Is it possible to combine wizard necromancer with oathbreaker paladin in one build? Would you do a video on that? Also a rogue archer multiclass to take advantage of the range capability of a bard?
@@menopally Sort of. If you go Necro wizard you want at least 6 points for the better zombies, but then you won't be able to get Aura of Hate from Oath Breaker. I am working on a necromancer build in general though that is going to combine the oath breaker spore druid and necro wizard (3 different characters for an undead theme run) As for the bard one, I can for sure. One of my friends played ranged bard and really enjoyed it.
I did for a run a War cleric-paladin dual wielded with legendary's blood of Lathander and mace of devote. Its SO FREAKING fun to play because its insane the amount of couples you can trigger smite in a single turn. The fact is that you have a lot of spell slots and you will use them all in a single combat. Thats the bad part of the build i did, but its freaking insane the raw damage it outputs.
Just saying pretty sure the reason your aura of murder doesn't start until combat starts is because they are neutral entities and not enemies until you attack them.
I'm currently using something similar to your bard build with a drow. I wanted to make a follower of Eilistree without losing the music and swordplay mechanics by dipping into cleric. He's been a ton of fun to play!
Nice builds, indeed, I've been experimenting with similar ones myself. And important note that will benefit all of them: if you play Dark Urge, relatively early you get a Cloak that turns you invisible every time you kill someone. As invisible you get the advantage on attacks unless the enemy has Devil's Sight or other forms of seeing invisibility (which is extremely rare for NPCs). And those builds pretty much guarantee at least one kill per turn so with that you can ditch the Risky Ring and use something that adds even more damage.
You're about to pop off with viewers my guy, you've been recommended to me more and more via push algorithm so I imagine others are too, good luck to your future keep going!
Paladin 7 (Oathbreaker), Fighter 1, Rogue 4 (Thief) | 21 AC, Average DPR of 78 (no resource spending, no haste). Harmonic Dueller [Weapon]: +CHA to Damage Aura of Hate [Oathbreaker]: +CHA to Damage Aura of Protection [Oathbreaker] Fighting Style: Defence [Oathbreaker] Extra Attack [Oathbreaker] Sneak Attack [Thief]: 2d6 Fighting Style: Two Weapon Fighting [Fighter] ASI [Oathbreaker] ASI [Thief] You should have 21 AC at final build (14 from armour, 5 from DEX , 1 from the Defence Fighting Style, 1 from Dual Wielder) Race: As you get full Martial Weapon, Armour and Shield proficiencies from Paladin, you can pick whatever you want really. Half Orc will net you the highest damage on average due to the extra damage die on critical hits. Drow is a cool option, as you get Faerie Fire (keyed off of CHA) and as such can choose to forgo the Risky Ring. Halfling (Lightfoot) is a solid shout as no more Nat 1s, and Advantage on Stealth checks (which could make up for the possible lack of proficiency, depending on your choices) Starting Abilities: DEX 15 + 1 | CHA 15 + 2 (put the rest wherever you want, but I would suggest at least 14 CON) ASI (Dual Wielder) ASI (+2 DEX | 18 Total) Mirror of Loss (+2 DEX | 20 Total) Background: Entertainer (Alternatively, be a Human and grab it - or IIRC, pick it up as a Rogue when you multiclass) Expertise: Performance Auntie Ethel's Hair (+1 CHA | 18 Total) Birthright (+2 CHA | 20 Total) CORE ITEMS: Weapons: Crimson Mischief + Harmonic Dueller Equipment: Head: Birthright | Body: Bhaalist Armour | Gloves: Bonespike Gloves Damage per attack/bonus action attack (not accounting for advantage, no haste): 1d8+DEX(5)+CHA(5)+CHA(5) = Average: 19.5 (39 accounting for vulnerability) | Max: 23 (46 accounting for vulnerability) | Min: 16 (32 accounting for vulnerability) DPR = Damage Per Round (excluding Criticals and Smites, not accounting for advantage, no haste) 2 Attacks + 2 Bonus Action Attacks = Average: 78 (156 accounting for vulnerability) | Max: 92 (184 accounting for vulnerability) | Min: 64 (128 accounting for vulnerability) Per Attack: Critical Hits: 2d8+DEX(5)+CHA(5)+CHA(5) = Average: 24 (48 accounting for vulnerability) | Max: 31 (62 accounting for vulnerability) | Min: 19 (34 accounting for vulnerability) Per Attack: Critical Hits w/ Divine Smite: 2d8+DEX(5)+CHA(5)+CHA(5)+SMITE(2D8) = Average: 33 (66 accounting for vulnerability) | Max: 47 (94 accounting for vulnerability) | Min: 17 (38 accounting for vulnerability) Per Attack: Half Orc Critical Hits: 3d8+DEX(5)+CHA(5)+CHA(5) = Average: 28.5 (57 accounting for vulnerability) | Max: 47 (94 accounting for vulnerability) | Min: 19 (38 accounting for vulnerability) Per Attack: Half Orc Critical Hits w/ Divine Smite: 3d8+DEX(5)+CHA(5)+CHA(5)+SMITE(2D8) = Average: 37.5 (75 accounting for vulnerability) | Max: 55 (110 accounting for vulnerability) | Min: 20 (40 accounting for vulnerability) SUGGESTED ITEMS: Boots: Disintegrating Night Walkers | Night Walker: Can't be Enwebbed, Entangled, or Ensnared and can't slip on Grease or Ice. Misty Step: Cast the spell Misty Step once per Short Rest. Amulet: Amulet of Greater Health | Increases the wearer's Constitution score to 23. Advantage on Constitution Saving Throws Checks:. Ring 1: Strange Conduit Ring | Strange Conduit: When Concentrating on a spell, the wearer's weapon attacks deal an additional 1d4 Psychic damage. Ring 2: Risky Ring | Risky Attack: You gain Advantage on Attack Rolls and receive Disadvantage on Saving Throws. (somewhat mitigated by the +5 Saving Throw bonus from Aura of Protection) Have an ally haste you, or use a Potion of Speed.
