You can easily find the location of all items here bg3.wiki/wiki/Guide:Where_To_Find_Equipment bg3.wiki/wiki/Guide:Where_To_Find_Weapons The wiki has a really nice search function where you can just type the name and quickly find what you are looking for.
TL:DR version No Hit Reverb Combo - Helm: Holy Lance Helm - Armor: Luminous Armor - Gloves: Glove of Belligerent Skies - Boots: Boots of Stormy Clamour - Main: The Baneful - Off: Hunter's Dagger Master Thief Set - Armor: The Graceful Cloth - Gloves: Gloves of Archery - Main: Knife of the Undermountain King - Off: Club of Hill Giant Strength - Range: Titanstring Bow - Accessory: Smuggler's Ring Lightning Combo - Helm: Warped Headband of Intellect/The Lifebringer - Armor: Protecty Sparkswall - Gloves: The Sparkle Hands - Boots: The Watersparkers - Main: The Spellsparkler - Off: The Real Sparky Sparkswall - Necklace: Necklace of Elemental Augmentation - Accessory: Sparkswall
Here so you don't have to re-watch the video every time you want to find the name of the item to look it up They are categorized by the sets No hit reverb Items: gloves of belligerent skies, holy Lance helm, luminous armor, boots of Stormy clamor, the baneful(short sword), Hunter's dagger Master thief Items: the graceful cloth, club of Hill giant strength, Titan string bow, smugglers ring, gloves of archery, Knife of the undermountain king, (and my personal edition because it pairs great with cunning action dash to allow you to endlessly kite enemies) crusher's ring (+3m/10ft movement speed) Lightning combo Items: the Sparks wall, the protecty Sparks wall, the real sparky Sparks wall, the water Sparks, the sparkle hands, necklace of elemental augmentation, the spell sparkler, the lifebringer
Lighting build Sparkswall - Ring The Protecty Sparkswall - Chest The Real Sparky Sparkswall - Shield The Watersparkers - Boots The Sparkle Hands - Hands Necklace of Elemental Augmentation - Necklace The Spellsparkler - Staff Head slot is quite flexible.
A really simple single-target damage combo that I really like Early On is Phalar Aluve + Magic Missle. Make Phalar Aluve shriek and it'll apply the bonus thunder damage to every hit of magic missle. So you're adding an extra 1d4 of thunder damage to each magic missle. You can pair it with those Belligerent Sky gloves and just spam reverberations on a single person as long as you have magic missle. If you can have someone else use Shriek for you, then you can add SpellSparkler for another handful of damage to your missles as well, plus the amulet that gives you 1 extra missle per cast of it.
That lightning build I'm pretty sure is also insane when running Magic Missile. Pretty sure each dart that hits is applying stacks of lightning charges
There's a dagger in the goblin camp that will help the first build in some places. In the room where you break out Halsin, loot the skeletons inside the worg cage. You'll find a +1 dagger that gives goblins disadvantage when attacking you.
I am definitely going to try that lightning build. Also I found a neat trick: If you bind a weapon with Pact Weapon and then re-spec out of Warlock/Eldritch Knight, the weapon REMAINS BOUND to you. Makes for some great possibilities.
Dexterity checks are not dex saving throws or dex-based attack rolls. But they are every other d20 w/ dex. I.e. sleight of hand, stealth, acrobatics, & raw dex checks. However yeah the item & cats grace buff are both extremily powerful. Esp w/ greater invisibility up in combat, or critical mass of stealing bonus' to shoplift.
6:58 add the act 1 caustic band from the under dark. Vendor in myconid colony. (One of the three, maybe the mushroom seller with the dumb husband). It’s a flat +2 acid damage to weapon attacks if I recall (there’s a chance it’s only melee attacks, can’t remember .. I know it doesn’t work on thrown weapons for some reason). The ring is a must on every play through. Mathematically it’s about the same as a 1D4 acid damage bonus (1D4 avg to 2.5). It combines best with characters that maximize attacks per turn. Something like monk, or a polearm master. Get bloodlust elixir on them and … suddenly that polearm master is doing 4 regular attacks per turn, plus a bonus attack, and reaction attack if an enemy approaches. That’s potentially +12 damage in a single round from a +2 ring. And no silly “I do damage by provoking opportunity attacks” business. Same for a monk using flurry of blows (tavern brawler is too broken to be fun). But, there are a ton of ways to add unarmed damage in the game through gloves. Plus the early cinder quarterstaff that adds +1D4 fire to unarmed strikes (Druid grove or something).
@@jootpepet That's true. Works on weapon attacks (as I outlined). So, 1 attack per round until level 5, then two attacks per round. And, if you're dual wielding then it's potentially three attacks per round. In act 1 and 2 there are several +1 quarter staves that add an extra D4 of different kinds of damage (fire, ice, thunder). Later in the game I tend to go with a pair of shortswords or daggers on a monk. In act 1 the ring is still going to contribute to two attacks per turn on that monk. So, something like 1D8+1D4+7 damage per attack (2 caustic, 1 enchantment, 4 dexterity). As I also mentioned in my original comment, put bloodlust elixir on them ... and they're frequently going to get 2 extra weapon attacks per round. Each getting the +2 damage from the ring. Plus a generic unarmed attack, and you still have the option to try to dual wield for an extra weapon attack each round. No real need to spend resources which meals the elixir lasts longer.
The thing is Graceful Cloth is in a location which seals off the grove by going there if you have not finished with the goblins (one way or another) by then. Auntie Ethel while still there (do not travel south into swamp yet) will sell elixirs to you for the same effect to get you this stat until you decide to go through mountain pass.
The lightning set, if you are a punching and throwing character, like a monk, you can combine the punching effects of the gloves with the tavern brawler feat. Your bonus is added to your attack roll and damage twice, not just once but twice. You will almost never miss if you need to punch or throw if you ever run out of spells or for whatever reason, using a spell in that moment would be detrimental.
Graceful Cloth also gives advantage on dexterity checks. Which mainly means lockpicking, pickpocketing and trap disarming. Same thing you would get from the thieves' gloves. If you are a monk, you can fully use the gloves that give lightning charges on unarmed attacks as well as melee weapon attacks. Since monks can use unarmed attacks as a bonus action. As long as the weapon you are using isn't twohanded heavy weapon that you are proficient with you get this action. Anything able to be used in one hand with a shield counts.
Another ridiculous lightning combo is the Trident quest reward from which you grabbed the staff. Give that to a tiger animal heart barbarian. The bleeding cleave attack they get during rage will decimate everything because both the cleave and the bleed itself benefit from the lightning charge damage.
For the first build, I think the Adamant Shield is better than the Hunter's Dagger. The shield inflicts Reeling and/or Prone much easier than the dagger does Rupture.
