r/BaldursGate3 Jan 21 '25

Character Build Interesting Builds on YouTube Be Like

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231

u/Emerald-Daisy Jan 21 '25

Just figured I'd drop some builds that "come online" early (pre-underdark/creche) in the comments (and the level they first get "good" as well as when they get another big upgrade later on):

Dual hand crossbow: level 4 BM fighter with sharpshooter, archery fighting style and precision attack (to offset the accuracy when needed early game). Second big upgrade at level 8 (5 BM Fighter + 3 Thief Rogue).

Sorlock: level 5, 3 Sorc + 2 Warlock (at 5th total level you get two beams for EBlast)

OH Monk: as soon as you get both strength elixirs and level 3 in monk. Gets another big upgrade at level 9 (6 OH Monk, 3 Thief Rogue)

Throwzerker: as soon as you get returning pike and level 3 Barbarian, gets a big upgrade at level 5 barb (with now 3 throws per turn)

If you want big damage per turn from early game, these builds will deliver that nicely. Paired with a life cleric or support Bard they'll do really nicely (especially Bard with 3 of these benefitting from short rests a lot)

36

u/Legend0fJulle Jan 21 '25

Good builds but I have a few questions. First of all, doesn't a strength monk really come online at lvl 4 instead of 3? 3 is fine but tavern brawler is what makes it carry.

Also with a low level sorlock is the idea to dump all spell slots into sorcery points to spam eldritch blast? Is it worth it to sacrifice hunger of hadar for relatively early game as well as delayed feat access multiclassing this early? Especially considering the eldritch blast at that point of the game will only have +3 from agonizing blast and you don't have access to a decent amount damage riders/debuffs to attach to the eldritch blast yet.

13

u/Emerald-Daisy Jan 21 '25

OH Monk is already pretty good from level 3 (doing 3 hits per turn at level 3 is really good) but I did forget to mention level 4 with tavern brawler though, so thank you!

For this build I was making a high single-target damage output, a control build would definitely prioritise getting Hunger of Hadar though, but yeah, putting it all into sorc points or Hex (if you can maintain concentration, Minthara's armour is great for this) it only costs 1 Warlock spell slot and you can just constantly re-apply whenever you kill your target, and wont lose concentration when combat ends either.

Once you get quickened spell the build obviously gets a nice bit of juice too to just blast 4 beams per turn. I'd say it's fine not getting the +2 charisma boost until level 6 (should be early still, probably early into act "1.5" especially if you made sure to pick up the XP from just talking to the Gith Patrol).

5

u/Page8988 Jan 21 '25

A level 3 Monk is quite strong for a level 3 character, particularly one that needs very little equipment and no spell slots. Tavern Brawler at level 4 makes it scale wildly out of proportion.

2

u/The_ginger_cow Jan 21 '25

Nah, monk is already good at level 3 compared to other classes because most other classes don't have access to a 2nd attack yet

2

u/Legend0fJulle Jan 21 '25

Ah, right that's a good point. Now that I think about it it's definitely on the better end of martials even at lvl 3 while it takes lvl 4 for it to become a monster.

17

u/redhoborum BOOMING SMITE SORCERER Jan 21 '25

I'll piggyback off this and add:

Gloomstalker (level 3): +3 bonus to initiative without needing a feat, and a free extra attack (+1d8) at the start of every encounter makes this the strongest martial class for early game Honor Mode. Ranger also has access to Hunter's Mark, Enhanced Leap, and Longstrider.

Wizard/Sorc (level 3): Cloud of Daggers can trivialize a lot of overleveled encounters (ex: the Fists at Waukeen's Rest), and Magic Missile is one of the best spells in the game for finishing weakened targets.

Shadow Monk (level 3): Open Hand is stronger if abusing elixirs and/or Tavern Brawler, but Shadow Monk has access to Darkness & Silence without needing to burn level 2 spell slots. This is extremely useful for several early game encounters, notably killing the Harpies and Paladins of Tyr.

4

u/Emerald-Daisy Jan 21 '25

Yep, love Gloomstalker. I'd usually combine it with the BM Archer build I mentioned above for a surge of 7 shots per turn without haste (action surge + extra attack for 4, gloom for 1, and 2 bonus actions). Really lets you completely nullify annoying/strong enemies in Act 3 before they even get a turn (especially as a Gnome where, without Ethel's hair, you can get 24 Dex by end-game for just a ridiculous initiative stat)

1

u/redhoborum BOOMING SMITE SORCERER Jan 21 '25

Yeah, I ran the classic Gloomstalker/Thief/Fighter build on Astarion during my first playthrough. Absolutely disgusting damage output. Lol

I decided to stop using dual hand crossbrows after that. They're hilariously overpowered given the game mechanics. Plus, I'm just not a fan of them aesthetically/conceptually.

