Baldur's Gate 3 - INSANE INFINITE CRIT COMBO - Best Fighter Bard Build Guide & AMAZING Multiclass!

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Baldur's Gate 3 100% hit chance Hold Monster w/ INFINITE crits! Enjoy!

Monster Hunter Rise Sunbreak gameplay is on hold for now we look at new Baldur's Gate 3 gameplay and it's awesome Baldurs Gate 3 subclasses and best build builds with this complete Baldur's Gate 3 guide gameplay walkthrough part 1 best story quests side quest gear armor weapon spell spells all secrets gold farm Baldur's Gate 3 best class classes Warrior Priest Wizard Rogue Shaman Monk Sorcerer Bard Rogue Mage Druid Cleric Paladin Ranger Fighter guide skills abilities spells build gameplay Baldur's Gate 3 best build multiclass multiclassing multiclasses guide Baldur's Gate 3 best weapon magic item rare act 1 act 2 act 3 level 8 10 12 build Baldur's Gate 3 College of Swords Bard Fighter action surge hold person hold monster crit critical strike damage flourish build guide!

0:00 Intro
0:12 Showcase
2:22 All Levels and Spell Choices
6:42 Optional Illithid Powers
7:24 Important Equipment and Items
10:08 How to Play/Tips
11:42 Final Thoughts

#baldursgate3 #baldursgate3bard #baladursgate3fighter #baldursgate3buildguide #bestbuild #baldursgate3bestbuild #multiclass

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Running this build in my current honor mode run. I have not had a single issue with any of the bosses so far.

Majora
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Hand Crossbow Bard slaps a little more:

6 Bard - College of Swords with 2 Hand-Crossbows - Sharpshooter Feat
2 Fighter - Archery Fighting Style - Action Surge -> 1 Extra attack every short rest
4 Rogue - Thief -> 1 Extra Bonus-Attack at lvl3, Feat for Dex at lvl 4

Helmets: Mask of Soul perception or Marksmanship Hat for extra damage, Helmet of Grit for Bonus Attacks, Circlet of Hunting
Cape: there are many good ones, I suggest Deathstalker
Armor: Whatever you find with high defense
Gloves: Wonderous Gloves for 1 extra flourish, Martial Exertion for 1 additional attack or any gloves with added damage
Boots: Disintigrating Night Walkers, Boots of Brilliance, Anything with jump distance
Rings: Anything that adds damage counts for both crossbows for example Caustic Band
Amulet: Surgeons Subjugation, Utility Spells, anything defensive

Melee: Phalar Aluve to prebuff or Knife of the Undermountain King as "stat-stick"
Ranged: Ne'er Misser - Force damage
Hellfire Hand Crossbow

Bonus:
Ascended Astation - 1d10 necrotic damage
Haste Potion or Ally with Haste
Bloodlust Elixir


if I count correctly that's 3 attacks (base+haste+surge) each triggering a bonus attack so:
5x flourish
1 attack with main and offhand
1 bonus offhand attack
10+2+1=13 shots turn 1 and 4 shots (2xmainhand+offhand) every following turn with the possibility of hitting 4 targets if you use up the offhand attacks first, otherwise the attack will use both hands on one target. this allows you to trigger 4 barrel bombs for example or shoot twice and throw 2 spells / bombs

you can achieve 19 hits with a two handed bow and crossbow on a lvl 11 fighter (fighter is the only class with 2 extra attacks) if you have a second character to cast mind sanctuary on you but on bard hand crossbows should be better than two-handed ranged

kalle-malle
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Heey! Happy to see someone else ended up with the same build I did!

For maximized damage I run with Titanstring Bow, which allows you to add your STR modifier into the damage on top of DEX. Drink a cloud giant strength elixir and that's +8 damage on each shot. :) (or if you don't want to rely on those - they aren't that common - you can use Handmaiden's mace to set STR to 18, which is still a solid damage boost).

