Warlock spellslinger duelist build for Wyll [Baldur's Gate 3]

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ah imperative foreign hi YouTube this is going to be a build for will in Baldur's Gate 3. I want to preface this video by saying I did use will a lot in my playthrough however I played a different build but it really didn't work out that well so I just want to sort of talk about that just a touch and then explain how this build works and how it differs so I play it as will with a warlock of course because he has a warlock mixed with an oath breaker Paladin and I wanted to sort of use bump up his Christmas stat and use the aura to you know do some Undead Shenanigans however it turns out the aura doesn't affect any of the undead summons you get in the game um I'm pretty sure it's because their unarmed attacks don't count as melee weapon attacks however Larry and programmed it it'd make it patched at some point but when I played through it just didn't work it was still plenty strong because you were adding your charisma to your attacks however I felt that he wasn't very mobile he had very low spell slots because as a level 7 Paladin he really didn't have that many because paladins are a half caster and the Warlock slots because you're I was focused mainly on a couple of large battles as opposed to sort of abusing short rest as much only having two spell slots felt like he was really behind a bunch of the other casters and he was also behind some of the marshals because he didn't really have anything to do other than occasionally Smite with the tiny spell slots he had so what I wanted to do when I looked at him again was focus on more will specific things specifically he's like a duelist with a Rapier and I wanted to make sure that he's still a fiend packed warlock because that's very important to him and then add some sort of like spell Slayer element to it and I think I really came up with something that's good here however a lot of the items are from act three that's not to say he's not great early because the early warlock scaling is incredible in addition when you start to get some levels in other classes it sort of opens up your utility a ton and you're going to have access to most of the things a full Caster is in addition to once he finally comes on online around level nine or ten uh really coming into his own so one of the main things we're going to use here is a ring that you can get at the very start of act 3 if you go into the circus pickpocket the Gin talk to him do his thing he'll send you to the Jungle try to go with a character that has invisibility or stealth or access to either of those things via Potions you're going to want to dodge the Raptors that are there and steal uh or I guess just loot a ring that's found in the backpack in the area that what that ring does is it gives you access to um casting illusion and enchantment spells as bonus actions as long as you've made a melee attack that turn and luckily that's exactly what we want to do so we're going to be making a bunch of melee attacks with a bunch of different things to do with the attacks in addition to Casting a fully leveled enchantment or illusion spell as a bonus action which means we are going to be very bonus actions starved so you are going to have to position him a little more properly however if he doesn't end up where you want them to be you can still always just use Eldritch blast or there's a way to teleport around the battlefield without using any actions however it is a little tricky so I'll get to that later in the video before his starting level uh you can see I hovered sorcerer here instead of warlock but we're actually going to want to start either sorcerer or fighter fighters the more I'd say in-lore flavor version you know he starts as a fighter then it becomes a warlock and what I would take here would be the defense fighting style because we're gonna get dueling later and additionally the 1ac is a lot more helpful early than it is later and um like I said we're already getting access to style later fighter is sort of a uh very a little chunkier and kind of forget about it class and it's very lore accurate however what I like to do for my min max perspective is start sorcerer now both sorcerer and try to give you access to Constitution proficiency here which will help you maintain your concentration on spells and most of the Spells we're going to be casting as you'd imagine being illusion and enchantment spells are gonna require a concentration we're also gonna be in melee range so we're gonna have to make that check a lot so you really want to start off as this additionally it doesn't really hurt delaying your extra attack because you can sort of lean on Eldritch blast scaling with your overall character level when you hit Level five so you'll be able to get your two full Edge which blasts and then sort of lean into the more of the Marshall once you get some of your extra attacks in so for your can trips I want to talk about uh how the casting of this build is going to be we're going to be a full Charisma based Caster so all of the Charisma based canned trips here are going to do full damage however you're usually just wanting to want to use Eldritch blast or another character we're getting later to do real damage so don't feel pressured to take any of these of course they're all good in their own right I like shocking grass because it can prevent reactions for enemies Rhea Frost you can kite people around in addition to creating icy terrain fire bolts really nice for setting things on fire I didn't find bone chill that good because a lot of the undead are actually immune to the type of damage it is and honestly most of the time you just want to deal damage as opposed to playing a debuff especially because most the undead are kind of like throwaway enemies so you just want to like kill them as fast as possible as opposed to sort of like debuffing them but anything you want to take here is fine we're going to have access to a lot of these spells so don't fret about it too much we're gonna have tons of canned drips for the actual spells there's one You definitely want to take here in that shield shield is the main benefit of going sorcerer over fighter access to Shield is really important because on the top end we're going to be using light armor which is not as AC heavy as medium or heavy armor is in addition uh we're gonna have access to two reactions which means you could potentially double shield but