Baldur's Gate 3 - Updated Sharpshooter BUILD Still Slaps HARD After Update (BG3 Best Builds)

Video Statistics and Information

Video
Captions Word Cloud
Reddit Comments
Captions
so today we'll take a look at the Sharpshooter double hand crossbow build despite a recent fixed one of the strongest ranged trades in Baldur's Gate 3. this continues to be an insane build that can deal hundreds of damage every single turn we're gonna go over the entire build at level 12 as well as a few tips and tricks to know and make better use of it maybe even go for longer before needing a long rest so let's Dive Right In now this build is absolutely insane previously double hand crossbows were already very strong because of the Sharpshooter combination where it would not give you the attack roll penalty but uh yeah that has been addressed in the recent updates it doesn't really matter this still deals insane amounts of damage and the only thing that you're kind of losing is about 10 in hit chance but we're gonna more than make up for that with this build what's important is that this unleashes very high number of attacks in one single turn thanks to a few dips into the BART class Thief as well as the fighter so we're gonna make use of every single company Asian we can to unleash as much damage as possible for as many attacks per turn as possible so this is going to bring you two actions and two actual attacks per turn which means eight total hits plus two bonus actions that's going to be 10 and you can also add a haste in the mix and bring that all the way up to 12 which is going to be more than enough to destroy literally any boss you can solo a boss in a single turn just with this build right here now there are many ways to achieve this with a lot of multi-class combinations however the one I'm going with is six into the College of swordbard four into the thief and two into the fighter because I want that burst damage from the flourish in the first couple of turns but I also don't want to fall off in the later turns which is where the bonus action from the thief comes in and helps me a ton also the fighter just helps a ton with that Mastery for archery and also some other action surges in there that can help a ton all of these on short rest by the way which we will have three of and yeah it's just going to make things a lot better now there are some other synergies where where you can replace one of these with the gloomstalker it can also work but I just think that this fits a much better kind of like burst plus a bit of sustained roll compared to the other one now for our starting point we're going to mainly focus on dexterity and Charisma specifically because we also want to have high initiative we scale our attacks from dexterity for the non-florish attacks we also have a armor piece that Buffs our AC from all of our dexterity and we're still going to use Charisma because our flourish attacks do scale off Charisma plus it's very useful overall in the gameplay anyway that's why I'm going with it and otherwise yeah just don't forget about Constitution once you do get about 14 into that you should be all set for the early stages now this build is going to mainly focus on like the act 3 portion of it obviously the order in which you're going to level up and achieve this build can differ quite a bit you can obviously at low levels just start with a ranger go Gloom stalker up until Level 5 and essentially like get many benefits it's from what you're going to get from this build also if you're not going to incorporate gloomstalker in this setup at least try to get one level of fire early on so that you can get archery and mitigate some of the penalty you get from the Sharpshooter trade that we're gonna check in just a little bit but since we are in the end game with this build I'm going to start with The Bard we're gonna try to reach level 6 with it some of the good abilities on the way is the song of the rest this is going to give us that third short rest which is very important and helps us to go for much much longer we also have some really interesting spells here like blindness we can also have invisibility there's also hold person and other really good synergies you can build with this and make it a little bit more well solo kind of build and not rely so much on your party but once we reach level 3 our subclass of choice is going to be obviously College of Swords reason being is because of the flourish attack and one of them is this ranged ability here that lets us Target the same targets two times instead of just one or two Targets at the same time but once essentially this means you can attack two times per action which is going to be insane and it's going to apply to the extra attack too we also have access to some additional fighting styles like the two weapon fighting which is going to make it possible for us to react a little bit when enemies get close in range and you don't want to have high Miss chance you can just use the very powerful swords and knives that we're gonna incorporate with these builds too we're not gonna rely on that too much but it can still be beneficial at level 4 is when we get defeats and the first obvious choice will be the Sharpshooter now you can delay this until you get like 20 dexterity however I'm picking it right now this is going to give us a plus 10 on our damage attacks but it's going to give us a minus 5 to attack roll penalties so this