600+ damage in one round confirmed with full buffs. Even without flourishes or action surge, you get 4 shots of ~40 damage each (with haste on), which is very nice sustained damage too.

Ileffi
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Minor change I’d make is starting with Fighter. That way you get access to its proficiency in CON saving throws.

brian_larson
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I built something similar, but I used togue levels too, used hand crossbows and arrows of many targets, and had to resort to scrolls for hold monster but scrolls worked just fine with the ring.

The "Gloves of Battlemage's power have the same effect as the 'helmet of acuity' and are also in act 2 (in the tollhouse)

HoruMalachy
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RageGamingVideos is legit but I gotta complain about 1 THING: sounds like a late-night hype infomercial trying to sell me a used car.

IvanFazekas
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this build really breaks the game... i could 100% hold monster raphael with those 7 stacks while obliterating everything else... infact i rethought my laezel warlock/fighter with those insane attacks per turn cause she felt so weak next to tb monk tav, lightning god gale and astarion this...^^ im having a total blast using your guides, dude <3

Zvaenne
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Warlock 2/Bard (Lore) 10 already does something similar. Biggest difference would just be Action Surge and the ability to wear heavy armor, and you would be trading consistency for *potentially* more burst once per short rest. Saves are a thing, and until you get gear that greatly improves your DC (as well as having max CHA), this build is strictly inferior since Hold Person won't be doing much of anything half of the time. All of these "end game" theorycrafting builds are good and all, but they don't actually function that well while actually leveling up. This build doesn't even really "work" until Act 2 and fully in Act 3.

You also have way too many concentration based spells. You cannot use Haste with any of the CC spells. If you expect this build to be a main source of damage, then you need some other class casting Haste on you, or you are not using any "Hold" spell, or Hypnotic Pattern/Confusion for that matter either.

Also, as of today's patch, Hunger of Hadar was added to the Bard spell list.

You also really seem to not have really experimented or understand the Illithid Powers. Favorable Beginnings and Luck of the Far Realms are obvious choices, but the actual best powers after that would be Cull the Weak, Perilous Stakes (you use this on bosses and it destroys them) and Black Hole. It also has a Counter Spell of sorts skill.

Sword Bard up to level 6 before going Fighter and using 2x Hand Crossbows is the way to go. At level 7 just respec.

Lastly, you don't "proc" Luck of the Far Realms. You automatically get the option on your first hit after a long rest. It only works a single time in between long rests. Some classes use it better than others.

Neonmirrorblack
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Love this build! Though I had to play it at half speed to follow it 🤣

jpperron
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Congrats, you win the war of the builds! This was a really amazing build, well done!

mrbunnyban
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this is one of my favortite builds!.. thanks

pipeline
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me finding this build in act 3 and unable to get helmet of acuity 😮‍💨

xefescott
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Add in some of those AOE arrows and you got yourself a screen clearing build. Too rad

Arigato-Mister-Roboto
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I would of thought a rogue gloom stalker had the highest damage in the game triple Frits on opening for over 60 damage each (180 ish damage opener) hide run away rinse repeat

saltytree
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Came back after finishing the game with your build.
It was the best experience after 2 not so good acts

kgeorge
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Kinda funny i came around this video, i was just theory crafting a build exactly like this. Same everything down to the items lol.(not going smelly orc though)

gnomekingclive
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Then there's patch#1 " Fixed the Helm of Arcane Acuity crashing the game. The condition is now capped to 7 stacks. "

johnveritas
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Im gonna have to remember this build when I do my second playthrough as a Bard. I was considering doing my second playthrough as a Paladin/Warlock, but Im starting to lean perhaps more towards Paladin/Bard or Bard/Fighter as you do in this video.

velvetomen
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Hey rage... Thank you for making me younger life fun with your build battles:) good times man thank you really

zanderunknown
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You can do something similar using The Fire Hat of Acuity and Scorching Ray.

fateric