AS OF 2nd Nov. 2023 ELDRITCH BLAST NO LONGER PROCS SNEAK ATTACK. Edit: those of you who had the very unique and creative idea of throwing orin off the cliff -- ruclips.net/video/BvP-EcH_-UM/видео.html anydice.com/program/32608 There are two potentially unintended interactions occurring to boost the damage to insane numbers (in terms of 5e, most definitely): - Sneak Attack (Ranged) allowed on Attack Roll Spells - "Damage Riders as Source" effect - Some damage riders (in this case, Phalar Aluve, Sneak Attack, Skullduggery from Stalker Gloves, Cull the Weak) also get flat damage bonuses added to them Sneak Attack (Ranged) applies to all three beams of Eldritch Blast if and only if it is done outside of any turn-based mode. Greater Invisibility and distant positioning from ALLIES IN COMBAT (>18m) are used here to prevent entering combat. Maximum: Dice per beam (DICE): 1d10 (Base) + 3d6 (Sneak) + 1d4 (Stalker Gloves) + 1d4 (Phalar Aluve) + 1d4 (Hex) = avg. 27.00 Flat Damage per beam (FLAT): 7 (Agonizing Blast) + 7 (Potent Robe) + 3 (Rhapsody) + 2 (Callous Glow Ring) + 1 (Lightning Charge) = 20 Number of Sources: 4 (Base, Phalar Aluve, Sneak Attack, Stalker Gloves) Crit Chance: 19% (-1 from Elixir of Viciousness, Advantage attack, Crit only applies to dice. Could have been -2 if I hid before with Shade-Slayer Cloak, but I forgot) Rough formula for damage: 3 * (DICE + 4*FLAT + CRIT_CHANCE*DICE) + (1+1d8) (5 Lightning Charge Blast) = avg. 341.89 damage To give you an idea of how little crit bonus affects this, with -2 crit total = avg. 348.98 damage As for Orin's unstoppable being listed as 6 in the combat log: my guess is that it simply couldn't update fast enough before Orin died. There are simply too many damage procs happening at once that immediately override her protection. I was going to use Luck of the Far Realms to crit on the last beam, but as you can see it wasn't necessary. There is also a bug where you can use a metamagic without consuming a sorcery point by beginning to cast the spell and toggling the metamagic. As far as I know, this works for Distant and Twinned spells, those affecting targeting.
>As for Orin's unstoppable being listed as 6 in the combat log: my guess is that it simply couldn't update fast enough before Orin died. Sounds like a Skill Issue.
Rhapsody damage are a DRS too, so it should be 5*FLAT in the formula. Plus you can add the ring that adds 2 acid damage for another +2 to the FLAT total.
@@Vognar6 rhapsody is not DRS, nor is the ring. Rhapsody is coded with DamageBonus(), and the acid ring is CharacterWeaponDamage() (or WeaponDamage(), cant remember which but they're the same for this purpose), neither of which do the behavior you described.
I just used that ring that makes an enemy weak to poison, used my Sorc Points to extend Poison Cloud and then let her have it. She died turn 2 or 3 or something. Wasn't a very climactic duel, but nobody said I had to duel her fair and square.
it's not actually too hard, you pump stealth, use greater invisibility, and go to town. you can use many other different spells and elixirs to pass the stealth checks to keep it going, combat doesn't officially start until the party in question is detected proper and so few enemies in the game have access to detect invisibility, and even if they did they're usually NOT enemies with large health pools so you can pick them off first
@@hardcaml Yeah I did the same thing, I played normally for my first run then on my second run every one of my companions has a different broken as hell build that can solo the game lol
I fought her 2 weeks ago. I play my rouge ranger similarly expect it takes a lot longer. Anyone else disappointed in the Orin fight? I expected multiple phases even her dad was harder for me.
