[Baldur’s Gate 3] Detailed Lockadin guide (Paladin/Warlock multiclass) Pacts n' Oaths [No Spoilers]

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foreign ERS gate 3. this time with the often requested and often smiting lock it in or the Paladin warlock multi-class combining the Paladin solid chassis with the warlocks indications impact of the blade makes the lakadin a formidable foe with the ability to keep on smite we'll go over what the Paladin and warlock brings to the table origin racial and Stat options leveling guides items to look out for and a bit of a quick guide at the start with an items section at the end there will be time stamps below to skip to what you're looking for let's get into it shall we [Music] since we've covered the Paladin and the Warlock in previous videos before we'll just cut straight to the chase as to why this combo works so well most notably the warlocks packed the blade feature allows you to focus all of your stats on Charisma instead of having to split between both Charisma and strength which will further Empower a lot of your pattern features which is probably one of the best reasons to do this combo since we have so few stats to spread around with the point by System not to mention that Charisma is one of the best stats to have for your main character since they'll be doing most of the talking to NPCs and the back of the blades level 5 upgrade provides an extra attack that Stacks with the extra attack provided from Marshall classes providing a total of three attacks per attack action per round not including bonus actions and not only that but the one flaw the Paladin has is that it is crippled by long rest and gets none of its features back on a short rest however after reviewing and recording I've come to realize that the channel old features do actually get refreshed on short rests I could have sworn it was on Long Grass for the life of me but I'm mistaken although you're lay on hands charges and spell slots still need long rest so you'll still be out of smite which is what the main source of your damage is from that being said it is still pretty sweet to have your channel Health abilities come back on a short rest which actually makes the Ancients Paladin a whole lot stronger since you can have so much healing whenever you short rest otherwise sorry for that confusion the Warlock provides spell slots on a short rest to keep feeling your smites while it's not a lot it can help your adventuring days last a bit longer and well that's the gist of it thanks for watching [Music] all right all right we'll take a deeper look as to what makes this a solid combo throughout the game we'll first start with the Paladin the Paladin will give us the ability to wear heavy armor a fighting style some decent support spells are as smites and each oath provides sweet flavor options with different spells and abilities that they provide now let's get into those Oaths both of the Ancients grants you a very solid known spell list and a really good Channel oath feature at level one probably the strongest out of the other level 1 both features healing radians a pulsing healing arrow that scales with pattern levels and your charisma which restores your proficiency bonus plus your Paladin level plus your charisma modifier in a 10 foot radius when you cast it and at the start of your next turn which is very potent especially during high damage encounters and some of your allies are consistently dying since all you need is a little heel to get a pick-me-up there are level 30 features are okay but are pretty black actually I'd save the channel oath for the healing aura it's level 7 Aura however provides resistance to all damage from spells which is really strong its tenants can be a bit strict but as long as you encourage freedom and the balance of nature while trying to do the right thing overall you'll be just fine oath of devotion is probably on the weaker side of the oath its spell list is very Bland not really offering us anything notable which is okay it just means that those spell slots are really just Smite slots let's be honest it's only passable Channel oath ability is sacred weapon which allows you to add your charisma bonus to hit which can be quite useful for this build it's level one ability however is completely awful holy rebuke which makes an ally again can't be yourself deal 1d4 radiant damage any time they're damaged by a melee attack negligible damage and you really don't want to be hit in the first place not worth your channel Health ability during the Unholy can be useful in a handful of Encounters of all Skate 3 but sacred weapon will be your go-to the tendons of this oath are the most strict in my opinion essentially yet to act like Superman just kind defender of the week never cheat and never stealing and you shall maintain this oath oath of vengeance is a very strong oath on tabletop in bulger's Gate 3 it is still pretty solid its spell this really suits the theme for hunting down that big enemy has a lot of really good spells here like Missy step and hold person for example its level 1 feature isn't too bad either inquisitors might causes you and allies attack to deal additional radiant damage it can combo with your other features just fine but that would require a lot of setup and too many bonus actions to spare to do so although it can be better suited by being cast on an ally instead of yourself typically someone who can hit multiple times such as a dwelling crossbow user or maybe even a monk average enemy can be used to frighten an enemy in place but vow of enmity is why we're here it's the