Baldur's Gate 3 Build Guide | Wildshape Barbarian | Honour Mode Ready!

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[Music] [Applause] [Music] hello and welcome to another balers Gate 3 build video today I'll be going over my wildshape Barbarian Build for this guide I'll actually be covering two versions of this build one that is more in line with the name wildshape Barbarian and another that focuses on making the wild shape aspect of the build stronger I'll first cover the levels for this build before going over the items from each Act to use for the build so without further Ado let's get into the build starting out for race selection the only one I recommend is dger due to their free access to the enlarged spell this if cast before wild shaping will linger into your wild shape other than dger because we will be spending a lot of our time wild shaped race selection does not really matter so just pick what you want for the ability scores I have three suggestions based on which level path you plan on following if you plan on following the Barbarian Level path aka the leftmost level path I recommend having a more strength and Constitution Focus stat split this will allow you to make better use of your non wild shaped melee combat while it may seem strange that we are choosing an odd number in our strength in Constitution we will be rounding these out with our feet choices as for the full wild shaped Druid path you can either fully forgo all your physical ability scores as these stats will get overwritten when you wild shape or you could drop some of those casting stats in favor of higher deck in Constitution to make you a better Caster when you're not wild shaped at level one we start as a barbarian granting us access to rage raging gives us resistance to all physical damage and slightly increases the damage of our melee attacks if we rage before wild shaping the rage will linger into our wild shape as long as we take or deal damage each turn moving ahead to level three we acquire our wild shapes similar to rage while we cannot cast spells while wild shaped any concentration Bas spells that we cast before wild shaping we will continue to concentrate on even after wild shaping as for the wild shape forms we acquire I will not be talking about every single one so if I don't specifically talk in depth about a wild shape because I believe that option to be less valuable in combat than one of the other option so for our first set of options I have three recommendations the first being the circle of the Moon exclusive option the bear the bear is the tankiest of the available wild trip options with a base health of 30 and access to its goting Roar ability which forces all nearby enemies to roll a saving throw or be taunted and forced to attack you next up the spider which I think is the most well-rounded of the options the spider's basic attack venomous bite deals a decent damage and also poisons Targets this combined with his high Mobility thanks to its araed leap and its crowd controlling web spit make the spider a highly immobile threat that can spread debuffs among enemies for our final of the options the wolf is an effective option if you have a melee Ally to combo with all of the wolf's abilities either want or require an ally nearby to take advantage of starting with their passive pack tactics this grants you advantage on all attacks as long as another Ally is also in melee range of the target you are attacking their next ability is exposing bite which while it deals less damage than normal attack your next attack or an allies next attack made in melee range against that Target is a guaranteed crit their final ability is inciting how which once per combat allows you to give all in your right allies a boost in movement speed moving on from our wild shapes at level five we get our first feet and for this there's only one option Tavern brawler Tavern brawler was recently made to work with wild shapes and since many of the wild shapes have large string stats this feet will give our wild cheps a great boost to their damage next up at level six we gain wild stke this functions like extra attack but only while we are wild shaped we also want to Res spec out of our Barbarian Level and go a full six levels in Druid this is because at six levels in Druid we gain access to our alar wild shape which will become our primary wild shape of choice until Level 10 if you plan on following the full Druid build [Music] path the alar has very high base stats in addition to its many other useful abilities first of which are its basic attacks which in addition to dealing a lot of damage also have increased range and knock back enemies on hit the ow bear also has great mobility and the ability to deal damage while moving thanks to its crushing flight next up the owl bear has its rupture skill which knocks back and damages all enemies around the Alo bear and finally the reason we are expecting out of Barbarian the AL bear has access to its own alar rage while this rage functions a little differently than normal Barbarian rage it has the same damage resistance and damage increase benefits that the normal rage has while also furing all enemies around the AL bear the main downside of this ability is that unlike normal rage the AL bear rage dissipates if the temporary health gained by the rage is removed now moving forward the build path is going to split into two I'll first cover the leftmost Barbarian path and then wrap back around and cover the Druid path shortly after so for the Barbarian path we go six levels in Barbarian at level 9 with three levels in Barbarian we take the wild heart subclass this grants us our best deal heart for which we want to take the bear heart this upgrades our rage granting us resistance to all damage except psychic making us significantly tankier could also go the L cart for the extra movement but I find the tank stats to be more worthwhile [Music] next up at level 10 you get our second feat for this I recommend going resilient Constitution this grants US Constitution saving thr proficiency and rounds out our constitution set this feet also adds that additional Constitution to our wild shapes meaning that our owl Bears odd Constitution stat will be rounded out as well at level 11 we get extra attack which it is important to note does does stack with your wild strike extra attack in your wild shape so you get three attacks with your action in Wild shape I don't know if this interaction is intended but unlike the pack to the blade warlock extra attack this extra attack stacking does still work in honor mode as of the recording of this video at level 12 we gain our passive aspect of the Beast I like either the Wolverine or elk but you can take the one that you believe complements your play style best looping back around to the Druid level path at level eight we get our second feat