Baldur's Gate 3 - 5 Best MOST POWERFUL Builds in Game - Honour Mode Class, Spell & Multiclass Guide!

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hello and welcome back to rage gaming and more Boulders Gate 3 discussion today though I'm specifically talking builds that should work great for some tough involveed gameplay like in the new honor mode I've got a pile of awesome interesting options that I'm going to be covering all the main details of so yes the items the leveling the general gameplay the purpose of the build and as always if there's anything you'd like to change or add to these you can feel free to add that in the comments but with that said here are some strong builds to know about we kick today off them with a beloved classic concept that works great as a high damaging support this is the multiclass of Paladin and sorcerer the sorcer din the simple mix of these two makes for great spell slots for very powerful smites and that turns out likely better than say the lock it in option because in honor mode the whole deepen pack extra attack doesn't seem to stack anymore which is a mistake I made in my recent multi class video so I'd like to apologize for that but anyway in this case of Paladin and sorcerer both are going to scale with Charisma which obviously makes a great party face which is very important especially in honor mode but also obviously that both spells benefit from Griz and so you're going to get the most out of the Spells with this great Synergy with this concept you basically become a melee support providing nice burst a hefty amount of protection for the team lots of utility extra heals when needed something generally very impactful for an onmo party here's how level this one for starting stats we have 16 strength 10 dexterity 14 on your Constitution for a bit of tankiness we're dumping intelligence 10 on wisdom and 16 on Charisma we're going to need strength for the melee fighting and Charisma for the rest in terms of the subass I'm going to be going for the oath of ancients this leads to the all important Aura of warding that means your Paladin and nearby allies have resistance to spell damage greatly reducing the threat of spellcasters for the playthrough to start though we have two levels into Paladin which is going to bring your subclass and your smites online as we now have our all impon Divine smites since this is going to be using a one-hand weapon and a shield I like the defense option for an extra AC this can then be followed by two levels into sorcerer this will nicely bring in our meta magic and get that started for subass though we're going to go draconic bloodline this is great because it's going to give you extra hit points for each and every sorcerer level that we have a bunch of these options are going to be great but I do like why this leads to the armor of agath spell if you want to use that which could provide you with a p of temporal hit points and reflect cold damage the sorcerer will net you Shield which is going to be absolutely incredible for for surviving on reaction and there's really useful can trips like blade Ward for even more tankiness and the friends can trip for incredible Advantage for Charisma checks on that second level you're going to have some sorcery points to work with and your class passives of course being metam magic metam magic is huge the ability to Twin cast is absolutely busted twin casting haste is a very well-known and very strong one to mention once we're two levels into Paladin and then sorcerer we're going to get Paladin all the way up to level seven this will get you a feat which I think there's going to be a lot of good choices here but I do want to highlight The Savage attacker which is kind of busted for Paladin and pushing the burst damage hard you get to roll twice on every melee weapon attack and just use the highest result resulting in higher damage on average leading to massive burst once you've got this at level six you get your aura protection to go you and your nearby allies have that bonus of saving throws and then at seven which is why we're pushing for this we get that Allin por Aura of warding from here on we can start power leveling the saucerer all the way to five in the total level of 12 and this is going to get us lots of sorcery points to work with and bigger spell slots to Smite with I strongly recommend you take the metam magic Quicken spell to cause spells to cost a bonus action in instead giving you some potential extra utility in a fight for the second feat I'd push the Charisma up for your spells and remind you that you can Respec if you ever get an item that's going to set your strength to certain numbers such as the various Elixir you might be picking up at that max level you'll have the spell slot for a haste or potentially counter spell depending on what you value more both are going to be very impactful and if you're thinking about twin Hasting well then you're going to need haste now in terms of gear that you're going to be using while playing this this is the set that I'm wearing right now in the kind of endgame version we have the the Helm of boulderon to prevent crits and even get heals at the beginning every turn it gives a stun immunity bonus to our AC in Saving throws it's absolutely an incredible Helm that kind of does so much in one slot on the cloak we just have the classic cloak of protection again to get some more AC and saving throw the very welln and respected armor persistence one of the best armor pieces in the entire game this actually reduces all incoming damage by two which is just busted and then you get the resistance and the blade W effect which is just very nice