I played Durge and dueled her as a Divination Wizard, was very nervous, but managed to get some good hold monster on her. The only time she got to use actions against me was not enough to kill me, so she went back to Hold Monster jail and died there. She also didn't get any of the sacrifice buffs, as I talked her out of it.
i expected her to turn back to her original form once i've killed the slayer so i transformed into a displacer beast so i'd have a little more health at the start. ended up spamming displace and she couldn't even do her jump (lunge?) attacks because it kept provoking my copies' opportunity attacks. so yeah, the fight wasn't that hard. the cutscene with my durge still in displacer beast form getting resurrected by withers was funny though
I'm guessing it depends a lot on builds and skill. For me it was a reasonably tough fight- once I figured out that I could use Chill Touch to prevent her autoheal & stun her every turn with my Monk's Unarmed stun strike it got a bit easier, but anytime she got to attack she still hit super hard.
on the real (and i'm sure you've probably thought about it too) if level 13 were available a lot of really busted builds would be suddenly insanely doable
I killed her on my Durge playthrough in a single turn as oathbreaker paladin with 3 lvls into warlock pact-of-the-blade, with no special buffs from the team, just items- smacked her 4 times with a Devotee's Mace and added smite to all the hits. Devotee's mace is 1d6+1d8+9 (+3 from weapon +6 from 22 charisma due to the pact of the blade- without the hat, just bumped charisma to 19 with ASI then +2 from mirror of loss and +1 from auntie Ethel's boon) Aura of hate gave +6 damage (it permanently adds charisma modifier to your damage), +2 from "duelling" fighting style- the mace is a one handed weapon so it applies, even when holding a shield, Arcane Synergy from the 'Diadem of Arcane Synergy' gave another +6 (it adds spellcasting modifier to damage- which for a paladin is charisma, and you get it basically permanently, because "Aura of Courage" also counts as condition, so to apply it (if you won't get it automatically upon the beginning of combat (Rare)) you only need to move one of the party members outside of it's range and then back into it), elemental weapon for +1 enchantment (ie. +1 damage and attack) and +2d4 cold (you can pick any elemental damage type, but this one is the best- it gets double damage if attacking 'wet' enemies, resistance to it is even rarer than to lightning, and it won't electrocute you if you attack someone standing in water) and psychic damage (it's a concentration spell that has no turn limit, this way I can permanently get the +1d4 psychic from a Strange Conduit ring, and it's a very solid buff in it's own right) and +1d6 fire from helldusk gloves, and +5d8 on 2 smites and +4d8 on the next two, and another +2d6 because I opened also with a "thunderous smite" so there were 2 smites on one of the attacks. With this build you get a 29-52 on EVERY SINGLE HIT, with a re-roll so you're much more likely to hit close to 52 than to 29, and another +7-52 on the first hit (3rd lvl divine smite+thunderous) +5-40 on the second hit (yes elemental weapon costs 3rd lvl slot to cast too, but in act 1 you can buy "pearl of power amulet" from Omeluum that lets you restore it once per long rest for free) and +4-32 on the last two hits. Second feat was Savage attacker so I'd get an above-average roll on all these dies. Also, As some might realise- no item required for this build, except the gloves, (and arguably the mace, as it requires a 10th lvl cleric) comes from Act 3- you can get all that already in late act 1-early act 2, just with 20 charisma instead of 22 and different weapon and gloves: For example with flawed helldusk gloves, or gloves of dark justiciar, and The charge-bound hammer (a warhammer sold by Dammon in act 2) which deals 1d8+1d6(lightning)+2 when 'bound' with the pact-of-the-blade or Eldritch Knight's ability, (without the bound it's effectively just a +1 warhammer) which basically has the same damage output as the mace, just a +2 instead of +3 and lightning instead of radiant. Which can situationally be even better, especially in Gauntlet of Shar and House of Hope) and before paladin lvl 9 you can use "Magic Weapon" (worse elemental weapon, it doesn't give +1d4 damage die, but you get it at lvl 5), or some 1st lvl spells like "Shield of Faith" for +2 AC, or "Protection from Good and Evil" so that about half the enemies you find get disadvantage on attacking you- they're all concentration spells with no turn limit.
