I think it's actually better this Way. So many good concentration spells for nature casters. At lvl 12 you LL have plenty spells slots to cast flame blaze every fight
Well, to be hobest I don't think it ever lasted more than 10nturns in combat to me. Of course, the cast - change hand - abuse thief and the headpiece shenanigans will suffer...
@@rafaelgoncalvesdias7459 But it isn't an S-Tier spell anymore, right? You can't actually build around it anymore. You have to pre-cast it to switch it to off-hand (which is corny imo. I don't like precasting), which means its mostly going to be a main hand weapon, and its a really underwhelming main hand weapon.
@@Aestus_RPGafter the shitty owlcat pathfinder games... my tolerance for precast is a lot higher since every serious fight in those games is actually 10 minutes of prebuffs
Yeah Tavern Brawler feat for monk is very strong. You can also just respec and leave STR low and focus points into DEX and WIS, and then you just need to drink one Elixir of Giant's Strength after each long rest (which are cheap and easy to come by on vendors).
Monk/fighter/rogue is insane u can attack 14 times in 1 turn with haste action surge helmet of grit and wholeness of body for 3 actions and 4 bonus actions u can use horns of the berserker for extra 1d4 necrotic as well as 1d10 force gauntlets and at level 6 way open hand gets 1d4 radiant necrotic or psychic + wisdom with your extra movement u can easily get 2-3 kills per turn ive killed Gortash in 1 turn on tactician with this which is over 360 damage in one turn
Wanted to talk about sharpshooter for a second. The +10 damage applies to both hand crossbows if welding 2, but the minus 5 penalty only applies to the main hand! So thief rogue getting 2 offhand, no penalty attacks for +10 damage is broken!
Monk using tarvern brawler is insane. In my tactician early game, the unarmed strikes have about 90% average chance of hitting an enemy, and the damage of one flurry of blows is ranging from 20 to 30. Pair it up with the +1d4 throw damage ring, our action point can also reliably dealing around 15 damage by throwing weapons. The only downside is that our monk would become a little more squishy. But comparing the damage dealing capability to standard builds, it is a night and day difference. I was feeling extremely underpowered as a monk. My team was carrying me through fights. Shortly after I discover this feat and make a build around it, I once again feel like i am the main character in this adventure.😂 Still, It is from my early game perpective.
tactician is a bit of a disappointment for me. i do not setup any combat in advance and still have very little troubles with the fights even when underleveled. only problems i faced are some crazy burst spikes here and there that catch me off guard. still in act 1 though so maybe this changes later on, but i have the feeling that i gain more power from level ups compared to the enemies.
I’m thinking about how viable it would be to rely on potions for strength….. dump strength to 8, then stock up on Potion of Hill Giant Strength to set it to 21 in fights. Just need to determine how available they are mid to late game.
Having beat the game, I had Asterion as a Gloomstalker/Thief build. I think I could have given him 2 levels in fighter as well for action surge if I thought about it at the time. A certain choice near the end of his questline gives him an extra 1d10 necrotic damage on all his attacks. With two handcrossbows, including one that deals Force damage, he was pumping out around 30 damage per shot. 5 attacks with his first round meant that most enemies that had lower than 100 hit points were dead before they even got a turn. It's going to be hard for me not to have that again. Shorpshooter feat is wicked powerful when combined with handcrossbows.
I've found a few wild surges that weren't in early access: Spike growth spawned at feet (or something similar, spiky terrain in any case) A second action (action surge basically) Polymorphed into a sheep (self) Able to use the telekinesis spell (5th level), not sure about duration, since i was out of combat I think there was one more, but I can't quite recall what it was.