4:05 - it doesn't create a negative feedback loop, it creates a positive feedback loop of negative effects. Just a teeny tiny correction, sorry if it's tiresome but that stuff irks me.
4:59 just throwing this out there. Initiative is a dexterity check (in 5E D&D). So, this should give advantage on those. This alone makes this roughly equal to the alert feat.
The sparkle hands also have 1 extra hidden abillity. It somehow affects thrown weapons as unarmed attack. Combine that with Tavern Brawler + your other combo items and you have yourself some steady lightning damage.
I combined the first and second item combos to make a ranged reverb build. The Harold 2h xbow also can cast bane on hit and with the boots it’s super OP. With a strong investment in invis potions and bloodthirst elixir you can solo anything. I solo’d act II using this on normal easily. I used 6 Ranger 6 Rogue and used plenty of silence, many targets and transpose arrows.
One thing you could do instead of Dual Wielding is grab the Adamantine Shield that makes “Attackers Who Miss Are Sent Reeling” and +2 armor. Reeling reduces attack rolls It also means you can’t be Crit but I’m unsure if that means they don’t hit or if it just doesn’t apply Crit Damage, but since a lot of your Hits Taken will be Crits it should help regardless.
@@June-sv4ie yeah, I suspected as much, but considering the high roll that it must take to overcome all the negatives negating crit damage would be a considerable % of the damage taken
"Can't land critical hits" actually does mean that the enemy can't hit you with a nat 20, if the attack would miss otherwise. So yes, you can stack enough AC and/or attack debuffs to make a character that never gets hit.
There's a glove set that sets your dexterity to 18 as well, it's sold by the egg quest NPC close the crèche. I did a build with 20 strenght from feats and 18 dexterity without using said club in the video, absolute OP. Edit: as pointed out, it's not the woman outside the crèche, but the storage trader NPC inside.
Cats grace (including from the graceful cloth) only gives advantage on DEX ability checks, not DEX saving throws. They are different kinds of rolls. Still good gear but it won’t help you avoid prone or AoE damage. It will help with acrobatics, stealth and sleight of hand checks
Firespark, ever since your Conan Exiles starting guides I've been watching your guides. BG3 is my fav game of al time and I'm so happy to see you making excellent guides for it! All the best for 2024!
Throwing also activates unarmed attack conditions so sparkle hands is not just for punching builds. They're slightly better than uninhibited kushigo gloves for a throwing build.
Like I stated in another post. I just grouped these into combos that worked well together in order to make the info more digestible feel free to mix and match whatever you want. Many of these items are very strong on their own. 😁
Not to overlook a pretty basic combination. The Jolty Vest, the Sparkle Hands, and the Speedy Lightfeet on a Githyanki (for medium armor proficieny) Open Hand Monk (Lae'zel) I chucked on Crusher's Ring to compensate for losing Monk movement, and the Sunwalker's Gift to compensate for Githyanki lack of Darkvision. Usual Tavern Brawler at level 4 and a Hill Giant Elixir and she wrecks face. Until you can go to the Mountain Pass your best gloves for stealing are the Gloves of Thievery. Once you get the Graceful Cloth it's the Gloves of Power.
Ive put an electric archer build ranger last playthru. Joltshooter, jolty vest, boots that generate lightning charges, it was awesome. Once I got club of giant strength, though, I switched to titanstring. Also there is nice combo for those who find their melee fighters always few meters short of enemy. Swiresy boots, monster hunter glaive and the robe of +2 dex you mentioned all add up to extra 4,5 m jump. Tried it on Karlach...
I'm fairly sure that if you have an Eldritch Knight bind a weapon that triggers off of being bound you can then pass it to another character and it'll still have its effect. Just as an aside, the Hunter's Dagger is a reoccurring item from Roah in Act 1 (like the Thorn Blade from Dammon in Act 2) so you can buy as many as you want so long as you long res/level up characters. To get the Shapeshifter's Boon Ring (which is BiS for a skill monkey) you can slap Strange Ox in Act 1 with your Mage Hand while your party hides in the prison area, and then, once the Hand is dead, speak to the Ox with your Hand's controller. That will give you a trade screen where he wants you to give him coin to improve your relationship, but instead you can just buy his ring.
If you bind a weapon and unequip it or hand it off it becomes unbound. So, nope. It is also better to kill Strange Ox in Act 2 because you get Hat of Fire Acuity. It's the only way to get the hat. You can also complete his quest in Act 3 to get the ring and he becomes an ally in the final stage - and he's a decent one - I prefer not to for RP reasons. He's a follower of an Evil God of Death, Cyric, and despite saying he just wants to live as an Ox, when appearing as an ally at the end he does mention he's been having fun murdering people (as in, innocent people not your enemies). He's an evil character.
There is one big downside to "Items so good they can last all game" which is that it gets super boring if you use the same items all game. Half the fun of RPGs is getting new loot.
You have multiple characters to equip, though, so it's good to have 1 or 2 that are lower maintenance. Martial characters will always get better weapons, and spellcasters have some amazing items to look forward to in acts 2 and 3. Really the only build that feels complete in act 1 is a dedicated healer, and even then you can get improvements in act 3.
Wyrser got it. Even if you have some stuff that manages to last all game, the odds that that's going to be true for every single equipment slot on all members of your party is really really low. Good game design should force you to change your strategy at least once during the playthrough, even if you revert to the old one later. And larian made sure to build in some things for exactly that. Take for example that first build this video. It looks like once you get it rolling your darn near unhittable. The whole thing falls apart if you ever find anything that's immune to thunder damage. Anything resistant to radiant, or high enough in Constitution to make the initial few saves is going to throw monkey wrenches at your gears too, because they're going to slow down how many stacks of the other things they get. So it's great. Not perfect. And that's the way it should be.
Wolf Heart barbarian with Sasser(Silence) greatsword+ tiger heart bleed aoe slash for bleed for 2 turn on up to 3 people per swing(You get two at level 5). I set up Reverberations for my spell casters and at level 6 I can either go tiger aspect for +5 to hit to bleeding enemies with great weapon fighter...or The Maim enemies that are bleeding,makeing 3 enemies per turn have movement. You can get both tiger aspect and Badger aspect when you hit 12...but for the extra chance to hit I'd take tigar at 6 with great weapon fighter. If you wanna be weird take one level of monk to get +2 to AC. I have 18 dex (cats grace chest) my +2 ASI in con for more hp and AC from barb unarmored defences and finally putting the reat into Wis for saves and that one level of monk. I dump Str due to the fact I have 20+potions of Hill giants strengths. With ring of protection, cape of defence and the gloves that add 2 Ac while not wearing armor...I have 24-25 Ac without a shield 💀 Oh and the part Ranger and Main spellscaster have Blessing of Blooooooor for advantage on Attack rolls agaisnt bleeding enemies.