bus killer the channel oath ability that grants advantage on a target for 10 turns this is also what makes the oath a bit weak too because once you kill that Target it's over you can't transfer that valve to other targets like other abilities so save it for a bigger Target For an upcoming boss fight that said there are items in the game that will help you regain your channel of slots and as for the tenants this is probably the easiest to maintain fight the bigger evil do not betray and No Mercy For The Wicked you don't have to be a goody two shoes as this Paladin either this is probably the only oath that can easily be played in an evil campaign as well as good other than oathbreaker of course and speaking of the outbreaker they can be quite powerful too especially if you take advantage of its features its spell list is okay some decent damaging spells though nothing too crazy there are some spells that can be used in tandem with your other features which just means we don't worry about losing out on Smite slots just like devotion let's start with their level seventh Aura feature first Aura of hate which increases their damage and any damage from Undead and fiends within 10 feet equal to your prison bonus if you have a Spore Druid or a necromancer Wizard or anyone animating Undead you can make them hit harder from them being near your oath breaker but keep in mind this supplies the enemies as well their other oath features are pretty solid too fightful suffering which will let you mark a Target and Grant anybody that attacks that Target Advantage so it's kind of like the valve enmity from Vengeance but applies to everybody so say you had an A4 of zombies for example well now they all have advantage to hit that Target which can make a really crazy Snowball Effect since whenever a zombie hits something well you can find out for yourself it's pretty fun the other two options that the oak breaker have is control Undead which will let you control a powerful Undead creature or any Undead creature for that matter but you want to use it on a powerful one but caveat is has to be a lower level than you so if you're level seven you have to cast it on a level 6. and it's based on your Paladin level not your character level there are a few pretty strong Undead in the game that you can use this on and you can also make maintain control of them if you will correctly and your last channel of ability is an AOE fear which can be very useful in certain situations all in all I really enjoy the outbreaker and one of the other reasons I really like them is for how freeing it is in terms of your role play since you can finally answer how you truly feel and not within the confines of your oath and you still have most of the awesome Paladin goodness and keep in mind you can be good or evil as an oathbreaker just because you like to hang out with Undead doesn't make you evil you aren't planning on using Undead or fiends now you might not want to be another breaker just something to keep in mind warlocks are another very strong class in Baldur's Gate 3. they are very customizable thanks to their invocations and Pac-Man options in addition to their Patron choices while they do only gain two spill slots for the majority of the game they'll refresh them anytime they take a rest whether it be short or long which lets them fight at full power more often than other spell casting classes the better invocations to choose from in my opinion are agonizing blasts and repelling blast agonizing allows us to add our Charisma modifier to eldersplast which applies to each beam of ultrablast this is a pretty good option for the lock it in because sometimes you can't always get into melee so that way you have no true wasted turn and you can keep putting out damage as you're closing in on your enemies repelling blast lets each beam knock an opponent back and knockback is very strong in bulb Skate 3 whether it's knocking them off of cliffs Heights or just back into Danger the other invocations can be solid too but they are typically meant as utility so pick what you like as for pack bones for this build pack to the blade is the one true option and that's where it's always at which allows us to focus only on Charisma rather than worrying about strength or any other stat for that matter and with this build we'll also get access to the Warlock spill hunger of Hadar which I personally think is one of the best concentration spells in the game it blinds people it slows them and while they're stuck in the AOE they are taking damage whenever they begin and end their turn in it it can completely trivialize so many fights especially if you can keep knocking your enemies back into it the AI just does not know how to handle it as for Patron choices it really depends on how many levels of warlock you're investing I typically enjoy five levels of warlock for this build and the rest of the patterns for reason we'll get to in a moment for that reason I believe fiend or the great old one to be our best Patron choices for the build I know some folks like Colby at D4 deep dive really enjoys the archface patron to get access to Greater invisibility at level 7 which is huge I'll admit but that won't be able to exploit the three attacks given by this build fiend will also give us a solid temporary HP generation when we kill things to keep us a bit more healthy which can actually add up to a lot of damage prevented over the course of a game and the great old one is of solid build choice too especially if we have ways to maintain Advantage which will in turn give us even more crits so free potential fears