Totally Get These Best Feats! Baldur's Gate 3 Top 10 Best Feats For Every Type (BG3 Tips & Tricks)

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So today we're going to take a look at 10 of the best feeds you can get in Baldur's Gate there are three you can grab on each class by level 12 and while I will focus on some of the best I've found keep in mind there are plenty Niche options that can fit specific roles a bit better so that's something we'll talk about in a case-by-case basis when going over builds in the meantime we will talk about them in a more General sense also keep in mind that if you plan on multi-classing this doesn't mean you get extra Feats as they are still dependent on the levels invested in each class so if you go three points into one class and one point into another you're not gonna get the feat that you normally get at level 4 you will need 4 levels at least in one of them starting with the ability Improvement as basic as it seems it's one of the best to get and one of the first I recommend on pretty much any build this gives you two extra points to allocate in any of the stats up to a maximum of 20 for each one of them it's usually one of the best and most straightforward ways to improve your class as it led to directly buff your primary ability so your main goal especially as a damage dealer is to reach 20 with your primary ability this will ensure higher damage more success on attack rolls as well as on ability checks so you can get 17 which is the max you get by default then plus 2 from ability Improvement brings it to 19 and then you can get a one extra point in any of the abilities by simply letting on the ather live in the hag Mission early on so you can reach 20 in the starting hours this immediately puts you at an absolutely massive Advantage the next one is the great weapon Master another god tier perk to have so when you land the critical hit or defeat a target with a melee weapon attack you can make another attack as a bonus action that very turn on top of this attacks with heavy melee weapons that you are proficient with such as great swords or warhammers can deal an extra 10 damage at the cost of -5 attack roll penalty this doesn't seem to have a cooldown on it and it can literally trigger on any Critical Hits even multiple ones if you can pull them off successfully in the same turn and there were moments I pulled off three critical hits in one single row against the same enemy which all provided one extra melee attack bonus so three in total on top of the three I already dealt that is absolutely crazy so this just works very well on paladins Fighters barbarians especially barbarians with frenzy or Reckless attacks and that minus the 5 attack roll can be mitigated with a ton of Buffs from The Bard or the cleric classes the next one is the Savage attacker another top tier option that also synergizes very well with the previous perk so this is going to make your weapon attacks to roll your damage dice twice and it will use the higher value like in this example we see our initial role was only one but then the Savage attack a re-roll kicked in and it was now A6 Instead This doesn't have any cooldown and works on each hit per turn so for example if you have dual wield on this means it can trigger on both of the main as well as the offhand melee attacks it goes without saying that this will only work on melee attacks and not ranged ones as it's obviously shown by the tooltip so a really great option if you want to beat the odds and increase your damage even more in case you struggle with that but even if you don't this just gives you much higher numbers at number 4 we have the lucky perk which is another way to beat the odds and reroll the dice in your favor so you gain three luck points with this which can be used to gain an advantage on attack rolls ability checks saving throws and even to make enemies re-roll their own attacks against you so say you want to attack an enemy you can spend one of these lucky points and gain an advantage which is going to increase your chance to hit them but this also works on reactions so if an enemy hits you you can reroll that lucky point and maybe have a chance for them to miss instead it's not of course guaranteed you just get an advantage of these roles as in an advantage for them to grow in your favor but there are only three lucky points that you can spend in a long rest which means once the three lucky points are consumed you will have to take a long rest to reset them and use them again but since you can trigger a long rest very often and with almost no restriction you can pretty much have an uptime on this almost all the time but let's move over to the more spellcaster friendly Feats and this is especially useful if you go with a sorcerer a wizard or even a warlock one of them is the elemental ad depth this makes your spells to ignore resistances to a damaged type of your choice and they cannot roll A1 the option here includes acid cold fire lightning and thunder damage now the resistance signal here is extremely good as plenty of enemies have resistances of some type and sometimes even multiple types of resistances and you will instead deal normal damage against them as a result so if you really like a certain type of damage for example fire from the Fireball and the firewall you can just invest in this and focus on that type of damage more ensure you don't roll a 1 on it ever and also nullify all the enemies resistances now another option that would be very strong in theory is the spell sniper however I believe that this is bugged at the moment and it does not provide critical hit bonus so this lets you learn One cam trip from a number of Cam trips like bone chill Eldritch blast Fireball rail Frost shocking blasts and Thorn Whip and the number you need to roll the critical hit is reduced by one and this effect can stack so this means you can land the critical hit one in 10 hits instead of one in 20 however I might be wrong on that one what's clear right now is that this is bugged and it doesn't trigger on that critical hit so no matter what happens if you use these can trips it will not trigger a critical hit nor on any other type of spell that you use normally it should on all of them but it doesn't seem to work once it does get fixed I imagine that many classes and damage dealing spell builds will make use of it however virtually all magic initiate variants are solid options to pick as they provide extra access to spells you might not get from your current class though be mindful of the spell casting ability that they use so if it's a barred sorcerer or warlock variant they all use Charisma if it's cleric or Druid they use wisdom and if it's the wizard initiate then it's going to be intelligent however you can make some really nice combinations maybe go with a monk that uses this buff from the Druid to buff his attacks from the staff definitely works since both classes use wisdom or one of the most popular is the magic initiate warlock since there are a number of strong options there for early on you have Eldritch blast which is a great can trip it also deals Force damage you also have access to hex and also that rebuke that deals damage to enemies as a reaction totally solid options to pick early on now moving on to number six let's talk about the non-spell casting ranged characters we have crossbow expert we have Sharpshooter they work very well here crossbow attacks within melee range no longer have a disadvantage to attack rules when you have the crossbow Expert Plus your piercing shot also inflicts gaping wounds for twice as long so four turns of that enemy getting extra Damage Done onto them the major Point here is the removal