@@jjthe Personal choice, really - I did toy with the idea. But a once per round damage reduction Vs a consistent damage output made me lean more towards the Fighter level. This is because you have a +5 to saving throws (so better chance to take 1/2 damage from spells that require them), and 21 AC (so pretty tanky), and a bunch of HP available. But each to their own.
hi there is a helmet(Helmet of Grit) in act 3 that give you a second bonus action when your hp is lower than 50%. that means we dont need lvls in thief anymore and can do a lot more stuff with dual wield builds.the sad point is that we can only get 2 bonus action and not 3 bonus action and with this helmet, you can like just soloclass fighter to 12 and get 4 feats, 3 attack with action + 2 attack with bonus action.5 attacks in total . i would wonder if this would be more op.
You don’t only have 5 turns to kill the npc. You have 5 turns until you get hit by a Power Word Kill. And then he casts again. If you have over 100 Current HP, Power Word Kill does nothing. You can take your time killing everything in the room if you keep healthy. At least you could as of Patch 1. Aura of Murder only starts in combat because it only affects hostile creatures.
Oh really? First time I wasn't prepared on tactician and got wiped. O assumed it was just a 5 turn trial. Sad to say my first playthrough I completely skipped over the npc and missed out on the gloves >_
@@Blood_Ronin Rip. :p But yeah, its an npc on the buildings at the back of the room, he is casting Power Word Kill, a 9th level spell, so he needs 5 turns to cast it I guess. Just stay above 100 HP and it won’t do a thing. But if a character is at or under 100 it dies, no saves, no unconscious, no revert to humanoid for a druid, just dead.
well main point for this cilp is just.... do something maximize you damage and make Advantage on enemy for roll sneaking attack in the last let Bhaal armor Aura multiplies x2 piecing damage output
@@Blood_Ronin well can't denied Harmonic Rapier have pretty high damage from +5 extra damage but I really not prefer short rest after 1 fight also I found stack more -1 crit roll is more better I test with my Karlach barbarian rogue still can deal similar damage with only Act 1-2 gears, dual short sword/dagger allow you can dual wield without feat also maximize Dex allow you push high AC for more survivability and flexible from range weapon benefit when Charisma only focus on maximum damage in short burst
How would you compare the 6bard/2pally/4rogue build here to a 10bard/2pally build? Can the 10/2 still be an effective dual wielder and benefit from the magical secrets at lvl 10? Or are the 4 rogue levels key for dual wield melee power? Torn between these 2!!!
Apparently, Bhaalist Armor and Bonespike gloves don’t work together as intended. On any npc with Piersong Resistance (for instance Steel Watchers) it will cause to show that they became vulnerable to PIercing damage but the actual damage is not doubled. The damage only doubles on npc without resistance.
At 43:44 you hit a steel watcher for 36 damage (no crit) then you show the combat log and this damage is not doubled (later you say that on this piece of the video aura glitched). However earlier in the video at 29:50 you hit the steel watcher (presumably under the aura of murder) and the damage numbers are the same (38 + 22 + 52 crit). You don’t show the combat log here but these numbers are obviously too low to be a crit double damage. I’m now testing the similar but one-handed setup with Dueliat Prerogative but I can’t seem to make the aura work on steel watchers even after some shenanigans like reequipping the chest piece or toggling the aura on and off. It just doesn’t give double damage even when the steel watchers tooltip says they are now vulnerable. May I ask you to check this specifically if you have time and desire?
I think I figured out, wanted to share this with you. I was just fighting Raphael who as well has piercing res and yet he received double damage from my warlock duelist. I then looked back at the steelwatchers and noticed that they have both physical and magic piercing damage resistance (both blue and white arrows in the tooltip) while Raphael is only resistant to physical piercing. Since my damage is magical due to pact of the blade, I do double damage to Raphael NOT because of the bonespike gloves but because he doesn’t have magic piercing resistance at all. Steel watchers on the other side, by the virtue of having both types of piercing resistance don’t get double damaged with either physical or magical damage (I tested physical rapier hits without pact weapon). The conclusion is: bonespike gloves do help you ignore the resistance but they can not convert resistance into vulnerability to make aura of murder work on resistant enemies. I would be really glad to hear your opinion on this.
i really hope that they buff the dual wield feat so that u are not forced to lvl into rogue only to use ur offhand. Maybe just giving an extra offhand attack when attacking or something like that.
Thank you for the answer!❤ I have one more question: I was thinking about this build but taking the dark urge ( mainly for a cloak). Will work without performer from the start? Which lvl of performance it's optimal for skill you talk about? from this rapier?
@@Siekrr for a dark urge, you may want to not use the rapier and go with something else. This build may work better for you without performance. ruclips.net/video/7i-iUklkCQs/видео.htmlsi=gesExfQlCoq8FyCA As for the performance check itself, the more you have, the better. Unfortunately, if you fail the performance check, you won't gain any benefit from the weapon itself.
@@Blood_Ronin I really want to play as a rogue and hunter, I will have level +3 performances from the start. at level 12 it will be +9. Do you think this will be enough to comfortably use the rapier and build?
I think they changed the way the bonespike gloves work because I can't seem to get steelwatchers vulnerable to piercing anymore with the bhaal armour and bonespike gloves in my honour mode run. They also changed the way redvein savagery works as it seems to just add onto the damage like a modifier unlike before where it worked as a seperate damage with the added scaling
still really strong but no need for the bonespike gloves anymore better to just run legacy of the masters gauntlets from dammon for the extra +2 to attack and damage rolls
@@jimbop8880 I know honor mode has a lot of undocumented changes. (Like lock extra attack not stacking anymore) new weapons armor and more. Not surprised they changed the gloves for honor mode to be honest.
Bear barb thief dual wield. What a cool concept. Very different from what I usually see or pick. I don’t like that your stats are so low but I haven’t gotten to your feats yet so I’ll see that iab.
I use elixir of giant hill str to make up for it. I was able to farm over 100 in an hour. The CHA is for the harmonic dueller for the extra damage that provides from its skill.
@@Blood_Ronin ah yeah I’ve also never grabbed that armor because I’ve never done an evil playthrough, in hindsight all I really got out of not taking it was keep jaheira and minsc but I can just replace them with hirelings
@@Blood_Roninany way to change the build where I don't have to rely on the potion? I am willing to forgo the charisma weapon since thinking about replacing it with the blood dagger for crits, I know the build kind of relies on aura of murder and crimson mischief but just I don't think that comes online until level 11, so yeah something a bit more general?
