The BEST ASTARION BUILD in BG3 - Lore Friendly Honour Build Guide

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hello my friends and welcome back to another balers Gate 3 build guide hope you're all doing well today we're covering my pick for the best purely lore friendly build for aaran in balers Gate 3 this one's for all you lore efficient Autos who really want to stick very close to the given character classes and lore that's given for the characters or people who just want to play something a little bit off meta and experience the game in a new way for either of those groups this is going to be an extremely powerful and functional honor mode build using a class that you don't see used very often in various build guides but creating a character that has a number of advantages uh most notably giving you extremely high levels of utility for your party very reliable late game control spells outputting decent damage and doing all of that while being virtually unkillable I think that this actually makes for a very smooth playthrough for Honor mode because this character is extremely uh resilient in the face of play errors mistakes bad luck or whatever you will get lots of options to overcome bad roles and this character has a lot of defensive options so if you accidentally place them in a bad situation or the AI does something that you aren't expecting you can recover from even the worst situations with this character you also get to feel really smart because you get to use a a class that everybody says is bad um and it is in fact when Built Well quite good in fact the reason that I'm building this character now is that I just recently completed a class tier list for all monoc class builds and one of the things I said in that in that tier list was that I rated monoc class Rogues quite low as you know as soon as I've rate some rated something low in a tier list I get the immediate impulse to try to optimize it to build it and see how powerful we can make it and I think we've actually uh that this build actually comes out pretty strong overall it's not going to do as much damage as more damage focused characters but the damage is still pretty adequate and the utility is excellent and it is very very forgiving for long honor mode playthroughs which which is very important cuz honor mode has hundreds of hours of inputs in it and play mistakes are inevitable you know for other players not for you um but for for everyone else it's really nice to be able to recover from mistakes that you might make this build also requires no multiclassing doesn't use any cheese or broken mechanics just a viable powerful functional build in and of itself um or and has very low item requirements and in fact competes almost not at all for items with other members of your party this build has very little overlap in terms of the items that it wants with any other character builds that you might want to bring so it can fit into just about any party this build is of course based on aarian lore but if you wanted to build it for a main character it's also pretty good there it makes a solid party face which is one of the nice advantages that we get from uh this version of the build and so you can definitely build this as your main character or of course for An Origin playthrough for aaran this works very well if you are building it as a main character build then I recommend Tak taking uh half wood elf as your character race getting access to Shield proficiency really does help with the build because it makes it a little uh tankier and that is one of the downsides of playing this build on aaran is he won't get Shield proficiency but certainly not required to have that just probably the best race is half Wood Elf or half Dr for for particularly that reason because Shield proficiency is so strong for the build for our ability scores we are going to actually stick relatively close to aaran starting ability scores although there's two different ways that we could build this we are going to begin with 16 dexterity and 16 Constitution this character gets a lot of damage reduction and various effects that reduce incoming damage so having 16 Constitution actually helps out a lot the number of uh hit points that we get will be multiplied sort of our effective hit point total will be multiplied a lot um because we're reducing incoming damage significantly through various effects so even though at the end of the build we won't end up with massive amounts of hit points our effective hit point total will be huge and every hit point we get whether that be from Constitution or temporary hit points is that much more valuable for this character because we're multiplying the value of each of our hit points significantly this character will end up actually making a pretty powerful tank at the end of the game in addition to being a a a sneaky attacker as a rogue and so you are going to which I know sounds a little odd but you'll see what I mean when we get there um so every hit point we get is that much more valuable on this character we also now have a choice if you're using this character as a party face and I think one of the cool things about it is you get to use this character as a party face thanks to great skill access and rogue's reliable talent and everything you want to take 14 Charisma and we will grab intelligence using the ciret uh the Warped headband of intellect um warped headb band of intellect is