more likely it's when you shield for the first time you can still have another reaction to respond to with say counter spell or um opportunity attack or something like that secondly I would recommend taking sleep just because we're getting these at level one and sleep is extremely strong up to level four or so and that's just some tactician with the lower Health that mobs have on the normal difficulty you could even take sleep even further other good choices are the ritual spells here disguise self-enhanced sleep and feather fall if you don't have access to them fog cloud is another good one as sort of a suedo cc and Thunder Wave is also just a great AOE that can push targets of any size class so it's always relevant throughout the game for subclasses because we're going to be using our bonus action a lot I don't like taking the storm sorcery here I'd rather take draconic bloodline with the white dragon here to get access to armor of agathis however if you really want this spell you could just take it as one of our warlock spells so it's not that big as it is in some other builds you also get one more HP by being the draconic bloodline however I just take wild magic having access to easy Advantage is really nice because it can guarantee us to land some of our hits and we don't really have a source of advantage in the build outside of this or CC that our allies might be applying so it's nice to get that in addition the wild magic Feats are kind of fun for the initial stat spread you're going to want something like this you can swap between dexterity and con depending on if you want better saves or better AC I actually think the better AC is a little better early on uh and then obviously at our first feed level we're going to be able to improve both of these by one I'm getting very simple spread if you want to use the hag hair on this character I would probably uh still go dexterity just because the initial AC is going to be really good and you're going to want to fight for every point of AC you can get just you don't have to make that concentration check uh however that's going to be up to you and then obviously you just take two on another skill that you'd like so I'm just going to start with this and then skills obviously you're going to want to take acrobatics as acrobatics is how we're going to be a dodging getting shoved as a low strength character another benefit of fighter is you have access to a lot better skills starting off so that can be another motivation for starting that way for the actual skills if you want to do any sort of face stuff definitely take two of the face skills here I'd probably take either deception or intimidation they tend to overlap as far as results a lot so I'd pick one of those and then take persuasion as the other one if you don't want to do any face I'd say probably go Arcana and religion there's a really important religion check later in the game in act three that you want to be able to make and it's dc25 so it's kind of difficult Arcana is pretty good because as a warlock and a sorcerer you're going to get some dialogue options that are specific to being that and a lot of the times those are Arcana checks in addition in the tabletop version your counter spell role was based on an Arcana check not just a straight D20 roll it's kind of unclear what it is in this game but if they implement it that way that's another benefit to having Arcana proficiency all right so that took a while but I'm gonna try and zip through the other level so this video doesn't end up being too long I know I opened up with a little Showcase of him now that we have our initial level done we're going to go straight into Warlock and we're going to take our next five levels in Warlock which should make leveling up pretty easy in addition to scaling fairly well you generally want to have one class up to level five to get access to level three spells extra attacks all of that and we're gonna get access to both obviously you want to take Eldritch blast here and then the other one just take whatever you like I found friends was pretty good because if you use it in a dialogue you don't get the negative penalty of uh they might accuse you of charming non that's only if you use it like outside of dialogue I found and obviously we're gonna take the fiend this is for uh flavor purposes in addition to making you a little tankier on the front line so it's pretty good also these spells you get are pretty good another option you could take if you're playing this as your own character and you don't feel compelled to stay fiend is you take old one old one has the benefit of whenever you crit which we're gonna have a little bit of an extended crit range so it's kind of nice there's sort of a tiny AOE fear but more importantly it's it's that enemy it gets a fear it says wisdom saving throw but I'm pretty sure it just doesn't do a throw it just automatically applies it so um your mileage may vary on that however I just stuck with Fiend I think the Spells are pretty good and being a little tanky on the front line is always great here you're going to want to take probably leveling up hex and burning hands hex is really nice early on when you don't have a consistent use for your bonus action and we're not going to be getting that until early act three which is around level 9 level 10 so hex is going to be there for you for a really long time and additionally it lets you use a spell slot on something and then sort of focus on that the entire day so it's great to have that the other spell you can take there's a couple options I like running hands it's just a nice cheap AOE does a lot of damage early on gives you access to like big fire stuff we can do for explosions other options are armor of agathas it's just sort of a temp HP thing you can put on you wouldn't want to use it early but it definitely scales very well later alternatively if you don't want to have the AOE command is a very powerful single Target and then it scales with level uh sort of CC spell we are going to take this next level so feel free to swap these out I just I would go for the two powerful early game spells when you're starting off and we're gonna keep going with warlock here level two is where you can get your invocations and to no one's surprise we're going to take agonizing blast this just adds your charisma modifier to your Eldridge blast which means it's a really solid spell that you can be using and it's a can trip of course so you can use it all