previously worked in a way that it only applies to your primary weapon your offhand weapon would not be affected so if you had a hand crossbow in your offhand it would only get the plus 10 damage benefit but not the penalty from the -5 on Attack rules however that has been fully fixed in patch 1 it no longer works and I believe there's another bug introduced with it as well but it doesn't matter because with this build we're still going to have very high chance to hit very good damage as it is and we're not gonna care too much that we have that -5 penalty which was a bug anyway now once we reach level 6 this is where we get a bunch of other stuff including being able to replenish our body inspiration on short rest as well this is going to let us continue for much longer plus we get a bunch of other benefits here and we're gonna stop once we do get that and the extra attack from this point on of course you can jump straight into the fighter and grab that archery or you can just continue with the Rogue I'm going to go with the thief subclass and specifically we need the three points here at level three is when we get to choose the thief subclass and we really need it for that additional bonus action since this is a permanent unlock this means even if your flourishes will eventually end and due to the bardic inspiration ending you're going to still have a bonus action forever basically so it's going to help you a ton in prolonged fights when that happens otherwise you can also pick the Assassin this can also work really great but only if you initiate combat when enemies don't detect you you can totally experiment with this and the Gloom stalker for example however keep in mind that this would benefit most if you could just clear out everybody on the first turn since then is when you have the advantage against enemies that did not have a turn just yet but the final couple of points we're gonna add them to the fighter this is also when you can pick archery and it's also when we get the action surge at level 2 of fighter now this is going to require you to be quite yeah late into the game you have to be level 12 for this to work in this matter early on as I've said you will probably start with the ranger and then respect at around level 8 and go in this route and on the way implement the fighter one level so that you can get that archery so this already achieves about 95 percent of the things that we want this version of the build will be slightly more reliant on your party because you will also want to add a blast in the mix so that you can also benefit from the better attack role and not to miss as much you're going to constantly have an 85 to 95 percent hit chance against the most of the things now for the items you can achieve most of the damage by just going with some proper and crossbows some of which you can find as early as act 1 like the fire stroker that you get from Grim Forge it's on the other side of the movable bridge at some point there's going to be this openable area and you're going to find it inside of an ornate chest it's already great it comes with some bonus piercing damage then in Act 2 you can also get the near misser this just replaces your piercing damage and uses Force damage instead so much better if you kind of fight a lot of enemies with piercing resistances this is something you can simply buy from one of the merchants at the moonrise Tower enact II The Merchant called the Roa sells it for a few hundred gold eventually you're going to replace one of these for the Hellfire hand crossbow in Act 2 once you reach the Temple of char you're going to fight with this kind of like invisible ogre called your gear towards the end of it so you're going to get that from him but this gives you a 1d6 plus 6 piercing damage and it has a chance to also cause a burning effect once you hit a Target and it seems to not apply only when you're hiding or invisible I constantly see it popping off no matter what like literally in pure fights without ever having to hide or go invisible it's almost always triggering for some reason so not sure if bugged or not but I'm going to take that bonus damage but besides these we have a few other items that further augment this build like the Mast of the Soul perception which you get on the second floor of the devil's fee this is going to give us a plus two bonus to attack rules so it's going to further mitigate that penalty from having the sharpture activated and between this and the archery we are at plus 4 so basically we almost completely mitigated that debuff over there also the shade Slayer cloak is a really good one if you want to just reduce the number you need to roll for a critical hit this only works when you're hiding but you can totally still hide because you do have quite a lot of actions in every turn so it's something that you can buy from the Thieves Guild NPC in act 3. you can further couple this with a knife of the under Mountain King from Act 2 the wielder scores a critical hit when rolling a 19 plus if you roll a 2 you can re-roll and go with a higher number this can help a ton you basically have much better chances at doing Critical Hits and they will pop off quite often plus you have advantage on attack rolls against lightly or heavily obscured targets and usually you're going to have one of those in every single fight you get this from the gith merchant in the gitianki crash in Act 2 or you can