CRITICAL HIT ON A 12 - Mortal Reminder Great Old One Warlock Build | Baldur's Gate 3

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Do you like eldritch blast? What about critical hits? Maybe you want to leave your enemies quivering in their knees at the power of your spells? This Warlock, Fighter and Rogue build will have all that and more!

Check it out for great deals on games!

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0:00 Gameplay Breakdown
1:06 Level 1
5:29 Level 2
6:23 Level 3
7:53 Level 4
8:41 Level 5
9:12 Level 6
9:32 Level 7
10:11 Level 8
11:20 Level 9
12:15 Level 10
13:01 Level 11
13:17 Level 12
14:13 Act 1 Gear
15:37 Act 2 Gear
17:08 Act 3 Gear
20:21 Multiclass Options
21:09 Team Composition
21:50 Closing Thoughts
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BG3 uses a d4 for initiative instead of a d20, so Alert is even stronger than in the tabletop. It's an auto-pick in every build I make.

ryanstewart
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A tadpole or the elderbrain as your patron is pretty cool concept, but actually if you speak to the absolute in the crack of Moonrises wall it quite bluntly states that it senses another aberration and kind of freaks out for a little before going back to it's monologue

nightmareraven
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since you didn't explain how to get the robe as dark urge (save alfira) you need to knock er down (toggle non lethal and hit her) then a poor random bard will show up to die in her stead x)

DemonSlash
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Use cloak of cunning brume and choose thief for rogue class. You can disengage and also create a foggy cloud. Then hide with in a foggy cloud. Thief class gives you 2 bonus actions for disengage and hide.

macilysis
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Interesting tip about the last class being taken determining caster attribute. Certainly good for every playthrough to know about.

OneMoreDesu
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Calling hunger of hadar a "good spell" is underselling it tbh, that spell is a fight winner in every single difficulty of the game if you actually put it in the right spot

SurralDsign
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Two act 1 bow options for statsticks that you missed are
Hunting Shortbow: sold by Dammon in the grove gives you advantage when attacking Monstrosities(and there is quite the few), the once per day cast of Hunter's Mark unfortunately works only with weapon attacks.
Bow of the Banshee: sold by the Greymon(Duergar who captain's the ship that boards you in the underdark), while you can't use the effect that applies frightened on hit you can use the bonus 1d4 to hit and damage against frightened creatures which will serve you really well until act 3 for The Dead Shot.

Also the Surgeon's Subjugation Amulet: Dropped by Malus Thorm(boss of the House of Healing) lets you once per long rest paralyze an enemy for two turns when you land a critical hit which basically gives you 2 turns of guaranteed critical hits if you're within 3 meters of them.

EliteSpectre
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Craterflesh gloves are currently bugged with eldritch blast. Instead of adding 2d6 dmg on crit, they add an entire extra beam of eldritch blast with all dmg riders and effects that comes with. The extra beam is also itself a crit, so GOO feature is rolled again as well as adding more reverb stacks. The beam also procs PA shriek melody which, for whatever reason, adds potent robe, agonizing blast, and rhapsody dmg.

A crit on a single EB beam with craterflesh = 4d10 force + 20 (potent robe + agonizing blast) + 6 (full stack rhapsody) + 2d4 thunder + 3 (rhapsody) + 10 (potent robe + agonizing blast)

This can happen 3 times in a single cast of EB

galenyasumura
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You did a great job explaining the build. Looks like a lot of fun. A little bit too item focused for me, but I can appreciate the creativity behind it. Thank you.

chrisdubay
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I did this build with WL 2, Fighter 4, Sorc 6. I also neglected hide/darkness. Just plain old convert almost all spell slots to sourcery points and blast away on bonus actions. Statistically speaking a crit on 12+ or 13+ (i.e. neglect hid and slayer cloak) will change the crit chance from 69, 75% to 64% per Blast (with advantage). I gladly took the 6% less crit chance because I could blast 3 more times every turn using sorcery. The damage output goes insanely high with this^^

blind
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I've been solo'ing Honour Mode with this build and it's indeed viable. And incredibly fun. Thanks a lot!

BingBangPoe
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Love Warlocks, love GOO and love glass cannons, so much so that my first ever playthrough I ended up with a similar build: pure Warlock critting on a 15, lol. Great video!