the time the second one you have a couple options you can use Devil's sight if you're willing to sort of abuse Darkness with your party also just being immune to it in general because a lot of enemies cast it is really good however if you don't want to do that you could also consider something like repelling blasts repelling blast is pretty strong because it's also another non-conditional push similar to Thunder Wave and it scales with the number of blasts you have and you can toggle it on or off personally I went for the I would go for the devil's site here just because next level we're going to be picking up Darkness however depending on your team comp you may want the repelling blast and then of course for the other spell we are going to take command [Music] level three warlock we get access to our pack Boon and will as a sort of Rapier swashbuckler type is going to take back to the blade this enables you to add your charisma modifier instead of your dexterity modifier to attack some damage I found that you still can get disarmed which is really weird because it specifically says you can't get disarmed but it's just whatever and then for spells here I like taking uh Darkness you can also start replacing some of your other spells here but you could also wait a couple levels it's not too impactful level four you're gonna get another can trip just take whatever you'd like here it doesn't particularly matter minor Illusions good If you're sort of like doing any sort of sneaking stuff and blade Ward's sort of like another tanky thing for spells I would definitely take old person here and then I probably start replacing some of the other spells so you could take out maybe burning hands here and get Misty step for Feats we're going to want to take our ability Improvement here to get our plus three and plus four and of course if you're using the hag's hair there you just put your ability to 20. level five is a pack to the blade warlock we get access to our extra attack however it only works with your packed weapon which means you always have to remember to bind your packed weapon additionally it doesn't work on Range Auto attacks however it does work if you make a range Auto attack and then melee with your packed weapon so there's a little combo there I'll talk about later we get another Eldritch invocation again if you're in a sort of comp that's going to use repelling blast this is really strong another thing that's really strong is minor than mine because slow is a strong spell however slows I believe a transmutation spell so I wouldn't personally recommend it on this build because we're mostly going to be focused on enchantment and illusion spells and then you're going to want to swap some spells out here I would personally take Fireball and then replace hex because we're very soon going to find better uses for our bonus action or counter spell uh if you wanted to replace anything here for maybe crown of Madness or blindness I'd probably drop Fireball um I just personally like having Fireball especially as early as level six it's just a nice AOE to have and counter spell is excellent because we're going to have multiple reactions we're gonna be able to use it on short breast and it's exclusive to uh like sorcerer Warlock and wizard so it's just a nice thing to have in your party now that we have our warlock spells out of the way below five warlock we've got an extra attack we've got our you know all our Charisma bonuses to Eldritch blast and our weapon now we're going to be moving into The Bard class now The Bard class is another Charisma based Caster with some uh sort of stabby duelist bits that we're gonna get later on so initially you're going to get even more can trips the one you definitely want to take is vicious mockery vicious mockery is not only a can trip that deals a rarely resisted damage type in psychic and debuffs the enemy but more importantly it's an enchantment cantra which means we're going to be able to cast this as a bonus action which is going to be very powerful because casting dealing damage with a can trip is going to trigger some other stuff and you're going to be able to constantly apply this disadvantage on attack rolls if you have nothing to do or you don't want to be using your resources on a smaller skirmish and for the next one just pick whatever you like I think personally blade board's probably the best of these and then for spells I would definitely take the two enchantment spells here of Tasha Sidious laughter and dissonant Whispers these are both really good healing word is also really nice in a pinch just to be able to have this sort of really ranged bonus action heel on top of that if you don't have access to longstrider it's really strong fairy fire is also really strong however it is going to use your concentration and it's an evocation spell which means we can't combo with a bunch of multi-attacks however you could combo this with just a simple bonus action attack on a Rapier so it's an option if you are struggling to fund advantage in the rest of your party you could also potentially take Bane Bane is another powerful debuff you can throw on people as an enchantment spell and scales a little bit level I found it's not that strong but if you were ever going to use it this would be the build to use it in a starting instrument doesn't matter too much pick your favorite and then for starting skills I'd probably take performance if you're going for more of a um uh face type thing there's a lot of performance checks if you're not I would just take perception here just to have another person with a reasonably good perception score now as a Bard we are going to continue getting more spells so just pick some spells you like here um I'd say Thunder Wave is a good one fire is a good one level three bar we're gonna access to our subclass and this is pretty big because it's going to let us do a bunch of stuff and it's also going to give us access to a fighting style because we're picking of course College of the swords and then for fighting style we're going to want to pick dueling and spells there's some really good ones here uh the one I want to point out in particular is crown of Madness Chrono Madness is essentially the same as dominant person in this game because dominate person doesn't actually let you take control of them it just sort of puts them on your team as long as you can position it in a way that they're going to be sort of more around enemies then they will go ahead