- maybe try rhapsody in the off-hand, leave out all the charisma-stuff and max out dex. should give you the same dmg (+3 from Rhapsody, +1-2 from dex) and improved hit-chance - I'm struggling with the AC of this build (experimenting with something similar, even AC 21-22 is too low and on tactician i get hit far too often - the misses by the opponents you showed are really not representative in my experience)
@@Blood_Ronin right now I play with a full group and solve it by maxing the initiative - 95% of the encounters my team attacks before anyone else which leaves no-one standing. and the last opponent standing gets 7 stacks of radiant orb ;-)
I built around hill giant elixir for a while, but I personally got tired of it. I'd rather sacrifice my overall stats but have more freedom with elixirs and not feel as shitty when I forget to put them on. The bloodlust elixir is my fave, esp when hasted.
I noticed that your character has morninglord's radiance. In my campaign, my companions all have that buff for some reason even after I've gone through half of act 3. You think it's a bug?
Finesse uses str or dex, whichever is higher. In order to get the stats I needed for the Harmonic Dueler, (Rapier that gives bonus damage=CHA, I had to sac some other stats and use hill giant potions to make up for the lack of higher Dex. The Harmonic dueler rapier bonus damage is added on to a lot, more than just the weapon attacks themselves.
for the oathbreaker/assasin build, what do you think about instead of lvl 5 assassin to go fighter lvl 1 for dualwielder spec instead ? (so a 7oath/4assasin/1fighter)
Very nice endgame build, but how does the classes play act 1 and 2? Like endgame is 80+ hours away, so it has to work early. Could imagine the bard would be strong all game long🔥 My current run is gloomstalker/assasin and it trivializes the game with handcross bows, so might try and go Dual wielder with theif instead.
So just curious with the builds but why do you have 20 charisma. I probably miss something when you said it in the beginning. Other than that all these look super fun to play.
In the weapon section I explain it. The Harmonic Dueler gives +true damage = to charisma modifier. It affects melee damage, sneak attack, divine smites, and bonus damage from mainhand piercing. With piercing vulnerability doing double, the extra 4 to 5 becomes 8 to 10 for everything considered pierce, which adds up to a lot.
@Blood_Ronin ok thanks for clearing that up sorry about that. Also I guess you could also run warlock too as an option and go packed of the blade if you wanted🤔. So many good ideas
@@SpudLord_PhD you're good. I was just referencing it in case you wanted to go back to the timestamps. The builds are really fun. Let me know if ya try one out and how it goes.
@@SpudLord_PhD It is funny you mention pack of the blades. I have a similar build, but focused around the legendary rapier that as a full lock focus with some incredible damage
@Blood_Ronin oh nice, I'm trying to come up with a melee spores druid that keeps a concentration spell up for bonus damage from some items and it's been tough but I have a rough idea. I want to use like moon beam or flame blade as the spells to concentrate so its not exactly the same as yours but should do something similar I hope.
You can get that weapon immediately after you reach baldur's gate. For the meantime you could use a Justicar Scimitar. I'm playing evil route with Minthara. Also found a game breaking bug, everytime you invite her to the party you received 5 tadpole. Maybe because of if you didn't kill the 3 leaders, you still received 3 tads, so way. Just be wary. Spoiler ahead***** Be prepared for lost of most important gears since most of them are dead. Using justiciar Scimitar and the -1crit roll for now. Oh I made Shadowheart a Justiciar too. But this is a dope build since you can get the Harmonic at the start of act 3.
on the ranger build, since you went two weapon fighting on that class, what would you do with fighter? is it even worth to go fighter? maybe specc into something else instead?
All of these utilize ultra late game and specifically evil gear, that’s very restrictive :/// these are min/maxing, can you give a more middle well rounded guide and also is this honor mode? - hit chances are way too high with thia gear
On younoathbreaker build, you didn’t have two weapon fighting style and one weapon wasn’t light. So w/o 2 weapon, you have no ability modifier to your off hand attack roll? And did you choose dual wielding as a feat? If you didn’t , how did you dual wield with one weapon not light?
It depends on preference. In act 3, once you unlock the bhallist armor, piercing weapons do so much damage. Before that though, great weapon master 2handers do some Incredible burst, especially when paired with paladin for divine smite. I'm working on a new dw builds in general to see if I can burst harder. 2h weapons in general though are better earlier on since they require less set up to get going.
I have a couple new dw builds on my list to do. But for crit stacking dex based this video how's a good one included. ruclips.net/video/63f-5m3sysw/видео.htmlsi=2qsCgfmzNa-mEDzO
5barb or 5 gloom, and then 4 fighter, 3 rogue appose to 2 fighter and 5 rogue gives you an additional subclass, at only the loss of uncanny dodge, is that better than say champion for the additional crit? i suppose at 5 the sneak dice increases as well though. hmmm
i started typing this before checking and seeing the bonus to sneak damage that is obtained. @@Blood_Ronin anyway, I'm trying out the first 4 right now, spawned in the items so each of the four can get the gear. gonna see which one I enjoy the most, but I think I'm going to save the last one for a dark urge run, if I don't break oath by Last Light Inn, that will be a fun moment to break oath+grab assassin =p
And here I thought that the feat Savage attacker would really be a top choice for a dual wielder with all the attacks being hucked out per round :/ i really dont understand the value of feat comparisons yet :(
The builds work for any piercing weapon on general for the most part. But I disagree, you can get it really early in act 3 if you choose to go for it right away.
There are so many strange builds on youtube now. Most of them make no sence from my perspective. Yeah, it's cool to take this gloves and armor and do all this damage... but why? I completed the game with unoptimised druid build. No problems at all. Near the end it was even easy. Why do i need specific build, that can be extremely powerfull, but it can only be trully crafted at the time i found Sarevok? To kill Raphael Orin and Gortash with this setup? To load couple of times and fight some Steel Watchers? Idk, aroun lvl10 party need no optimisation what so ever so i can't see how it can be entertaining :)
The game overall even on tactician is very easy. I was level 11 when I made it to act 3. Getting the set up mentioned in the video was fun. And there is plenty to do in act 3 if you follow the side stuff. I agree though, you don't need to do top damage to have fun. But I had a blast with these builds when playing with friends.
07:54 I mention some early game weapons that are really strong. Act 1 I used a lot of the lightning orb gear. bg3.wiki/wiki/Lightning_Charges_(Condition) Quartermaster tali in act 2 also sells some really really strong gear whenever you get to that point. (Cape, chest piece ect).