Add the diadem of arcane synergy to the archer build and go for a level dip on a spell caster so you can add your spell casting modifier to the damage as well. Very powerful on a swords bard with flurry.
You really gave me an Idea. I wanted to play this game again, because my first playthrough was an evil char and I missed alot. It would be fun to play this game in a way, that all my characters have OP Act1 builds. I intended to play my main as an OP crowd controller, but maybe these builds are even more fun.
@@AeonQuasar With lvl 5 you get the glyph. It is more end Act1, beginning ACT2, so a mid game build. But the glyph with sleeping is very op already, you dont need any items for a strong Crowd Control build.
You can make a Divination Wizard, possibly with a 1 dip in (knowledge) cleric. You get command, sanctuary, hold person for hard control, then Grease, Web, Slow and ice surfaces for soft. Divination lets you guarantee at least 1 hard CC with a portent die, and landing a Hold Person to give everyone quaranteed crits for at least 1 round is broken so early in the game. Especially if you have a paladin, you can one-shot pretty much any boss right there. And yeah, Glyph is amazing. A CC skill that takes no concentration and can be used for damage, too. Then when you reach act 3, you can stack spell save DC gear to either make a hybrid CC damage dealer, or combine the controller role with cleric support, leaving you 3 spots for pure damage dealers.
@@Wyrser Yh but I think ACT3 is not that interresting anymore. When I got there in my "normal" run, my group was already so OP that it didnt feel that great anymore. And I think Act3 is not that interresting anymore once you played it. I think the fight against Orin and Gortasch is not special enough.
@@fenfire3824 There's also an act 2 build, using the Snowburst ring. Ice surfaces use your spell DC, and there are 3 hats in act 2 that give you arcane aquity, one for fire damage, thunder damage and weapon damage. So you can make a mage or bard that spams ice surfaces with the ring to control the battlefield. Personal favourite is a bard, I use the drakethroat glaive to give ice damage to my crossbow, then sword bard can attack up to 4 different enemies even without haste. I agree about act 3, that's how it felt for me, too, though I have been told that honour mode improves these fights, but I'm still in early act 2 in my honour mode run, so I don't have personal opinion.
I forget what they are, but there's an alternate set of boots and an alternate armor that I use for lightning builds. The boots give lightning charges when you dash, and the armor will do lightning damage to a creature that hits you. I put those, along with the rest of this build (except I took the bow instead of the staff for the quest reward), on Astarion. Dash as a bonus action and charge him up. Edit: Speedy Lightfeet (in the windmill) and Jolty Vest (Zhentiram vendor)
True, but this gives advantage to any attack, not just that one spell. This build is more for casters, but there's a great build that works with melee, an alternate armor and boots (I forget what they are). The armor causes lightning damage to any creature that hits you, and the boots give lightning charges when you dash. Put them on a rogue or monk that can dash as a bonus action, and now you've got a lightning-based melee fighter.
Light cleric with radiant spirit guardians and all that equipment is easymode. Just walk around and everything just dies and/or falls over whilst taking huge dmg.
I know this video is for act 1, but im really curious. Is there a build that for the very first build with radiating orbs and reverberation that ends up going good in endgame?
man I would really love it if the build crafting with items philosophy baldur's gate 3 uses was applied to to dnd proper. having items with effects that are designed to work together and make those effects better is awesome especially at mid to lower levels of play adding another layer of power fantasy at levels most dnd players play. (since most dnd games dont make it past like level 12.)
You just have to figure out the break points and usually not depend on items more class features or lineage traits. Rogue/Ranger for Gloomstalker plus favorite rogue subclass is not a bad combination to focus on those extra D6's and that D8 etc. If you are looking for build ideas there are YT channels out there.
Say that when you're in the DM seat. A computer can handle that many variables; most DMs already have enough on their plate as-is. DMing is a lot of work; I should know, I do it professionally.
lol oh I know, but it would still be cool one of those if only kind of things. but you need something like dnd beyond beyond that basically digitally keeps track of the game while you play tickers stacks and all. @@peterbear4413
Not bad, quite a lot of thing that I already used for the reverb I use Phalar Aluve song in place of ruptured to add more damage on my cleric (and the guardian of light), for my thief I use double hand crossbow but I'll try the titanstring with the cub.
These lists never feature monster slayer glaive, or gandrel's aspiration/hunting shortbow despite there being a large number of monstrosities in Act 1.
"a large number of monstrocities" yeah but those are ONLY good vs them and you need generalized dmg in this game, specific target types is a mechanic that just doesnt translate well into a video game at all here
Not true in the least. There a bunch of monstrodities throughout the game, even in Act 3. Just like the Elden Ring dlc requires you to use weapons, or ashes with a specific target in mind too.
That was just for footage. There was a bunch footage with the ogres as well and it's all just to give you a sense of how good they are. I spawned these in, in bulk. Obviously you'll most likely be done with all the goblins by the time you have them. But don't let any of that fool you into thinking these item sets are not crazy strong.
Has part twp been made? Edit: also for the seconf build you can add the marksmanship hat that adds a +1 bonus to ranged attacks. This is high level archery build
@@zevitohrs spell sparkler (cantrip) + sparkle hands (flurry of blows) maxes out lightning charges with just an action & bonus action. Getting shocking grasp cantrip can be done as a multiclass, feat, or Racial pick. I used High Elf & dipped tempest cleric. Shocking Grasp is also a 'condition' so it procs reverberation as well (if you have the items)
Light domain cleric with those items is broken since radiating orb gives a -1 to attacks per turn and warding flare makes them reroll if they manage to hit
@@thomasoakley8577warding flare isn’t even the real reason it’s broken imo. Spirit guardians with Phalar Aluve adds so much aoe damage to those items. Then there’s the aoe light domain spell Radiance of the Dawn and the higher level spell learned for free that does aoe radiant AND thunder damage being Destructive Wave. Warding flare is a nice though, especially with cloak of displacement and a 1 level sorc dip for shield spell and proficiency in con saving throws. Never get hit, never lose con, and dish out crazy aoe damage.
I actually found that the lightning build is just as good if not better on a rogue, especially Astarion. My build of choice was thief rogue for the two bonus actions and moderately armored to be able to use shield and medium armor. You use speedy lightfeet boots which gives you 3 lightning charges if you dash, and with two bonus actions, you pretty much never have any reason not to. You use the Joltshooter, which Astarion has proficiency in being an elf. The Joltshooter gives you advantage on attacks against enemies wearing metal if you have lightning charges, making it incredibly easy to trigger sneak attack. You then use the jolty vest, which triggers dexterity saving throws against attackers while you have lightning charges, the lifebringer for temp hp if you have lightning charges, and the real sparky sparkswall for the lightning aura.