It doesn't matter what I hex with, the only thing that matters is the extra necrotic damage. Also, thanks for commenting -- realized I made a small error on the calculator for hex :)
druid and wizard have spell "Conjure Minor Elemental". Ice elemental set status brittle after its winter breath cast. Upon this debuff target would take x2 thunder damage from Phalar Aluve. So it is possible even more damage
I could just use Perilous Stakes to cause 2x damage to all types. Vulnerability is vulnerability and does not stack. Also, Thunder damage is not a large portion of the damage being done here, though Phalar does trigger many other non-Thunder damage effects as of the current patch. Additionally, this demonstrates the ability to oneshot Orin without additional debuffs -- yes, there are many ways to improve the damage (vulnerability, gaping wounds, arcane charge, etc) but it really isnt necessary.
I had a bug in game where some units, including Orin, couldnt take more damage than one hit point (unstoppable stacks wouldnt go away). So i was fighting Orin while dealing 1 damage each time....The ugliest orin kill you would have seen.
it's not a bug, she regains unstoppable from her minions. Either find a way to quickly remove all the stacks and then deal massive damage or kill the minions.
Bare minimum is 2 warlock for agonizing blast 1 rogue for sneak attack after that you can pretty much do whatever you want. rogue levels is just for tiny extra boost in sneak attack dice.
It's an interesting experience but it's not for everyone. To be really honest this run was basically my achievement get run, intended to blast through stuff to grab as many achievements as I can in the short amount of time I've had to play lately.
@ccvv1119 comment got unpinned, pinned it back up! level progression isnt really a thing for this build, since it's heavily item based. The minimum requirement is 2 warlock, 1 rogue and a ton of equipment + party members capable of casting pass without trace (and/or Aspect of Wolf) and greater invisibility. 2 sorcerer as well for distant magic. these clips are enabled by party teamwork.
Even quicker and easier way to Kill Orin is to just "Mage Hand" grab and drop her off the edge of the platform they are all on before she even starts the cut scene of you walking up to her.
AS OF 2nd Nov. 2023 ELDRITCH BLAST NO LONGER PROCS SNEAK ATTACK.
Edit: those of you who had the very unique and creative idea of throwing orin off the cliff -- ruclips.net/video/BvP-EcH_-UM/видео.html
anydice.com/program/32608
There are two potentially unintended interactions occurring to boost the damage to insane numbers (in terms of 5e, most definitely):
- Sneak Attack (Ranged) allowed on Attack Roll Spells
- "Damage Riders as Source" effect
- Some damage riders (in this case, Phalar Aluve, Sneak Attack, Skullduggery from Stalker Gloves, Cull the Weak) also get flat damage bonuses added to them
Sneak Attack (Ranged) applies to all three beams of Eldritch Blast if and only if it is done outside of any turn-based mode. Greater Invisibility and distant positioning from ALLIES IN COMBAT (>18m) are used here to prevent entering combat.
Maximum:
Dice per beam (DICE): 1d10 (Base) + 3d6 (Sneak) + 1d4 (Stalker Gloves) + 1d4 (Phalar Aluve) + 1d4 (Hex) = avg. 27.00
Flat Damage per beam (FLAT): 7 (Agonizing Blast) + 7 (Potent Robe) + 3 (Rhapsody) + 2 (Callous Glow Ring) + 1 (Lightning Charge) = 20
Number of Sources: 4 (Base, Phalar Aluve, Sneak Attack, Stalker Gloves)
Crit Chance: 19% (-1 from Elixir of Viciousness, Advantage attack, Crit only applies to dice. Could have been -2 if I hid before with Shade-Slayer Cloak, but I forgot)
Rough formula for damage: 3 * (DICE + 4*FLAT + CRIT_CHANCE*DICE) + (1+1d8) (5 Lightning Charge Blast) = avg. 341.89 damage
To give you an idea of how little crit bonus affects this, with -2 crit total = avg. 348.98 damage
As for Orin's unstoppable being listed as 6 in the combat log: my guess is that it simply couldn't update fast enough before Orin died. There are simply too many damage procs happening at once that immediately override her protection. I was going to use Luck of the Far Realms to crit on the last beam, but as you can see it wasn't necessary.