of the disadvantage when enemies are close to you which means you no longer get affected by the threatened debuff you won't always get to control the battlefield and many times enemies do get close to you this how to turn with that a rogue a Ranger a Dax fighter packed into ranged weapons can benefit very well from these also Sharpshooter this makes ranged weapon attacks do not receive penalties from High Ground rules so for example you won't get disadvantage if you shoot enemies that are on a Higher Ground than you also ranged weapons you're proficient with DL plus tank damage but have a -5 penalty to their Attack rules this is literally the ranged variant of the great weapon Master except it doesn't have the bonus attack on crit action from that one meaning you can leave the passive on gain a higher damage bonus but at the cost of having your chance to hate the enemy slightly reduced since we have ample ways to mitigate that via various increases with the Buffs Precision strike you go with the fighter for example and many more from the cleric and The Bard you can more than make up for that now at number seven we might have a sleeper hit or at least in my opinion I think that this is a bit better than what it seems at the first glance and it's called the Dual wielder so you can equip two weapons in each hand weapons that aren't light and you also gain a plus HC while wielding a melee weapon in each hand but this will not work with heavy weapons so no you cannot dual Equip to Great swords or to Great hammers but otherwise it will work with literally everything else so Spears tridents spikes non-light long swords they can be dual equipped now and given how certain legendary options or even purple options have really good powerful effects on them since you gain a dual wield with these weapons you can use both the primary weapon to attack normally and the second one as a bonus action to get the benefits from them and if you can get a weapon that is very strong this can actually be a potential game changer at number eight it's time we talk about more about utility and Mobility one of them is obviously mobile another solid option that increases your movement speed by 3 meters difficulty rain doesn't slow you down when you dash and moving after a melee attack does not provoke an opportunity attack from nearby Targets this is actually huge especially on the last one it's a great feat for a monk for example but also Rogue or a ranger which already move really far if you go with the wood elf or half elf option that also extends your range in each turn it almost doubles your movement speed if you go with that setup but this is going to give you some major advantages it means that you can just attack an enemy and no longer have to waste an action on a disengage or a runaway you can just attack and then move however you see fit without triggering any opportunity attacks between all of these effects you basically have insane control over the battlefield before the enemy even has a chance to move close to you otherwise we also have athlete it gives a plus one to strength or dexterity if you want stats instead which again stats are some of the best to have standing up when your prone uses significantly less movement in this case only 1.5 meters and you gain a plus 50 jump distance so overall a really great way both if you want a gap closing ability or a way to disengage and just jump much further away plus your penalty from lifting up your character from prone is only 1.5 meters instead of half of your entire movement speed so if you were with a class that has 9.5 basic movement speed that would have been four just to get up well with this it's only 1.5 so less than a quarter now obviously we can't talk about damage and utility without also referring to defenses tough is one of them not a bad option actually for pretty much almost any class that wants a bit more survivability it gives you two extra hit points for every level you gain so 24 by level 12 and this is going to mean a third extra HP for the more squishy classes like Sorcerers or Wizards maybe not so much on barbarians but we also have Sentinel which I would say is also a god tier ability when you want to kind of punish enemies that attack your allies so when an enemy in melee range attacks one of your allies you can use one of your reactions to attack that enemy you gain advantage on opportunity attacks and hitting a creature with that it completely prevents it from moving during that turn so overall a really good option again on a melee frontliner like a paladin a barbarian or a fighter that also wants to be a team player and help his mates out you can use that opportunity attack to basically punish your enemy for their transgression and not only that they also can't run away from you so the next time your turn comes you just have a Target in your face that you can immediately just destroy obviously there are plenty more options in there including ones that can extend the proficiency that you have with certain armor types in case you don't get them from your race or class option maybe a heavily moderately or lightly armored perk can fit you well depending on your needs but there's also the armor Master variants for the heavy medium and the shield so you can gain some extra benefits from having certain types of armors equipped other than the ones that they come with by default now there are a couple of honorable mentions I will also go over Mage Slayer is one of them when an enemy cast is spelled within melee range of view you have an advantage on any saving throw against it and it allows you to use a reaction to immediately attack that caster and enemies you hate also have a disadvantage on concentration saving throws so you've got the spell resist the extra attack the way to punish them easier time to break any concentration and essentially just make it very hard for spellcasters to exist against you on the battlefield there's also the resilience perk it gives you plus one to any ability and it also makes you gain Proficiency in that abilities saving throw say you play as a Caster that's really squishy you can just gain one Constitution point and you also have the extra proficiency with it which is going to save you and help you a tone with the concentration saving throws in case enemies want to do the same towards you anyway this is pretty much it with the video of course there's plenty other options in there so if you think there's anything else that I haven't covered and you think that there is a really good combo that nobody talks about or you discovered totally let me know Down Below in the comments otherwise if you want to know more about building up your character perfectly then I checked this video I went over a breakdown of some of the best races or you can just look at some of the best beginner guides and videos that I have on the channel thanks so much for watching and until the next one
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Channel: KhrazeGaming
Views: 94,064
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Keywords: khrazegaming, baldurs gate 3, feat guide, baldurs gate 3 classes, baldurs gate 3 feats, build guide, baldurs gate 3 guide, baldurs gate 3 best feats, best class, best build, baldurs gate 3 gameplay, level up guide, baldurs gate 3 tips, baldurs gate 3 combat guide, baldur gate 3, baldurs gate 3 beginners guide, baldurs gate 3 feats list, baldurs gate 3 combat, baldurs gate 3 tips and tricks, bg3 best feats, baldurs gate 3 best build, beginners guide baldurs gate 3
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Length: 14min 23sec (863 seconds)
Published: Thu Aug 10 2023
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