OP Eldritch Knight Fighter Build Guide: Baldur's Gate 3

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hello everyone in this video I'm going to be showing you an OP eldrich Knight fighter build guide in balers Gate 3 so the eldrich Knight is one of the least talked about I think in terms of the builds for fighter cuz typically the Battle Master or the champion are two of the better ones but I'm going to be showing you some really effective ways to make the eldrich Knight a very powerful class in balers Gate 3 so got the nice oathbreaker Paladin here so fighting style this is this is up up to you how you want to build it but I personally think that going with defense gives you a plus one armor class while wearing armor because we're always going to be wearing armor is great um you can go with the two weapon fighting but I think that it's better to use a shield for this particular build so we're going to go with the defense as I think that that works the absolute best and protection can be an option when you have Shield impose disadvantage on attacks against your allies within 1.5 MERS but we're going to be moving around a lot so I think that defense ends up being the better option here so I am using the gauntlets that increase our dexterity to 18 but you can also go with the gauntlets that increase your strength to 21 so either of these is really great for act three but if you're not in act three I would recommend keeping your strength intelligence and your Constitution as your highest stats for me personally I'm just going to dump my dexterity here since I'm going to be having it at 18 no matter what my dexterity is so that allows me to put my intelligence up we're going to knock the wisdom down as well as you get more of running something like this having our dexterity wisdom and Charisma tanked obviously dexterity has some benefits but with this gauntlets it's just works out perfectly in our advantage you could also dumb strength and use the hill giant potions but I'm going to be using the blood lust potions in act three which give you a action after eliminated an enemy so I think that that one just works better overall so getting into the bulk of things our level three is when we get to choose our uh fighter subass but for level level two we get action surge you know what action surge is gives us another action it's very powerful especially on this build so for our subass this is when we are going to go with the Eldridge Knight now the Battle Master has a lot of usefulness but we get our nice Fair fire I'm running a Dr here so for cant trips we're not really focusing too too much on overall damage output blade War can be nice so you only take half damage from bludge in piercing and slashing attacks that can be nice and Firebolts just good for utility cuz it's not a damaging it's not going to be our main source of damage but it's nice to be able to light things on fire if you're the face of the party friends can be a really great can trip I also want to talk about Minor illusion because this is great to group enemies together but I'd rather have that on something like a wizard who could drop a fireball on that area so for our level one spells we're going to go with magic Missile what's nice about magic Missile is the fact that it doesn't really scale well with our intelligence so even if we dumped our intelligence we'd still be able to use this pretty well you can also get a a ciret that it brings your intelligence up to 17 if you want to dump intelligence and go about it that way but I think that magic Missile ends up being one of the stronger ones here now we're not going to be mainly a Caster we're going to be using a few different strategies here so for our next spell I like Thunder Wave this isn't a damage spell let me remind you that this is all about that thunderous push so knocking enemies off cliffs High Ground Advantage is huge in balers Gate 3 especially with Thunder Wave very powerful so we also get an expanded wizard uh spell here so false life can be pretty nice to give you temporary Seven health points uh fine familiar I think is kind of what I like to have just for having extra ability to draw aggro from enemies away from our other teammates it's nice to have that chromatic orb is good for damaging but again we're not focus too too much on damage long Strider is another really great uh spell to use and it causes this one can be uh is a ritual spell so we don't have to worry about channeling it on and off enhanced leap and long stri are two very powerful ones that we want to take but I'm going to go with f familiar because it's nice just to have that that extra Ally to spread aggro with and we also get the bound pack weapon there so thrown weapons will return to us and that's where level four really comes to shine so we get our feet and for our spell slot it's really up to you protection from good and evil can be decent in certain instances Shield is what we're going to be going with here now Shield when you're about to be hit by an enemy increase your armor class by five that's huge and you take no damage from magic Missile so this is a great reaction to have and it only uses a level one spell slot so we're going to go with shield in terms of our feet this is where the build comes together we're actually going to be going down here to take Tavern brawler reason for this being when you make an unarmed attack use an improvised weapon or throw something or big emphasis on throw something here your strength modifier is added twice to the damage and attack rolls and then we're going to bump our strength up to 18 giving us a plus4 and then that's going to be a plus eight to our uh thrown weapon attacks and we're got some really great options here as everything that we throw is going to return to us with that uh packed weapon that we got from being