Couldn't you multiclass into ranger to get the needed proficiencies instead of using a feat on moderately armored? Just a thought. You can also get the archery fighting style and a second attack this way.
@@MeRDied yeah, but dipping into Ranger means you don’t get the feat at level 12 anyways. One feat isn’t that much, and a double bonus action dash that guarantees lightning charges each round, plus the advantage on metal enemies synergizes well with Sneak attacks. Astarion was invaluable during the iron throne for the dash lighting charge plus lightning aura shield combo. Ranger may be a good choice too, I wouldn’t know, but I’ve found good success with this combo as it stands right now.
@@keithwiechart7744 yeah but the 5 level dip gets you the ability to do 1d8 bonus damage per round to a target at less than max health as hunter or bursty burst as gloomstalker, plus, that extra attack just gives you even more damage per round, for the cost of one feat. One feat is worth an extra attack every round, as well as those other bonuses you get with a fighting style, spells, hunters mark or ensnaring shot/melee, stuff like that.
Crap I meant to pin a comment to a link for super easy lookup. Just woke up give me a bit and I'll comment and pin it. I don't do that to cut down on time. Plus the good bg3 wiki has an insane tool for looking up items very easily.
Why is it the Githyanki Creche is considered Act 1 but whenever I go there it warns me that I'm going to a different act and to finish my business in act 1?
You are not going to a different act its basically just telling you that you have to resolve the goblin issue. This is the only thing that will be affected if you go there.
@firespark81 actually I would argue that the creche is part of act 2 since it forwards the main story. if you go to the creche before you are done with the groove then the druids complete the ritual and close off the groove. just like if you go to act 3 from act 2 it closes off the locations behind you. Why would the developers go to the trouble to put up a warning screen and forwarding events like that if you were not moving into another act?
@@russman74Better to call it Act 1.5. Act 2, story wise would be to deal with Ketheric and the Shadow Curse. I think you can return to the creche under some circumstances while in Act 2.
@@noobhemingwayyou can return to entirety of act 1 in act 2 as long as you haven't done ghe shar's gauntlet iirc. I'm pretty sure you needed to actually complete it to lock yourself out but it might be that just entering it locks you in act 2.
I need help building the reverberation build for classes and such, who should i use so i can dodge everything? And what should their stats be? Im using karlach as an eldritch knight but she isnt dodge nearly as much as i would like, level rn is level 6 and im starting act 2. Any suggestions would be much appreciated
couple easy ways to not get hit: Eldrich knight is def one of the best options, just abuse the shield spell+a shield+blur scroll. That with any decent heavy armour (adamantium splint, +1chain, ect) is giving an ac of 17(base heavy)+2(shield)+5(shield spell) + 1(defense fighting style) for 25 ac, with enemies having disadvantage on attack rolls. Shield of faith further boosts this, as do a couple other nice spells such as warding bond, ect. The ring you get from mol for stealing the idol is a free +1 ac, and early in act 2 by last light inn you can find the cloak of protection for another +1.
If I'm not mistaken, the first build could also be used by a typical John Wick character (6 Sword Barb, 3 Thief, 3 Fighter -- but EK instead of Champion), right?
@@MrSoloDolo20100 They use pistols (hand crossbows). Meaning the melee weapons' effects can be used with any attacks, not just attacks with the weapon.
You can easily find the location of all items here
bg3.wiki/wiki/Guide:Where_To_Find_Equipment
bg3.wiki/wiki/Guide:Where_To_Find_Weapons
The wiki has a really nice search function where you can just type the name and quickly find what you are looking for.
@@championkg9965 not they aren’t??? If you’re referring to the under dark items that is act 1
is there a replacement for the hunters dagger? ive already killed all goblins there
TL:DR version
No Hit Reverb Combo
- Helm: Holy Lance Helm
- Armor: Luminous Armor
- Gloves: Glove of Belligerent Skies
- Boots: Boots of Stormy Clamour
- Main: The Baneful
- Off: Hunter's Dagger
Master Thief Set
- Armor: The Graceful Cloth
- Gloves: Gloves of Archery
- Main: Knife of the Undermountain King
- Off: Club of Hill Giant Strength
- Range: Titanstring Bow
- Accessory: Smuggler's Ring
Lightning Combo
- Helm: Warped Headband of Intellect/The Lifebringer
- Armor: Protecty Sparkswall
- Gloves: The Sparkle Hands
- Boots: The Watersparkers
- Main: The Spellsparkler
- Off: The Real Sparky Sparkswall
- Necklace: Necklace of Elemental Augmentation
- Accessory: Sparkswall
Saved me 13 mins, thank you!
nice tip: if you use the tldr, should give video creator a 'like' or subscribe so they still get some credit
Here so you don't have to re-watch the video every time you want to find the name of the item to look it up
They are categorized by the sets
No hit reverb
Items: gloves of belligerent skies, holy Lance helm, luminous armor, boots of Stormy clamor, the baneful(short sword), Hunter's dagger
Master thief
Items: the graceful cloth, club of Hill giant strength, Titan string bow, smugglers ring, gloves of archery,
Knife of the undermountain king,
(and my personal edition because it pairs great with cunning action dash to allow you to endlessly kite enemies) crusher's ring (+3m/10ft movement speed)
Lightning combo
Items: the Sparks wall, the protecty Sparks wall, the real sparky Sparks wall, the water Sparks, the sparkle hands, necklace of elemental augmentation, the spell sparkler, the lifebringer
0:45 No hit reverb combo
4:32 Master Theif
8:27 Lightning Build
I appreciate the work and effort to create this videos but slowing down a bit and timestamps would go a very long way.
Yes
Rewinding is a thing. Personally I like the pace
Lighting build
Sparkswall - Ring
The Protecty Sparkswall - Chest
The Real Sparky Sparkswall - Shield
The Watersparkers - Boots
The Sparkle Hands - Hands
Necklace of Elemental Augmentation - Necklace
The Spellsparkler - Staff
Head slot is quite flexible.
The radiant/reverb light cleric is absolutely OP. The fact that you can get all the gear for it other than the rings in act one just makes it more so.
A really simple single-target damage combo that I really like Early On is Phalar Aluve + Magic Missle.
Make Phalar Aluve shriek and it'll apply the bonus thunder damage to every hit of magic missle. So you're adding an extra 1d4 of thunder damage to each magic missle.
You can pair it with those Belligerent Sky gloves and just spam reverberations on a single person as long as you have magic missle.
If you can have someone else use Shriek for you, then you can add SpellSparkler for another handful of damage to your missles as well, plus the amulet that gives you 1 extra missle per cast of it.
That lightning build I'm pretty sure is also insane when running Magic Missile. Pretty sure each dart that hits is applying stacks of lightning charges
There's a dagger in the goblin camp that will help the first build in some places. In the room where you break out Halsin, loot the skeletons inside the worg cage. You'll find a +1 dagger that gives goblins disadvantage when attacking you.