BloodyVoyager
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I did a variant of this build with 4 GOOlock, pact of blade, 4 assassin rogue, and 4 champion fighter. Allowed me to max charisma and pick up spell sniper for maximum eldritch blast crits. Dual wield to crit stack or use the legendary rapier and deadshot. Worked well with stuff like arcane synergy which gave me options for close range. Spineshudder amulet to cause reverberation on hit to proc arcane synergy. Dex gloves so you can dump dex and get more AC with clothing or light armor as well as initiative. Assassin rogue is great too cuz you can initiate combat, get extra action, and guarantee crits on surprised enemies which will cause frighten with mortal reminder. You miss extra attack but it's not a huge deal for this build.

DirtySoap
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3 levels in gloomstalker seem to be better.

Same hide as bonus action, but also boost to initiative, extra free weapon attack, fighting style and resistance of your choice

pchdch
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I would remove the fighter completely from this build myself to many lvls for +1 crit

JamesBrown-xbyi
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Awesome build! One change I made is to take draconic sorcerer levels instead of rogue for metamagic and better armor class

Will_Tree
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fun thing about daredevil gloves, you can also use them to get the auto crits from hold person

luckyowl
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This is the most interesting variation of this build I've come across

Cronoo
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I had originally come up with a build pretty close to this as Fightlock 7F-5W, but it ended up being completely derailed by one item: *the Intransigent Warhammer.*

It's a pretty mediocre +0 weapon that you can get from the Duegar pirates in the Underdark (careful, you must attack them while on water), except that it knocks everyone Prone in a similar AoE to Mortal Reminder when you crit or kill with it. I went with it on a whim since I was already a Half-Orc for the additional dice on melee crits, and it was so glorious that I made my entire build revolve around it.

Lemme explain: Frightened + Prone is one of the best combos in the entire game, because Frightened prevents movement, which makes it impossible to get up and remove Prone, forcing a turn skip while still giving advantage to all your melee attackers. Obviously this also works with Reverberation, but this one can do it in 1 swing as opposed to 3 beams AND in AoE, not to mention splitting your attacks isn't a problem. You'll be losing 3 to your crit dice bonus due to not dual wielding nor using Spell Sniper, but the tradeoff you get is a 16+ (25% -> 44% with advantage from Prone or Darkness) AoE stun on melee attacks, multiplied by however many melee attacks you can make in a turn (Extra attack, Bladelock extra attack, Haste, Action Surge, etc). GW fighting style also technically helps rolling more crits and more consistent dmg, so that's nice. Finally, invest enough in Illithid powers to unlock Black Hole (even better as a bonus action), so that you can drag everyone around you and into the Darkness for massive CC procs, not to mention Slow gives disadvantage on Dex rolls, i.e against Prone rolls. Extremely hilarious and nasty stuff, I completely bullied Raphael and his minions out of existence with it.

And that's the gist of it, the rest is up to you. I still went 7F-5W, I first took GWM for the obvious synergy with my warhammer, my crit rate and the insane dmg boost per attack (the debuff is easily negated with advantage as a Bladelock), then Sentinel so that enemies wouldn't be able to flee out of the Darkness (most even stop trying after you get it, which makes it even better lol). You could go for Dual Wielder in order to use a crit dice offhand and +1AC early on, but you'd lose out on a lot of dmg without GWM, and even more as a Half-Orc. You could also remove 1 to your crit dice to take the Helmet of Arcane Acuity and make your Prone and Frightened procs almost inescapable, but I felt I didn't really need it most of the time and preferred maxing my chances of getting the extra GWM attack instead. Besides, the Helldusk Gloves, Cloak of the Weave and Amulet of the Devout are plenty enough for spell DC in Act 3, however if you go Dual Wielder then it might be the better choice.

A variant of this build involves using the Unseen Menace instead (sold at the Gith creche alongside the Knife of the Undermountain King) and make use of the extra attack range and the Invisible Weapon effect giving you +1 to your crit dice. You won't be knocking people down, but instead you can keep them Frightened inside your Darkness cloud while staying out of melee/spell range thanks to the pike attack range. This also means you can use Polearm Master as 3rd feat (you still get 3 feats as 7F-5W) and immobilize people that would try to rush through your Darkness to attack your backliners.

This build obviously works better in Tactician due to the extra attack rules of Honour Mode, but it will do wonders regardless (since you can then go 8F-4W to get a 4th feat instead), tested and approved by yours truly. Give it a try if you'd like, I guarantee you won't regret it!

BlaZay
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Highly suggest The Fiend until you're able to get your crit lower... the extra HP helps a ton.

Nimoot