as a consistent bonus on the gloves we have Legacy of the m ERS a plus two bonus to attack and damage rolls with your weapon very nice for our burst and then boots can be pretty much whatever works for you anything that provides suitable Mobility is going to work well ideally you're going to want the spell Crooks amulet so that you've got another spell slot the highest level to work with and the killer sweetheart ring allowing you to basically once a day guarantee that your next attack roll is going to be a critical hit after you've killed a creature you can set this up for some unbelievable burst against you know enemies that you're planning on dealing with soon and then second to that we have the ring of mental inhibition basically a Target fails that saving throw against one of our spells or actions they get mental fatigue this can lead to some nice damage potential so a very useful thing naturally this is the kind of endgame version though on the way there you could substitute the helmet for say the helmet of smiting in act one on the chest piece there's the adamantane scale male or the plate version the gloves could be the gloves of heroism even in act one for an amulet you've got to say The Amulet of the Harpers in act two and it's a bit awkward for the Rings but maybe you could go for The Crushers ring this just provides you with extra movement speed which is always helpful on the weapon we have the legendary maze from act one as a very suitable one-hander I just like this thematically and The Shield is vonia walking Fortress which is absolutely nuts for its reflective shell that class action it gets reflecting any projectile Target at you back to their point of origin it's just awesome but any suitable Shield that's relevant could be good let's say the adamantine shield in act one now for General gameplay it's going to be completely up to you you might find yourself in a fight where you can kind of go ham up in melee and go for the big hits with the Divine Smite followup on any crit and you can always upcast those Divine smites for even more damage especially if it'll kill in that case though you'd also try to position to block enemies and basically buffer for the team be that really helpful support maybe you'll twin cast a spell maybe maintaining a haste on two Targets maybe you'll play it mid-range for full turn or support through heals and Buffs using those channeled Oaths this is a defensive support style saucered in so there's lots of options depending on the situation moving forward then how about a less vertile but not that much less vertile but more explosive Focus build let's do away with multiclass and Go full sorcerer this is strong as hell and it can completely carry fights as one of the best pure level classes but it does have a squishiest start initially starting slow but useful then converting to that Ultimate Classic storm sorcerer that most people should know about by now starting out then it's going to be 16 Charisma 16 Constitution as your main stats to keep your concentration your health and of course your damage 14 decks for initiative dump strength and intelligence with a bit left over for wisdom for the subass it will begin as the draconic bloodline but convert to storm sorcery later on again this will give us more Health as we get more levels and for ancestry we're going black AK acid giving you nice big resistance to acid damage type but also deal a bit more with your acid spells but we're going to swap to solm sorcerer anyway there's going to be a load of good spells to consider that you'll have to pick and choose between but I will as always recommend the friends can trip this gives you advantage in your charisma checks which is going to be major in your non-combat situations both Ray of frost and shocking grasp can also be very good for slowing down enemies and controlling the situation and especially when dealing with with enemies in metal armor which happens often enough thanks to shocking grasp it should be a given that you want to take shield and Mage Armor to begin with giving you a little bit of extra protection while you're squishy and weak and shield is just going to be clutch for the whole game for metam magic you're definitely going to want twin and distant as well so you can play from longer ranges and then later will get heightened and quickened in the order that you can take them twin casting your haste and your chain lightning that can be very potent I recommend early picking up whole person to give you a way to hard CC people at of fights especially early and when we hit level four we can of course pick up warcaster which should be the clear winner we're going to have advantage on saving for us to maintain our concentration spells which we'll be doing a lot of especially haste before too long we'll be able to pick up haste and then follow that with the all important counter spell to control the situations and I'd like to highlight fear and also confusion as great control options for alternative concentration uses when you need to for future Feats though once we hit level8 and 12 you're just going to take ability Improvement and push your charisma up by two eventually pushing this to 20 however as we hit level eight this is when it's going to be a good idea to resp the build this is so you can swap to storm sorcery where things get Silly by leveling your storm sorcerer at this point you will just be given the crate water spell and also call lightning these is just going to be added to your kit as we hit Level 9 you're going to want to make sure that you're picking up cone of cold and also make sure you swap out a spell to pick up lightning ball which