just loot it from her body either of these can work just fine another early piece semi-early at least is the UNT armor this is going to let you scale your AC based off your dexterity modifier so if you have like 20 dexterity plus the one that you get from it that's a plus five over there so you will get a 20 into AC rather easily um you get this by the way from the quartermaster add the last Light in also in act 2. oh and by the way this also adds a plus one to your initiative role so it's literally the best armor piece you can get with this build if you want to go first or at least be one of the first to go always in every fight I also added this pair of Hell dusk well gauntlets this is going to give me the highest roll for extra fire damage on every single weapon hit now there is a variant that kinda slightly differs to this from X2 I believe some kind of Gloom Gauntlet however that only provides a one to four extra damage still good until you get this from the House of Hope in act 3. for the boots anything goes I went with this integrate boots from act 1 and also the cast casting band from act 1 you can buy this from the miconid village there's a vendor over there and it's going to give you a plus to asset damage for every attack and you also get this other ring that we used on our monk builds the strange conduit ring you will have to concentrate on a spell you can pretty much use any spell to concentrate and you're going to get an extra one to four um psychic damage maybe when you hold the person or maybe when you use some kind of buff or other debuff against targets it's going to almost always be available for you this is also from Act 2 instead of a chest in The Inquisitor room also add the gift crash so this is basically what you can achieve by the middle of the game about 90 of this build is achievable by just act two and you're going to fare very well it deals a ton of damage you have a lot of attacks and it helps you a ton the only other item from act 3 that might be necessary is the blood thirst since this is going to further reduce the number we need to roll a critical hit by one more point so it does stack with other effects Plus us if you keep this in the offhand if enemies miss you you can retaliate and even gain true strike so this means you can gain advantage on the next turn now the only slight disadvantage this Ville has is the fact that once you use your flourish attacks and consume those body inspiration charges you will no longer be able to use them again until a short rest this is why we also Incorporated the thief over here so that we can have some extra bonus actions which means four attacks guaranteed every single turn no matter what but since we have the short rests three of them in total with the bardic version we're basically going to continue for much longer before needing a long rest and this is going to replenish everything for this build the bardic inspiration charges the action surge the actions bonus actions everything you're going to be able to continue a lot more than most of the builds out there now as I've said there is a variant in which we use the Gloom stalker this is what I would use at low level and just start with a fresh Ranger spec into gloomstocker this is going to give you most of the things by level 5 the extra action you also have the dread ambusher which is going to be another way to have a bonus section however this only works at the start of the fight so only on the first turn from that point on is no longer usable but it doesn't have a short or a long rest cooldown additionally this has a plus three to initiative so it's almost always going to be the first to go in combat you also have the superior dark vision you also have the archery from much earlier if you don't want to go with the fighter and yeah it just provides you a different play style a different way of playing pretty much the same setup like you could even go with a battle master and just go like 11 points in the platter and reach similar results but in different kind of ways personally for my play Style and what I like to do most of the time I just think that the burst damage on the flourish is way too good to pass out and if you go with that it's just too good to not have a bonus action from the thief which means you only kind of have one more option alongside these which can comes from the fighter which in itself also gives you the action surge so you kind of have everything that you need for the build let me know down below if you're running with a different version of this or if you had other items in mind in the meantime thanks so much for watching and I'll see you in the next video
Info
Channel: KhrazeGaming
Views: 212,535
Rating: undefined out of 5
Keywords: khrazegaming, baldurs gate 3, best class, build guide, best build, baldurs gate, baldurs gate 3 guide, best multiclass, baldurs gate 3 builds, baldurs gate 3 multiclass guide, baldurs gate 3 best build, baldurs gate 3 best multiclass, baldurs gate 3 combat guide, baldurs gate 3 patch, baldurs gate 3 sharpshooter build, baldurs gate 3 dual hand crossbow, baldurs gate 3 dual hand crossbow build, best build baldurs gate 3, bg3 tips and tricks, bg3 best items
Id: ZTRnYtelNRs
Channel Id: undefined
Length: 14min 14sec (854 seconds)
Published: Sat Aug 26 2023
Related Videos
Note
Please note that this website is currently a work in progress! Lots of interesting data and statistics to come.