I would really like to play a dual wielding sword bard, but the flourish no stance animation pisses me off, just a frozen character animation. Ruins the whole build for me. xD
The best dual wielder I've seen so far, my monk does 60-130 per bonus action this would complement my build but the only thing is it removes the fun part in combat. Due to having this type of builds being way too OP. The best video I've seen for a dual wield hands down.
There's a lot of Monk builds you could do since each subclass does it own thing. And then there's either DEX or STR monks (with Tavern Brawler feat). My current playthru, I went Rogue lvl 1, then 6 levels of Monk (shadow subclass). Then i got Rogue to level 4 for a subclass and feat. You could go Thief or Assassin, either one is really fun.
I have a couple monk videos already. Here is one that goes over a multiclass for all 3 subclasses. I also have a raging monk video as well for open hand. ruclips.net/video/xYfMIdBF7KE/видео.htmlsi=AmUjGCl2bNhEdZMq
@@Blood_Ronin thank you for confirming I will take a look when I have a moment. As I'm only act 1 but dual wielding shortswords with a drow monk atm (level 6 currently)
@@jackbernard484 you can technically do it, but I wouldn't recommend dual wielding as a monk since your bonus action should be used for your fist attack usually.(which will end up doing more than a offhand weapon)
@jackbernard484 it's actually worth it to dual wield finesse weapons IF you multiclass into rogue (thief for extra BA). If you open with topple, which you usually should, you have advantage on your next attack if they fall over. Your next fury of blows or other monk punch ability will then proc sneak attack reaction for extra damage. Technically you don't need to dual wield to get the sneak attack bonus but there are a few daggers/ short swords that are worth having as stat sticks.
@@Blood_Ronin Ah forgot about that yes. I was wondering about the gloves as well since they make you ignore resistances but don't you already negate that from making the enemy vulnerable to piercing and since it's the only dmg type you care about with rapiers and shortswords would it be alright to use the legacy of the masters gloves for that extra 2 dmg and hit rate instead of the elixirs. Edit: nvm i just checked it out resistance still counts and they both apply resulting in default dmg
@@blight4519 As long as you are facing someone who isn't naturally resistant to piercing, you can use whatever gloves. But if they are, the bonespike will make sure they become vulnerable due to the chest piece stacking.
The offhand weapon you get in act 3 gives you damage equal to your cha modifier after using its weapon art. With double damage from chest piece it stacks well and affects a multitude of things (divine smite, sneak attack and more)
@@Blood_Ronin that is more important than it sounds for pure melee characters, but having the three subclasses is hard to pass. You feel like you struggle even with longstrider?
Everyone makes a Bard/Pala build. It's boring and I wish there were someone creative who could come up with a better build for Bard that's not actually just worse than straight Bard.
Let me know which is your favorite, and what you want to see next!
Is it possible to combine wizard necromancer with oathbreaker paladin in one build? Would you do a video on that? Also a rogue archer multiclass to take advantage of the range capability of a bard?
@@menopally Sort of. If you go Necro wizard you want at least 6 points for the better zombies, but then you won't be able to get Aura of Hate from Oath Breaker. I am working on a necromancer build in general though that is going to combine the oath breaker spore druid and necro wizard (3 different characters for an undead theme run)
As for the bard one, I can for sure. One of my friends played ranged bard and really enjoyed it.
Hi Ronin, very nice builds! I liked the bard combo best.
Could you create a drizzt build, pls? It would be a nice dual wielder, too ☺️
@@TheQuebien I like themed builds. Did you want it for mid game or end game?
For end game would be very nice :) I remember how drizzt destroyed those gnolls back then in bg1 😅
You are THE MAN for bg3 builds. Love your work!!
I did for a run a War cleric-paladin dual wielded with legendary's blood of Lathander and mace of devote. Its SO FREAKING fun to play because its insane the amount of couples you can trigger smite in a single turn. The fact is that you have a lot of spell slots and you will use them all in a single combat. Thats the bad part of the build i did, but its freaking insane the raw damage it outputs.
Just saying pretty sure the reason your aura of murder doesn't start until combat starts is because they are neutral entities and not enemies until you attack them.
For real that’s like the most obvious thing ever. 😔 I suppose it’s ok tho. Everyone makes mistakes.
I'm currently using something similar to your bard build with a drow. I wanted to make a follower of Eilistree without losing the music and swordplay mechanics by dipping into cleric. He's been a ton of fun to play!
Nice builds, indeed, I've been experimenting with similar ones myself.
And important note that will benefit all of them: if you play Dark Urge, relatively early you get a Cloak that turns you invisible every time you kill someone. As invisible you get the advantage on attacks unless the enemy has Devil's Sight or other forms of seeing invisibility (which is extremely rare for NPCs). And those builds pretty much guarantee at least one kill per turn so with that you can ditch the Risky Ring and use something that adds even more damage.
does devils sight let u see thru invis?
You're about to pop off with viewers my guy, you've been recommended to me more and more via push algorithm so I imagine others are too, good luck to your future keep going!
Thank you so much. This comment made my evening.
Paladin 7 (Oathbreaker), Fighter 1, Rogue 4 (Thief) | 21 AC, Average DPR of 78 (no resource spending, no haste).
Harmonic Dueller [Weapon]: +CHA to Damage
Aura of Hate [Oathbreaker]: +CHA to Damage
Aura of Protection [Oathbreaker]
Fighting Style: Defence [Oathbreaker]
Extra Attack [Oathbreaker]
Sneak Attack [Thief]: 2d6
Fighting Style: Two Weapon Fighting [Fighter]
ASI [Oathbreaker]
ASI [Thief]
You should have 21 AC at final build (14 from armour, 5 from DEX , 1 from the Defence Fighting Style, 1 from Dual Wielder)
Race: As you get full Martial Weapon, Armour and Shield proficiencies from Paladin, you can pick whatever you want really.
Half Orc will net you the highest damage on average due to the extra damage die on critical hits.
Drow is a cool option, as you get Faerie Fire (keyed off of CHA) and as such can choose to forgo the Risky Ring.