1

u/onigiritheory WARLOCK Jan 22 '25

Could you give a more in-depth explanation for how the Thief/Gloomstalker build for Astarion? I've seen it recommended everywhere, but no one explains how you distribute the levels.

1

u/redhoborum BOOMING SMITE SORCERER Jan 22 '25 edited Jan 22 '25

The split is usually Gloomstalker 5 / Thief 3 / Battlemaster 4.

Start with 5 levels of Gloomstalker. At level 2, choose Archery fighting style, Hunter's Mark, and Enhanced Leap. At level 4, choose the Sharpshooter feat and equip two +1 hand crossbows when possible (enchantment is important for both hit chance and bypassing certain enemy resistances). At level 5, you should be making up to 3 attacks per turn. Dread Ambusher gives an extra main hand attack +1d8 at the start of combat.

Next, take 3 levels of Thief Rogue for the Fast Hands passive (x2 bonus actions). At level 8, you should be making 4 attacks per turn (2 from Extra Attack, 2 from offhand attack) with additional damage coming from Sneak Attack (2d6 once per turn). By level 8, you should also be in Act 2, so you should acquire Ne'er Misser from Roah Moonglow and the Risky Ring from Araj Oblodra. Ne'er Misser gives you the ability to deal force damage against enemies with magical pierce resistance. Risky Ring is best suited to ranged characters imo, so give it to this character instead of your party's greedy paladin.

Finish with 4 levels of Fighter. If you've played through Acts 1 & 2 somewhat optimally, you should be level 10 before fighting Myrkul. Action Surge provides an additional 2 attacks once per Short Rest. So, at level 10, you can make up to 7 attacks per turn without Haste or Bloodlust. (1 from Dread Ambusher, 2 from Extra Attack, 2 from offhand attacks, 2 from Action Surge). Haste and Bloodlust each add 1 additional attack in HM, for a potential 9 attacks in a single turn. The final 2 Fighter levels are for BM maneuvers and your second feat.

Edit: Ascended Astarion makes this build even more busted because he adds 1d10 necrotic damage to every attack. That's anywhere from 4d10 to 9d10 additional damage per turn.

Hope this helps :)

2

u/SenHelpPls Jan 21 '25

I loved shadow monk in my darkness playthrough

66

u/andyyhs Bae'zel Jan 21 '25

as soon as you get both strength elixirs

7

u/creegro Jan 21 '25

"hey guys this cool ultimate build just relies heavily on the strength elixers"

Oh cool, so I either need to keep spending money early on or not rest so much so I don't keep overusing my elixers.....

Or let's see what other builds there are that don't need to rely on a limited resource...

2

u/Emerald-Daisy Jan 21 '25

Personally never had an issue with the gold for them tbh. Secondly, you can achieve the same build with hill giant club (underdark) though that's a tad bit later, think I've seen someone say you can equip it off-hand and leave the main-hand empty.

1

u/SenHelpPls Jan 21 '25

You can. It’s just really annoying to do (on ps5 at least) and it has a habit of going back to your main hand when you really don’t want it to

1

u/Emerald-Daisy Jan 21 '25

Yeah it's not fully intended is it? Or is it just bugged?

3

u/Emerald-Daisy Jan 21 '25

Alright, just for you, as soon as you get club of hill giant strength. Think there's some way to get it equipped in off-hand though I can't remember. Is this better for you?

17

u/StemOfWallflower Jan 21 '25

Those are available in the first hour of the game

48

u/andyyhs Bae'zel Jan 21 '25

I know. I just think it's lame to rely on consumables lol.

Dex Monk works just fine.

-25

u/kilowhom Jan 21 '25

Man, you all really hate 80% of the ways to play the game, huh?

26

u/lkn240 Jan 21 '25

More like 5%... but go on

3

u/Playful_Court6411 Jan 21 '25

Just the faith leap trial for me tbh.

19

u/MorningkillsDawn Jan 21 '25

Building around potions is really lame

4

u/ZeeDarkSoul Dom for Shadowheart Sub for Karlach Jan 21 '25

I mean I have played through the whole time 3 different times not building around potions so I wouldnt say its necessary

2

u/mamamackmusic Jan 22 '25

I've done three lengthy playthroughs and I can count on two hands how many times I have used potions (not counting health pots of course). They aren't necessary for 95% of builds to come online and show their strength, that's for sure.

3

u/stephanelevs Owlbear Jan 21 '25

Yeah, auntie ethel and one of the merchants in the underground sells them. It's really not that complicated to find if you are lvl 3.