So far I'm having a blast with all the changes. Doing a rizzed up half orc warlock with a greatsword and pact of the blade. May dip fighter? We'll see. Planning on berserker karlach with a theif dip for utilities and bonus action shenanigans (got that idea from a previous video of yours) Going tempest domain for shadowheart And I'm not sure what to do with my final slot. I can't stand gale, but I feel like a wiz or sorc would be good. I could make wyll a sorc, having him and karlach in the same party should make for some fun hahaha
hex is the only amp that works with unarmed strikes, but it works like a charm. also you can wear a shield and heavy armor on monk, making you way less squishy only giving up unarmoured defense (whatever) and unarmoured movement. you also can sneak attack with your flurry of blows if you have a finesse weapon in mainhand. monk is a very interesting class in bg3 with many interesting builds and multiclass options.
DPR builds are the shiny ones that get all the attention, but I think it's worth spending some time looking at support builds, you can make some very good ones in this game with just what's available in Act 1. I've changed my Shadowheart from Cleric to Ancients Paladin/Lore Bard (of Shar, in my headcanon) and it's crazy how much better she gets at support. At level 5, I went 2PLD/3BRD. You get a bunch of skills, 2 with expertise, healing word, healing radiance, lay on hands, bless, inspiration (very useful on the GWM/Sharpshooters when you really need the hit), cutting words (to save the reckless barb or the monk from a bad hit), a fighting style (I went with Protection to pair with my Monk, but Defense is good too), some bard support spells, and damage via Divine Smite. I gave her the Guidance pendant, to fix the one important cantrip she'd otherwise be missing, all of the healer-boosting items, the tanky shield that gives temp HP when you go below 50%, and Phalar Aluve for what is essentially another free Bless spell slot (bonus points: it's also a Finesse weapon). It's very tanky while providing a ton of party support, and will get even better with more Bard levels. Another one I really want to do but haven't yet had time to come up with a build for yet is Divination Wizard. At 2, you get 2 guaranteed rerolls on Long Rest, which is pretty nice to complement the lower accuracy builds, but the real benefit comes at 6 when you get a third die and it becomes Short Rest, which means you can use it pretty much every fight. Since the rolls are pre-set it's even better than Bard Inspiration, and it's incredibly helpful to guarantee rolls when you need them.
Eventually you'll run out of Gnolls and Hyenas, but I don't know if there are NPCs with restocking inventories that have them for sale later. That said, if you don't end up using Gale for much (or you don't mind grabbing one of the otherwise USELESS Hirelings), you can make them a level 2 Transmutation Wizard and perhaps 1 Rogue level for Expertise into Medicine, so that they can very reliably hit the DC 15 Medicine check to *double your crafted consumables* . It likely is best to go to level 3 Transmutation Wizard + 1 Rogue so they can also cast Enhance Ability: Owl's Wisdom on themselves while you or someone else casts Guidance on them, so paired with their Expertise it's extremely unlikely they will ever fail and you can make big batches without save scumming.
I'd actually say monk still comes out on top. Try looking at open hand monk and their level 3 buffed flurry of blows damage... and more importantly, level 6 feature stillness of mind. Up to 6 attacks for 2 rounds, on top of having d8s for flurries. NO class gets this many attacks for two rounds at level 6, without magic and items. Two flurry of blows per round for two rounds, while regaining hit points and ki points back is nutty! All this, while keep in mind, while the flurry of blows has the abillity to knock people prone, shove, or stagger for a slippery escape for open hand monks.