against wet targets is going to be absolutely devastating on the way to 12 then I would recommend you pick up telekinesis and the better hold monster option for some extra control and as we hit Level 11 we're going to get Storm's Fury which means when we hit by a melee attack we're going to do lightning damage to the attacker which might be even more damage than 11 there if they're wet and even potentially knock them away this also finally gets us a six level spell slot which you definitely could consider disintegrate or globe of vulnerability with a lot of the potential that this spell has in terms of gear then this is the kind of final set you're going to be aiming for for the helm we've got the hood of the weave a plus two bonus you spell save DC and you spell attack rolls which is absolutely incredible the classic cloaker protection for extra AC and saving throws as many casters end up doing the hell dusk armor is incredible protection despite being sort of a heavy armor anyone can wear it and when you succeed a saving throw you just sort of burn the enemy for three targets while also having resistance to fire damage and cannot be burned ourselves and then the reduction to all damage sources it's just a very good armor piece especially for a squishier type who can equip it for the gloves we have the hell dust gloves this is specifically for the plus one bonus to spell attack rolls and spell save DC I've got the boots of Stormy clamor this causes reverberation for two turns when dealing a condition to enemies causing repeative Thunder damage which is pretty cool we of course have the legendary staff it has the Arcane battery so that we can get an extra spell slot for free and again A plus one bonus to spell save DC and attack rolls once again for the amulet is the spell Crooks amulet another free spell slot the Ring of free action means we can move through difficult terrain and can't be paralyzed or restrained this can be very helpful finally the eversight ring also means we can't be blinded it's just really helping us prevent being CCD which could be devastating on the way to these things there are a bunch of items I could recommend though there's the potent robe you can find in act two the braces of defense that you find even in act one as I mentioned before you could go for The Crushers ring for some ability and if you can it might be wise to use a shield and there's the spell sparkler that you get very early in act one as your starting weapon for the game play then it's pretty much down to you and what stage you're at what amount of control can you currently achieve through C seeing the enemies are just blasting with raw DPS you're always going to have massive damage potential with the pops of lightning especially if you're pre-wetting the targets lightning bolt can be absolutely devastating if you position correctly and you want to maintain your concentration pretty much always usually on Twin haste Buffs for yourself and a party member just be careful cuz it can be deadly when you're knocked out of that you should have the utility you need to avoid any rough situations teleport out of there if you need to and certainly more than enough damage to take out targets even early in a fight moving on from that then let's talk about the ridiculous immortal build you might want to consider for a challenge like honor mode this build Josh created a few months back and could be very relevant now the idea is pretty simple though you just become so damage immune that enemies can't really hurt you anymore and then you focus on the concept of reflecting damage to punish those that even try we're pushing towards say 80 plus damage every time you're attacked to a point where it's actually ideal to intentionally trigger things like opportunity attacks so this works pretty damn well and could be an interesting build to work on and Achieve for a challenge run it begins as a s AER but it's actually a tri class build for starting stats you'll want 10 strength 16 deck 14 Constitution 16 in and then you'll dump wisdom and have 10 Charisma to make that happen for spells we'll start out with blade Ward and then take things like Mage Armor and shield of course and for the subass we'll take draconic bloodline using white which gives us some nice resistance which also gives us the Allin Pawn armor of agathis next level two we dip into cleric unlocking heavy armor with the right domain so we're going to take Tempest domain leading to the WRA of storm as well as the heavy armor WRA of storm gives you a new way to reflect damage as well and so we're going to take crate water to help push the lightning and frost damage of that and this Build Wizard is then the remaining 10 levels the first two levels really matter since that's where we're going to get the subclass for the Allin Pawn abjuration wizard this is going to provide that passive Arcane Ward The Crooks of a lot of this build Concept in short by using abjuration spells you increase the ward stack which provides better protection at level four wizard we get our first feet which is going to be the heavy armor Master that's going to reduce all non-magic based attacks by three damage which is incredible at that point you definitely want to make sure you're wearing some suitable armor but if you're not there yet maybe you can take warcaster for the moment next up wizard five though we get important spells like GPH of warding that's going to help stack the Arcane Ward but also do decent damage whenever it triggers otherwise you'll also take haste now that that's available and at level six we'll have the projected Ward which can help support our allies whenever needed also here