perfect for this character cuz we want a bit of intelligence but we don't need 20 almost every character that wants intelligence or almost every character wants either 20 intelligence or eight and so the Warped headband despite being a pretty powerful effect just setting your intelligence to 17 doesn't actually show up in a lot of builds or it isn't actually that important to a lot of builds because most characters don't really want 16 intelligence or 17 but it's the same as 16 this build actually does just fine with 16 intelligence and so the Warped headband is perfect for this build we can get away with taking eight intelligence and not be stealing an important item from any other character the way we would be if we were taking say the gloves of dexterity that a lot of char different characters would want of course if you don't want to use this as a party face you can just take 14 intelligence and then you'll be just fine with intelligence and then we'll spend our remaining points on wisdom for our skill selection we almost certainly want expertise in slight of hand and stealth really good to be able to have those uh slight of hand expertise is one of the great things that Rogues bring to your party alongside High dexterity this means you'll always pass your slight of hand checks which is really awesome both breaks the economy of the game in half by being able to pickpocket and also means that you'll never take damage from traps which saves your party resources over the course of the run and then we probably just take our dialogue skills if we're going for the Charisma version of the character um you can also put this point into insight and have that if you prefer it to intimidation you usually won't need deception intimidation and persuasion all three although it can be nice to have them just because for role playing reasons but uh I would probably pick deception insight and persuasion the fact that aaran gets perception from race is also really nice because just having another proficient in perception character with 12 wisdom in the party means you'll pass checks looking for traps more often since this guy is going to be disabling all the traps finding them is very important other than that no other decisions to make at level one let's go to level two character level two we don't have to make any more uh decisions about our character cuz of course we don't get any choices at Rogue level two but we do get three extremely important actions that are going to be critical to playing this character going forward so it's worth under taking the time to understand these three bonus actions how they work and how they're going to impact your play moving forward because they're a core component of both your offensive and defensive setup for this character cutting action hide lets you hide as a bonus action so if you're out of an enemy line of sight um you can hide as a bonus action this is a way to guarantee that you get sneak attack and also get advantage on your next shot Rogues main downside is that they don't get multiple attacks they only get a single attack per round and they need to land that attack every round in order to land their sneak attack damage otherwise they are not doing any damage and losing out on the main advantage of playing a rogue which is the high burst damage that you get from sneak attack cutting action hide gives you the ability to almost guarantee Landing your sneak attack every turn by using your hide bonus action and then attacking you can combine this with ways to generate concealment or cover like fog Cloud to hide inside of the The Fog Cloud um if you need to in certain Arenas you can also combine it with things like minor illusion to make sure that you have the enemies facing the other way uh or just simply by moving your characters past them if you have a Melee character you can move it to the other side of the enemy from your rope the enemy will turn to face your Melee character in order to fight them and then your Rogue will be able to cutting action hide without being in line of sight of any enemies guaranteeing you a sneak attack um and and a shot with advantage of course if your melee characters in melee With the Enemy you'll have sneak attack but the advantage is still very important cutting action Dash means that you're more mobile than every other character and also means that any bonuses that you get that affect your Mobility are even more valuable on the Rogue so things like like long Strider or haste are worth double value in terms of movement distance on Rogues because you can make two movement actions every single turn and cutting action disengage means that if you get into range of an enemy and sometimes you will want to make a melee attack even though this is a ranged build primarily you can make melee attacks if you have a dagger equipped or other finesse weapon uh you can make that melee attack and then disengage you can also if an enemy runs up next to you disengage and then fire without taking disadvantage this is really because it'll let us skip crossbow expert or any of the other Feats that normally would require you to that you normally need to fight without disadvantage in melee with ranged weapons but as a rogue you can just disengage and then fire your your weapons from far away so all three of these are critically important it's important to understand how they're used and they'll be very important for this build