Notes & Timestamps: 00:00 - Intro 01:48 - Overview And Damage Mechanics 07:10 - Gear 07:48 - Leveling Progression To 8 08:00 - Stats & Progression 11:30 - Rage Heart Selection 12:00 - Level 8 Through 12 - Can build 8 Barbarian 4 Rouge For 3 Feats, 6 Barb 4 Rouge 2 Fighter For Action Surge & Swap Out Fighter For Monk For More Jumps Instead Of Flying 13:49 - Endgame Stats 14:06 - More Gear Options Bloodlust Elixir opens up the build to more damage which is of course unneeded. I'll be going back to the lab and trying to make something fun like the throw build that is unique lmao
@@AskZch if you want to jump spam can go 2 monk 1 barb early and pick up thief at some point. If you don't want to jump spam early can go into barbarian early and just beat people up normally for a bit
Thanks man! Yea 10K is way way way overkill lol. I was looking into making something that uses the thunder damage to cause reverb and then daze for some easier Hold Person combos which I might end up throwing up on the channel sometime soon.
Currently Potent Robe and Amulet of Elemental Affinity apply their effects to Lightning Charges and Phalar Aluve (not tested the Hammer so don't know about that). Taking 1 level in Sorcerer and stacking up Charisma would add a lot of flat damage to each "jump" you make.
I didn't know about the elemental affinity amulet at all, I appreciate the info. I'm going to test those out real quick. Will send another commen through. Might end up doing a small update video because someone else mentioned some potential boosts
The hammer jump doesn't get the added damage unfortunately. From what it has looked like over testing throws, this jump, spells and cantrips over the few weeks is that phalar and the lightning charges apply another instance of the same damage source so in the case of shocking grasp you would get all of the modifiers from cantrips to work for the charges and sword buff. The shockwave at the moment seems like it's own thing seperate from weapon attacks, spells, and cantrips. I'll do more testing on it though
I found a similar deal when I was trying to stack as many things onto a dash as possible. The step of the wind allowed infinite jumps but you are limited by 3m increments, as opposed to the 1m increment of the fly. I don't fuck with parasite powers, so I was unaware of the fly triggering jumps. I presume it works counts fly movement as jumps if you cast it from your spellbook or from a scroll?
yea flight from other sources that you can spam it with worked last I tested. Makes flight potions early pretty wild. Think we get a patch on the 22nd so we'll see if anything changes
I was thinking about taking advantage of this but perhaps to a lesser extent. I'm wondering how well this would work with 5 Eldritch Knight Fighter or Oath of Vengence Paladin - 6 Storm Sorcer - 1 Tempest Cleric. This would be less mobility but still would gain an extra attack from fighter or paladin and gain you fly from sorcerer. This would also give you some other cool flexibility of the paladin smite or being able to throw your hammer if you go fighter, thunder and lightening spells from the sorcerer along with heart of storm and finally wrath of storm from the tempest cleric.
I think Paladin Storm Sorc could be cool. You're getting some more spell slots so you're able to smite more if you want to mix up the gameplay a bit. Sorcadin is a strong set up, while you will still be able to fly around and do decent damage there's definitely going to be a bit of a gap in how much it can do with the shockwaves. The good thing about that is you really don't need that much damage to run over the game. Getting 6 in Paladin for the added bonus to saving throws can help smooth out gameplay a bit. Level 7 in Vengeance gives you access to Relentless Avenger which can give you 4.5 movement speed which is pretty massive if you can get the opportunity attack off. So maybe try out 7 paladin/5 sorc. Eldritch Knight and throwing things is always fun as well. Earlier in the week I was thinking about doing an abjuration wizard version of this maybe with a bit of paladin. Abjuration Wizard gives flight and is great for added bulk. Would end up getting armor of agathys probably from white dragon sorc so we could get the initial shockwave damage and the cold damage from AoA to speed up the fights a little bit. Wrath of the storm from what I've experienced in this patch only activates on getting hit. If I'm ever doing a tempest splash it's typically 2 levels to max out the lighting or thunder damage for an attack. Also very nice at the beginning of a character for command drop and access to a wide range of gear
Would be fun to pair this with spirit guardians with something like cleric 5, wizard 1 (for learning haste and fight scrolls), rogue 3, barbarian 3. Then you get the jump damage and can play with the boundaries of spirit guardian for even more damage.
definitely could work out well. I've messed around with a 6 tempest cleric version (that moves enemies with the thunder damage) which works really well for juggling enemies in and out of spike growth, moonbeam, and some other spells. Gets spirit guardian as well which is cool
@@dakquanafter some testing I'm in love with this build and started a playthrough just to make it my main character. Found some great gear synergies. As he powers up the rest of the team went full alpha strike because no encounter lasted longer than one turn. Now they are going full buff caster because I don't need them for damage.