and attack enemies enemies also have them flagged as hostile so they will immediately attack them and take their turn yet it also has the benefit over dominate person that it can't break on taking damage they are just as soon if they fail to save they will for three turns which is a very actually very long considering most CC spells are two turns three is pretty much more than enough most the time uh and for a level two slot it's really strong however it doesn't scale with levels so keep that one in mind and then you also get to get expertise and some skills here personally I would just go for if you're pure combat focused either perception and acrobatics or if it does work on counter spell I take Arcana hero over perception but again we have no way of confirming that because it doesn't show the role in the system so we're gonna have to wait for uh someone to I guess pour through the data code and figure out how counterspell works level four Bard we're getting another feat and what I would take here obviously is to pump your charisma up to 20. however if you were using a hag hair setup or if you're playing a fighter start and you want to sort of drop your charisma you can take the defensive duelist feat the defensive duelist is when you're using a finesse weapon you're proficient with which is going to be always you can use your reaction to add proficiency to your armor class and at max level in the game I think level 11 or so is when you hit the max proficiency bonus for this game which is plus four so it's basically the same as the shield except it doesn't cost a spell slot which is really strong so if you use your hag hair to free up a feat this is what I would take but personally because I have the shield because I didn't take the hair I just went to improve my Charisma here some other good spells you can take heat metal is a good one however it's transmutation so it's not really what we're looking for blindness is a really good one it is a necromancy so again it doesn't sort of scale with the bonus actions we're doing however it's a debuff that doesn't require concentration which is really strong it also gives you another source of advantage another strong ritual spell is silence however do be in mind will turn to a guitar style at least on tactician difficulty if you cast it over them uh did I not why is it not happy with me okay bar level five we're going to recharge our Bardock dice I actually forgot to mention these so Bardock dice we're going to use as a college of Swords Bard on our flourishes and flourishes are arranged or melee attacks that you will do that will add a Bardock Dice and bonus damage to them and they have a couple different effects one of them is it adds plus 40 or AC until the next round is similar to The Shield spell another one is after you use it you can knock back an enemy 20 feet and then teleport to them as a free action so what you can actually do with that is use it on a range attack with a bow and arrow if you hit with that then you can teleport to the enemy and make your melee attacks and cast your spells from there without using your bonus action on say a misty step or something so at level 5 bar these these dice that you get are going to start recharging on every short rest instead of every long rest which is really good because now we're going to recharge our Bardock Dice and our warlock spell slots on every short rest in addition as a bar you get a bonus short rest so you can really really use a bunch of resources over the course of a day and then it also is going to bump them up to a1d8 finally for spells I like taking either fear or hypnotic pattern here this is an illusion and this is an another illusion spell they're both great AOE CC's fear is sort of a cone in front of you so it's normally pretty difficult to land on a Caster however as mostly a melee based Caster we're already going to be up front and it's it's great for not only getting a fair effect but getting all the enemies to drop their weapons particularly in uh act three when we're around when we're gonna have this a lot of the enemies are going to be fighting our humanoids so a huge AOE fear spell is going to disable most of them foreign ly as a level 6 Bard is our last level we're going to access to the subclass feature of extra attack normally this doesn't stack with other extra attacks however the packed weapon extra attack isn't actually an extra attack because it only lets you make extra attacks with your packed weapon so if you're shooting with a bow and arrow you can only make two attacks however if you shoot with a bow teleport to them and then hit with your Rapier you're going to be able to make two attacks with your Rapier on top of the one attack from the bow or if you're just already in melee range or walk over you can make three attacks with your Rapier because of how the extra attack and the pack of the Warlock work uh you're also going to get access to counter charm which I never used um if someone's ever used it let me know but personally taking a full action and only lasting for three turns I didn't really find very helpful but if there's some sort of AOE fear or charm thing it could be useful finally you get some more spells I would take whichever of the two illusion spells you didn't take last time additionally if you'd like you can replace one of the spells that you took earlier personally I think we have a pretty good list but some great ones to look for are cloud of daggers because it's sort of a no save damage ore that you could push people into or stinking Cloud if you have some sort of fear combo with other people on your team so you can force enemies to sit in it and that's the leveling so now let's go over the items so the items for will at the start of the game we're only going to have access to clothing rapiers and shields as a human although do humans get light armor I'm not sure but essentially as soon as you got will you're already gonna be level two so when you respect him at the at the very start of the game you should have access to light armor as a warlock and shields as a human and rape yours because he's will so you're going to want to load up with the best light armor you can find uh a nice Rapier and a shield just to improve your AC a little for elixirs there's a couple options uh obviously the bloodlust Elixir is always great however the the temp HP doesn't really work well with our uh fiend packed thing so uh it really doesn't have text on it but the additional