from creating things can be pretty sweet if we had access to Conquest Paladin I would go great old one for sure but sadly until mods come out or if we get an update with that we won't have it yet hopefully it comes out soon because there are some characters in the game that are Conquest patterns and their abilities are completely functioning anyways or with realizing what each class brings to the table here are some potential combos I could see for the build for both mechanical and RP reasons which would be devotion 6 and a either a fiend or a great old one six because level 7 devotion ARA is not very good and you might want the level 6 feature from fiend or Gradle one Vengeance 7 and great old one five since seven has a lot of ways to get advantage and that means you'll crit more why not get some fears on top of that ancient seven and archface 5 are a very thematic combo since they're both Fae however in Ode to Colby's build you might want to do ancients 5 and archface 7. that way you can still get the three attacks and still get greater invisibility but personally I value the Paladin RS more since we can get invisibility through other means and lastly we have the oathbreaker 7 and either fiend or a great old one five for that death knight flavor with all that being said any of these can combine well mechanically such as ancient seven and fiend 5 which would provide a lot of sustain options for your Paladin for origin and racial options I believe will Lazelle and the dark urge can fit the bill for this playstyle quite well without getting into their stories or personalities too much for that matter for races any of them work honestly pick whatever you'd like I tend a favor that have more spell options dwargar is a very powerful option here as you can get invisibility and enlarge which are both fantastic abilities for this build you could also go with the half work if you intend to do a lot of crit fishing let's get those even bigger weapon damage attacks alright now on to the build so personally I think starting level 1 in Paladin is the way to go you'll have access to you'll be created next to the heavy armor you'll be able to get martial weapons but no that stuff really matters and secure packed weapons since you combined any item to you and you'll be proficient with it that being said we'll be just doing a demo on Lazelle for this build uh we'll be starting as an oath of Vengeance Paladin again any of these patterns will be fine as for stats I think this to be the optimal option for our lock it in 14 in strength 12 and dexterity 14 in Constitution and eight intelligence and 10 wisdom with a 17 in charisma now the reason why we want to have so much Charisma is because we'll eventually be using Charisma for our attacks and for most of our features the reason why we'll be leaving it at 17 is because early in act 1 you have an option to let somebody go and you'll be given an item that will increase the stat will be which we would increase Charisma 2 to make it 18. since we're not going to be able to get a feat to increase that really ever in the build up to you though and as far as good performance sees what it gives you right away is totally fine so at level 2 pick up great weapon fighting or dueling if you want to use a one-handed weapon and a shield which is totally fine since most of our damage is gonna be coming through our smites anyways I personally would go to level 2 Paladin just to get your smites online as soon as possible and then at level three we can either choose to continue being a pattern to level five and then get more like level six or we can switch to warlock right now at level three and we'll we won't come back to the pad until after we get our extra attack I personally think this is the way to go yeah you're gonna be delaying your extra attack a little bit but you want to get those smites online as soon as possible and the Warlock features are just really lend itself well in the early game and with all the short rest you'll be having for can trips obviously you want Eldritch blast and for the other cantrip I really suggest friends to get an advantage on a lot of uh skill checks with NPCs early in the game for subclass you really can't go wrong with the fiend or the great old one Arch fade can have its niches depending on what you want to go I personally really enjoy the fiend warlock myself the free temporary hit points it gives you is just really really nice um as for these spells I like armor of agathis and hunger can't go wrong here I will pick up hex next level at player level four and warlock level two we now have hex which would be fantastic if uh we want to really combo some multiple attacks for our Eldridge invocations we want to have agonizing blasts and repelling blasts you can switch out repelling blasts with any of these other utility you want uh without with any of these utility invocations however I really think repelling blasts is the way to go in this game since there's just so much verticality agonizing blast is a must you'll be a fool to not take it now we're player level five when the build can finally start coming together since we can pick up our pack Boon in the pack to the blade so a few cool things about this ability first I guess for spells you can pick invisibility why not all right so the thing about pact of the blade before we keep advancing in other levels we'll talk about that real quick we can choose to bind a packed weapon so any weapon we have in our inventory or whatever we can use bind pack weapon and if we click on ourselves it'll automatically bind the weapon that we have