@@dakquanmy current favorite version of this starts with half wood elf sorcerer to get flight and con proficiency to prevent loss of concentration on flight. First feat is either mobile or war caster. So I start as a standard sorcerer until level 5 when I get flying. Grab haste helm from blighted village. I get a hireling, spec them as a transmutation wizard to cast long strider and make me an alchemist stone for 3m speed each. Get crusher's ring for 3 more. Plenty of haste potions at this point for big fights. Also get speedy light feet early from Goblin camp to give lightning charges. If no prep time for fight, sorcerer can use quicken spell to cast fly, then dash, or action to cast dash and Misty Step to close gap and save movement. Early on one dash is plenty with high base movement. Once you get the boots of speed for bonus action dash you can save your sorcery points for getting as many level 3 spells as possible to fly a lot (only spell you need). Of course grab phalar aluve for more damage on fights you can prep for. I pick up a level of storm cleric for retribution on opportunity attacks against me and proficiency in armor and weapons. Another key piece of gear is gloves of belligerent skies from Creche. It debuffs, knocks down, and adds damage every third jump. Eventually I get 3 levels of rogue for cunning action dash and two bonus actions to do it with. Let's me switch back from boots of speed to speedy light feet for more damage. Companion casts haste, I get flight and three dashes. That's enough to stomp everything. On the way grab the corvus amulet for more movement, callous glow ring, and thunder damage ring for more damage. By early in act 2 you have all the gear you need and can yeet everything easily by middle of act 1. It's amazing. After that you can pick your poison: I like to pour levels into abjuration wizard and make your sorcerer dip just 3 levels of draconic blood line: cold to get Agathys. You can up cast it for tons of retribution damage and absorb damage with your abjuration shield. Not only are you absurdly powerful, your also become unkillable too. A super tanky, invincible storm god: flying fast around the battle field stomping enemies into oblivion. It's amazing. Could level any way you want after caster 5 to get flight. Could solo the game. I still need to test if it works with the punch drunk bastard for even more thunder damage when swilling liquor (also thematic).
@@danielbrilliant3532 the whole breakdown ! Good stuff my man and it looks awesome. This sounds like a clean and also faster killing version of the build using abjuration wizard in the mix. Maybe we can finesse fire shield in to speed up things even more with the caster levels you're using. I wanted to make something that used forced conduit or arcane ward really well at some point. Looking into necromancy a bit as well. The reverberation fix is huge with this patch. Let me know how the punch drunk bastard testing goes. An immortal drunken thunder god would be hilarious
I wonder if the "belligerent skies" gloves (from Creche area) work with Hamarhaft? From the description, it sounds like the gloves should trigger on any thunder damage. That might be thematically cool since it would create a lot more thunder damage and end up with everyone else prone.
I messed around with them at some point and while the stacks were adding the damage was pretty marginal once everything was stacked up. This was also a few hotfixes and a patch behind so it's worth looking into again. Reverberation is very wonky at the moment
all good and thank you for checking out the video! As a bonus action you can use disengage which will cancel out all attacks of opportunity if it's needed. Typically we have enough AC to not get hit or end up with enough bulk to where it doesn't matter fortunately. I have a Raphael solo up on the channel using the build if you want a longer form visual of the build with disengage on
click heels gives disadvantage on opportunity attacks but you would need lightning charges from the bow or another source. Could also swap to Eagle Barbarian and get disadvantage on opportunity attacks. Have a bunch of options which is good. If none of the above feels good for you to play with let me know and I can probably figure out something
Sorry about the confusion there are a decent bit of options, 6 Barb/4 Rogue/2 Monk if you want to jump and can still fly around. Jumping in that case would be to close distance between the jumps with the way the jump mechanic works. 2 fighter instead of the 2 monk if you want to play with action surge or 8 Barb/4 Rogue are some of the late game options. They all do the same thing. In an effort to give choices looks like it might have backfired a little lol. Hopefully that clears it up
@@mrletternumber sounds like a plan. I believe this is the only one that had a bit of a remix of options in the middle. All the others are pretty linear
just on the build, I would always recommend grabbing the spell sparkler over the bow because the spellcasters get a substantial boost from it throughout the whole game. There are lightning boots that you can grab to do damage faster but lose out on some movement which is completely fine in the build
I'm confused of how this works without fly. With two bonus action you can jump only twice. That isn't killing anyone. At least early levels. What am I missing?