There is also a bug where you can use a metamagic without consuming a sorcery point by beginning to cast the spell and toggling the metamagic. As far as I know, this works for Distant and Twinned spells, those affecting targeting.
>As for Orin's unstoppable being listed as 6 in the combat log: my guess is that it simply couldn't update fast enough before Orin died.
Sounds like a Skill Issue.
Rhapsody damage are a DRS too, so it should be 5*FLAT in the formula. Plus you can add the ring that adds 2 acid damage for another +2 to the FLAT total.
@@Vognar6 rhapsody is not DRS, nor is the ring. Rhapsody is coded with DamageBonus(), and the acid ring is CharacterWeaponDamage() (or WeaponDamage(), cant remember which but they're the same for this purpose), neither of which do the behavior you described.
@@hardcaml I realized too late the ring mentionned "weapon", my bad, but the wiki says rhapsody damage is drs, their bad x)
@hardcaml have u considered using the dead shot for the extra -1 crit?
We're all here playing turn based, this man is playing just based
underrated comment
That doesn’t make any sensw
Bro playing BG3 like it's Dishonored
💀
😂
Shouldn't have wished to live in more interesting times.
I HAVE A LOT ON MY MIND
AND, WELL, IN IT
@@hardcamlLMAO
I just used that ring that makes an enemy weak to poison, used my Sorc Points to extend Poison Cloud and then let her have it. She died turn 2 or 3 or something.
Wasn't a very climactic duel, but nobody said I had to duel her fair and square.
I mean it's not like the bitch does anything straightforward or "fair" the entire time you deal with her. xD
that was so clean even Lae'zel was inspired
Man cleared that fight like he was Quicksilver in X-men
I'm calling the police
Bro is out here playing as corvo attano
it's not actually too hard, you pump stealth, use greater invisibility, and go to town. you can use many other different spells and elixirs to pass the stealth checks to keep it going, combat doesn't officially start until the party in question is detected proper and so few enemies in the game have access to detect invisibility, and even if they did they're usually NOT enemies with large health pools so you can pick them off first
Say you are a minmaxer without saying you are a minmaxer.
Wtf… how.. how many times you’ve played this game. This is some insane build
1
thats never your first run 😆@@hardcaml
@Zeylo89 you're right because this was my second after my first run playing the game as normally as one does, played the game 1 time before
ah. now i got you@@hardcaml
@@hardcaml Yeah I did the same thing, I played normally for my first run then on my second run every one of my companions has a different broken as hell build that can solo the game lol
There's 1 frame in this video where Orin goes from 200 to 24 health lmao
Dude just plays John Wick, killing everyone with couple of shots...
HUH?!? what the hell lmao that was crazy
I fought her 2 weeks ago. I play my rouge ranger similarly expect it takes a lot longer. Anyone else disappointed in the Orin fight? I expected multiple phases even her dad was harder for me.
I played Durge and dueled her as a Divination Wizard, was very nervous, but managed to get some good hold monster on her. The only time she got to use actions against me was not enough to kill me, so she went back to Hold Monster jail and died there. She also didn't get any of the sacrifice buffs, as I talked her out of it.
i expected her to turn back to her original form once i've killed the slayer so i transformed into a displacer beast so i'd have a little more health at the start. ended up spamming displace and she couldn't even do her jump (lunge?) attacks because it kept provoking my copies' opportunity attacks. so yeah, the fight wasn't that hard. the cutscene with my durge still in displacer beast form getting resurrected by withers was funny though
I'm guessing it depends a lot on builds and skill. For me it was a reasonably tough fight- once I figured out that I could use Chill Touch to prevent her autoheal & stun her every turn with my Monk's Unarmed stun strike it got a bit easier, but anytime she got to attack she still hit super hard.