we get counter spell further helping Stack The Ward and preventing nasty Spells at the right time a level eight wizard we can get the ultra impactful fire Shield providing even more resistance for fire or cold damage but most importantly it's going to be a retaliation again there and for the second feat we can now grab warcaster at this point we press on all the way to level 10 wizard for the complete level 12 character unlocking improved abjuration which is very neat because each short rest you do you're going to get 10 stacks of Arcane Ward that means you're always going to at least have 10 after every fight for a short rest or you can use intentionally to push to higher numbers like 20 from this point you'll also have a level six spell slot to work with so that is very good how it all works then is reasonably straightforward you get your Stacks up high and then say at 20 that means you'll be taking damage and reducing it by say 20 before applying whatever the hit truly was you'll amazingly only lose one Arcane Ward stack when that happens so it'll be very easy for you to then cast a spell to get the stacks up again it's this big buffer of reduced damage especially if you're upcasting your armor of agathis to provide those huge amounts of temporary hit points and loads of cold based reflect damage then we'll use fire shield with cold specifically meaning even more cold damage whenever we're hit and we want to increase that cold damage by making sure enemies are wet by using crate water from the cleric bit hugely improving the damage while also making you little bits of lightning spells even stronger and this is all without thinking about items so it's a very valid build on its own in terms of gear it's going to be whatever you can get on the way to your ideals in act 3 there's the incredible boots and armor of persistence these are top tier for the concept meaning permanent blade Ward and reduced damage to all damage there's the weave cloak the mask of Soul perception the amazing spell Crooks amulet that gives you two level six spells a day so two armor of agathys is going to be amazing that legendary weapon the Duelist prerogative that can just be a stat stick that provides a passive extra reaction per turn so extra cleric reaction blasts and also a way to challenge people to a jewel forcing them to attack you all of those are awesome but it's kind of the late game stuff on the way there then you'll want to consider things like the cloak of protection the braces of Def defense and say the adamantine splint armor for solid defense options it might also be a good idea to grab the spell sparkler for a weapon but for a full guide on this concept with all the details you can check out the video by Josh on the other hand of this spectrum what about much less defensive much more offensive a bit more questionable for Honor mode but with the DPS potential you can get from this in end game it's very good and it's not like you can't run a different build than Respec into this later when you're ready it's somewhat silly but it's very high AOE damage damage a build that Josh also put out a few months back five huge ticks of AOE damage a turn that is incredible and it's also going to involve every damn damage type you can imagine what this really is is a Ranger with a small multiclass dip using that undervalued Hunter subclass the car of the AE is the very effective volley attack that you get at 11 Ranger with extra attack and haste you could be using volley up to four times a turn easily and with it being a weapon attack it'll use every modifier such as an item like hell dust glove that provides fire damage on those attacks from that concept you can get loads of different ways to add that type of damage to weapon attacks and Skyrocket this AOE for leveling though we begin with Ranger and we'll take out our Explorer perks as element resistances for survival purposes whenever we're given the option the starting stats are going to be 12 strength 16 decks 14 Constitution dump theant and Charisma and also push the wisdom to 16 the deck is for direct attacking where the wisdom is going to be for the cleric dip stuff from here we want to push the ranger levels grabbing things things like ins snaring strike for some potent CC could be helpful early and you'll of course want the archery fighting style before we move on to level three to actually get the hunter subclass while leveling it could be a good idea to run hard Breer to help deal with early AOE but at high levels at a level 11 specifically we're going to want colossal Slayer so you may want to Respec if you're doing it that way at level four we get our first feet that's going to be the classic Sharpshooter of course and we'll continue to push the ranger levels getting whatever's suitable and grabbing the Escape The Horde perk at level seven from a little bit of extra help when moving away from enemies at level eight we get that next feat so it'll be two more decks to increase that damage even more and at level 9 we'll certainly want to pick up lightning Arrow as a very nice nuke to have whenever relevant finally though we push on to level 11 where the build concept really comes together and like I said you could Respec at this point once you're level 11 to really do this cuz this is when we get volley where we would also really want to have the Colossal Slayer passive so don't forget that for the final level we actually get that last dip into cleric picking up guidance since that's going to be great but more importantly we want the war domain subclass that unlocks War priest giving us an extra attack as a bonus action meaning an extra attack per turn will