at level 3 you can pump out at least 50 damage per round you need one level of any class which can use martial weapons and two of monk the monk give you the ability step of the wind which doubles your speed and jumps don't need bonus action so you can make as many jumps as you want per round so you use that ability and dash giving you around 45-60 movement per round using 3 movement per jump and hitting for around 3 damage per jump where this really kicks in is each time you add a single point of damage your multiplying this by your speed so elf with extra speed and rings with extra speed will just mean more damage but best of all its pretty steady damage in early game having one character doing a constant 50 damage per round is very good
last patch I didn't get the damage boost from it but that doesn't mean that it might not work now. Going to double check. I'll leave an update here and if some other info is found in the meantime will do a small vid update
The hammer jump doesn't get the added damage unfortunately. From what it has looked like over testing throws, this jump, spells and cantrips over the few weeks is that phalar and the lightning charges apply another instance of the same damage source so in the case of shocking grasp you would get all of the modifiers from cantrips to work for the charges and sword buff. The shockwave at the moment seems like it's own thing seperate from weapon attacks, spells, and cantrips. I'll do more testing on it though
Can we have a guide of getting this online as early as possible? I know it badically revolves around getting the hammer and going 2 lvl into monk, but a specific guide to go the early route would be nice
@@johnathanmeerfeld4677 if you don't mind running consumables you have the option of picking up potions of flying from roah moonglow and auntie ethel from what I've seen. This lets you bypass having to go monk and can just fly around lol. For my solo runs I start with 16 str 14 dex 16 con 8 int 12 wis 8 cha 1 level Barb - 2 levels monk - 2 more levels into barb for Elk or Bear heart feels stronger than starting 2 monk 3 thief so we'll focus on the barb route. typically I get the Everburn and take LaeZel's chest piece. Do the first fight at the tomb, then the druid grove gate fight. Beat the bug bear that is attacking the tiefling that gives you a coin and grab hill giant strength potions from aunt ethel and the bless ring from Volo. Then save sazza and use rage for that fight. Should be around level 3 at this point and I would go grab the hammer from Waukeen's Rest chest that is in the upstairs room to the right of the guy that is burning up. I typically do the mill fight in the blighted village at this point and get The Speedy Lightfeet Boots. I'd work on getting the Ring of Protection by trading the idol of silvanus to Mol. At some point you'll end up getting into the underdark and can grab the life bringer head piece from Blurg and can grab the Medium Armor and Grymskull Helmet from Grymforge. The chest piece and ring you can end up using for a very long time. Let me know if you have any questions as you're playing the set up or if something feels clunky at all. Should be able to help
So how do you get that many actions in a round? I mean from my perspective it looks a lot like you're just using a trainer and then turning on the unlimited movement / no ability point costs for actions
thief gives an additional bonus action, fighter action surge gives an additional action and haste also gives another action. Flight which is the movement ability that activates the shockwave doesn't take any actions once you get it as an illithid power
I had a cloud giant potion on from earlier build testing. Last until long rest and you can get them in Act 3 from the vendor right before Wyrm Rest Castle. They respawn on level and long rest so you can stock up on them as much as you would like and use strength as a dump stat if you would like to
You can actually get cloud giant strength potions from act 1 depending on your patience. The lady vendor in the myconid colony has a chance to sell cloud giant fingers. There is a level requirement for them to start appearing. I don’t know exactly what level it is but I know they did not show up when I was level 5, and that they did when I was level 7. 3 of those fingers make one potion. The fingers don’t always appear in the shop but the chance seems to be somewhere around 33% to 50%.
No don't need 3 bonus actions. Getting 600 speed and I've been able to run over fights with 300 and less speed honestly. Think this Raphael fight took about 200. The radiance damage is from the ring that mentions illumination. Unfortunately it doesn't have blatant radiant damage + 2 visual
I just tried this as a solo character and killed the owl bear at level 3 in 2 turns, I went barb then two in monk and your pretty much on your way . I think for low levels you almost definitely got to get two in monk and i only speed leveled to level 3 so i've no equipment other than the hammer but ive been putting out between 40-50 damage a round
@@pascaldifolco4611 lets goo! Should be a fun run. Can always mix in the jump spam and not as well so things stay fresh. I've enjoyed the jump spam a little too much lmao. If you need something let me know
Available in Act 1 part of Waukeen's Rest inside of the same burning fire room as the guy that is under the log. It is to his right (so you'll see that room first) inside of a chest.
Hi, how is it possible you do double damage? Thunder damage (Hammerhraft), Radiant damage (ring), Lightning damage (bow buff), then again Radiant damage, and AGAIN Thunder damage and again Radiant damage on single jump? Where are all these numbers comming from? I can explain the first 3, but the rest? Thanks!