I am definitely going to try that lightning build. Also I found a neat trick: If you bind a weapon with Pact Weapon and then re-spec out of Warlock/Eldritch Knight, the weapon REMAINS BOUND to you. Makes for some great possibilities.
Dexterity checks are not dex saving throws or dex-based attack rolls. But they are every other d20 w/ dex. I.e. sleight of hand, stealth, acrobatics, & raw dex checks. However yeah the item & cats grace buff are both extremily powerful. Esp w/ greater invisibility up in combat, or critical mass of stealing bonus' to shoplift.
6:58 add the act 1 caustic band from the under dark. Vendor in myconid colony. (One of the three, maybe the mushroom seller with the dumb husband). It’s a flat +2 acid damage to weapon attacks if I recall (there’s a chance it’s only melee attacks, can’t remember .. I know it doesn’t work on thrown weapons for some reason).
The ring is a must on every play through. Mathematically it’s about the same as a 1D4 acid damage bonus (1D4 avg to 2.5). It combines best with characters that maximize attacks per turn.
Something like monk, or a polearm master. Get bloodlust elixir on them and … suddenly that polearm master is doing 4 regular attacks per turn, plus a bonus attack, and reaction attack if an enemy approaches. That’s potentially +12 damage in a single round from a +2 ring. And no silly “I do damage by provoking opportunity attacks” business. Same for a monk using flurry of blows (tavern brawler is too broken to be fun). But, there are a ton of ways to add unarmed damage in the game through gloves. Plus the early cinder quarterstaff that adds +1D4 fire to unarmed strikes (Druid grove or something).
It doesnt work for unarmed attacks
@@jootpepet That's true. Works on weapon attacks (as I outlined). So, 1 attack per round until level 5, then two attacks per round. And, if you're dual wielding then it's potentially three attacks per round.
In act 1 and 2 there are several +1 quarter staves that add an extra D4 of different kinds of damage (fire, ice, thunder). Later in the game I tend to go with a pair of shortswords or daggers on a monk.
In act 1 the ring is still going to contribute to two attacks per turn on that monk.
So, something like 1D8+1D4+7 damage per attack (2 caustic, 1 enchantment, 4 dexterity).
As I also mentioned in my original comment, put bloodlust elixir on them ... and they're frequently going to get 2 extra weapon attacks per round. Each getting the +2 damage from the ring. Plus a generic unarmed attack, and you still have the option to try to dual wield for an extra weapon attack each round.
No real need to spend resources which meals the elixir lasts longer.
Caustic band works really well on my dual wield crossbow bard.
The thing is Graceful Cloth is in a location which seals off the grove by going there if you have not finished with the goblins (one way or another) by then. Auntie Ethel while still there (do not travel south into swamp yet) will sell elixirs to you for the same effect to get you this stat until you decide to go through mountain pass.
You can visit auntie Ethel for elixirs on the swamp it doesn't matter she still sells it if you didn't conflict her
@@klstay the graceful cloth is sold by the lady on the trail to the gith creshe.
The lightning set, if you are a punching and throwing character, like a monk, you can combine the punching effects of the gloves with the tavern brawler feat. Your bonus is added to your attack roll and damage twice, not just once but twice. You will almost never miss if you need to punch or throw if you ever run out of spells or for whatever reason, using a spell in that moment would be detrimental.
I really wish you had added segments on this video so that it would be easier to rewind and take notes.
One of the most op items that I use for the entire game is Harold, quest reward, from the zhent which applies bane on hit
Graceful Cloth also gives advantage on dexterity checks. Which mainly means lockpicking, pickpocketing and trap disarming. Same thing you would get from the thieves' gloves. If you are a monk, you can fully use the gloves that give lightning charges on unarmed attacks as well as melee weapon attacks. Since monks can use unarmed attacks as a bonus action. As long as the weapon you are using isn't twohanded heavy weapon that you are proficient with you get this action. Anything able to be used in one hand with a shield counts.
Another ridiculous lightning combo is the Trident quest reward from which you grabbed the staff. Give that to a tiger animal heart barbarian. The bleeding cleave attack they get during rage will decimate everything because both the cleave and the bleed itself benefit from the lightning charge damage.
Woah, never considered it! thanks!
For the first build, I think the Adamant Shield is better than the Hunter's Dagger. The shield inflicts Reeling and/or Prone much easier than the dagger does Rupture.
I had a cleric with focus on thunder damage, and had a lot of the items in the last build. He was my tank. Those items are amazing together.
4:05 - it doesn't create a negative feedback loop, it creates a positive feedback loop of negative effects. Just a teeny tiny correction, sorry if it's tiresome but that stuff irks me.
You good. In my head it creates a negative feedback loop on the enemy. But you know, to each their own. Cheers m8 thanks for looking out 😁
@@Firespark81 Heh, i won't quibble over terminology. I liked the video and the builds :D
4:59 just throwing this out there. Initiative is a dexterity check (in 5E D&D). So, this should give advantage on those. This alone makes this roughly equal to the alert feat.
this was so helpful!! one for act 2 and 3 would be so helpful there gets to be so many items it can be overwhelming
The sparkle hands also have 1 extra hidden abillity. It somehow affects thrown weapons as unarmed attack. Combine that with Tavern Brawler + your other combo items and you have yourself some steady lightning damage.
I combined the first and second item combos to make a ranged reverb build. The Harold 2h xbow also can cast bane on hit and with the boots it’s super OP. With a strong investment in invis potions and bloodthirst elixir you can solo anything. I solo’d act II using this on normal easily. I used 6 Ranger 6 Rogue and used plenty of silence, many targets and transpose arrows.
the ritual knife that you can steal in the goblin camp from the fetish guy is very strong for a dual weilder if you offhand attack with it first.
can you just pickpocket it with a thief? or is it complicated to steal?
@@MrVbgames it's on the table in his room, alongside with axe.
@@wintersong4057 just looted it thanks
Good job with the video. Thanks for information. Perhaps time-stamping it?
That was the content I was looking for, I love items that work with eachother and I try to make my builds with that perspective, thank you so much!!
If shocking grasp counted as a unarmed attack it would be amazing...i mean, it is actually an unarmed attack
correction: Melee Spell Attack. NOT unarmed attack
One thing you could do instead of Dual Wielding is grab the Adamantine Shield that makes “Attackers Who Miss Are Sent Reeling” and +2 armor. Reeling reduces attack rolls
It also means you can’t be Crit but I’m unsure if that means they don’t hit or if it just doesn’t apply Crit Damage, but since a lot of your Hits Taken will be Crits it should help regardless.