equipped do that and now we can use our Charisma for our attacks which is fantastic now say you don't have the particular weapon you want or you haven't found a good one yet you can use the actual pack to the blade itself to conjure a weapon that you want whether it be a battle ax a Warhammer a trident Rapier a great sword or a glaive so the fact that you can get a great sort of glaive out of this is pretty sweet I would probably go for the glaive option just because there aren't too many Glades in the early game there are some don't get me wrong but this will be a magical one thing to note though is if you do pick things like Trident or whatever you can't throw your packed weapon which is really sad I mean yeah on tabletop you get it back but that's the point in table type is you could throw your weapon at like a boomerang and you'd get it back but that's neither here nor there so yeah like I said you could pick a glaive which is pretty sweet and at level four we get our feet and you could definitely pick up polar Master which is very fantastic for paladins because you get the two attacks or eventually you get your two main attacks and eventually three and you could attack with the butt end of the weapon and that's what's really important because you can use that to Smite as well but one thing to note if you are playing laser I personally do not try to do the polar Mastery just because I feel like a githinky should be using a nice beefy to add a sword for flavor reasons but of course do what you want optimally picking polar Master is a very good option for this build otherwise you can instead of at level four instead of picking the polar Master you can pick up the great weapon master which is always really good those are going to be the two Feats we'll be picking in this build anyways so whichever one you want to First is fine um if you don't mind if you do plan on using pull arms I would definitely get polar Master first because it's just really really good with the Paladin being able to Smite on any attack I'm getting that free reaction attack especially since you'll be knocking things away with your elders blast or your other party members uh we get another can trip uh you can pick up bone chill because there are some things that have a lot of high healing in the game and you might want to stop that um and then for spells pick whatever you want maybe you need some maybe you could pick Shadow for some emergency AOE damage or uh cloud of daggers Cloud attackers are really good but I don't think it's really good for this option you could pick up Missy step but we will be getting that eventually from our Vengeance Paladin line if you're not playing a Vengeance Paladin then obviously you might want to pick up Misty step from your Warlock so for this one is Avengers Paladin so we'll be picking shatter for here and uh I'll just be picking polar Messer just for the fun of it even though I think she should be using a two-hander all right now we're player level seven and warlock level five this is when we get our extra attack which is fantastic but for my favorite reason to get level 5 warlock is we get access to hunger of hudar which is a very very good concentration damaging spell it just does so much to do it just does so much to manipulate the fights and just put trivialize so many encounters in the game anyways we also get access to another ultrasonic vacation and there are a few decent options to pick from you could pick double site to get uh be able to see through magical Darkness however keep in mind that darkness in the game also blinds you like those spell Darkness I met which is very unfortunate because Devil's sight does not prevent that hopefully either that gets fixed or maybe they can buff somebody can buff Devil's sight to have to be immune to blindness which would be pretty sweet but um pick what he run pick but pick whatever invocation you want maybe you want some utility hey maybe you need an animal speaker why not have your charisma guide do it there you go easy day all right now we are player level eight at this point in the game things have been getting pretty intense and I think it's time for us to start going back into Paladin and for prepared spells you obviously could pick whatever you'd want um but this is always a good option for better hitting but we'll get into that's the spell stuff near the end of the build continue our Paladin levels to level four for the feet here pick whichever feet you didn't last time so say if you pick pole arm Master last time was pick up great weapon master if you decided not to pick up the great weapon master or polar Mastery say if you're doing the sword shield variant which is still very strong don't don't get that Twisted you can either increase your ability improvements you can get charger if you can get spell sniper if you really want to lend into that Elders blast scenario um what else we got we got mobile which can be okay I guess warcaster is always phenomenal you can never go wrong with that heavily armor Master can be pretty good too especially since uh some of the heavy armors in the game will reduce damage you take to as well so this was just stack on top of that and you would take hardly any non-medical damage which is pretty sweet especially with all those assassins and Rogues later um yeah that's pretty much it at this point but yeah most people probably be doing the great weapons so you might want to do that too I thought you don't have to you can definitely do sword and board play how you want all right and now we are at player level 10. 