They interact differently now due to patch 3 but lighting charges as well as phalar aluve (the thunder damage) were activating multiple instances of damage allowing us to get more procs from the ring
@@dakquan Thanks, but where is the challenge then?:) I found the hammer (and what it does) by accident and was curious what are all the sources of damage which applies there - thats why I came here, because its impossible to read this out from wiki or somewhere, its trial and error and although I love exploring every little detail in the game I don't have time and patience to play it ten times and test all items I found if they does add to this:D So far I am fine with what I have, I just have to jump couple of times on the end of round to be out of reach of enemies to prevent them killing me (solo tactician, 2 barb (for hp only now), 2 monk). I've checked that thief should get bonus action on lvl 4 or so and that will help a lot and should carry me for next couple of levels. Most annoying part is that I have to attack first with my bow to get lightning charges so I have action + bonus action on the start of "real" fight to get as many jumps as possible:)
@@Deathmar_0 I wish i saw this 13 hours ago, I must have just stopped looking at youtube lmao. At some point you can go gloomstalker which will give you the free ranged hit at the start of fights which can smooth out the bow shot portion. As for the challenge of the build I think the build trivializes the game honestly. As an analogy I think finding the build and playing it a bit is like finding a 10 dollar bill which is an exciting thing for a moment vs when you play it long enough it's just having a 10 dollar bill. Think I get a bit more entertainment out of it due to it being something I messed around with for hours finding the parts. I still feel the Spartan Barbarian set up on the channel is the most fun one because it's fun all the way through. Still strong but doesn't super trivialize the game and you have a range of things to throw. If this ever feels too streamlined can try that or if you have an idea of something you want to play playstyle wise I can suggest something
I should have done a good ol cheat sheet for this vid which would have been a clearer visual for the base and the options. Here's a pathing you can follow that is a bit better than what's in the vid. 1 barb for rage damage reduction levels 2 - 3 monk - you can get the hamar around this time and start jumping around more 4 - 7 are going to be thief - so you can get the bonus action to dash more. In the video this was given as an option earlier alongside barb if you wanted to get the bonus action earlier to jump more. Here we pick up mobile as our feat. 8-9 is going to be wild heart barbarian elk. By 10 should have a big enough supply of resources or the power to be able to fly so you don't need monk anymore so you would respec to 4 thief 6 barbarian and then go all the way up to 8 for elk barbarian. There are options along the way explained in the video but here's a simpler one path answer
@@sunnyye no problem at all! If you run into any interesting spots with the build where you aren't sure about something let me know. They nerfed a few things but build will still be good
Wood elf and wood half elf give the most movement so they'll be towards the top but once you get things rolling you honestly won't need that much movement at all. You'll feel it early game but not once things are flowing.
I am more amazed every day how full of exploits and just horrible rule implementations they did in this game after all that hype. If Solasta (5ed srd game in steam) had better voices and no shaggy 3d graphics in convos it would beat this game 100 times. And they probably did not spend forever to make it either. They spend so much effort in this game into useless story options no one really needs instead of making a good game.
We'll see how the next Solasta does, I've always heard good things about it. Think with patches a few things in this game will be smoothed out but it's a waiting game for sure
Yea i think the throw set up is much more interesting. Will be trying to find somethings that are more entertaining to throw up lol. Try out the tempest version, it's' a bit more engaging
Notes & Timestamps:
00:00 - Intro
01:48 - Overview And Damage Mechanics
07:10 - Gear
07:48 - Leveling Progression To 8
08:00 - Stats & Progression
11:30 - Rage Heart Selection
12:00 - Level 8 Through 12 - Can build 8 Barbarian 4 Rouge For 3 Feats, 6 Barb 4 Rouge 2 Fighter For Action Surge & Swap Out Fighter For Monk For More Jumps Instead Of Flying
13:49 - Endgame Stats
14:06 - More Gear Options
Bloodlust Elixir opens up the build to more damage which is of course unneeded. I'll be going back to the lab and trying to make something fun like the throw build that is unique lmao
I am confused when leveling do you take monk or not, you kinda lost me with all variants
@@AskZch if you want to jump spam can go 2 monk 1 barb early and pick up thief at some point. If you don't want to jump spam early can go into barbarian early and just beat people up normally for a bit
The build is amazing, but that intro that is truly what is S-Tier 👏🏻
making bg3 look like path of exile, my man
I appreciate it! We get a little bit of PoE2 early!
youre never gonna need 10k damage in total, theres a lot of wiggle room in this build for some interesting builds. Great job!
Thanks man! Yea 10K is way way way overkill lol. I was looking into making something that uses the thunder damage to cause reverb and then daze for some easier Hold Person combos which I might end up throwing up on the channel sometime soon.
So much move speed I can run back to Act 1 with this build. Good lord.
I can't lie I was going to try to do something like this lmao
Currently Potent Robe and Amulet of Elemental Affinity apply their effects to Lightning Charges and Phalar Aluve (not tested the Hammer so don't know about that). Taking 1 level in Sorcerer and stacking up Charisma would add a lot of flat damage to each "jump" you make.
I didn't know about the elemental affinity amulet at all, I appreciate the info. I'm going to test those out real quick. Will send another commen through. Might end up doing a small update video because someone else mentioned some potential boosts
The hammer jump doesn't get the added damage unfortunately. From what it has looked like over testing throws, this jump, spells and cantrips over the few weeks is that phalar and the lightning charges apply another instance of the same damage source so in the case of shocking grasp you would get all of the modifiers from cantrips to work for the charges and sword buff. The shockwave at the moment seems like it's own thing seperate from weapon attacks, spells, and cantrips. I'll do more testing on it though
@@dakquan aw, sad times lol
@@lsaria5998 it would have been craaaazy lol. Maybe with one of these other patches it'll convert
Came for Thor. Stayed for Kris Kross.