and same as Barbarian we want to go with resilient Constitution at level 10 we get improved wild strike which gives us a third attack in Wild shape we also get a lot more wild shape options the first of which I will be talking about is the Earth meridon the Earth meridon is the tankiest and Deals the most damage of all the wild shapes the first of most Mobility options is Elemental warp this skill is available to all meridon wild shapes and is effectively a free Missy step you can use every turn the Earth meron's alternate movement option is burrow this functions similarly to Elemental warp but also has a chance to prone enemies around where you emerge the Earth meron's basic attack is grounded thunder strike and despite the ability saying it does much less damage than this it actually deals 18 flat damage plus 3d10 Thunder damage this attack additionally can prone enemies making them an easier Target for further attacks the Earth meridon alternate attack is sludgy sling which does damage in a small AOE and spreads mud to slow enemies the Earth madan's final ability is mck to metal which lowers your movement speed by 6 m in exchange for two more AC this trade-off is more than worthwhile due to the madan's various Mobility skills the other level 10 wild shape of note is the air meridon the air meridon is highly mobile and provides good damage and utility for you to make use of the air madon also has ele mental warp but in addition all non-ear meridon can fly greatly increasing their Mobility its primary attack is electrified flail which in addition to its great damage can also stun enemies for two turns the air madon next ability is Raging Vortex which is an AOE silence that also deals pling damage each turn to creatures inside of it the final ability is invisibility this invis can be cast once per short rest and lasts indefinitely until you take some action to break it although I'm not going to fully go over it the fire meridon also deserves a mention if you are playing on a difficulty below honor mode as it is essentially a more damage oriented glass Cannon version of the air meridon however on honor mode due to the haste mechanic being nerfed I find the fire merodon to not be worth it also if you plan on playing around the air and fire meridon you will want to Respec and change your Feats to Savage attacker and Sentinel as these two meridon do not gain value from our previous feat choices as they wield weapons for our final two levels I like going two points in Fighter for the defense fighting style which adds its additional AC to your wild shapes as long as you are wearing armor before wild shaping and action surge alternatively to fighter if you want to be a better Caster you can go two levels in Wizard for better Spell versatility and access to level six spells and with that that's everything for the levels now I'll be moving on to the items so for the items for this build I had a tough time deciding what to include as more than pretty much for any other class this build could honestly get away with having literally no items a freeing up many of those items to be used on other party members but of course I'm not going to just say yeah there's basically no items and move on so here are at least a few item recommendations though you should know that deep down I truly believe the best way to play this build is to forgo most of your better items to your party while using this build as a low economy tank for your team but I digress starting off in act one with the weapon the shattered flail can be quite good as a barbarian weapon for its continuous healing alternatively morning Frost deals great damage as a staff later on skin burster can be a good option from the mountain pass for making us even tankier all of the movement speed increasing or movement ability granting items are obviously great as we are a melee Centric class but I would recommend just saving these for a different party member for clothing the blood guzzler Garb grants us some additional damage to work with when we are playing outside of our wild shape moving on to act two the weapon I recommend is the hir of vigilance as it increases our initiative and does great damage for a similar reason the Sentinel Shield is also another great option as it increases your initiative by a lot the enraging heart Garb and mighty cloth are decent clothing options for barbarians the darker gauntlets and flawed heldis gauntlets both increase our out of wild shaped damage though depending on your party you may want to use these on other members the Ring of free action can help you avoid CC and moving on to act three let's first start off with the items that actually work with our wild shapes starting off with our best armor the armor of moon basking which grants our wild shapes more HP and AC next up the shape shifter hat gives us an additional wild shape charge the corvid token gives our wild shapes permanent feather V and increases their jump distance and finally The Shape Shifter spon ring gives us an additional buff while while shaped moving on to the weapons for barbarian players Nuna does great damage and can pivot you into a throwing build if you so desire the sword of chaos gives some added Health sustain to play with in combat and balon's giant slayer does great damage and grants us enlarge the hell Rider Longbow can increase our initiative or alternatively a dead shot which can increase our grid chance for helmets the mask of Soul perception is a great option due to its increased initiative and attack roll bonus the cloak of displacement is never a bad choice although it may be better suited for someone else in your party similarly the hust gloves which can increase your damage and the Amulet of Greater Constitution which can increase your tankiness out of wild shape are both great options although they might be better suited for someone else and that's everything for my recommendation there are obviously many more items that can be useful for this build but these are just the ones I thought would be most useful while not cutting into potential items for other party members anyways thank you guys for watching Remember to like comment and subscribe if you enjoyed the video sorry this video took longer to come out than planned for but I hope you enjoyed it regardless either way I'll see you guys next video bye
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Channel: Stealth
Views: 196,955
Rating: undefined out of 5
Keywords: balder's gate 3, bg3, bg3 build, baldur's gate 3, baldurs gate 3, balders gate 3, build, guide, op, multiclass, OP, druid, circle, of, the, moon, wildshape, barbarian, wildheart, bear, owlbear, myrmidon, spider, wolf, fighter
Id: 7p90o3S65Tc
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Length: 16min 17sec (977 seconds)
Published: Sun Dec 24 2023
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