action is always powerful and with the sheer amount of damage you can do and the number of attacks and spells you get it's very easy to sort of proc this and be able to cast another full spell or do another full round of attacks something if you find your concentration is falling off a lot would be the ultra apparel's Focus this gives you advantage on concentration saves I think it's being Charmed which is occasionally relevant but the advantage on concentration saves is really what you're here for this is pretty strong if you're relying on him for most of the CC in your party because a lot of this concentration spells are going to be used on really powerful AOE CC abilities foreign and then finally the elixir of battle mage's power can help with your DC however I found it because of some of the combos we're doing you're going to have really high DC but your initial like start of the turn DC won't be very high so this is only for if you're finding yourself in a lot of situations where you can't get him into melee range without using your bonus action at the the start of a round or it's a fight where you're not very comfortable in being in melee range and you want to stay at range for some reason so personally I would go for either the blood loss or if you're having difficulty running these on pretty much all of your characters then you can opt for the Peerless Focus so for helmets in act one there's not much uh personally I'd wear whatever you like if you started fighter you can just get a generic uh heavy armor or I think it's medium armor helmet and they give you a plus one of con saves another thing you get is in the underdark you can just buy the circular blasting this will give you a free cast of scorching Ray every day which is pretty nice early on just free spells more utility very nice in act two um I looked up where to get this I think it's just in a tomb somewhere but basically when you're wandering around on act two you can find this and this is going to be the home we're going to want for pretty much the entire game I think it's the best in slot but there's an argument for the other one what this does is whenever you deal damage with a weapon attack you're going to gain stacks of Arcane Acuity and it gives you a plus one to your spell attacks and your spell DC's per turn remaining now because we can make free weapon attacks a turn this is going to immediately stack up to the cap of six which means if we can get in range of someone at the start we can make three attacks get a plus six to our spell DC and then cast as a bonus action a big AOE CC spell which is typically how you'd want to play the build it also gives you a small bunch of Dex throws which is nice the other option is in act 3 you can buy this from the uh the The Mummy Merchant guy you have to go find it just gives you a plus two to Charisma which adds on to uh your weapon attacks with a later item and your elders blasts and gives you a plus one to your attacks in DC's personally I thought a plus six was a lot stronger than a plus one and a little more damage so uh do what you will however do we noted that the birth rate looks a lot cooler as a hat at least in my opinion um so if you want to Fashion Max then you can feel free to do that for capes there's a couple ones I think the only good one early is the death soccer's mantle this is particularly good on will because he doesn't have a very easy way to gain an advantage like I was mentioning earlier so invisible is a nice way to sort of give yourself Advantage for the next attack you're making uh other than that there's not too much clockwise in act one in act two you can obviously use the cloak of protection it's really strong AC saving throws are great especially as a melee based Caster that is going to be using a lot of concentration spells you can also get the vivacious close in Act 2 I believe it's in the temple somewhere it just gives you a little more temporary points when you're casting a spell in melee which is going to be a lot of the time however we should already be getting the same amount or more temporary hit points just from killing enemies thanks to being a fiend lock so I think this one's actually pretty weak unless you decided to go gulak or you are really just burning through your hit points for some reason finally in act three there's two cloaks the first one that I would recommend getting is the the nymph cloak um I don't know where this is it's probably on a vendor like most cloaks but the reason is you get access to the Dominate person spell which is similar to crowded Madness however you don't have to worry about positioning at all and it's an enchantment spell that essentially not only removes someone from a fight but turns them to your side which means their allies are going to immediately turn around and start hitting them if they're a spell Caster if they cast like a big c spell in your group they'll actually turn around and cast it on the enemy group and break their concentration on yours so that's a um a good use for it but I found that dominate person was a really strong spell and particularly good with this specific build the alternative is Cloak of the weave where you just get a plus one of your dcas and then every short rest you can reduce the damage from Elemental and add it to your attacks which is obviously really strong because we're sort of very short risk based and we're going to be on the front lines and attacking with weapons for armor and act one I think the best one is a spider silk it's in the underdark I don't remember if it's a vendor it probably is in the mushroom Colony uh or they might drop from someone I I don't oh no actually I think this drops from inthara uh yeah yeah this drops from anthara the goblin camp so if you recruit her or kill her uh if your Critter obviously is going to come a little later but this is good because it gives you advantage on Constitution saving throws which is extremely powerful through most of the game in addition to being a 12 light armor which is pretty good for early in the game Act 2 if you save the tieflings that aren't playing a dirge you can get this it's only a clothing instead of light armor so you are going to take a little bit of a bump to your uh AC a little bit of hit here you see however it does give you plus one so it's an 11 AC and it'll electric can trips do additionally damage based on your charisma which will stack with the ultra splast invocation and will give you temporary hit points equal