We love a cultured gamer
Most unique build I’ve seen, good stuff
That intro lol i love it
Glad you like it! It was either this or the other jump song lmao
Considering that a round is only 6 to 10 seconds that clip at the start implies hes moving second season DBZ fast!
Love some DBZ
This… exactly what I was waiting for
Lets goooo
I found a similar deal when I was trying to stack as many things onto a dash as possible. The step of the wind allowed infinite jumps but you are limited by 3m increments, as opposed to the 1m increment of the fly. I don't fuck with parasite powers, so I was unaware of the fly triggering jumps. I presume it works counts fly movement as jumps if you cast it from your spellbook or from a scroll?
yea flight from other sources that you can spam it with worked last I tested. Makes flight potions early pretty wild. Think we get a patch on the 22nd so we'll see if anything changes
I was thinking about taking advantage of this but perhaps to a lesser extent. I'm wondering how well this would work with 5 Eldritch Knight Fighter or Oath of Vengence Paladin - 6 Storm Sorcer - 1 Tempest Cleric. This would be less mobility but still would gain an extra attack from fighter or paladin and gain you fly from sorcerer. This would also give you some other cool flexibility of the paladin smite or being able to throw your hammer if you go fighter, thunder and lightening spells from the sorcerer along with heart of storm and finally wrath of storm from the tempest cleric.
I think Paladin Storm Sorc could be cool. You're getting some more spell slots so you're able to smite more if you want to mix up the gameplay a bit. Sorcadin is a strong set up, while you will still be able to fly around and do decent damage there's definitely going to be a bit of a gap in how much it can do with the shockwaves. The good thing about that is you really don't need that much damage to run over the game.
Getting 6 in Paladin for the added bonus to saving throws can help smooth out gameplay a bit. Level 7 in Vengeance gives you access to Relentless Avenger which can give you 4.5 movement speed which is pretty massive if you can get the opportunity attack off. So maybe try out 7 paladin/5 sorc. Eldritch Knight and throwing things is always fun as well.
Earlier in the week I was thinking about doing an abjuration wizard version of this maybe with a bit of paladin. Abjuration Wizard gives flight and is great for added bulk. Would end up getting armor of agathys probably from white dragon sorc so we could get the initial shockwave damage and the cold damage from AoA to speed up the fights a little bit.
Wrath of the storm from what I've experienced in this patch only activates on getting hit. If I'm ever doing a tempest splash it's typically 2 levels to max out the lighting or thunder damage for an attack. Also very nice at the beginning of a character for command drop and access to a wide range of gear
Would be fun to pair this with spirit guardians with something like cleric 5, wizard 1 (for learning haste and fight scrolls), rogue 3, barbarian 3. Then you get the jump damage and can play with the boundaries of spirit guardian for even more damage.
definitely could work out well. I've messed around with a 6 tempest cleric version (that moves enemies with the thunder damage) which works really well for juggling enemies in and out of spike growth, moonbeam, and some other spells. Gets spirit guardian as well which is cool
speed potion >>>> haste any day every day
@@dakquanafter some testing I'm in love with this build and started a playthrough just to make it my main character. Found some great gear synergies. As he powers up the rest of the team went full alpha strike because no encounter lasted longer than one turn. Now they are going full buff caster because I don't need them for damage.
@@dakquanmy current favorite version of this starts with half wood elf sorcerer to get flight and con proficiency to prevent loss of concentration on flight. First feat is either mobile or war caster. So I start as a standard sorcerer until level 5 when I get flying. Grab haste helm from blighted village. I get a hireling, spec them as a transmutation wizard to cast long strider and make me an alchemist stone for 3m speed each. Get crusher's ring for 3 more. Plenty of haste potions at this point for big fights. Also get speedy light feet early from Goblin camp to give lightning charges.
If no prep time for fight, sorcerer can use quicken spell to cast fly, then dash, or action to cast dash and Misty Step to close gap and save movement. Early on one dash is plenty with high base movement. Once you get the boots of speed for bonus action dash you can save your sorcery points for getting as many level 3 spells as possible to fly a lot (only spell you need).
Of course grab phalar aluve for more damage on fights you can prep for. I pick up a level of storm cleric for retribution on opportunity attacks against me and proficiency in armor and weapons. Another key piece of gear is gloves of belligerent skies from Creche. It debuffs, knocks down, and adds damage every third jump. Eventually I get 3 levels of rogue for cunning action dash and two bonus actions to do it with. Let's me switch back from boots of speed to speedy light feet for more damage. Companion casts haste, I get flight and three dashes. That's enough to stomp everything.
On the way grab the corvus amulet for more movement, callous glow ring, and thunder damage ring for more damage. By early in act 2 you have all the gear you need and can yeet everything easily by middle of act 1. It's amazing.
After that you can pick your poison: I like to pour levels into abjuration wizard and make your sorcerer dip just 3 levels of draconic blood line: cold to get Agathys. You can up cast it for tons of retribution damage and absorb damage with your abjuration shield. Not only are you absurdly powerful, your also become unkillable too. A super tanky, invincible storm god: flying fast around the battle field stomping enemies into oblivion. It's amazing.