certainly be an extra volley from the cleric we can also get things like bless which is a great way to increase that damage and create water to boost the lightning damage of things like lightning Arrow also Sanctuary is going to be an ultimate fail safe to protect yourself and maybe an ally and healing word can be a great way to improve your survival and gives yourself a way to do a heal which will be relevant to a certain gear piece speaking of gear though this is what we're going to be doing the best stuff as usual is found in act three items like the mask of Soul perception the hell dusk boots and armor of agility those are going to be really good in act three but the key item for the build is of course GTO male the main bow this provides that self haste for five turns which is crazy but more importantly the unique attack bolt of celestial light it's just this big nuke attack but following attacks will deal an extra 1 D4 of radiant damage and that works on volley as another way to enhance its damage this means you'll always open fights with that that ball every time to get that effect going but what are you going to be picking up and using on the way to these things well in the early game you can consider the Titan string bow or maybe the jolt shooter these could be great bow options for your melee weapon you're definitely going to want the knife of the under Mountain King that's going to make crits more likely that's going to be very helpful while you might also consider having a shield in the off hand just for some extra AC if that's possible the gloves are going to be an important slot end game you definitely want the hell dust gloves that's going to be an extra 1d6 of fire damage and all volleys but there's the flawed version in act two to consider which is a bit weaker or the gloves of dexterity even sooner as a way to dump deck stats for a little while in act one we could get great jewelry like The Brood mothers Revenge amulet meaning if the wearer is healed like that heal we can do to oursel when level 12 the weapon becomes coated for a 1d6 of poison damage outside of that I guess you could just use your normal Coatings for the Rings there's the costic band which causes weapon attacks to deal two acid damage and there's the strange conduit ring that means you're in concentration ation weapon attacks get a 1 D4 of psychic damage both of those are huge there's a few different ways you could use concentration spells on the way to end game but you might want to use this on bless or the self haste for gante male when you have those so yeah all of that makes for a very potent range play style with ultra impactful AOE once you're at level 11 and really get the volley spam going but making this work on the way to level 11 is a different story so it could be something as simple as running the very popular and well-known Gloom stalker assassin build and then convert to this for ultra high AOE DPS for your setup later on for our fifth build to consider how about another true single class build the max healing support that is a life cleric helpfully simple you just pick a cleric and we go for the life domain the staring one which comes with cure wounds and blessed by default and disciple of Life empowering your healing spell specifically when casting a healing spell the target is going to regain additional hit points equal to two plus the Spell's level so just potent healing we'll take this cleric or all the way to 12 and this concept will allow for an array of suppored Buffs and healing lots of control a reliable way to prevent death for a specific party member or just the whole Squad in AOE so let's just get into the details of leveling to start with we want High Constitution and wisdom in this case we'll start with 17 Constitution and 16 wisdom then we just spread the rest of the stats how you want I pushed the dexterity a little bit higher than the others since that helps with initiative through starting can trips the classic resistance guidance and thury triple this is just an incred rible selection of can trips they're going to help you for the entire playthrough I'd like to highlight command as a particularly effective spell that we're going to be running and as I've mentioned before in recent videos it's just incredible as a control spell that doesn't actually require concentration use it on a single Target use it in AOE when upcasting and then still do like concentration Spells at the same time guiding bolt could be a nice filler spell to have in general and I obviously recommend sanctuary as a top tier way to prevent damage for yourself or a teammate it could also be good to run run create water if you're running anyone that benefits from frost or lightning damage in general now from the actual life domain you're going to get Aid which is absolutely incredible before combat we're just giving ourselves and the team a load of extra hit points in terms of Feats then we're definitely going to want warter to begin with to help keep the concentration spells we're definitely going to be using going for the second feat resilient is really good it's going to let you increase in ability by one which is perfect for our constitution score to get it to 18 and you actually gain Proficiency in con and saving throws to further protect you and what you're trying to do then with the remaining third feet you can just use ability Improvement to get you wisdom nicely to 18 when we hit level five we're going to get access to Beacon of Hope your allies will regain the maximum hit points possible when healed which is absolutely awesome but also it gives them advantage on wisdom saving throws and death saving throws so one