Halfling (Lightfoot) is a solid shout as no more Nat 1s, and Advantage on Stealth checks (which could make up for the possible lack of proficiency, depending on your choices)
Starting Abilities:
DEX 15 + 1 | CHA 15 + 2 (put the rest wherever you want, but I would suggest at least 14 CON)
ASI (Dual Wielder)
ASI (+2 DEX | 18 Total)
Mirror of Loss (+2 DEX | 20 Total)
Background: Entertainer (Alternatively, be a Human and grab it - or IIRC, pick it up as a Rogue when you multiclass)
Expertise: Performance
Auntie Ethel's Hair (+1 CHA | 18 Total)
Birthright (+2 CHA | 20 Total)
CORE ITEMS:
Weapons:
Crimson Mischief + Harmonic Dueller
Equipment:
Head: Birthright | Body: Bhaalist Armour | Gloves: Bonespike Gloves
Damage per attack/bonus action attack (not accounting for advantage, no haste):
1d8+DEX(5)+CHA(5)+CHA(5) = Average: 19.5 (39 accounting for vulnerability) | Max: 23 (46 accounting for vulnerability) | Min: 16 (32 accounting for vulnerability)
DPR = Damage Per Round (excluding Criticals and Smites, not accounting for advantage, no haste)
2 Attacks + 2 Bonus Action Attacks = Average: 78 (156 accounting for vulnerability) | Max: 92 (184 accounting for vulnerability) | Min: 64 (128 accounting for vulnerability)
Per Attack: Critical Hits:
2d8+DEX(5)+CHA(5)+CHA(5) = Average: 24 (48 accounting for vulnerability) | Max: 31 (62 accounting for vulnerability) | Min: 19 (34 accounting for vulnerability)
Per Attack: Critical Hits w/ Divine Smite:
2d8+DEX(5)+CHA(5)+CHA(5)+SMITE(2D8) = Average: 33 (66 accounting for vulnerability) | Max: 47 (94 accounting for vulnerability) | Min: 17 (38 accounting for vulnerability)
Per Attack: Half Orc Critical Hits:
3d8+DEX(5)+CHA(5)+CHA(5) = Average: 28.5 (57 accounting for vulnerability) | Max: 47 (94 accounting for vulnerability) | Min: 19 (38 accounting for vulnerability)
Per Attack: Half Orc Critical Hits w/ Divine Smite:
3d8+DEX(5)+CHA(5)+CHA(5)+SMITE(2D8) = Average: 37.5 (75 accounting for vulnerability) | Max: 55 (110 accounting for vulnerability) | Min: 20 (40 accounting for vulnerability)
SUGGESTED ITEMS:
Boots: Disintegrating Night Walkers | Night Walker: Can't be Enwebbed, Entangled, or Ensnared and can't slip on Grease or Ice. Misty Step: Cast the spell Misty Step once per Short Rest.
Amulet: Amulet of Greater Health | Increases the wearer's Constitution score to 23. Advantage on Constitution Saving Throws Checks:.
Ring 1: Strange Conduit Ring | Strange Conduit: When Concentrating on a spell, the wearer's weapon attacks deal an additional 1d4 Psychic damage.
Ring 2: Risky Ring | Risky Attack: You gain Advantage on Attack Rolls and receive Disadvantage on Saving Throws. (somewhat mitigated by the +5 Saving Throw bonus from Aura of Protection)
Have an ally haste you, or use a Potion of Speed.
When would you take the Fighter Level?
I don't know that taking fighter is worth it. You could just take Rogue to 5 to nab uncanny dodge instead
@@Pzul_ I would probably take it after the Paladin 7 levels, as you get the +5 CHA on your offhand this way
@@jjthe Personal choice, really - I did toy with the idea.
But a once per round damage reduction Vs a consistent damage output made me lean more towards the Fighter level.
This is because you have a +5 to saving throws (so better chance to take 1/2 damage from spells that require them), and 21 AC (so pretty tanky), and a bunch of HP available.
But each to their own.
Very nice thanks a lot . Quick Question : What do you think about Diadem arcane synergy instead of birthright ?
Best build for dual wield that I've seen!
Thank you! It was requested a lot. I am glad people are liking it.
hi there is a helmet(Helmet of Grit) in act 3 that give you a second bonus action when your hp is lower than 50%. that means we dont need lvls in thief anymore and can do a lot more stuff with dual wield builds.the sad point is that we can only get 2 bonus action and not 3 bonus action
and with this helmet, you can like just soloclass fighter to 12 and get 4 feats, 3 attack with action + 2 attack with bonus action.5 attacks in total . i would wonder if this would be more op.
Been rocking the barbarian rogue fighter for this playthrough based on your build. Loving it
I'm glad you're having a good time with it.
Incredibly thorough guide and builds! Got a sub from me for sure
Thank you. I appreciate it.
Every time someone says "That's a lot of damage.", Phil Swift saws a boat in half.
great builds !
You don’t only have 5 turns to kill the npc. You have 5 turns until you get hit by a Power Word Kill. And then he casts again.
If you have over 100 Current HP, Power Word Kill does nothing. You can take your time killing everything in the room if you keep healthy.
At least you could as of Patch 1.
Aura of Murder only starts in combat because it only affects hostile creatures.
Oh really? First time I wasn't prepared on tactician and got wiped. O assumed it was just a 5 turn trial. Sad to say my first playthrough I completely skipped over the npc and missed out on the gloves >_
@@Blood_Ronin Rip. :p
But yeah, its an npc on the buildings at the back of the room, he is casting Power Word Kill, a 9th level spell, so he needs 5 turns to cast it I guess. Just stay above 100 HP and it won’t do a thing. But if a character is at or under 100 it dies, no saves, no unconscious, no revert to humanoid for a druid, just dead.
@@Blood_Ronin1st playthrough I mop Orin, she didn't got even a turn. 😆
well main point for this cilp is just....
do something maximize you damage and make Advantage on enemy for roll sneaking attack
in the last let Bhaal armor Aura multiplies x2 piecing damage output
Not entirely. Harmonic rapier has some nice interactions for additive damage which then gets doubled as well.
@@Blood_Ronin well can't denied Harmonic Rapier have pretty high damage from +5 extra damage but I really not prefer short rest after 1 fight
also I found stack more -1 crit roll is more better I test with my Karlach barbarian rogue still can deal similar damage with only Act 1-2 gears, dual short sword/dagger allow you can dual wield without feat also maximize Dex allow you push high AC for more survivability and flexible from range weapon benefit when Charisma only focus on maximum damage in short burst
How would you compare the 6bard/2pally/4rogue build here to a 10bard/2pally build? Can the 10/2 still be an effective dual wielder and benefit from the magical secrets at lvl 10? Or are the 4 rogue levels key for dual wield melee power?
Torn between these 2!!!
