The Most Overpowered Build in Baldur's Gate 3 (Tavern Brawler Thrower Eldritch Knight)

Toyhouze
Toyhouze
118.2 هزار بار بازدید - 7 ماه پیش - This build is insanely powerful,
This build is insanely powerful, able to take out multiple enemies before they even have a turn. And the best part? This build is so easy to put together. No multi-class needed, and only 1 respec, which is optional.
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Timestamps
00:00 Tavern Brawler Thrower
00:29 Level 1 - Barbarian
00:46 Level 3 - Berserker
00:59 Level 4 - Tavern Brawler
01:13 Level 5 - Extra Attack
01:23 Level 6/7 - Change Class to Fighter
01:38 Level 1 - Duelling Fighting Style
01:57 Level 3 - Eldritch Knight
03:22 Level 4 - Tavern Brawler
03:29 Level 5 - Replace Spell
03:40 Level 6 - Dual Wielder
04:00 Level 7 - New Spells
04:08 Level 8 - Ability Improvement
04:45 Level 9 - Replace Spell
04:52 Level 10 - New Cantrip
04:58 Level 11 - Improved Extra Attack
05:12 Level 12 - Alert
05:40 BiS Helm - Sarevok's Horned Helmet
06:27 BiS Cloak - The Deathstalker Mantle
06:55 BiS Armor - Helldusk Armour
07:13 BiS Gloves - Gloves of Uninhibited Kushigo
07:30 BiS Boots - The Speedy Lightfeet
08:00 BiS Amulet - Amulet of Greater Health
08:25 BiS Ring 1 - Ring of Flinging
08:37 BiS Ring 2 - Callous Glow Ring
09:00 Weapon Progression
10:51 Don't Do THIS
11:25 BiS Off-Hand - Knife of the Undermountain King
11:47 BiS Ranged Weapon - The Dead Shot
12:03 Bonus Tip for Throwers

The Tavern Brawler Thrower is easily one of the strongest builds in the game thanks to Tavern Brawler which adds twice your Strength Modifier to the damage and Attack rolls when you throw. The extra damage being treated as a separate damage source leads to incredibly high damaging throws, especially when combined with the right equipment and a good throwing weapon. This build is also amazing because it’s incredibly simple and very straightforward to put together. So if you’re looking for an extremely powerful build that doesn’t require multi-classing, this is it.

Class Progression

To get started, start level 1 as a Barbarian. As a barbarian you have unarmored defense which adds your constitution modifier to your armor class in addition to your dexterity modifier when not wearing armor. So make sure not to wear armor while a barbarian. You’ll also be unable to rage when you wear armor, so you’ll know if you’re accidentally wearing armor.

At level 3 choose berserker. This gives you access to frenzy. Frenzy upgrades your rage granting enraged throw which is a bonus action. So you can now start combat with a throw and frenzy and each turn after get 2 throws.

At level 4 you’ll get a massive power spike with your first feat. Choose Tavern Brawler and put 1 point into Strength bringing it to 18.

Tavern Brawler adds your strength modifier twice to the damage and attack rolls to your throws, and is the key feat of this build.

At level 5 you unlock extra attack. You can now throw twice on your first turn, use frenzy as your bonus action and get 3 throws each turn after that.

Between levels 6 and 7 you’re going to want to change your class to fighter. This change depends on when you reach act 2 and acquire the Lightning Jabber, which we’ll talk more about in the gear section. Once you get this spear, that’s the que to go to withers and change class to Fighter.

At level 1 fighter choose Duelling. This actually adds +2 damage when you throw once you get dual wielding because once you throw your weapon, the game registers you as having just a single weapon in your hand and you’ll deal this additional +2 damage on every single throw.

At level 3 choose Eldritch Knight. This gives you weapon bond which ritually binds your weapon to your main hand, causing it to automatically return to you. Since Lightning Jabber doesn’t do that automatically, make sure to bind it after each long rest.

For Cantrips choose Light. Light is important because once we get callous glow ring, we’ll need to always have light on our thrown weapon to activate the bonus damage. For your other cantrip, if this is your dialogue character, choose Friends. Otherwise Minor Illusion. Minor Illusion can be used to group up enemies for big AOE damage using Nyrulna later.

For spells choose Shield and Thunderwave. Shield is extremely powerful to gain 5 AC as a reaction and since we won’t be using our spell slots almost at all, you’ll get to activate this a lot. Thunderwave can be useful situationally to knock enemies into chasms, or to get rid of disadvantaged from threatened.

For your Expanded Spell, choose Expeditious Retreat. This spell gives you dash immediately and as a bonus action on each of your turns until long rest. Make sure to use Expeditous Retreat after each long rest because You’ll want to be able to use this bonus action dash immediately in combat as your bonus action each turn when wearing The Speedy Lightfeet to generate 3 Lightning Charges per turn. These Lightning Charges grant +1 to attack rolls and cause you to deal 1 additional lightning damage, and at 5 charges you’ll deal an additional 1d8 lightning damage.

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7 ماه پیش در تاریخ 1402/09/30 منتشر شده است.
118,274 بـار بازدید شده
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