Sadly it just means that enemies don’t get the extra damage from crit, but still hit
@@June-sv4ie yeah, I suspected as much, but considering the high roll that it must take to overcome all the negatives negating crit damage would be a considerable % of the damage taken
"Can't land critical hits" actually does mean that the enemy can't hit you with a nat 20, if the attack would miss otherwise. So yes, you can stack enough AC and/or attack debuffs to make a character that never gets hit.
There's a glove set that sets your dexterity to 18 as well, it's sold by the egg quest NPC close the crèche. I did a build with 20 strenght from feats and 18 dexterity without using said club in the video, absolute OP.
Edit: as pointed out, it's not the woman outside the crèche, but the storage trader NPC inside.
Gloves of Dexterity are sold by the gith merchant inside of the creche.
@@DiZtheJedi thanks for the correction! Did not remember perfectly.
@fediken83 did the exact same.
For the builds that cause/need an enemy to miss, make sure you turn off Karmic Dice
Cats grace (including from the graceful cloth) only gives advantage on DEX ability checks, not DEX saving throws. They are different kinds of rolls. Still good gear but it won’t help you avoid prone or AoE damage. It will help with acrobatics, stealth and sleight of hand checks
4:54 no, DEX saving throws are not included, only DEX ability checks - nevertheless the Graceful Cloth is still easily an endgame item
There are a LOT of items that increase your crit threshold as well in Act 1, I really hope you cover those items in the next video!
This list is much appreciated & I can't wait to go hunt down the set for my storm sorc
Firespark, ever since your Conan Exiles starting guides I've been watching your guides. BG3 is my fav game of al time and I'm so happy to see you making excellent guides for it! All the best for 2024!
Glad you like them. Hope you have a fantastic year as well
Hi. Can u show full character build with the 1st one (race, class...)?
The only problem with the lightning set up is playing with other people. You will just hurt your team mates and make them mad at you.
You leave them behind
Yes in testing I noticed that it was a bit rough play with others.
That is similar to real DnD tbh. Friendly fire is one of the top 5 causes of Player character deaths
that's why I never wear the boots. I give them to Gale :D
Oh well, L teammates
Yoo. I just wanna say I used to watch you 6 years ago for starbound I'm glad you've kept it up man. One of the most consistent people I've ever seen 🔥
Throwing also activates unarmed attack conditions so sparkle hands is not just for punching builds. They're slightly better than uninhibited kushigo gloves for a throwing build.
Like I stated in another post. I just grouped these into combos that worked well together in order to make the info more digestible feel free to mix and match whatever you want. Many of these items are very strong on their own. 😁
Yep, excellent early builds and quite findable items. Thx for the video as always. Peace
Not to overlook a pretty basic combination. The Jolty Vest, the Sparkle Hands, and the Speedy Lightfeet on a Githyanki (for medium armor proficieny) Open Hand Monk (Lae'zel) I chucked on Crusher's Ring to compensate for losing Monk movement, and the Sunwalker's Gift to compensate for Githyanki lack of Darkvision.
Usual Tavern Brawler at level 4 and a Hill Giant Elixir and she wrecks face.
Until you can go to the Mountain Pass your best gloves for stealing are the Gloves of Thievery. Once you get the Graceful Cloth it's the Gloves of Power.
Thank you for an actual act 1 video
Ive put an electric archer build ranger last playthru. Joltshooter, jolty vest, boots that generate lightning charges, it was awesome. Once I got club of giant strength, though, I switched to titanstring.
Also there is nice combo for those who find their melee fighters always few meters short of enemy. Swiresy boots, monster hunter glaive and the robe of +2 dex you mentioned all add up to extra 4,5 m jump. Tried it on Karlach...
I'm fairly sure that if you have an Eldritch Knight bind a weapon that triggers off of being bound you can then pass it to another character and it'll still have its effect.
Just as an aside, the Hunter's Dagger is a reoccurring item from Roah in Act 1 (like the Thorn Blade from Dammon in Act 2) so you can buy as many as you want so long as you long res/level up characters.
To get the Shapeshifter's Boon Ring (which is BiS for a skill monkey) you can slap Strange Ox in Act 1 with your Mage Hand while your party hides in the prison area, and then, once the Hand is dead, speak to the Ox with your Hand's controller. That will give you a trade screen where he wants you to give him coin to improve your relationship, but instead you can just buy his ring.
If you bind a weapon and unequip it or hand it off it becomes unbound. So, nope. It is also better to kill Strange Ox in Act 2 because you get Hat of Fire Acuity. It's the only way to get the hat. You can also complete his quest in Act 3 to get the ring and he becomes an ally in the final stage - and he's a decent one - I prefer not to for RP reasons. He's a follower of an Evil God of Death, Cyric, and despite saying he just wants to live as an Ox, when appearing as an ally at the end he does mention he's been having fun murdering people (as in, innocent people not your enemies). He's an evil character.
@@Cyb3rM1nd
Yes, but getting the ring in Act 1 doesn't prevent you killing him for the hat in Act 2.
There is one big downside to "Items so good they can last all game" which is that it gets super boring if you use the same items all game. Half the fun of RPGs is getting new loot.
Can last doesnt mean it have to
You have multiple characters to equip, though, so it's good to have 1 or 2 that are lower maintenance. Martial characters will always get better weapons, and spellcasters have some amazing items to look forward to in acts 2 and 3. Really the only build that feels complete in act 1 is a dedicated healer, and even then you can get improvements in act 3.
Wyrser got it.
Even if you have some stuff that manages to last all game, the odds that that's going to be true for every single equipment slot on all members of your party is really really low.
Good game design should force you to change your strategy at least once during the playthrough, even if you revert to the old one later. And larian made sure to build in some things for exactly that.
Take for example that first build this video. It looks like once you get it rolling your darn near unhittable. The whole thing falls apart if you ever find anything that's immune to thunder damage. Anything resistant to radiant, or high enough in Constitution to make the initial few saves is going to throw monkey wrenches at your gears too, because they're going to slow down how many stacks of the other things they get.
So it's great. Not perfect. And that's the way it should be.
Bruh, include map screen shots and locations when introducing an item. Great vid, not organized as well as it could have been.
Wolf Heart barbarian with Sasser(Silence) greatsword+ tiger heart bleed aoe slash for bleed for 2 turn on up to 3 people per swing(You get two at level 5). I set up Reverberations for my spell casters and at level 6 I can either go tiger aspect for +5 to hit to bleeding enemies with great weapon fighter...or The Maim enemies that are bleeding,makeing 3 enemies per turn have movement. You can get both tiger aspect and Badger aspect when you hit 12...but for the extra chance to hit I'd take tigar at 6 with great weapon fighter. If you wanna be weird take one level of monk to get +2 to AC. I have 18 dex (cats grace chest) my +2 ASI in con for more hp and AC from barb unarmored defences and finally putting the reat into Wis for saves and that one level of monk. I dump Str due to the fact I have 20+potions of Hill giants strengths. With ring of protection, cape of defence and the gloves that add 2 Ac while not wearing armor...I have 24-25 Ac without a shield 💀 Oh and the part Ranger and Main spellscaster have Blessing of Blooooooor for advantage on Attack rolls agaisnt bleeding enemies.