at character level three we get to pick our subass and the subass that we're going to pick as the game suggests for aaran is Arcane trickster this fits of course with his Rogue with his lore because he's a rogue who's looking for Arcane power the perfect setup for Arcane trickster Arcane trickster gets a few things one you get Mage hand and you get uh lerain which means that the Mage hand is invisible in some ways this is actually a downside because one of the best uses of Mage hand is to absorb an enemy attack um and the invisible Mage hand won't usually be attacked by enemies although of course enemies who can see invisibility will still attack it Mage hand has tons of uses in various situations um but the best use is probably dropping a stack of potions casting Mage hand and then your Mage hand can throw those potions to your teammates to be an extra heal this gives you a lot of additional utility just by virtue of having Mage hand um although it does take some micro so don't do it if you're not interested in doing the micro you can also throw bombs at enemies although the enemies will attack a stack of bombs on the ground and blow them up if they're next to your character the reason this works so well is that you can pre-cast the Mage hand before combat and then drop the the potions or whatever as a free action it doesn't take an action to drop them so you can throw things uh and get the extra heal without actually spending actions on your turn for arcan trip selection otherwise we have actually a couple different options here we if we're going to be a party face should almost certainly take friends of course on honor mode you need to be careful when and where you use this or make sure to leave the area after using it but it's an extremely powerful effect and turns your 14 Charisma and proficiency into almost guaranteed successes on most um most roles especially when combined with guidance from an ally and then if you have minor illusion elsewhere in your party you don't need it on this character although this character benefits really heavily from minor illusion so if you don't you should definitely take it if you do have minor illusion elsewhere um then you should take blade Ward because that actually works very well with this character's theme of being tanky when we're having having damage from blade Ward and having damage from uncanny Dodge we're only taking a quarter damage from attacks which means that we are going to be able to resist a lot of effect you could put this character in a bad situation um and enemies will often attack them because they have relatively low hit points are often concentrating on a spell and so you can draw enemy aggro this way but you'll be reducing the damage so much that that's actually good for you if you want to take a hit on this character for our spell selection we get to choose from illusion and enchantment spells again you should take disguise self cuz it's a it's a ritual spell um so it doesn't cost you a spell slot works very well with being the party face and then the other spells here don't matter that much at this stage of the game sleep is pretty useless so uh and we don't really want spells that use saving throws yet so I'm just going to say that you could take um Tasha's hideous laughter or I guess in theory you could try color spray although it's pretty bad it is kind of fun with sneak attacks but not something that you you would normally want to use tasas won't come up now but might come up later but we'll swap this out later on anyways but the real uh juice here is the expanded spell list where you get to pick from not just illusion and enchantment spells and this lets us get shield shield is incredibly powerful on Marshall characters because we're going to have great AC since we're a dexterity based character um and this gives us a reaction that can just negate enemy attacks this makes combines with our theme of becoming even tankier so that this character is actually EX extremely difficult to kill when you have reactions available I had to pause the video for a second there because I was attacked by the world's most powerful sneeze and I didn't want to inflict that on you guys all right let's go on to the next level at level four we get a feat and like most ranged builds the feat that we want to take immediately is Sharpshooter now this character doesn't have uh archery fighting style so we are less likely to hit with our Sharpshooter attacks than most characters but Sharpshooter still works out mathematically to being way more average damage per turn um than taking a an ability Improvement at this point even aside from the not taking penalties shooting at High Ground against most enemies Sharpshooter is going to be more damage A good rule of thumb is you should turn Sharpshooter off if your hit chance is uh 30% or less otherwise you're doing more average damage now that does decrease a little bit as you level up with Rogue and and you want to um apply your sneak attack more but at this level our sneak attack damage is significantly less than our Sharpshooter damage on average and so we're better off just guaranteeing that we get Sharpshooter hits and you're going to lean into Sharpshooter attacks more also remember that we should have advantage on every attack we're making thanks to bonus action hides so we're going to hit very regularly with our Sharpshooter attacks people are I think too cautious about