I threw a karabasans gift lol it was gg from turn 1
My fighter was hyper strong already when I faced her, she was dead on turn 2
We're all out here playing Baldur's Gate while this guy is playing Assassin's Creed
That's some insane damage. I ended up yeeting Orin off of the ledge before even triggering the cutscene with my machine gun sorc.
You ran through this like a seal team running ops. Gunning down targets fast and efficient with a high caliber burst rifle.
I can't even manage when turn based mode is on, how in the
Friendly reminder that one turn is 6 seconds
Daaayyumm. Get rekt, chosen of Bhaal my ass. 🤔
You can say Bhaal has chosen...poorly.
and this like this is the reason, we dont get level 13 and 14.
on the real (and i'm sure you've probably thought about it too) if level 13 were available a lot of really busted builds would be suddenly insanely doable
I just flung her off a cliff with telekinesis lol
ruclips.net/video/BvP-EcH_-UM/видео.htmlsi=15mWbMzr5ZCCI3o6
just a quick reminder that any rpg will find a way to have the stealth archer be the most overpowered way to play
When I first fought her I used an arrow of illmater wit Astarion and one hit literally just shot her dead.
all that prepwork and stuff... i just upcasted magic missile to remove unstoppable and then had a fighter action surge her into the ground.
wacky red beam
I killed her on my Durge playthrough in a single turn as oathbreaker paladin with 3 lvls into warlock pact-of-the-blade, with no special buffs from the team, just items- smacked her 4 times with a Devotee's Mace and added smite to all the hits.
Devotee's mace is 1d6+1d8+9 (+3 from weapon +6 from 22 charisma due to the pact of the blade- without the hat, just bumped charisma to 19 with ASI then +2 from mirror of loss and +1 from auntie Ethel's boon) Aura of hate gave +6 damage (it permanently adds charisma modifier to your damage), +2 from "duelling" fighting style- the mace is a one handed weapon so it applies, even when holding a shield, Arcane Synergy from the 'Diadem of Arcane Synergy' gave another +6 (it adds spellcasting modifier to damage- which for a paladin is charisma, and you get it basically permanently, because "Aura of Courage" also counts as condition, so to apply it (if you won't get it automatically upon the beginning of combat (Rare)) you only need to move one of the party members outside of it's range and then back into it), elemental weapon for +1 enchantment (ie. +1 damage and attack) and +2d4 cold (you can pick any elemental damage type, but this one is the best- it gets double damage if attacking 'wet' enemies, resistance to it is even rarer than to lightning, and it won't electrocute you if you attack someone standing in water) and psychic damage (it's a concentration spell that has no turn limit, this way I can permanently get the +1d4 psychic from a Strange Conduit ring, and it's a very solid buff in it's own right) and +1d6 fire from helldusk gloves, and +5d8 on 2 smites and +4d8 on the next two, and another +2d6 because I opened also with a "thunderous smite" so there were 2 smites on one of the attacks. With this build you get a 29-52 on EVERY SINGLE HIT, with a re-roll so you're much more likely to hit close to 52 than to 29, and another +7-52 on the first hit (3rd lvl divine smite+thunderous) +5-40 on the second hit (yes elemental weapon costs 3rd lvl slot to cast too, but in act 1 you can buy "pearl of power amulet" from Omeluum that lets you restore it once per long rest for free) and +4-32 on the last two hits. Second feat was Savage attacker so I'd get an above-average roll on all these dies.