Getting the points in rogue would help a ton for the 2nd bonus action.
you can go to 24 cha if you do 17 cha -> 19 cha (ASI) + 1 (hag hair) + 2 birthright + 2 MoL
Apparently, Bhaalist Armor and Bonespike gloves don’t work together as intended.
On any npc with Piersong Resistance (for instance Steel Watchers) it will cause to show that they became vulnerable to PIercing damage but the actual damage is not doubled. The damage only doubles on npc without resistance.
It is tested on the video, u gotta reset the aura and it'll work. Basically turn off and on again during combat.
At 43:44 you hit a steel watcher for 36 damage (no crit) then you show the combat log and this damage is not doubled (later you say that on this piece of the video aura glitched). However earlier in the video at 29:50 you hit the steel watcher (presumably under the aura of murder) and the damage numbers are the same (38 + 22 + 52 crit). You don’t show the combat log here but these numbers are obviously too low to be a crit double damage.
I’m now testing the similar but one-handed setup with Dueliat Prerogative but I can’t seem to make the aura work on steel watchers even after some shenanigans like reequipping the chest piece or toggling the aura on and off. It just doesn’t give double damage even when the steel watchers tooltip says they are now vulnerable.
May I ask you to check this specifically if you have time and desire?
I think I figured out, wanted to share this with you. I was just fighting Raphael who as well has piercing res and yet he received double damage from my warlock duelist. I then looked back at the steelwatchers and noticed that they have both physical and magic piercing damage resistance (both blue and white arrows in the tooltip) while Raphael is only resistant to physical piercing. Since my damage is magical due to pact of the blade, I do double damage to Raphael NOT because of the bonespike gloves but because he doesn’t have magic piercing resistance at all. Steel watchers on the other side, by the virtue of having both types of piercing resistance don’t get double damaged with either physical or magical damage (I tested physical rapier hits without pact weapon). The conclusion is: bonespike gloves do help you ignore the resistance but they can not convert resistance into vulnerability to make aura of murder work on resistant enemies. I would be really glad to hear your opinion on this.
i really hope that they buff the dual wield feat so that u are not forced to lvl into rogue only to use ur offhand. Maybe just giving an extra offhand attack when attacking or something like that.
Sub and OK for you mate, Great job. I have a question - will the Duergar race work same or better for Ranger Halfling build? Cheers ✌️
It will work fine. The racials they have are nice.
Thank you for the answer!❤ I have one more question: I was thinking about this build but taking the dark urge ( mainly for a cloak). Will work without performer from the start? Which lvl of performance it's optimal for skill you talk about? from this rapier?
@@Siekrr for a dark urge, you may want to not use the rapier and go with something else. This build may work better for you without performance. ruclips.net/video/7i-iUklkCQs/видео.htmlsi=gesExfQlCoq8FyCA
As for the performance check itself, the more you have, the better. Unfortunately, if you fail the performance check, you won't gain any benefit from the weapon itself.
@@Blood_Ronin I really want to play as a rogue and hunter, I will have level +3 performances from the start. at level 12 it will be +9. Do you think this will be enough to comfortably use the rapier and build?
@@Siekrr that should be fine. You can also give guidance to yourself for an extra bonus too if you need it.
42:53 WOW!!! If you dual-wield and have dual wield mode turned on, one hit with both of your weapons on opportunity attacks, that is unexpected
Hey there's Bard 1st, Paladin 2nd build here. Nice.
I think they changed the way the bonespike gloves work because I can't seem to get steelwatchers vulnerable to piercing anymore with the bhaal armour and bonespike gloves in my honour mode run. They also changed the way redvein savagery works as it seems to just add onto the damage like a modifier unlike before where it worked as a seperate damage with the added scaling
still really strong but no need for the bonespike gloves anymore better to just run legacy of the masters gauntlets from dammon for the extra +2 to attack and damage rolls
@@jimbop8880 I know honor mode has a lot of undocumented changes. (Like lock extra attack not stacking anymore) new weapons armor and more. Not surprised they changed the gloves for honor mode to be honest.
Bear barb thief dual wield. What a cool concept. Very different from what I usually see or pick. I don’t like that your stats are so low but I haven’t gotten to your feats yet so I’ll see that iab.
I use elixir of giant hill str to make up for it. I was able to farm over 100 in an hour. The CHA is for the harmonic dueller for the extra damage that provides from its skill.
@@Blood_Ronin ah yeah I’ve also never grabbed that armor because I’ve never done an evil playthrough, in hindsight all I really got out of not taking it was keep jaheira and minsc but I can just replace them with hirelings
@@Blood_Roninany way to change the build where I don't have to rely on the potion? I am willing to forgo the charisma weapon since thinking about replacing it with the blood dagger for crits, I know the build kind of relies on aura of murder and crimson mischief but just I don't think that comes online until level 11, so yeah something a bit more general?
- maybe try rhapsody in the off-hand, leave out all the charisma-stuff and max out dex. should give you the same dmg (+3 from Rhapsody, +1-2 from dex) and improved hit-chance
- I'm struggling with the AC of this build (experimenting with something similar, even AC 21-22 is too low and on tactician i get hit far too often - the misses by the opponents you showed are really not representative in my experience)
One easy solution would to go part fighter eldritch knight and use the shield spell for majority of your spell slots. +5 ac for the round.
@@Blood_Ronin right now I play with a full group and solve it by maxing the initiative - 95% of the encounters my team attacks before anyone else which leaves no-one standing. and the last opponent standing gets 7 stacks of radiant orb ;-)
Hey i'm new to this. Can you briefly explain why did you pick dex and char over strength since you are playing a barbarian?
Dex is for finesse weapons to scale damage.
I built around hill giant elixir for a while, but I personally got tired of it. I'd rather sacrifice my overall stats but have more freedom with elixirs and not feel as shitty when I forget to put them on. The bloodlust elixir is my fave, esp when hasted.
going for your rogue/bard/pala!
Can you do for Rogue/lock/Bard?
I haven't tried it before. I would have to give it some testing.
I noticed that your character has morninglord's radiance. In my campaign, my companions all have that buff for some reason even after I've gone through half of act 3. You think it's a bug?
Could be a bug. After long rest, remove them from party and invite them again to get the buff. Unfortunately you can't remove yourself. 😅
@@synergistex7088 exactly, that's what I've been doing for everyone 😂
@@ignis.valorant the micromange that I like. :)
Earned a sub
Thank you. I appreciate it.