Could level any way you want after caster 5 to get flight. Could solo the game. I still need to test if it works with the punch drunk bastard for even more thunder damage when swilling liquor (also thematic).
@@danielbrilliant3532 the whole breakdown ! Good stuff my man and it looks awesome. This sounds like a clean and also faster killing version of the build using abjuration wizard in the mix. Maybe we can finesse fire shield in to speed up things even more with the caster levels you're using. I wanted to make something that used forced conduit or arcane ward really well at some point. Looking into necromancy a bit as well. The reverberation fix is huge with this patch. Let me know how the punch drunk bastard testing goes. An immortal drunken thunder god would be hilarious
I wonder if the "belligerent skies" gloves (from Creche area) work with Hamarhaft? From the description, it sounds like the gloves should trigger on any thunder damage. That might be thematically cool since it would create a lot more thunder damage and end up with everyone else prone.
I messed around with them at some point and while the stacks were adding the damage was pretty marginal once everything was stacked up. This was also a few hotfixes and a patch behind so it's worth looking into again. Reverberation is very wonky at the moment
I love that hammer
Yea man, it's a dope hammer
i use that hammer on laezel, didn't realize it works with fly as i don't use fly in combat and turn off the effect when exploring.
it was a surprise when I found it out as well. Originally when I messed with the hammer the jump felt so lackluster lol
@@dakquan if the fly issue is a bug you can use the monk 1 ki dash, removes the bonus action from jump.
@@nevyns9285 definitely going to be the alternative if things get changed. Will still be really strong which is good
sorry if this was already mentioned in the video, but how do you handle enemy opportunity attacks when jumping/flying away? amazing build!
all good and thank you for checking out the video! As a bonus action you can use disengage which will cancel out all attacks of opportunity if it's needed. Typically we have enough AC to not get hit or end up with enough bulk to where it doesn't matter fortunately. I have a Raphael solo up on the channel using the build if you want a longer form visual of the build with disengage on
click heels gives disadvantage on opportunity attacks but you would need lightning charges from the bow or another source. Could also swap to Eagle Barbarian and get disadvantage on opportunity attacks. Have a bunch of options which is good. If none of the above feels good for you to play with let me know and I can probably figure out something
before i even began to work out that build the music made me fall of my chair lol
can't have a build and not have a complimentary song!
I am soo confused.... Is this a video of barbarian rogue , or Monk/ barbarian?? You explain 2 build here???
Sorry about the confusion there are a decent bit of options, 6 Barb/4 Rogue/2 Monk if you want to jump and can still fly around. Jumping in that case would be to close distance between the jumps with the way the jump mechanic works. 2 fighter instead of the 2 monk if you want to play with action surge or 8 Barb/4 Rogue are some of the late game options. They all do the same thing. In an effort to give choices looks like it might have backfired a little lol. Hopefully that clears it up
@@dakquan thanks for the explanation. i'd suggest focusing on one build and offer alternatives in the comments
@@mrletternumber sounds like a plan. I believe this is the only one that had a bit of a remix of options in the middle. All the others are pretty linear
I thought I was watch Diablo 3 gameplay but it is actually Baldur's Gate 3.
How do you have the phalar aluve aura without having it equipped?
this aspect of the combo was changed in a recent patch, outside of a solo clear someone else can carry it
Is the Joltshocker bow essential or was it just on the build?
just on the build, I would always recommend grabbing the spell sparkler over the bow because the spellcasters get a substantial boost from it throughout the whole game. There are lightning boots that you can grab to do damage faster but lose out on some movement which is completely fine in the build
what build you are using in the overview?
overview build is 6 elk heart barb 2 fighter 4 thief, some interactions got changed a bit so we're going to lose some damage but will still be good
TY loving your vids!!
@@albertovarela8947 thanks for checking them out if you need anything let me know
I'm confused of how this works without fly. With two bonus action you can jump only twice. That isn't killing anyone. At least early levels. What am I missing?