Also, As some might realise- no item required for this build, except the gloves, (and arguably the mace, as it requires a 10th lvl cleric) comes from Act 3- you can get all that already in late act 1-early act 2, just with 20 charisma instead of 22 and different weapon and gloves: For example with flawed helldusk gloves, or gloves of dark justiciar, and The charge-bound hammer (a warhammer sold by Dammon in act 2) which deals 1d8+1d6(lightning)+2 when 'bound' with the pact-of-the-blade or Eldritch Knight's ability, (without the bound it's effectively just a +1 warhammer) which basically has the same damage output as the mace, just a +2 instead of +3 and lightning instead of radiant. Which can situationally be even better, especially in Gauntlet of Shar and House of Hope) and before paladin lvl 9 you can use "Magic Weapon" (worse elemental weapon, it doesn't give +1d4 damage die, but you get it at lvl 5), or some 1st lvl spells like "Shield of Faith" for +2 AC, or "Protection from Good and Evil" so that about half the enemies you find get disadvantage on attacking you- they're all concentration spells with no turn limit.
i cast funni red beam
Hey quick question: why do you always hex the targets wisdom? Is it just for the d6 necrotic?
It doesn't matter what I hex with, the only thing that matters is the extra necrotic damage. Also, thanks for commenting -- realized I made a small error on the calculator for hex :)
@@hardcamlHello so I haven't played BG3 to much so I was wondering how did you bypass Orin unstoppable stacks
I didn't, read the pinned comment
Brutal
*Lae'zel is inspired*
druid and wizard have spell "Conjure Minor Elemental". Ice elemental set status brittle after its winter breath cast. Upon this debuff target would take x2 thunder damage from Phalar Aluve. So it is possible even more damage
I could just use Perilous Stakes to cause 2x damage to all types. Vulnerability is vulnerability and does not stack. Also, Thunder damage is not a large portion of the damage being done here, though Phalar does trigger many other non-Thunder damage effects as of the current patch.
Additionally, this demonstrates the ability to oneshot Orin without additional debuffs -- yes, there are many ways to improve the damage (vulnerability, gaping wounds, arcane charge, etc) but it really isnt necessary.
Eldritch Blast? Nah fam, we need Eldritch Obliterate
Parry this you filthy bhaal
lmao all those comments about pushing orin off the cliff. youre so original bro
"I can't beat her in a fair battle, so I exploit the Throw command, lololololol, I'm so powerful". These people....
what my father say one day "Fucking tryhards"
JFC HOW TF DID YOU DO SO MUCH DAMAGE??? :O
Damn bruh alright
Sadly, still not as clean, as telekinesis her into chasm, before she even realises what happened.
i could have just wandered in and boomed her ass, true
ruclips.net/video/BvP-EcH_-UM/видео.htmlsi=15mWbMzr5ZCCI3o6
ORIN I DON'T CARE [ELDRITCH BLAST]
I watch these videos and realize with all humility that I suck!
No you don't!
What on earth just happened.
bro playing in real time combat
I'm... So confused. Congrats!
Can u mod the game to enter the upper city?
How were all the beams crits? This looks like a really fun build
Luck
How do you get three beams out of eldrich blast? Thought that would be reserved for warlock 10 or at least spell caster level 10
I think Cantrips scale with character level, not class level
You just need the cantrip you will get the extra beams only by lvling your character. No need to lvl warlock
I don't even understand what happened...
I had a bug in game where some units, including Orin, couldnt take more damage than one hit point (unstoppable stacks wouldnt go away). So i was fighting Orin while dealing 1 damage each time....The ugliest orin kill you would have seen.
The Unstoppable-Stacks refresh every round in that fight...
it's not a bug, she regains unstoppable from her minions. Either find a way to quickly remove all the stacks and then deal massive damage or kill the minions.
Holy shit
1:09, "Shiddohart"
HUH
I turn ones her with a magic missile barrage to a critical with Paladin smite, plus luck of far realms crit smite.
Im not the best at all this, so Im wondering why go 8 into thief? Is it just for the feats?