to your charisma modifier which again doesn't synergize very well with the fiend pack but you know it's something so this would be a more damaged oriented option for ax2 if you have this uh and you want to just go full blaster finally in act 3 if you finish the uh murders questline uh I forget what it's called something of murders the chain of murders that are happening around with the drunk elephant guy if you take the evil root at the very end and you join the the ballast murder cult they'll actually unlock a vendor that will sell this armor and this armor is really strong because it makes enemies vulnerable to piercing damage which means they take double damage from it and as using a Rapier we're going to be doing a lot of piercing damage in addition it also affects any of your teammates so if anyone in your team is using a piercing weapon like daggers or whatever it's also going to benefit them the plus two initiative is nice but the main thing we're here for is the aura just do keep in mind that if you have the oron on town as you'll see Withers is running away because it counts as a sort of negative aggressive effect so just be sure to not have that on in town finally gloves oh I guess not finally but next in act one there's a couple other one you can use the missile snaring gloves are always great just to be able to negate some damage they can very frequently turn a goblin Arrow into a zero damage hit which is nice and it's always going to give you an opportunity to use your reaction attack the growling Underdog gloves are really good if you want to be more melee focused they're going to give you advantage on melee Rose pretty much all the time you just have to be near two animes which would be quite common so these are good for a lot of the game as well and then the wondrous gloves are really good early because they give you plus one AC and then later on they also give you an additional use of Arctic inspiration which is really good especially when you first start taking levels in Bard because your dice are only going to recharge on every long rest and having an additional dice in that case is a lot more powerful act two you can get the dueling gloves These are nice it's just a flat plus two to your melee weapon attack rolls if you're not using any of the other ones personally I think the advantage gloves are better but if you're using the underdog gloves on someone else because they're very generically powerful then this is also something you can do however do keep in mind you're going to have to not be wielding a shield for this and we're going to be using a shield in the offhand for most of the game just because there's really no reason not to unless you don't want to for some flavor reasons up until the start of Acts 3. then in actually proper we have two options one is the hell dust gloves the hell dust set is very powerful for will as it's like a warlock base set so it'll give you plus one to your spell attack and your spell DC's additionally it also gives you one to six fire damage on your weapon attacks so we're gonna be benefiting from both of these additionally additionally once per short rest you get access to a really powerful can trip which does uh 36 3636 damage which is also going to trigger some things on virtue of being a can trip this should do a little more damage than Eldritch blast and far more if they are vulnerable to fire in some way so it's just a nice bonus thing to have on a short rest personally I think these are the best in slot gloves for real however if you know you're going to be fighting an enemy that is resistant to piercing damage specifically not only will you not benefit from the ballast armor without these but you'll be dealing reduced damage so by equipping these your attacks will ignore their resistance and then the ballast armor will trigger and actually make them vulnerable to it so you can go from dealing half damage to dealing double damage so just keep these gloves in mind however they are from a pretty difficult boss some ways into act three but when you get them just keep it in mind if you say you're going to be fighting an enemy that has a bunch of resistances boots there's a couple good ones in Act One the boots are striding if you're not using them on anyone else they're really good because it makes you immune to prone which is a very common way to have your concentration broken additionally it gives you a little bit of more Battlefield Mobility boots of speed are really nice if you end up going this route it's just a bonus action Dodge opportunity attack stashed around the battlefield helps with Mobility great on melee characters and then finally the disintegrating nightwalkers from True Soul near in the Grim Forge Misty step every short rest and you're immune to a lot of um what would you call these like ground-based crowd control abilities which are a lot more common early game than they are in the later game so it's just a nice little add-on to the Misti step Act 2 you can get the evasive shoes obviously plus one AC is always welcome and a little bump to the acrobatics is nice you can also get the boots of brilliance um I'm not sure these are act two or three but whenever you get these this is a nice thing to have especially when your dice are only recharging on a long rest because you'll be able to you don't even have to wear them you can just equip them and then use this between uh long rest to just get another use of your dice X3 there's two options you're gonna use the hell dust boots or the boots of persistent booster persistent are really nice if you don't have another way to uh get long Strider or immunity to paralysis however I think he held us nukes boots are better and more specifically suited for will because you can automatically save on a failing throw if you'd like and we're gonna have multiple reactions to use I believe it recharges on a short rest uh it doesn't say but I'm pretty sure it's a short rest recharge um and we're gonna have multiple reactions so it's really nice and the health crawler obviously is really nice as just a free bonus action teleport if you really need to have a Teleport because it'll also do a little damage and we're going to want to be in melee range so you're going to benefit from that a lot amulets I'm kind of undecided on this there's some really strong ones but a lot of them are better on other characters like barbarians so I'm just gonna go through them and pick your favorite he's pretty flexible in the