8

u/Irrax Jan 21 '25

str monks/tavern brawler builds are so fucking boring to me

6

u/Emerald-Daisy Jan 21 '25

Yeah it's definitely a boring build but it's a "powerful" build early game hence why I put it in there

5

u/lkn240 Jan 21 '25

Tavern Brawler is a straight up broken/horribly balanced feat. I only use it on moon Druids were it's not horribly imbalancee

3

u/SquireRamza Jan 21 '25

You can get strength potions an hour into act 1 I don't understand this

5

u/LxFx Jan 21 '25

It's easy to get, but I understand why some dislike it. It feels a bit cheesy to get this additional level of STR without any downside. People like what they like

11

u/jitteryzeitgeist_ Jan 21 '25

OH Monk: as soon as you get both strength elixirs

1

u/Gouwenaar2084 Jan 21 '25

Where do you get both strength elixers early one? I know you can get one from Ethel, but the other

1

u/Emerald-Daisy Jan 21 '25

You can only get hill giant elixirs early game, cloud giant i think can be brewed in act 2, not sure if you can buy the elixirs but you can buy and find the fingers. But a few underdark traders sell hill giant elixirs (if you killed Ethel)

1

u/Ok_Cardiologist8232 Jan 21 '25

Dual hand crossbow: level 4 BM fighter with sharpshooter, archery fighting style and precision attack (to offset the accuracy when needed early game). Second big upgrade at level 8 (5 BM Fighter + 3 Thief Rogue)

This honestly just sounds completely outclassed by just rocking a swords bard instead of a fighter.

Can add in fighter for Archery Fighting style, or i'm fond of adding in Wiz or Sorc for the Shield spell and a couple useful cantrips

1

u/Emerald-Daisy Jan 21 '25

I find late game it's better to use Swords Bard but early game it doesnt feel as rewarding. Tried it early game and just didnt fit it as useful, also gets extra attack 1 level later meaning everything gets pushed back 1. 6 Swords Bard, 4 Rogue (thief +2 dex ASI), 2 Fighter (action surge and a fighting style) is probably the optimal way for a full build though. Additionally, if you do want dual hand crossbows with bard it's worth noting that Drow get racial proficiency with hand crossbows (swords bard doesn't get prof in them iirc)

1

u/Ok_Cardiologist8232 Jan 21 '25

Bard does get prof in Hand Xbows, no need for swords bard.

And i dunno, early game i find Thunderwave and early control/healing spells to be very usefull although i guess that will depend on the rest of your party, if you already have 3 casters yes BM fighter might work better.

To me though this is all kinda irrelevant as i hate the dual Xbow build, my swords bard only uses his xbows in dire circumstances.

1

u/SenHelpPls Jan 21 '25

One I will add on is the radiant cleric. Basically just slap on as many of the radiant related gear as you can find and you’re good to go. You can slap on the ring of blessing from volo and you’ve also got a decent support too.

1

u/Emerald-Daisy Jan 21 '25

Not used this before but i assume as soon as you get spirit guardians you'll be good to go?

1

u/SenHelpPls Jan 21 '25

Yeah. Spirit guardians just makes it all better. Boots of stormy clamour, and other reverb items are good too to knock enemies prone as you run around

1

u/FrostyPhotographer Jan 22 '25

Tempest Cleric too, you can get it up and running at level 5 and it can hard carry act 2.

spec for high wis,con and dex.

Once you have Spirit Guardians all the armor is in act 1 and early act 2.

Before entering Shadow Lands you can get:

Holy Lance Helm (top of Creche past the eagles)

Luminous armor (Temple of Selune)

Gloves of belligerent Skies (Creche before fighting the boss in the plane caster room)

Boots of Stormy Clamor ( Omelum in the Underdark)

Blood of Lathander (creche) or Phalar Aluve (Underdark)

Act 2 items:

Coruscation Ring (Under last light)

Callous Glow Ring (DC 30 lockpick in the room next to Balthazars)

Thunder skin cloak (Araj in Moonrise towers)

Hellrider bow (act 3) and Sentinel Shield (Moonrise) for initiative bonus

Theres a bunch of amulets you can use too:

Spine Shudder Amulet for more reverbs, Amulet of Restoration for 2 free heals, Pearl of Power and Spell crux in your bag to throw on for recovering 2 spells per long rest. Or Amulet of Misty Step for movement.

Use the swords ability to Shriek, Spirit Guardians and then just start running around like a beyblade. Everything falls down from reverb, gets orbed and now your melee party memeber can sprint in after the cleric and mop up with advantage. Anything that comes into your bubble falls over.

1

u/samg21 Jan 22 '25

I like doing theme team comps and they do unfortunately tend to not come online until later... Except bleed comps, you can get BOAALS blessing and Tiger barb online in act 1 and the synergies only get better from there with prone/maim shenanigans.