives you Two Weapon Fighting. You should have these by the time you get Ne'er Misser and Hellfire Hand Crossbow. Although, I must say, Firestoker pairs well as an offhand if you mainline Arrows of Fire. The weird bit is keeping your Dex at 18 instead of going higher so you can pick up The Graceful Cloth. Gloves of Dexterity would work because they essentially give you 20 Dex for attack rolls, but a better combo is to respecc into Archery for the +2, equip the Gloves of the Balanced Hands for Two Weapon Fighting, that gives you both the +2 to Attack and offhand ability damage, then The Graceful Cloth for 20 Dex. With the Risky Ring that's +7 to hit/+5 to damage (2x) with advantage. If you are willing to put down the Warped Headband of Intellect, there's a whole range of better options out there. You just end up respeccing every time you pick up a piece of gear.
Here's the reason why. Your movement speed doesn't actually matter when you are roaming around. It does matter when you get into combat. Given the situation where the group is following you into a cutscene or an ambush or just a flat out fight you are always slightly ahead of the rest of them. So you start the fight at least 3-5 units ahead of the rest of the group. Sure your movement is slower but the rest of the group has to use their movement just to get to you.
And for that you get.. automatic re-rolls of 1's AND advantage on stealth? Where exactly is the downside to this?
This means group stealth actually becomes more useful, because you are far less likely than the rest of the group to get popped, so you can get closer.
The single most bizarre aspect of BG3, I think, is that of being able to throw a burning torch adjacent to a thing you are about to attack so you can gain advantage for sneak attack.
It's called Action Surge and you can multiclass into more then just 2 classes if you want.
6 Fighter Champion, 4 Rogue Thief, 1 Cleric Tempest, 1 Warlock the Great Old One.
Half Orc Dual Wield Melee Crit Build is pretty fun. Both the 1 level dips are tied to crits so in that way it's kinda a meme. Fog Cloud + Items is great. AoE Fear chance on Crit can be fun. Also 3 Feats due to Fighter / Rogue both having more Feats then other classes.
Well, to be fair, a popular Water Support for if you are running any of the Ice/Lightning DPS builds is Cleric 6 (Life), Wizard 1 (for Conjure Elemental), Druid 5 (Land) (for extra recovery charges and for extra utility or buff spells to round out your kit such as Haste or Misty Step). It focuses on keeping Wet on for as long as possible while buffing the team with 2x Bless thanks to Mystra's Blessing or amping your main phys DPS with Haste while holding Sanctuary. It's also kinda cheese, since Create Water, amusingly enough, won't break Sanctuary, so you can debuff and buff while being almost COMPLETELY protected from harm.
[Edit] Although, lets be honest, Slashing Flourish (Ranged) makes up for a lot, 32 Damage max/22 Damage avg at level 3 with 17 dex, with the capability to split damage between 2 targets, noice. Not so sure about the Mobile Flourish though, nice to have, but the best CC is death.
As far as multiclassing into a third class, it's assumed that this specline you would go into Ranger for the +2 to hit Archery Fighting style and the added Ambush attack, plus 3 to initiative and some basic utility spells.
[Edit] Bard only allows Duelling and Two Weapon Fighting, Ranger has Archery
You already have Sneak Attack at 2D6 and 2 Bonus Actions. That +2 to hit is, for all intentional terms +4 Dex. So at 20 Dex, you are essentially 24 dex for to hit, 26 Dex for initiative.
Hunter's mark is another variable. When you look at it it's just applying a poison in combat, that you have to apply for each target. You could do that, or you could apply a poison before you go into combat and do a damage type that can be saved against, whereas the Hunter's Mark hits with the original attack roll. At what point does using a bonus action to apply Hunter's Mark beat the damage from that one bonus attack.
[Edit] What Hunter's Mark SHOULD do is add a +2 to hit the target, or even make attacks with Advantage like a single target Fairy Fire. Not sure why it doesn't, probably because it would make it OP.
But that's, you know.. end game stuff. This post is more for leading up to Level 4 and what Feat to get at Level 4.
One side note. The damage at level 4 with this specline is pretty extreme, you can overkill very easily, so if you are making a raw attack that will auto offhand, don't do that and hit the offhand bonus attack first on it's own in case you one shot with that single shot. The double shot auto offhand will still go off even after a target is killed with the first main hand. Saving it means you can use the main hand for a different target.
For level 12 there's a few routes you can take.
Fighter 5/Thief 3/Ranger 4. This gives you TWF/Archery, 2 feats, Ambush
Fighter 6/Thief 3/Ranger 3. This gives you TWF/Archery, 2 feats, Ambush
In fact this specline is so ambiguous at this stage if you look at the possible pros/cons for either choice there is no perceivable difference. Spells are the same, HP is the same. It's all the same. It's at level 13 though that things begin to change. And you have to go Fighter 8 at level 14 for a 3rd feat. But you need mods for that for BG3. Vanilla cap is 12. And let's be honest. You need to be a beast at lvl 4 and stay a beast until maybe lvl 9 ish when things start to become easier.