amulet slot where some of the other slots are more set in stone like the Rings at the start of the game you can get rude boys Revenge by killing kaga it's nice because we're gonna use our bonus action a lot for casting spells later in the game so you're not going to be able to apply poison in combat as easily so this is a nice way to get your little 1d6 of poison damage Additionally the Misty step family is of course incredibly powerful because it recharges on a short rest unlike most other amulets that Grant spells and the restoration is nice just a big AOE heel it's nice to have especially in the early game a couple bonus action things the elemental augmentation necklace doesn't work with Eldritch blast or vicious mockery unfortunately however it will work with any of the sorcerer can trips if you decide to take a damaging version of one of those act two I believe I think this is two uh this lets you when you deal damage with a range spell attack which would probably specifically be Eldritch blast you inflict two stacks of reverberation again the knockdown effect on this is still bugged however reducing uh Constitution strength and dexterity saves is still really nice especially if you have other members reported that can abuse that finally act two Amy little Harper's that I'm wearing it gives you another long once for long rest of Shield spell which is nice it's essentially just a level one spell slot because that's mostly what's going to be using it and then advantage on wisdom saving throws is really nice start of act 3 the face ambulance amulet is actually really good because in order to get our best and Slot weapon you're actually going to want to go through this questline just make sure you uh go to the uh what is it called the the flame basically the the police building at the very start of Baldur's Gate just take a right and you want to go inside the police building there'll be a cut scene and a woman will be mad I just have to say you'll take care of it and then you can talk to her after the the hag quest in act 3 and you'll be able to get your weapon alongside this amulet of course the Amulet of Greater health is incredibly powerful because not only does it set your con to 23 which is a ton of HP which is great for a front liner and helps with our saves but it also gives you advantage on the saving throw checks which is incredible for maintaining your concentration however obviously this is a lot more powerful if you are running a barbarian in your party just because the sheer amount of AC that it grants them so personally I was running carac and then she wore this however if you aren't running a barbarian party say you're going for more of like a uh a fighter frontliner or something like that then Amulet of Greater Health would be great to have on will additionally if you don't really have any other Casters in your party especially the ones that can use the channel Divinity bonus here ambulance about is nice just for another plus two DC rings are pretty set in stone but I'm going to go through the early game ones uh Goblin Camp one of the guys there drops this having a little movement speed early is really nice just as a melee guy however a lot of the early game you are just really gonna want to be blasting for the most part so I wouldn't worry about this too much mage's friend is really good to just make some checks you're going to want to have this regardless for the religion check at the end of act or middle way through act three but it's just a nice thing to have on hand and there's no other real good rings for this slot especially the Ring of protection if you get access to it from stealing the idol in The Druids Grove is just a very generically good powerful ring two I'm pretty sure this is active it could be act one you get access to this ring uh once you get it you just don't want to take it off how it works is whenever you deal damage with a can trip you gain two turns of Arcane Synergy and Arcane Synergy gives us additional damage on our weapon attacks equal to our casting modifier which is going to be our charisma so unfortunately this doesn't additionally stack I think it has a cap of two turns so I'll just blast unfortunately won't give you six times of this it'll only give you two which is why free attacks plus mocking vicious mockery is a really good sort of weapon combo because it keeps your weapons buffed and it'll keep your spell DC high so between this ring and this helmet we're going to have very high spell DC's and we're going to be doing a ton of damage with our weapon attacks in Act 2 you can get the core station ring which if you've seen any of my builds I really like this one if you do spell damage while your Illumina bay light source just cast light on yourself then you'll inflict radian orb additionally as an ultra Splash user this can stack up really high because it does continue to snack for each bolt of Elders blast finally in act three the ring I talked about at the very beginning band of Mystic scoundrel this is basically the entire builds based around if you hit a creature with a weapon attack then you can cast illusion or enchantment spells as a bonus action which is why a lot of these spells we focus on are illusion or enchantment spells now weapons uh you're going to want to be using a Rapier for the most part will gets Proficiency in them but if you're not playing will say you're playing it as yourself and you don't start with a fighter you're not going to be able to use rapiers until use spec into Bard at level seven so just keep that in mind earlier on you can use a staff if you'd like because you're going to be mostly blasting so the spell Sparkle is nice it has Lightning Charge damage to Eldritch blast can traps there's a ton of fun combos here especially if you want to go like really hard into blasting and do that uh disposed block order there's a there's a ton of things that stack with lightning charges uh it also lets you benefit from The Amulet of necklace of Elemental augmentation because it will now count Eldritch blast as a lightning based ability so if you want to like really blast if that's a great combo to use Additionally you can just use uh Mouse for staff in the underdark it has a mediocre spell on it but it just gives you a flat plus one which is really nice and the sort of Screams I believe this also drops from True Soul near it's essentially just a Rapier with 1d4 psychic damage on it psyche is a pretty good damage type and any sort of weapon