Bro, I have a question. We are using finesse weapon that uses dex as modifiers but why do we need such high strength?
Finesse uses str or dex, whichever is higher. In order to get the stats I needed for the Harmonic Dueler, (Rapier that gives bonus damage=CHA, I had to sac some other stats and use hill giant potions to make up for the lack of higher Dex. The Harmonic dueler rapier bonus damage is added on to a lot, more than just the weapon attacks themselves.
@@Blood_Ronin ah ok I get it. I thought Finesse uses dex stats only. Thanks!
for the oathbreaker/assasin build, what do you think about instead of lvl 5 assassin to go fighter lvl 1 for dualwielder spec instead ? (so a 7oath/4assasin/1fighter)
won't work with this specific build because you'll need the feat to be able to weild a shortsword and a rapier, perhaps with other weapons
Very nice endgame build, but how does the classes play act 1 and 2?
Like endgame is 80+ hours away, so it has to work early. Could imagine the bard would be strong all game long🔥
My current run is gloomstalker/assasin and it trivializes the game with handcross bows, so might try and go Dual wielder with theif instead.
So just curious with the builds but why do you have 20 charisma. I probably miss something when you said it in the beginning. Other than that all these look super fun to play.
In the weapon section I explain it. The Harmonic Dueler gives +true damage = to charisma modifier. It affects melee damage, sneak attack, divine smites, and bonus damage from mainhand piercing. With piercing vulnerability doing double, the extra 4 to 5 becomes 8 to 10 for everything considered pierce, which adds up to a lot.
@Blood_Ronin ok thanks for clearing that up sorry about that. Also I guess you could also run warlock too as an option and go packed of the blade if you wanted🤔. So many good ideas
@@SpudLord_PhD you're good. I was just referencing it in case you wanted to go back to the timestamps. The builds are really fun. Let me know if ya try one out and how it goes.
@@SpudLord_PhD It is funny you mention pack of the blades. I have a similar build, but focused around the legendary rapier that as a full lock focus with some incredible damage
@Blood_Ronin oh nice, I'm trying to come up with a melee spores druid that keeps a concentration spell up for bonus damage from some items and it's been tough but I have a rough idea. I want to use like moon beam or flame blade as the spells to concentrate so its not exactly the same as yours but should do something similar I hope.
You can get that weapon immediately after you reach baldur's gate. For the meantime you could use a Justicar Scimitar. I'm playing evil route with Minthara. Also found a game breaking bug, everytime you invite her to the party you received 5 tadpole. Maybe because of if you didn't kill the 3 leaders, you still received 3 tads, so way. Just be wary. Spoiler ahead*****
Be prepared for lost of most important gears since most of them are dead. Using justiciar Scimitar and the -1crit roll for now. Oh I made Shadowheart a Justiciar too. But this is a dope build since you can get the Harmonic at the start of act 3.
Perfect durge build
Did you try dual staff sorc? i think it's still a pretty great dual wield option
I did test it! It is ridiculous for damage. Does a ton!
on the ranger build, since you went two weapon fighting on that class, what would you do with fighter? is it even worth to go fighter? maybe specc into something else instead?
Go defence with it. I like action surge. If you'd prefer 2 levels elsewhere though you can.
@@Blood_Ronin paladin for 2 divine smites each attack seems like it would be good
im interested in that spore build. frankly, turning into animals doesnt appeal to me, but i kinda wanna play druid so...
All of these utilize ultra late game and specifically evil gear, that’s very restrictive :/// these are min/maxing, can you give a more middle well rounded guide and also is this honor mode? - hit chances are way too high with thia gear
@@georgipetrov9322 you may like this one instead. ruclips.net/video/7i-iUklkCQs/видео.htmlsi=Ac-q0XWq9E-GaSsM
On younoathbreaker build, you didn’t have two weapon fighting style and one weapon wasn’t light. So w/o 2 weapon, you have no ability modifier to your off hand attack roll? And did you choose dual wielding as a feat? If you didn’t , how did you dual wield with one weapon not light?
I use the legendary in my offhand, which grants its own modifier. But you lose out on the free piercing damage from mainhand.
The crimson mischief only adds the dmg, I was talking about the attack roll modifier. And can you dual wield if one weapon is not light?
@@davidbenfield528 dual wielder feat allows you to dw weapons not considered light. (Excluding heavy)
How would you compare your dual wield Bardadin build to one that is strength-based and uses a 2H sword?
It depends on preference. In act 3, once you unlock the bhallist armor, piercing weapons do so much damage.
Before that though, great weapon master 2handers do some Incredible burst, especially when paired with paladin for divine smite.
I'm working on a new dw builds in general to see if I can burst harder. 2h weapons in general though are better earlier on since they require less set up to get going.
@@Blood_Ronin Got it; thanks! I won't be getting the Bhaalist Armour, as I am committed to a "good" campaign.
Is their a version of these that don't rely on chugging hill giant strength elixirs constantly?
I have a couple new dw builds on my list to do. But for crit stacking dex based this video how's a good one included. ruclips.net/video/63f-5m3sysw/видео.htmlsi=2qsCgfmzNa-mEDzO
5barb or 5 gloom, and then 4 fighter, 3 rogue appose to 2 fighter and 5 rogue gives you an additional subclass, at only the loss of uncanny dodge, is that better than say champion for the additional crit? i suppose at 5 the sneak dice increases as well though. hmmm
It would be preference imo.
i started typing this before checking and seeing the bonus to sneak damage that is obtained. @@Blood_Ronin anyway, I'm trying out the first 4 right now, spawned in the items so each of the four can get the gear. gonna see which one I enjoy the most, but I think I'm going to save the last one for a dark urge run, if I don't break oath by Last Light Inn, that will be a fun moment to break oath+grab assassin =p
And here I thought that the feat Savage attacker would really be a top choice for a dual wielder with all the attacks being hucked out per round :/
i really dont understand the value of feat comparisons yet :(
Savage attacker is for sure a good one to have overall for melee. It depends on what you want to give up for it ect.
Sure, Crimson Mischief is a hell of a weapon but by the time you get it, the game is over 95% complete so basing a build on it seems a bit ridiculous
The builds work for any piercing weapon on general for the most part.
But I disagree, you can get it really early in act 3 if you choose to go for it right away.
Did I miss where you said what armor the paladin was wearing
Same as the others. Using the bhaal armor.
why is it casting sneak attack at the same time?