portion at 9:32 that talks about starting monk which gives you jumps based on how much movement you have left due to a monk skill
at level 3 you can pump out at least 50 damage per round you need one level of any class which can use martial weapons and two of monk
the monk give you the ability step of the wind which doubles your speed and jumps don't need bonus action so you can make as many jumps as you want per round
so you use that ability and dash giving you around 45-60 movement per round using 3 movement per jump and hitting for around 3 damage per jump
where this really kicks in is each time you add a single point of damage your multiplying this by your speed
so elf with extra speed and rings with extra speed will just mean more damage but best of all its pretty steady damage
in early game having one character doing a constant 50 damage per round is very good
Will Dragon Ancestry(Damage from CHAR stat) inflict Lighting Charges damage? (6dmg instead of 1)
last patch I didn't get the damage boost from it but that doesn't mean that it might not work now. Going to double check. I'll leave an update here and if some other info is found in the meantime will do a small vid update
The hammer jump doesn't get the added damage unfortunately. From what it has looked like over testing throws, this jump, spells and cantrips over the few weeks is that phalar and the lightning charges apply another instance of the same damage source so in the case of shocking grasp you would get all of the modifiers from cantrips to work for the charges and sword buff. The shockwave at the moment seems like it's own thing seperate from weapon attacks, spells, and cantrips. I'll do more testing on it though
Can we have a guide of getting this online as early as possible? I know it badically revolves around getting the hammer and going 2 lvl into monk, but a specific guide to go the early route would be nice
Want only level progression or pathing as well for early levels and up to what level would you like the info? Can write up something real quick
@@dakquanwell I was thinking maybe up to lvl 5. Mostly lvling and stats, maybe some basic item locations(most important ones). And thank you :)
@@johnathanmeerfeld4677
if you don't mind running consumables you have the option of picking up potions of flying from roah moonglow and auntie ethel from what I've seen. This lets you bypass having to go monk and can just fly around lol.
For my solo runs I start with
16 str
14 dex
16 con
8 int
12 wis
8 cha
1 level Barb - 2 levels monk - 2 more levels into barb for Elk or Bear heart feels stronger
than starting 2 monk 3 thief so we'll focus on the barb route.
typically I get the Everburn and take LaeZel's chest piece. Do the first fight at the tomb, then the druid grove gate fight. Beat the bug bear that is attacking the tiefling that gives you a coin and grab hill giant strength potions from aunt ethel and the bless ring from Volo. Then save sazza and use rage for that fight.
Should be around level 3 at this point and I would go grab the hammer from Waukeen's Rest chest that is in the upstairs room to the right of the guy that is burning up. I typically do the mill fight in the blighted village at this point and get The Speedy Lightfeet Boots. I'd work on getting the Ring of Protection by trading the idol of silvanus to Mol. At some point you'll end up getting into the underdark and can grab the life bringer head piece from Blurg and can grab the Medium Armor and Grymskull Helmet from Grymforge. The chest piece and ring you can end up using for a very long time.
Let me know if you have any questions as you're playing the set up or if something feels clunky at all. Should be able to help
So how do you get that many actions in a round? I mean from my perspective it looks a lot like you're just using a trainer and then turning on the unlimited movement / no ability point costs for actions
thief gives an additional bonus action, fighter action surge gives an additional action and haste also gives another action. Flight which is the movement ability that activates the shockwave doesn't take any actions once you get it as an illithid power
you need to paly super mario music for every fight when playing this build :)
For sure lol
Okay I gotta ask, HOW did you get a 27 strength? I have been busting my brain trying to figure out how to get perm 24+ strength since the start
He's using a cloud giant strength elixir. They raise your strength to 27 until long rest.
I had a cloud giant potion on from earlier build testing. Last until long rest and you can get them in Act 3 from the vendor right before Wyrm Rest Castle. They respawn on level and long rest so you can stock up on them as much as you would like and use strength as a dump stat if you would like to
You can actually get cloud giant strength potions from act 1 depending on your patience.
The lady vendor in the myconid colony has a chance to sell cloud giant fingers. There is a level requirement for them to start appearing. I don’t know exactly what level it is but I know they did not show up when I was level 5, and that they did when I was level 7.
3 of those fingers make one potion. The fingers don’t always appear in the shop but the chance seems to be somewhere around 33% to 50%.
Thank you guys for your reply, that really helped alot :)
@@seanmikael This is some super good info! Thank you for sharing
Do we need 3 bonus action to do this ? And how did you get that radiance dmg.. im confuse 😅
No don't need 3 bonus actions. Getting 600 speed and I've been able to run over fights with 300 and less speed honestly. Think this Raphael fight took about 200. The radiance damage is from the ring that mentions illumination. Unfortunately it doesn't have blatant radiant damage + 2 visual
I just tried this as a solo character and killed the owl bear at level 3 in 2 turns, I went barb then two in monk and your pretty much on your way . I think for low levels you almost definitely got to get two in monk and i only speed leveled to level 3 so i've no equipment other than the hammer but ive been putting out between 40-50 damage a round
@@darkzim3872 Pumping out the huge damage! It's so crazy that the 40 to 50 can be aoe as well lol.
Don't understand why Jump isn't costing any action anymore ??
2 levels into monk lets you spam jump using the class action. Fly doesn't use anything other than movement
@@dakquan ok that's great, think It'll make my second run with a Monk!!
@@pascaldifolco4611 lets goo! Should be a fun run. Can always mix in the jump spam and not as well so things stay fresh. I've enjoyed the jump spam a little too much lmao. If you need something let me know
You call this the Thor build, but the intro tells me it's actually the Starlord build, since you defeat Raphael by challenging him to a dance-off.
Truuuuue
Wow, where do you get the hammer?
Available in Act 1 part of Waukeen's Rest inside of the same burning fire room as the guy that is under the log. It is to his right (so you'll see that room first) inside of a chest.