the Eldridge Knight so this is very powerful it can come together and make this build extremely powerful so we're going to go with that round our strength off at 18 and that's where this build really gets interesting so class five we get our extra attack so this is really nice to have our race spell really just depends I would recommend as a tling for this build because T Lings get the smites which are really nice just to have for overall damage output cuz you're going to be up close anyways so I would recommend going with that personally but again it comes down to whatever race you want to play as for role playing purposes as we get into level six this is when we get another feat so this is quite nice um personally I think that it's since we took Tavern brawler we should take the ability increase ability Improvement but I just just want to highlight that alert is really really great it gives you a plus five to initiative and you can't be surprised if you're doing an honor mode run surprised can end your runs so we don't want that uh alert's great but for me I think we're going to take our strength up to 20 since I'm not using the potions for um increasing our strength typically what I would do for a build if it's focused around strength is to dump strength and use the potions of the Hill giant these these can be farmed in act three but it puts your strength up to 27 Which is higher than what we can do with this so very powerful because especially with Tavern brawler it's going to add a huge damage boost to our attacks but we're just going to go with that plus five to to U our strength checks very nice so that's pretty good for that there level 11 is when this fully comes online but then we got I'm going to be showing you guys something really interesting that we can do on our 12th level so stay tuned to the end for that we get War magic after you cast a can trip you can make a weapon attack using a bonus action this is really nice so it's it's going to have some Synergy later on which I'll talk about this is when we unlock our level two spell slots so this is kind of nice we get some more options in terms of what we can do scorching Ray can be nice but um it's it's tough I think that something like Dimension doors is really best uh Arcane lock gust of wind some a strong wind that clears all clouds and pushes creatures back 5 meters this can be good we typically want to go with something more utility based as a eldrich knight since our intelligence is only at a plus two to intelligence checks it's not going to be our main source of damage so gust of wind can be really nice to push creatures off of the if you're near a cliff you can kind of Jump Around draw enemies to you to you and push them away with this that's kind of what we're focusing on scorching Ray can be okay burning hands as well we're going to go with that chromatic orb can be another optional one but we're not going to be dealing massive amounts of damage with that but it can be nice if we got something that's weak to fire as we get into level eight here we are gaining some more expanded spells so this this is where we can get something that's useful for crowd control like hold person I'm a huge fan of that but I think that Misty step is really the best option for us here so the reason I like Misty step is it's a bonus action but allows you to teleport to anywhere so this is great as I said with that last one we got that wind we can teleport behind people and push them off Ledges it leads to some really really nice Synergy between some other options that we got here so magic weapon really is really the only other one that I would like it gives a plus one bonus to attack and damage rolls so that's pretty useful ensuring that you're going to hit more targets deal more damage it's another concentration but I really like Misty step just for the ability to move around the battlefield pretty freely cloud of daggers can be good but that's again not something that we're overly focused on you'll probably have someone else that has cloud of daggers I usually love that but I think that the Misty step is very useful in this instance um Mirror Image can be okay too magic weapon I guess those are kind of the big big ones there we get another ability Improvement here so we can go with something like uh Sentinel here since we're going to be coming into close range and we're a we're still a fighter like we're still dealing damage up close so this can be nice because it gives us a reaction whenever enemies try to get out of our or get out of being close to us so we're typically going to be going after Mages cuz they're going to try and run from us so sentinel's great if not I would take the stitution up to probably 18 with an ability Improvement but I really like just Sentinel overall uh if you're using pole arms pole arm Master can be nice too but I want to talk a little bit about weapons here at the end as we're going to be doing throwing weapons there's some really great choices there's the electricity uh throwing item that we got that can deal electricity damage indomitable so you have become as durable as an iron golem whenever you fail saving throw you can roll again using the new result instead that just that just ensures that we're going to be passing more saving throws nothing else at this level so on to the next one and at fighter level 10 we're one away from getting all of our build set up here so we get eldrid strike whenever you make a weapon attack it has disadvantage on his next saving throw against a spell you cast for the end of your turn not something we're going to be using a whole whole lot but it can be nice for some synergies for our next can trip I think bone chill can be pretty decent um shocking grasp is a nice uh one to stop them from using reactions but I think bone chill's great especially