um turning off Sharpshooter but you will do more average damage damage and more burst damage which is very important if you leave Sharpshooter on most of the time and then of course use advantage and other uh hit mechanics of aaran as well has his happy buff to help off offset the penalty and you will do way more average damage over time um by the time we're level 12 you're going to want to turn off Sharpshooter if your hit chance is something like 50% or less because at that point our Landing sneak attack is so much more valuable but Sharpshooter is still really really important in the early game next we're just going to take another spell uh you can take something at random here because we'll replace it as soon as we possibly can and here we're going to replace Tasha's hideous laughter because we are we don't want spells that have save DCS since our intelligence is going to be low we just want utility spells and we're going to replace that with a utility spell long Strider if you don't have it elsewhere in your party is incredible for this character it doesn't require a spell slot so it gives you more Shields to use enhance leap similarly is a ritual that you can use to make yourself way more mobile or your the rest of your party way more mobile um and doesn't take spell slot so both of those are extremely powerful if you don't have them elsewhere in your party they're very good surprisingly good on this character is false life seven temporary hit points is not much and this is normally not a great use of a spell slot but for this character who has so much so many forms of damage reduction false life is actually surprisingly decent um if you don't have other ways of generating temporary hit points for your character um but in general you're going to want to take long Strider if you don't have access to it and if you do have access to it take fog Cloud cuz as I mentioned previously you can bonus action hide in the fog Cloud um which makes you effectively immune to ranged attacks since enemies will not be able to you'll always have cover and can always hide um and especially if you then combine it with immunity to Blind you gain even more advantages that way fog Cloud won't block range attacks the way Darkness will but if you hide in it then it it's effective you can use it as a pseudo darkness which is very powerful at Rogue level five your sneak attack goes up to 3d6 and you also get uncanny Dodge uncanny Dodge is a passive ability that when you are hit will use your reaction it does take your reaction to have incoming damage as we talked about previously you can combine this with blade Ward to take one quarter damage from uh any physical damage attack and that includes magical attacks um as long as they do slashing piercing or bludgeoning damage and while it does conflict a little bit with shield in that they both require your reaction this basically lets you if the attack could be blocked by Shield take zero damage from it and if it's not blocked by Shield take half damage from it that means that almost every incoming attack is doing significantly less average damage to you and your effective hit point total is much much higher than most other characters because of all the defensive options that this character gets we also get to replace a spell and we're going to replace whatever we picked last level with another powerful utility spell in this case we'll take enhanced leap if we don't have access to that somewhere else but if we do we can grab fog Cloud Rogue level six we can uh make some skill swaps but we we don't want to uh because we we just want to keep our skill proficiencies um but we do get to change out some spells however at this point this SP list is perfect unless we've gotten access to these rituals elsewhere so if you have grab fog Cloud if you haven't just keep these spells uh the way they are at Rogue level seven we get evasion which means that we are now in addition to being very very resilient to enemy attacks also very resilient to damaging spells since we will have excellent dexterity saving throws we are going to take no damage from most enemy damaging spells and even if they do somehow get through our excellent saving throws we only take half damage meaning that we are very resistant to damage basically the only thing at this point that puts this character in danger is controlling effects um wisdom targeting saving throws or con targeting saving throws that just take your character out completely uh but any damage based attacks against this character you will be able to pretty safely ignore if you combine it with a Healer somewhere in your party or just some form of healing any damage you do take you'll be able to heal up pretty quickly or you can just drink potions and this character will be extremely safe and resilient throughout your honor mode run we also get access to level two spells and we can continue that theme of taking powerful defensive options by grabbing Mirror Image you can pre-cast this before combat again and this will mean that your character has in combination with having great dexterity incredible AC adding plus n to your armor class even if it does slowly decrease over time time means that the first three attacks against you are basically always going to miss um especially because if they do happen to roll a very high roll you can Shield against them and then any that do hit are take you're taking 1 half or one quarter