Way more powerful is this combo except using the Periapt of Wound Closure and the Shattered Flail to essentially heal 18-36 damage a turn guaranteed.
Wondering if that first setup would work for a Bladelock kind of build.
On the rogue build, I did exactly the same thing.
Add the diadem of arcane synergy to the archer build and go for a level dip on a spell caster so you can add your spell casting modifier to the damage as well. Very powerful on a swords bard with flurry.
Can't wait for part 2!
You really gave me an Idea. I wanted to play this game again, because my first playthrough was an evil char and I missed alot.
It would be fun to play this game in a way, that all my characters have OP Act1 builds.
I intended to play my main as an OP crowd controller, but maybe these builds are even more fun.
Alot isn't in the game sadly, but I'm sure there could be a mod for him one day.
@@AeonQuasar With lvl 5 you get the glyph. It is more end Act1, beginning ACT2, so a mid game build. But the glyph with sleeping is very op already, you dont need any items for a strong Crowd Control build.
You can make a Divination Wizard, possibly with a 1 dip in (knowledge) cleric. You get command, sanctuary, hold person for hard control, then Grease, Web, Slow and ice surfaces for soft. Divination lets you guarantee at least 1 hard CC with a portent die, and landing a Hold Person to give everyone quaranteed crits for at least 1 round is broken so early in the game. Especially if you have a paladin, you can one-shot pretty much any boss right there.
And yeah, Glyph is amazing. A CC skill that takes no concentration and can be used for damage, too. Then when you reach act 3, you can stack spell save DC gear to either make a hybrid CC damage dealer, or combine the controller role with cleric support, leaving you 3 spots for pure damage dealers.
@@Wyrser Yh but I think ACT3 is not that interresting anymore. When I got there in my "normal" run, my group was already so OP that it didnt feel that great anymore. And I think Act3 is not that interresting anymore once you played it.
I think the fight against Orin and Gortasch is not special enough.
@@fenfire3824 There's also an act 2 build, using the Snowburst ring. Ice surfaces use your spell DC, and there are 3 hats in act 2 that give you arcane aquity, one for fire damage, thunder damage and weapon damage. So you can make a mage or bard that spams ice surfaces with the ring to control the battlefield. Personal favourite is a bard, I use the drakethroat glaive to give ice damage to my crossbow, then sword bard can attack up to 4 different enemies even without haste.
I agree about act 3, that's how it felt for me, too, though I have been told that honour mode improves these fights, but I'm still in early act 2 in my honour mode run, so I don't have personal opinion.
I forget what they are, but there's an alternate set of boots and an alternate armor that I use for lightning builds. The boots give lightning charges when you dash, and the armor will do lightning damage to a creature that hits you. I put those, along with the rest of this build (except I took the bow instead of the staff for the quest reward), on Astarion. Dash as a bonus action and charge him up.
Edit: Speedy Lightfeet (in the windmill) and Jolty Vest (Zhentiram vendor)
I like the first build. But the Cleric build with spirit guardians is awesome.
Shocking graps already has Advantage on metal, so you don't need the lightning gloves
True, but this gives advantage to any attack, not just that one spell. This build is more for casters, but there's a great build that works with melee, an alternate armor and boots (I forget what they are). The armor causes lightning damage to any creature that hits you, and the boots give lightning charges when you dash. Put them on a rogue or monk that can dash as a bonus action, and now you've got a lightning-based melee fighter.
The archery build is insanely powerful on a sword bard.
All these OP items are very shocking...😊
Superb video. So helpful for a newb like me. Thanks for making it. I'm on the way to grab those Boots of Stormy Clamour :)
Saw thw video today and HAD to try the 1st build. It is amazing how well it functions. Would love to see the upgrades!
Light cleric with radiant spirit guardians and all that equipment is easymode. Just walk around and everything just dies and/or falls over whilst taking huge dmg.
@@LG-jn5fx interesting, ill consider that
I know this video is for act 1, but im really curious. Is there a build that for the very first build with radiating orbs and reverberation that ends up going good in endgame?
The armor plus any mass radiant damage spell. Spirit guardians for example. Makes you nearly impossible to hit
Using this for my honored playthrough
Lightning Aura shield u can get in grymforge would go great with the Lightning items
man I would really love it if the build crafting with items philosophy baldur's gate 3 uses was applied to to dnd proper. having items with effects that are designed to work together and make those effects better is awesome especially at mid to lower levels of play adding another layer of power fantasy at levels most dnd players play. (since most dnd games dont make it past like level 12.)
You just have to figure out the break points and usually not depend on items more class features or lineage traits. Rogue/Ranger for Gloomstalker plus favorite rogue subclass is not a bad combination to focus on those extra D6's and that D8 etc. If you are looking for build ideas there are YT channels out there.
Say that when you're in the DM seat. A computer can handle that many variables; most DMs already have enough on their plate as-is. DMing is a lot of work; I should know, I do it professionally.
lol oh I know, but it would still be cool one of those if only kind of things. but you need something like dnd beyond beyond that basically digitally keeps track of the game while you play tickers stacks and all. @@peterbear4413
Cool video...didnt know about the club yet
Just finished a campaign with the first 2 builds. we only did 2 character pass, no companions. stupid strong nukes !
Nice! Congrats on beating it!
Thanks. This is pass #2 so far. working on pass 3 this weekend :)
gonna be frost mage and thrower barb@@Firespark81
Not bad, quite a lot of thing that I already used for the reverb I use Phalar Aluve song in place of ruptured to add more damage on my cleric (and the guardian of light), for my thief I use double hand crossbow but I'll try the titanstring with the cub.
Is there a time stamp for these items in the video?
Thanks for the info
These lists never feature monster slayer glaive, or gandrel's aspiration/hunting shortbow despite there being a large number of monstrosities in Act 1.
"a large number of monstrocities" yeah but those are ONLY good vs them and you need generalized dmg in this game, specific target types is a mechanic that just doesnt translate well into a video game at all here
Not true in the least. There a bunch of monstrodities throughout the game, even in Act 3. Just like the Elden Ring dlc requires you to use weapons, or ashes with a specific target in mind too.
Any evolutions to the baneful build for act 2 and 3?😅or any of the other builds?
I feel like using items from the crèche and underdark on the goblin sanctum is obviously op…
That was just for footage. There was a bunch footage with the ogres as well and it's all just to give you a sense of how good they are. I spawned these in, in bulk. Obviously you'll most likely be done with all the goblins by the time you have them. But don't let any of that fool you into thinking these item sets are not crazy strong.