that has um additional damage on it is always going to be really good to use in Act 2 if you keep going through Will's Quest towards the very end of it you can persuade his Patron to give you this and it's another plus one spell day DC like the stabs except it is a Rapier and it lets you use your casting modifier but that doesn't really matter because we're a pack of the blade anyways so don't worry about too much but it's a plus two weapon with plus one small he saves additionally it gives you a little demon summon the Demon's just okay it's really good against humanoids but outside of that you can't really charm anything that isn't a humanoid so it's just gonna be okay outside of that but it is a free body and it doesn't cost you anything finally in act three you want to talk to the lady at the police station and then finish the hag Quest and make sure to save the little girl by dealing non-lethal damage or throwing the uh the hag poison on the hag and then she'll reward you with this the Duelist prerogative which is finally when you're going to want to take a shield off because it gives you a bunch of bonuses for not having anything in your off hand so it's a plus free weapon that has one deform aquatic on it which is already really strong and then if you're not using an offhand you get an additional reaction your crit chance is now on 19 and this also applies to your Aldritch blasts and you get to use the Dual enthusiasm which is a full attack as a bonus action however it only recharges uh once per turn but if you want to cast a non-enchantment or illusion spell you'd want to do that and then use your bonus action to attack them with the Rapier to continue your DPS and then challenge to duel is a nice little uh semi CC ability that inflicts bleeding for bonus action and doesn't cost you any sort of concentration so it's just a nice thing to have in your back pocket and as always make sure to turn this into your pack weapon using your warlock ability right right where is it I gotta click on Source or sorcerer start uh uh here blind pack or yeah binds packed weapon is the one you want to use so as you see mine has the little packed weapon tag at the bottom which means I bound it and it's going to be using my Charisma for all of the attack rolls uh for Shields early on unless you're against it flavor wise there's no reason not to use a shield up until you get this at the start of act three so you'd want to use any sort of Shield plus two Shield you can get act one this is nice because any bonus to your Constitution saving throws is always good act two this can give you a little more HP in another spell slot this one gives you a little more initiative and eventual perception checks but don't worry too much about the shields just slap on whatever you can it's just a little bonus to AC until you get this in Acts 3. finally for ranged weapons we're going to want to use a stat stick however there is some motivation to using a higher level one as I mentioned you can use the flourishes and the most important one here is the mobile flourish so if you shoot a Target let's shoot will here note that you will be using your dexterity for this because you don't have uh you can only have one packed weapon and as you'll see I have mobile flourish and now I can teleport to Will although I ran out of time because I wasn't turn based but you essentially it's a 30 yard teleport and because it pops up over here it doesn't cost you any sort of action foreign so for initially you can use something like the hunting short bow a Hunter's Mark is going to be worse than hex but it is what it is uh it's essentially just a stat stick for you you can also use a bowl of awareness just for plus one initiative additionally if you start fighter uh you will have proficiency and hand crossbows it'll it'll show up over there and you can you can try using dual hand crossbows and then use your bonus action for um the offhand attack when you are not casting hex in act two you can get this one which is my preferred bow because you don't naturally and will have resistance to Fire and cold you actually get the full benefit from there additionally haste is just a very powerful spell to have access to however it is a transmutation spell so you're not going to be able to cast it as a bonus action however it does immediately give you another action so it doesn't really cost you anything to cast assuming using it on your cell finally in Act 2 you can either take the dead shot the Deadshot improves your critical hit chance even more so you can have some nice crits and it lets you hit a lot easier because it'll be double proficiency however the Deadshot sound a very contested item because it's just generically the critical hit is very powerful so keep that in mind and the other option you have is the country Mall um I don't remember you get this but I think a boss of some type drops it uh essentially the only two benefits you're gonna get here are the celestial Haze which is the same as haste it lasts a little less but usually five turns is long enough it's just if Celestial Pace breaks you don't lose you don't uh get the fatigue thing you don't lose a turn so it's a little better than haste but it's essentially the same spell and it doesn't stack and it's also a plus three weapon uh don't worry about any of this this doesn't really matter and it has a neat Little Weapon art but personally I'd rather go for the Deadshot or the darkfire short bow but just keep in mind this is another option if you want access to the a spell and that's gonna be it uh potions of speed are really strong on will however it is going to use your bonus action the first turn you pop it so keep that in mind I found potion of flying was actually really strong um one because I didn't end up taking him down the dark path so he got flying for free and it just gave him a little more Mobility both inside and outside of combat so I found that Willow was actually my biggest chugger for potions of fly because he's pretty fly you know um but yeah that's that's the build and I hope you enjoy it uh it was a lot of fun to make and a lot of fun to the The Limited testing I've done with it so thanks for watching
Info
Channel: Dragonology99
Views: 2,602
Rating: undefined out of 5
Keywords: bg3, bard, fencer, 1h, spell slinger, gish, baldurs gate, will
Id: 7beawpXcyaQ
Channel Id: undefined
Length: 53min 4sec (3184 seconds)
Published: Fri Sep 15 2023
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