damage from so your character is very very difficult to bring down we can also replace a spell with a level two spell although honestly I think we're pretty happy with the spell list the way it is still again if you've gotten these rituals elsewhere you can pick up other uh useful utility level two spells for example you can pick up invisibility which is of course very good for this character blur for even more defensive capabilities or if you just feel like you really need some guaranteed damage cloud of daggers is good a little less good to pick up at this level but still very useful Misty step for this character is excellent obviously cuz it's always excellent for every character but less important for this character than for other um for other characters and especially than for other Marshalls because you get the bonus action Dash which in many cases is as good as Misty step now uh you're never wrong to take misy step so you should consider it especially if you don't have an if your items of Misty step are on your other party members um almost every character should get access to this spell eventually but it's it's worth noting that it is slightly less important for this character than other characters I'd still probably strive to get one of these ritual spells from some other source and then pick up uh Misty step instead but just worth noting that if if you can't do that it's not a total disaster at Rogue level eight we get another feat and we also get another expanded spell list pick but for our feet we're just going to pick up ability Improvement you can get to 18 dexterity here and be landing your attacks much more often and that's very useful as well and then for our expanded spell list pick we'll just pick up another utility spell like invisibility for examp example now our spell list is basically perfect so we don't need to replace anything at this point at level nine this character's ability this character's play style changes significantly because you get access to magical Ambush this is why we want to have the Warped headband of intellect and grab 16 intelligence because um if you give enemies disadvantage on saving throws against your spells your effective save DC is going to be somewhere around if you it with 16 intelligence is going to be somewhere around if another character had 24 intelligence it's an enormous boost to your ability to land spells and makes you actually extremely able to land uh spells while hidden you can bonus action hide and then land a powerful control spell on an enemy making it almost guaranteed to land a powerful disable and as it so happens you have one of the most powerful disables in the game available right away so let's pick up um whichever one of these spells we no longer need cuz we have access to it somewhere else and we're going to grab hold person this means that from hiding we can initiate combat with hold person basically guarantee that it lands because enemies will have disadvantage on the saves and we can use Save DC boosting items if we want um but in general even without abusing Arcane Acuity this is the most reliable or without abusing Arcane Acuity this is the most reliable way to land hold person the most debilitating control spell in the game and if you land hold person on someone and have two hand crossbows equipped or an off-hand hand crossbow equipped you can land hold person from hiding basically guaranteed to land and then make a guaranteed sneak attack Critical with your bonus action offhand attack against that enemy guaranteed criticals with sneak attack are incredible amounts of damage and that is going to mean that this character suddenly does tons of burst damage and has access to really great control spells you can also if you need the control spell refreshed or on a different Target or just need it it in combat and started your combat without casting it bonus action hide and then land the hold person with disadvantage which is incredibly powerful as well this also works on Scrolls so any spell that you have from a scroll will cast off your intelligence and will work for disadvantage will work uh with magical Ambush to give enemies disadvantage on saving throws so this character is suddenly the best character at using Scrolls in the entire game Rogue level 10 we get to take another feet because Rogues get another bonus feet at level 10 so just like Fighters we get four Feats over the course of a monoc class build a little later but it's it's still really nice um for this feat we have two options actually one is to boost our dexterity to 20 another is if we are using the cat's Grace armor and and so just already have 20 dexterity which is a a possible best and Slot armor for this character we can stay at 18 dexterity and pick up another feat some other Feats that are really good for this character are alert of course CU it's just excellent for every character um but there's also some others for this character that are uniquely interesting for this character lucky combines with this character's theme of being extremely reliable and unkillable it's going to give you uh basically immunity to Critical Hits cuz you can use this against enemy Critical Hits um to prevent them from critically hitting you with the lucky uh points you can also give gain advantage on attack rolls ability checks or saving throws advantage on attack rolls handily lets you trigger sneak attack even if for whatever reason you