Has part twp been made?
Edit: also for the seconf build you can add the marksmanship hat that adds a +1 bonus to ranged attacks. This is high level archery build
I got two hunters daggers this playthrough by pickpocketing her first then buying one i think. didnt kill her and nothing else duplicated.
Never found half of these and have about 320 hours of gamplay
Needs time stamps for gear
Lightning combo on Way of 4 elements Monk is strong!!
how did you do it?
@@zevitohrs spell sparkler (cantrip) + sparkle hands (flurry of blows) maxes out lightning charges with just an action & bonus action. Getting shocking grasp cantrip can be done as a multiclass, feat, or Racial pick. I used High Elf & dipped tempest cleric. Shocking Grasp is also a 'condition' so it procs reverberation as well (if you have the items)
They got rid of the reverb on dodge and I blame you.
are you sure?
Super awesome video and very helpful
1st build screams eldritch knight/war domain cleric to me 😁
Light domain cleric with those items is broken since radiating orb gives a -1 to attacks per turn and warding flare makes them reroll if they manage to hit
Tell me more
@@thomasoakley8577warding flare isn’t even the real reason it’s broken imo. Spirit guardians with Phalar Aluve adds so much aoe damage to those items. Then there’s the aoe light domain spell Radiance of the Dawn and the higher level spell learned for free that does aoe radiant AND thunder damage being Destructive Wave. Warding flare is a nice though, especially with cloak of displacement and a 1 level sorc dip for shield spell and proficiency in con saving throws. Never get hit, never lose con, and dish out crazy aoe damage.
All of this pales in comparison to 3 hill giant strength potions from Andy Ethel every short rest
That gets expensive and plus you can save those for a specific character of your choosing
@@jfelton3583 Wait, you're BUYING THEM from her!?
I actually found that the lightning build is just as good if not better on a rogue, especially Astarion. My build of choice was thief rogue for the two bonus actions and moderately armored to be able to use shield and medium armor. You use speedy lightfeet boots which gives you 3 lightning charges if you dash, and with two bonus actions, you pretty much never have any reason not to. You use the Joltshooter, which Astarion has proficiency in being an elf. The Joltshooter gives you advantage on attacks against enemies wearing metal if you have lightning charges, making it incredibly easy to trigger sneak attack. You then use the jolty vest, which triggers dexterity saving throws against attackers while you have lightning charges, the lifebringer for temp hp if you have lightning charges, and the real sparky sparkswall for the lightning aura.
Couldn't you multiclass into ranger to get the needed proficiencies instead of using a feat on moderately armored? Just a thought. You can also get the archery fighting style and a second attack this way.
@@MeRDied yeah, but dipping into Ranger means you don’t get the feat at level 12 anyways. One feat isn’t that much, and a double bonus action dash that guarantees lightning charges each round, plus the advantage on metal enemies synergizes well with Sneak attacks. Astarion was invaluable during the iron throne for the dash lighting charge plus lightning aura shield combo. Ranger may be a good choice too, I wouldn’t know, but I’ve found good success with this combo as it stands right now.
@@keithwiechart7744 yeah but the 5 level dip gets you the ability to do 1d8 bonus damage per round to a target at less than max health as hunter or bursty burst as gloomstalker, plus, that extra attack just gives you even more damage per round, for the cost of one feat. One feat is worth an extra attack every round, as well as those other bonuses you get with a fighting style, spells, hunters mark or ensnaring shot/melee, stuff like that.
Bro talks? Like he has. Punctuation! Every few? Words!
It is a deepfake AI voice reading off a script.
^ That
Nice video
Timestamps please
What build do you recommend for the first set of items?
The Palpatine build looks so fun wtf lol
Omg that would have been such a better name for it than lightning build. I love it!!
sadly no locations showed in-game but good job anyway (:
That be nice
head over to bg3.wiki for locations
Crap I meant to pin a comment to a link for super easy lookup. Just woke up give me a bit and I'll comment and pin it. I don't do that to cut down on time. Plus the good bg3 wiki has an insane tool for looking up items very easily.
Why is it the Githyanki Creche is considered Act 1 but whenever I go there it warns me that I'm going to a different act and to finish my business in act 1?
You are not going to a different act its basically just telling you that you have to resolve the goblin issue. This is the only thing that will be affected if you go there.
@firespark81 actually I would argue that the creche is part of act 2 since it forwards the main story. if you go to the creche before you are done with the groove then the druids complete the ritual and close off the groove. just like if you go to act 3 from act 2 it closes off the locations behind you. Why would the developers go to the trouble to put up a warning screen and forwarding events like that if you were not moving into another act?
@@russman74Better to call it Act 1.5. Act 2, story wise would be to deal with Ketheric and the Shadow Curse. I think you can return to the creche under some circumstances while in Act 2.
@@noobhemingwayyou can return to entirety of act 1 in act 2 as long as you haven't done ghe shar's gauntlet iirc. I'm pretty sure you needed to actually complete it to lock yourself out but it might be that just entering it locks you in act 2.
@@Firespark81 Btw that necklace of elemental augmentation is not in the Githyanki Creche its in Act 3 on a boat in a chest
Great video, many thanks!
8:12 saving for a friend
About that thumbnail… GIVE KARLACH HER CLOTHES BACK
No, never.
I feel like a gooner saving that but I think it’s shadow heart in karlachs clothes
Timestamps
Dang this video is really good
Nice! Thank you!
I just finished act 1 not long ago and I legit havent seen half of these items.
They are all there. It's really easy to miss items in this game. Like really really easy. I missed a ton on my first playthrough.
Explore more :)
I need help building the reverberation build for classes and such, who should i use so i can dodge everything? And what should their stats be? Im using karlach as an eldritch knight but she isnt dodge nearly as much as i would like, level rn is level 6 and im starting act 2.
Any suggestions would be much appreciated
couple easy ways to not get hit: Eldrich knight is def one of the best options, just abuse the shield spell+a shield+blur scroll. That with any decent heavy armour (adamantium splint, +1chain, ect) is giving an ac of 17(base heavy)+2(shield)+5(shield spell) + 1(defense fighting style) for 25 ac, with enemies having disadvantage on attack rolls. Shield of faith further boosts this, as do a couple other nice spells such as warding bond, ect. The ring you get from mol for stealing the idol is a free +1 ac, and early in act 2 by last light inn you can find the cloak of protection for another +1.
If I'm not mistaken, the first build could also be used by a typical John Wick character (6 Sword Barb, 3 Thief, 3 Fighter -- but EK instead of Champion), right?
John wick uses guns. I’m not sure how a radiant dagger build relates at all.
@@MrSoloDolo20100 They use pistols (hand crossbows). Meaning the melee weapons' effects can be used with any attacks, not just attacks with the weapon.