5 and warlock 5 we get extra attack here and we have extra attack from the Warlock and it looks as you read here it says that if you get extra Tech from other classes they do not add together which is interesting since this extra attack definitely does so maybe that will get fixed in the near future hopefully it doesn't if it does that's not too big of a deal and at this point in the build it's pretty much done you can stay continuing level 7 Paladin and being level 5 warlock that's fantastic you get your pattern R to increase the level of your saving throws and then your unique level 7 feature from whatever Paladin you are but you could also decide to go to level 7 warlock because some of the what level 7 spells are really good depending on your Patron choice such as the arch phase greater invisibility or maybe you also just really like the Warlock level 6 features the fiend warlocks is okay I don't really particularly care for it the great old ones is a pretty nice reaction and the arch phase is also a pretty good defensive option to get so just keep that in mind but ultimately at five and five you are at the full potential of this build and you'll be smiting the streets of bulger's gate quite easily with this all right on to the items in Butler's Gate 3 there are plenty of really good magical items and here's some magical items that will help us with our locked in build in act one starting with the gloves of heroism whenever you use a Channel of spell you gain the effects of heroism which means you can't be frightened and you'll gain 5 temporary hit points per turn and you also get plus one to your strength saving throws one thing to keep in mind though is if you end up picking the fiend warlock Patron the heroism temporary hit points and your fiend temporary hit points will not stack with each other how about a smiting you can find in the Temple of saloon and the underdark and whenever you use a spell smite like searing or thunderous for example you can gain temper hit points based on your charisma modifier this helmet is not too crazy because I personally never use those spells too often since it uses an action and a bonus action but sometimes there's a really good spot when you might want to use them it's a decent helmet and at least it looks cool then we'll move on to the whispering promise whenever you heal a creature you will gain the effects of the blast spell pretty sweet combine that with hellraider's pride whenever you heal a creature it will gain resistance to bludgeoning piercing and slashing also known as giving them the resist scantra which is a pretty not great cancer upon its own but getting it for free whenever you heal somebody is pretty nice especially if you're that ancient pattern with the AOE heel and then you can come across this really beautiful two-handed sword if you were a naughty person and perhaps you might have came across this if somebody outside of a burning end met an untimely demise really good sword though just be uh careful how you might come about it as you don't want to break your oath after all and in Act 2 there are even more good items these two items were both from vendors the habit of vigilance is an amazing pole arm that I've used all the way up to and through act 3 on some of my runs and the armor of devotion is just a full plate mail but it gives you the ability to refresh your channel oathability once per long rest which is pretty nice but I don't understand why it's price tag is so Hefty you might want to have one of your thieves or somebody try to get that off their hands for you just uh be careful because it's a little tricky where this vendor is at anyhow these are just some of the samples of items you can find in the game obviously there are better stuff out there and depending on what kind of Paladin you are you might consider different weapons for vengeance paladins I highly highly recommend being a polar arm user with the polar Master Fee since the level seven ability of Avengers paladins combines really well with polar master and of course great weapon fighting is also really good for paladins so keep in mind you might not have many ways to compensate for that minus the hit penalty that being said devotion patterns can be very good users of great weapon fighting because their sacred out ability gives them just a straight up plus Charisma bonus to hit on top of your other Charisma wants to hit if you're using the pack weapon Vengeance patterns can use great weapon fighting pretty decently since they can get advantage through valve enmity and of course you can get advantage through other ways as well it's just some Food For Thoughts anyhow I really hope you guys enjoyed this guide please like comment and subscribe for more like these and also comment down below of what you would like to see next or you can also tell me just how wrong I am and how you like to build your lock again either way thank you again so much for watching and I'll see you guys in the next one farewell for now [Music] [Applause] [Music] [Music] thank you
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Channel: Remortis
Views: 287,083
Rating: undefined out of 5
Keywords: remortis, guide, bg3, baldur's gate 3, multiclass, warlock, paladin, hexadin, hexblade, lockadin, death knight, lock, baldurs gate 3, bg3 paladin multiclass, bg3 lockadin, bg3 warlock multiclass, bg3 best paladin subclass, bg3 best paladin, bg3 best warlock, baldurs gate 3 paladin subclass
Id: NpKDBwUbpFA
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Length: 27min 18sec (1638 seconds)
Published: Thu Aug 17 2023
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