can't hide it's probably not usually worth a lucky point for that but it is definitely an option um you don't don't usually want to use this on skill checks or saving throws but for some really important skill checks you can and luck points are really nice for this character and make you extremely reliable at passing various skill checks another fun feat That You Don't See used very often but is actually very good for this character is mobile um because you get additional movement speed and difficult terrain doesn't slow you down when you dash that means that your bonus action dashes can go over difficult terrain really easily um the if you move after making a melee attack you don't provoke is not that important but additional movement speed is so good for this character cuz it's doubled in value and the ability to go over difficult terrain can work really well with say plant growth from an ally to make a a party comp based around difficult terrain where this character can be extremely evasive by passing through your own difficult terrain or difficult terrain that's on the field that's uh probably not what I would recommend but it is a really fun feat that doesn't see a lot of use and this character makes great use of it so I wanted to mention it the best by default is probably uh alert or of uh lucky or of course just taking 20 dexterity but we're going to just grab 20 dexterity assuming that the cat's Grace armor is somewhere else that said the cat's Grace armor is a great item that most other characters won't be competing for so you can probably pick that up for our spell selection here um none of these are particularly good for us blur is a nice defensive spell that we can concentrate on and one fun thing about blur actually is that enemies are less likely to attack you while they have disadvantage against you but are more likely to attack you when you're concentrating on a spell um and that means that it actually doesn't prevent enemies from attacking you so if your goal is to be really hard to hit and get enemies attacking you blur is a good thing to concentrate on because they'll try to hit you to cancel your concentration on blur even though that doesn't matter just a good way to manipulate the AI and very I I feel tricky and inthe for an Arcane trickster Rogue crown of Madness if you can land it um it's it's a little buggy but it does make enemies attack each other and that is very useful as well I think that blur is overall your best pick uh we also get another bonus krip so we'll just take whatever utility we don't need at this point if you had to take minor illusion on this character cuz you didn't get it elsewhere in the build then you can pick up uh blade Ward at this point but I really like having blade Ward for the entire run of this character so probably we'll just pick up kind of whatever feels best to us at this point we're still not Landing cantrip attacks cuz our intelligence isn't very high so we never want to take the attacking cantrips but you can pick up anything and we'll go with true strike just to annoy people in the comments as I so often love to do at Rogue level 11 we get reliable Talent meaning that we are as a party face even though we only have 14 Charisma almost guaranteed to pass every single dialogue check in the game at this point um as well as just you you will never Miss on disarming traps you'll never miss on opening locks reliable Talent is just incredible for a skill monkey character like this and for our spell selection again this is not that important but we can pick up crown of Madness you'll almost always be using um or Tasha's hideous laughter is also pretty good against certain bosses I'd probably take Tasha's actually I'm I'm rethinking this Tasha is just good against bosses and and works against characters that hold person doesn't work against you can land it quite reliably and finally at level 12 we get to take another feat and if we have already taken uh an ability Improvement to 20 then or have chosen not to then we can take one of the other Feats like lucky or alert I'm going to suggest taking lucky because this character obviously benefits from alert alert is just a broken feat and super powerful on every character going first is awesome but um this character uniquely uses lucky very well and also already has quite good initiative with plus five decks I think that alert is probably the more powerful pick of the two but lucky feels good lorewise for aaran and it's just nice to be able to use Feats that don't see a lot of use um rather than spamming alert on every single build so when you put it all together you get a character that while it does less raw damage than a more damage focused character you can of course check out any of my other asarian Archer builds for more Dam damage Focus versions of the build um it does its damage extremely consistently and extremely reliably in fact that's the thing that this character does best is be consistent and reliable the damage is very consistent the control is extremely consistent to land because enemies will have disadvantage on the saving throws and of course you get reliable Talent meaning that you're making all your skill checks uh with extreme consistency and basically cannot fail most skill checks which is incredibly powerful you also get um access to you you also basically cannot die in combat so you're doing all of the extremely consistent things that this