Would a warlock/paladin/rogue combo work with your setup, too?
Possibly. You would lose out on two weapon fighting unless you use the legendary weapon in your offhand.
So would warlock 5/ rogue 4/ pala 2/ fighter 1 make sense then?
Or perhaps warlock 5 / rogue 4 / champion 3
@@TheQuebien 5/4/3 would work
would it be smarter to start paladin so you get heavy armor proficiency ?
I don't use heavy armor for the builds. But you could if you wanted.
What skill proficiency and background do you start with for the bardadin build
For the Bardadin it doesn't matter since they have performance from the class. So you can pick whichever you want with that one.
Thank you
There are so many strange builds on youtube now. Most of them make no sence from my perspective. Yeah, it's cool to take this gloves and armor and do all this damage... but why? I completed the game with unoptimised druid build. No problems at all. Near the end it was even easy. Why do i need specific build, that can be extremely powerfull, but it can only be trully crafted at the time i found Sarevok? To kill Raphael Orin and Gortash with this setup? To load couple of times and fight some Steel Watchers? Idk, aroun lvl10 party need no optimisation what so ever so i can't see how it can be entertaining :)
The game overall even on tactician is very easy. I was level 11 when I made it to act 3. Getting the set up mentioned in the video was fun. And there is plenty to do in act 3 if you follow the side stuff.
I agree though, you don't need to do top damage to have fun. But I had a blast with these builds when playing with friends.
What are the best weapons in act 3 for a dual wielding bardadin??
For sure the legendary short sword from Orin. Offhand up to you.
Any suggestion for early gear most of these are pretty much end game gear i think
07:54 I mention some early game weapons that are really strong. Act 1 I used a lot of the lightning orb gear. bg3.wiki/wiki/Lightning_Charges_(Condition)
Quartermaster tali in act 2 also sells some really really strong gear whenever you get to that point. (Cape, chest piece ect).
@@Blood_Ronin mb i must've miss it
I'm confused where is the 6d6 coming from ?!!
Sneak attack damage.
can you make a barb druid spore? dual wield lol
I would really like to play a dual wielding sword bard, but the flourish no stance animation pisses me off, just a frozen character animation. Ruins the whole build for me. xD
The best dual wielder I've seen so far, my monk does 60-130 per bonus action this would complement my build but the only thing is it removes the fun part in combat. Due to having this type of builds being way too OP. The best video I've seen for a dual wield hands down.
Can I ask if youre gonna drop this build? I wanted to try a monk build in my 3rd playthrough of the game
There's a lot of Monk builds you could do since each subclass does it own thing. And then there's either DEX or STR monks (with Tavern Brawler feat).
My current playthru, I went Rogue lvl 1, then 6 levels of Monk (shadow subclass). Then i got Rogue to level 4 for a subclass and feat. You could go Thief or Assassin, either one is really fun.
How come when I attack with my main hand with dual wielding it uses an Action and BA? Is it because I don’t have dual wielding feats
There is a toggle that should look like two swords near your character portrait. You gotta toggle it off.
my tav is devo paladin and i am good guy any suggestion ? :D i wanna duel wield my bae karlach
If you want our paladin or part paladin part rogue, these gloves will.gove you two weapon fighting. bg3.wiki/wiki/Gloves_of_the_Balanced_Hands
can you use warlock? pact of the blade?
For dw no. Your offhand won't scale with CHA. Pact of blade only affects your main hand or two handers.
can you dual wield with a monk or as a multiclass involving monk? (specifically open handed)
I have a couple monk videos already.
Here is one that goes over a multiclass for all 3 subclasses. I also have a raging monk video as well for open hand. ruclips.net/video/xYfMIdBF7KE/видео.htmlsi=AmUjGCl2bNhEdZMq
@@Blood_Ronin thank you for confirming I will take a look when I have a moment. As I'm only act 1 but dual wielding shortswords with a drow monk atm (level 6 currently)
@@jackbernard484 you can technically do it, but I wouldn't recommend dual wielding as a monk since your bonus action should be used for your fist attack usually.(which will end up doing more than a offhand weapon)
yes ofcourse that makes a lot of sense@@Blood_Ronin
@jackbernard484 it's actually worth it to dual wield finesse weapons IF you multiclass into rogue (thief for extra BA). If you open with topple, which you usually should, you have advantage on your next attack if they fall over. Your next fury of blows or other monk punch ability will then proc sneak attack reaction for extra damage.
Technically you don't need to dual wield to get the sneak attack bonus but there are a few daggers/ short swords that are worth having as stat sticks.
Can I still follow these builds without the Bhaalist Armor?
Yes you can. It will do a little less damage, but still works well.
What's the point of dual wielder feat if the weapons you use are Light?...
+1 ac. Also my offhand is a rapier which can't be dual wielded without it
@@Blood_Ronin thanks for the answer!
I don't get why you need str from the elixirs?
To get to 21 str since you won't he maxing out dex or str normally.
@@Blood_Ronin Ah so it's basically 2 extra dmg per weapon throughout the whole day
@@blight4519 It will affect hit rate as well.
@@Blood_Ronin Ah forgot about that yes. I was wondering about the gloves as well since they make you ignore resistances but don't you already negate that from making the enemy vulnerable to piercing and since it's the only dmg type you care about with rapiers and shortswords would it be alright to use the legacy of the masters gloves for that extra 2 dmg and hit rate instead of the elixirs.
Edit: nvm i just checked it out resistance still counts and they both apply resulting in default dmg
@@blight4519 As long as you are facing someone who isn't naturally resistant to piercing, you can use whatever gloves. But if they are, the bonespike will make sure they become vulnerable due to the chest piece stacking.
Why so many stat in charisma?
The offhand weapon you get in act 3 gives you damage equal to your cha modifier after using its weapon art. With double damage from chest piece it stacks well and affects a multitude of things (divine smite, sneak attack and more)
seems too act 3 gear dependent for me
I have other dw builds already on the channel for act 2. This was meant for act 3
I'm more of a fighter 6 barb3 rogue 3 guy myself
I tried that myself for a bit, but found I liked having the extra movement barbarian offers.
@@Blood_Ronin that is more important than it sounds for pure melee characters, but having the three subclasses is hard to pass. You feel like you struggle even with longstrider?
Everyone makes a Bard/Pala build. It's boring and I wish there were someone creative who could come up with a better build for Bard that's not actually just worse than straight Bard.
🤓