Lol, meanwhile my water myrmidon made them wet and chain lightning one shots the room 😅
definitely a good strat, I've been playing around wiht a lightning build recently myself
this is literally Dio zawarudo in bg3
maybe there's a jojo mod somewhere and the build can live out it's full potential
can't wait for the tabaxi race XDDDDDDDD
Truuuuue lol
that makes my thor build look like a noob lmao
Now you can combine this with your Thor and make something even cooler!
forget the build, that song is a fucking bump lol
lmao, song is deifnitely great
Hi, how is it possible you do double damage? Thunder damage (Hammerhraft), Radiant damage (ring), Lightning damage (bow buff), then again Radiant damage, and AGAIN Thunder damage and again Radiant damage on single jump? Where are all these numbers comming from? I can explain the first 3, but the rest? Thanks!
They interact differently now due to patch 3 but lighting charges as well as phalar aluve (the thunder damage) were activating multiple instances of damage allowing us to get more procs from the ring
@@dakquan Hmm, thanks, will see then what the total dmg per jump is now, when i get the rings;)
@@Deathmar_0 sounds good, if the build feels clunky at all at any point let me know. Will figure out a way to smooth it out with the new patch
@@dakquan Thanks, but where is the challenge then?:) I found the hammer (and what it does) by accident and was curious what are all the sources of damage which applies there - thats why I came here, because its impossible to read this out from wiki or somewhere, its trial and error and although I love exploring every little detail in the game I don't have time and patience to play it ten times and test all items I found if they does add to this:D So far I am fine with what I have, I just have to jump couple of times on the end of round to be out of reach of enemies to prevent them killing me (solo tactician, 2 barb (for hp only now), 2 monk). I've checked that thief should get bonus action on lvl 4 or so and that will help a lot and should carry me for next couple of levels. Most annoying part is that I have to attack first with my bow to get lightning charges so I have action + bonus action on the start of "real" fight to get as many jumps as possible:)
@@Deathmar_0 I wish i saw this 13 hours ago, I must have just stopped looking at youtube lmao. At some point you can go gloomstalker which will give you the free ranged hit at the start of fights which can smooth out the bow shot portion. As for the challenge of the build I think the build trivializes the game honestly. As an analogy I think finding the build and playing it a bit is like finding a 10 dollar bill which is an exciting thing for a moment vs when you play it long enough it's just having a 10 dollar bill. Think I get a bit more entertainment out of it due to it being something I messed around with for hours finding the parts. I still feel the Spartan Barbarian set up on the channel is the most fun one because it's fun all the way through. Still strong but doesn't super trivialize the game and you have a range of things to throw. If this ever feels too streamlined can try that or if you have an idea of something you want to play playstyle wise I can suggest something
Patch 3 can't come soon enough.
Looking forward to seeing what they end up doing with the game. Been on a roll
this is crazy lmao
yea it's a bit wild for sure lmao
DAMAGE
that's what I call a lot of damage
okay its too confusing following this build, idk what you are doing at each level, i keep going back and try to follow but it's unclear what you did
I should have done a good ol cheat sheet for this vid which would have been a clearer visual for the base and the options. Here's a pathing you can follow that is a bit better than what's in the vid.
1 barb for rage damage reduction
levels 2 - 3 monk - you can get the hamar around this time and start jumping around more
4 - 7 are going to be thief - so you can get the bonus action to dash more. In the video this was given as an option earlier alongside barb if you wanted to get the bonus action earlier to jump more. Here we pick up mobile as our feat.
8-9 is going to be wild heart barbarian elk.
By 10 should have a big enough supply of resources or the power to be able to fly so you don't need monk anymore so you would respec to
4 thief 6 barbarian and then go all the way up to 8 for elk barbarian. There are options along the way explained in the video but here's a simpler one path answer
@dakquan thank you so much that is much easier to follow!
@@sunnyye no problem at all! If you run into any interesting spots with the build where you aren't sure about something let me know. They nerfed a few things but build will still be good
Does the race matter ?
Wood elf and wood half elf give the most movement so they'll be towards the top but once you get things rolling you honestly won't need that much movement at all. You'll feel it early game but not once things are flowing.
Lol. But it's not fun anymore if i do this. 🤣
Yea might be the play to do something else lmfao. At least throwing is still fun
😂👍🏻❤️
WTF
Wtf is that
I am more amazed every day how full of exploits and just horrible rule implementations they did in this game after all that hype. If Solasta (5ed srd game in steam) had better voices and no shaggy 3d graphics in convos it would beat this game 100 times. And they probably did not spend forever to make it either. They spend so much effort in this game into useless story options no one really needs instead of making a good game.
We'll see how the next Solasta does, I've always heard good things about it. Think with patches a few things in this game will be smoothed out but it's a waiting game for sure
Baldur's Gate 3 >
boring AF :(
Yea i think the throw set up is much more interesting. Will be trying to find somethings that are more entertaining to throw up lol. Try out the tempest version, it's' a bit more engaging