if you have something that you need to stop it from getting healed you can Misty step and use bone chill not like the most optimal but it can be nice to just stop something from getting healing especially if it's close to death and you just can't get enough heals it or get enough damage in on it and it'll also have disadvantage on attack rolls so that could be very useful now for our next spell slot Darkness can be good if you have the ring that prevents dark uh prevents blindness so just really dependent on your build uh protection from Good and Evil I'm going to end up taking Darkness even though we already have that from my uh race of the dra Arcane lack can be okay but not really super useful uh shatter can be okay as well but I think darkness just since we want more utility spells as an eldrich Knight we'll go with that and fighter level 11 this is where everything comes together for the fighter what's nice is we get that extra improved extra attack allowing us to do three attacks so useful for our next spell doesn't matter a massive amount chromatic orb can be okay since we're only getting up to level two spells there's not a whole lot that we can do if you want acid Arrow you can go with that or burning hands so I'm going to make a massive difference cuz we've already selected what we want as a fighter so there that is and for our final level wait for it wait for it all we get is an extra feat not the most useful like we already kind of grabbed what we wanted in terms of Feats so we're going to add in another class and we're going to go with a war domain cleric now the reason for this being you'll see in just one second so there's a few different types of clerics but I think the war domain is nice you do get Shield of Faith with we already have but subass War priest when you make an unarmed or weapon attack you can spend a war priest charge make an additional attack as a bonus action so multiple multiple attacks this is definitely better than a feat so that's why we want to take that we also get this concentration Divine favor so that's pretty nice we can choose a few different uh canant trips from the from the cleric domain resistance can be okay guidance your usual ones thury something maybe like that if you don't have someone that has blast that can be nice but concentrations they're fine then you can choose whatever D you'd like for this um we'll go with where's a garl glit glitter gold we'll go with garl glitter gold that's our deity of choice and then for our final spell guiding bolt can be okay but I personally think that healing word is the spell that we want to take reason being if if one of your teammates gets downed you can use this to get them from a from a range you don't have to get up close to revive them you can just use the healing word even though we're only getting one to three healing CU our wisdom is dumped it's still decent just to have that ability but you could also have uh if you dumb strength and one with the potions you can increase your wisdom up so it' be intelligence wisdom and Constitution which is kind of a silly build but we're going to be having the strength and dexterity capped off by our items so that is the multiclass build eldrich Knight is really powerful I'm going to get into a little bit of gear and what we're going to be using for strategy here so I like to have something that's a throne item like this we're going to be use whatever we have is going to be bound to us so we don't have to worry about losing the weapon we're going to use use the weapon bond here magically buy the weapon returns you wi throne with Tavern brawler very nice so we got a look silly using a dagger and a shield but the reason for that is this gives us the weapon enhancement enchantment plus two we get hold person as a spell which is really nice uh just to have since I didn't take it from the spell slots there for helmet I think that the Bal Duran um the bald helmet of baluran is pretty great so we'll go with that one there I just like the look of the oathbreaker helmet so that's why I headed on there um death maner stalle if if you're the dark urge this is great to have but um you can go with a different option as well I like the Reapers Embrace gives us increased uh damage resistance and reduces all incoming damage by two so this is really powerful just for survivability and then as we get into our weapons here I guess I should have had this as the gloves of dexterity there so our dexterity is back up to Max we got an armor class of 23 which is pretty great um boots of speed just for click heels but this can be whatever utility you need um I like something like that emlet a ball so whenever we attack if somethingone that's full health we give it bleeding killer sweetheart the best ring in the game if you kill something you get a nice attack you get a nice critical hit on attack roll so this can be very useful you can also hold on to that so there it is the eldrich Knight really the main strategy we're going to be employing here is just using your Misty step to bounce around the battlefield get in close to deal your damage and then use your throwing items to really deal a lot of damage so with Tavern brawler it's going to add that strength modifier to our attacks makes this a very powerful class so there it is the eldri knight in balers Gate 3 thank you so much for watching I hope you found this video useful and if you did please hit the Subscribe button below and I'll see you in the next video
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Channel: JasonDunna
Views: 9,647
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Keywords: Jason Dunn, jasondunna
Id: d0WRCTFyNPY
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Length: 15min 53sec (953 seconds)
Published: Wed Mar 06 2024
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