character does while almost never in danger of actually dying the only thing that really threatens you is control spells like hold person for example is pretty bad for you but other than that you're very very unlikely to die through damage which makes this character a really smooth and safe way to playr honor mode and a great addition to your party you also get access to a couple really broken mechanics in ways that are actually uniquely good for this character one thing that you get access to is reliable Talent right and the lowest result you can roll on a skill check is 10 well skill checks are used in combat in one very special way greater invisibility greater invisibility lets you make attacks before combat starts and stay invisible so you can continuously make attacks as long as you pass stealth checks of increasing difficulty every time well those stealth checks start at dc5 and this character has without any like items or anything we have uh plus 13 stealth that means that the lowest that we can roll on our stealth check for greater invisibility is 23 so we can never fail the first stealth check the second is DC 17 so we can never fail that one and then it goes up by one so we need to to make eight attacks before we can ever fail a single roll on greater invisibility and even then only on a natural one which would can reroll with lucky or if we're halfling we can roll it meaning that we are almost certain to get off our 10 attacks from uh greater invisibility obviously 10 stealth attacks because it only lasts 10 Rounds right obviously 10 stealth attacks is enough to win pretty much any combat and so this character does that with perfect efficiency and never has to actually roll dice to use one of the most broken mechanics in the game we can also buff up this character significantly with items although as I mentioned previously it's not very item Reliant and doesn't really compete for items with other me other members of the party but of course there's lots of different options for how we build it in fact how we build the character in terms of um in terms of equipment or weapons matters a lot for how we're going to play your typical play pattern is either going to be fire off a hold person and then fire off a guaranteed critical from your offhand hand crossbow or fire off a mainhand attack and then an offhand um ring of the band of the Mystic scoundrel spell now the band of the Mystic scoundrel spells won't have the the save disadvantage but you can still cast the utility spells and so this is a really use really powerful way to use band of the Mystic scoundrel still very powerful but not broken or abusive the way the sword bar version of this is so you get to use one of the more fun items in the game without using it in an abusive Way by firing off an attack with say the Titan string bow or the Deadshot and then using your bonus action to cast something like mirror image I think that's a much more fun and and uh way to use the band and much closer to how it was intended to be used and so I actually think this character is one of the best uh best carriers best in the sense of most most appropriate most ethical I guess carriers of one of the most broken items in the game so you can still have fun with this item without just ruining the game for yourself by making it too easy of course you do still benefit from the Helm of Arcane Acuity Another Broken mechanic but and you get to use this in a way that's less broken and more sort of how it's intended cuz you only make one attack per round and so you can stack a little bit of Arcane accurity and just make your hold persons much more reliable um but mostly the items that you're going to need are just good hand crossbows because you will typically want to make an off-hand hand crossbow attack after landing a hold person you are going to want um the Warped headband of intellect to give you 16 or 17 but effectively 16 intelligence to make your hold person's land reliably if you are a race that has Shield proficiency you'll want a shield that either gives you saf DCS like this one or initiative both of those are very good because you can have a shield equipped while having ranged weapons equipped still benefit from the AC and that makes goes very well with your goal of being tankier but mostly this character just needs spell DC items anything that increases your damage per shot like the flawed helles gloves is still good for you but not required because overall this character is extremely item independent and does what it does without needing any specific items all right my friends I hope that you've enjoyed this video and of course as always if you have feel free to leave a comment like the video both of those things help me out a ton with the algorithm here on YouTube getting more people to see my stuff um and keeping the balers gate community thriving and uh as always you can subscribe to my channel for more of this and other strategy game content and I'll catch you next time cheers folks GG
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Channel: Cephalopocalypse
Views: 27,115
Rating: undefined out of 5
Keywords: Etarran, Cephalopocalypse, Baldur's Gate 3, Larian, D&D, Dungeons and Dragons, Build, Guide, Strategy, Tactics, Tutorial
Id: caucGYWQhGs
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Length: 35min 56sec (2156 seconds)
Published: Sun Mar 10 2024
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