Bare minimum is
2 warlock for agonizing blast
1 rogue for sneak attack
after that you can pretty much do whatever you want. rogue levels is just for tiny extra boost in sneak attack dice.
I've watched this multiple times and still have no idea how Eldritch Blasts gave you that much damage. Some people are just natural at this, eh.
I managed to throw her off the platform before she transformed
damn dude that's crazy you might be the first
ruclips.net/video/BvP-EcH_-UM/видео.htmlsi=15mWbMzr5ZCCI3o6
Build guid?
What in the world?
Seeing this makes me want to do a whole run playing like this with greater invis, awesome clip.
It's an interesting experience but it's not for everyone. To be really honest this run was basically my achievement get run, intended to blast through stuff to grab as many achievements as I can in the short amount of time I've had to play lately.
??????
Im so confused! Is this the normal bg3, or a remaster?
This is BG3 prior to the November patch that removed sneak attacks triggering on spell attack rolls.
I just pushed her into the Chasm.. and she didn't transform and died. Lol.
ruclips.net/video/BvP-EcH_-UM/видео.htmlsi=15mWbMzr5ZCCI3o6
HOLY SHIT
Me: Hiding in the rafters on the top left and using telekinesis to throw everyone off the platform and taking Orin down with her own missed shots. 💅
[BG3] "i just yeet orin off the ledge"
ruclips.net/video/BvP-EcH_-UM/видео.html
What the fuck spell is that? This took me like 50 tries on easy
What build is this?
Just check description and pinned comment, it's not that hard ;)
@@Vognar6 I’m on mobile I don’t see a pinned comment. Also when you ask for a build you want details obviously of level progression
@ccvv1119 comment got unpinned, pinned it back up! level progression isnt really a thing for this build, since it's heavily item based. The minimum requirement is 2 warlock, 1 rogue and a ton of equipment + party members capable of casting pass without trace (and/or Aspect of Wolf) and greater invisibility. 2 sorcerer as well for distant magic. these clips are enabled by party teamwork.
HOW DO YALL GET THESE 99% SUCCESS HITS
Advantage + many bonuses to attack roll from high CHA, Rhapsody, etc
Damn.
This actually isn't. I've seen someone just telekinesis her off a ledge lol
yo that's crazy
ruclips.net/video/BvP-EcH_-UM/видео.htmlsi=15mWbMzr5ZCCI3o6
Eh, I just Force Tunneled past her and accidentally sent her over the edge into the chasm... oops.
ruclips.net/video/BvP-EcH_-UM/видео.htmlsi=15mWbMzr5ZCCI3o6
I uh... I just had her jump at me then used pushing attack to knock her into the pit
[BG3] "i just yeet orin off the ledge"
ruclips.net/video/BvP-EcH_-UM/видео.html
John Wick would be proud.
Is that even fun?
yes
Mine was smoother and i didnt needs scrolls or pots, 1 round kill.
you are so cool and the better gamer thanks for your comment
@@hardcaml I am the greatest of all time and you are simp.
Dude, cut back on the crack pipe.
Even quicker and easier way to Kill Orin is to just "Mage Hand" grab and drop her off the edge of the platform they are all on before she even starts the cut scene of you walking up to her.
You realize I could have just one shot her from the top, right?
I did some of the other stuff to show the fancy funni
ruclips.net/video/BvP-EcH_-UM/видео.htmlsi=15mWbMzr5ZCCI3o6
Monk 9 / 3 Rogue + Haste and monk's additional bonus point. 4 action hits, 3x2 stagger bonus hits. Dead :D
woah dude that's a neat build that i have never heard of before
Personally I just used telekinesis to throw her off the map.
that's crazy. i bet no one else has done that
@@hardcaml 😂😂😂😂
ruclips.net/video/BvP-EcH_-UM/видео.html
wtf
Exploiting bugs is not what I call a clean kill
k
it was mid
Wat
If you want to be boring and cheese the game then this is your way.
you are so cool and the better gamer man good job