of the most important things to prevent death in a honor playthrough you can also get a lot of help with the spirit Guardians especially in act two and we'll get some big AOE healing with mass healing word at at this point at level six we get blessed healer which is awesome when we're casting healing spells on another creature we actually regain hit points ourselves based on the Spells level at level 10 we get the divine intervention which could be absolutely clutch in a scenario where someone's about to die but you'll only be able to use that once to play through so keep that in mind one of my favorite endgame spells that we can get is Heroes Feast it completely prevents poison and disease and even frightening but it gives us extra health and wisdom saving throws with Advantage also it just provides lots of food which is really nice for playthrough one of the most important spells that you're going to be using for healing though is actually going to be preserve life that comes from the domain itself it requires a channel Divinity you evoke a healing energy that restores your allies for that 36 healing here but there's going to be a lot of passive extra healing and effects to ourselves and others when we do stuff like this the one you may use the most on the gear topic there's going to be a few items that are going to be pretty key the obvious pick here is the weapon FAA this long sword provides the unique actions of sing and shriek and you can do one of these per short rest sing rolls out this effect to you and your allies within six meters there a 1d6 bonus to attack rolls and Charisma wisdom and intelligence saving throws which is pretty incredible for five turns alternatively you can shriek so enemies within 6 M have this 1D fall penalty to gisma wisdom and intelligence saveing froze but also they get that Thunder damage and that again happens for five turns since it's kind of a continual AOE this can be very potent and the weapons found pretty early in the underd dark as well one of the other very important items is going to be the whispering prom miss this means when you heal a creature it gains a 1 D4 bonus to its attack rolles and saving throws for two turns so by healing someone you actually buff them with an attack roll benefit which is incredible and this theme follows with the gloves Hell Riders Pride when you heal another creature it gains resistance against bludgeoning piercing and slashing damage dealt by weapon attacks massively reducing the damage that they're taking that's honestly so potent in one like random green item we could also pair this with with the boots of Aid and comfort another early game item when the wearer heals a Target it gains an additional three tempor hit points so just by healing someone else we get some health ourselves now longterm you definitely want to aim for the Amulet of The Devout it's the plus two bonus to spell save DC and an extra Channel Divinity which is how we've got the three since that's a late game option I would recommend the Amulet of restoration for some extra healing options earlier than that for the armor I think there's a lot of good choices but I just really like the Grim skull Helm it can give you a way to avoid Critical Hits while wearing it and there's also the adamant splint armor which does the same thing so you know you'd run one or the other but it also reduces all incoming damage by two which is Major and you can send melee attackers reling you probably replace this with the armor of persistence in the true end game though since that's just so good all of this leads to a pretty damn survivable support that provides tons of healing to others and themselves at the same time and there's loads of different Buffs you generating through that whether it's damage Buffs saving throws temporary health and you've got lots of extra control yourself I think this should be a good build for a mode in general pretty straightforward and simple to understand but so impactful at preventing deaths and making allies stronger at the same time but they have it there's five very different builds with different focuses to consider for your own on a mode experiences I hope I've gone into as much detail as you needed or at least given you some good suggestions to think about and as always again if you guys have any more additions or ideas you could leave those in the comments you might help someone but for now I've been Hollow you've been you thanks for watching I'll see you next time Josh cotton and Hollow with the video dropping the humor like a hammer on your tippy toes bringing entertainment on a daily arrangement to take our insanity and turn it into entertainment yes I said entertainment twice to reiterate that it is nice to look into your faces on a mostly daily basis when you let us in your homes to make the whole world or stage is uh goodbye
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Channel: RageGamingVideos
Views: 172,761
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Keywords: baldurs gate 3 honour mode, honour mode, honour mode build, baldurs gate 3 honour mode build, honour mode best build, best build, baldurs gate 3 best build, best multiclass, baldurs gate 3 multiclassing, multiclass, multiclassing, sorcerer, paladin, wizard, warlock, fighter, guide, multiclass guide, multiclassing guide, feats, best class, build guide, baldur's gate 3, baldurs gate 3, gameplay, best, subclasses, class, multiclass build, level 12, subclass, highest damage, bg3, ragegamingvideos
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Length: 26min 47sec (1607 seconds)
Published: Mon Jan 08 2024
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