@@DaWishard enraged throw knocks people prone but that doesn't matter when they are dead. the scaling is better for throwing weapons. its ranged. barb can do 3 attacks each is hitting for like 24 avg at lvl 5 with 19+ ac
@megashield Hehe... While yes, the barb will have better AC, monks are still on top for simply having better dps in the end and the better status effects. Lemme actually go into detail on it more. A monk can stunning strike. Monk can apply 2 additional effects on top of a stun, like the prone, further distance of shove (and nearly 3 times the distance potential if stacked on both flurries), stagger for a getaway, (unlike a thrown build) can take advantage of the prone condition (also meaning that getting critical hits is so high with so many attacks), the open hand monk getting ADDITONAL ELEMENTAL DICE DAMAGE PER STRIKE (and more dice means more damage potential when those high chance of critical come in), more attacks inherently means magic items or spells like hunters mark that give bonuses to per hit attacks scaling far and beyond better than a Barbarian or fighter could ever achieve... Means no. Monk is still the better utility, control, and damage of a nuke of a character. Without magic items, the damage on hit on average would be 18... seems smaller, sure. But that's per hit on 6 attacks! Your barbarian would be lucky and be a crazy achievement to reach 100 damage in a single round, if even possible... This monk consistently has the potential to go well over 100 damage per round. Sometimes over 120 when critical are involved. And This... is the kicker. So the monk has better potential to wipe enemies, and even when they rarely survive at the level I am at (and the hp will of course continue to scale further up in levels, 150 ho is common in 5th edition bosses past lv 9), they will be devastated regardless and unable to do anything... on top of giving major benifits to the rest of my party memebes as well... Ah! Those damage numbers are without magic items :) Open Hand is simply nasty.
They clearly added hp to tactician, they also added skill and passive to most monsters. Like the first big miniboss ( the demon attacking the tadpoles) got extra attack on tactician only
I've been using a GWM Frenzy Barb, a Sharpshooter Gloom Stalker Ranger and a Tavern Brawler Open Hands Monk, so I have some context on the relative performance of DPR builds. Some thoughts: To optimize damage, you will end up with a 10 DEX Monk, which means you need a way to fix AC. You can do this with Githyanki Monk, which natively gets Medium Armor (I've been using Lae'zell). That also gives you Greatsword proficiency, which allows you to use the Sword of Justice and concentrate on Tyr's Protection, which is +2 AC until rest and recharges on Short Rest, so you can reapply if you lose concentration. With this, you're still worse defenses than other martials, especially with that d8 HP, but it's enough to survive. The sword attack itself is slightly stronger than unarmed even after tavern brawler. There is no downside that I can identify for using a heavy weapon or armor on Monk, you can still flurry/use ki. The main advantage of that build over other martials is that it's extremely accurate, so it's very stable which is nice at high difficulty. Damage-wise, it's not necessarily any stronger than the other strong martial builds (wins by a bit or loses by a bit depending on which level you look at - and I'm pretty sure once it's setup, Ranger/Assassin Sharpshooter will just beat everything). It's also a bit unintuitive to build and requires specific support, compared to say, Barbarian goes brrr. The GWM/Sharpshooter builds def have some instability to worry about, even with Reckless Attack or High Ground and Bless, you still often are at ~70% hit rate. But that can also be mitigated via Acid (flasks or, even better, arrows - another advantage for Sharpshooters) and Oil of Accuracy when available. A less significant but still relevant advantage of the other builds is you can't dip fists in fire like you can other weapons, and that's an easy way to get more damage if you can spare the bonus action (e.g. when setting up an ambush, or kiting enemies to a choke point before engaging). People have been freaking out over Monk changes, but I think they're overestimating it. I think in the end these are very good changes and they just put monk on the same playing field as the other top DPR builds. It's strong, but not excessively strong, just enough to compete with everybody else. I've been having a lot of fun using it so far, but if it was weaker, I'd probably just go back to using a Barbarian. If there is anything about it that I would change, is that it feels weird thematically being able to use armor and heavy weapons on a monk. We could probably do without that. It would remove some options, but nothing that can't otherwise be compensated for, and it wouldn't change damage, just require more adjustments to build (e.g. you'd probably have to rely on Barksin, and you'll lose your gauntlet slot to Bracers of Armor, which is a very valuable slot for martials).
As a side note, with Tavern Brawler you also get a good ranged option on Monk via thrown weapons, but currently this does not work well with the Returning Pike. It may be a bug, but currently if you throw it from inventory, it returns to your hand and unequips whatever your current weapon is, which usually you don't want. Hopefully it gets addressed in the future, but for now it makes using that weapon a bit awkward (notably, it will unequip your Greatsword and deactivate Tyr's Protection) and it may be better to just carry a bag full of normal thrown weapons instead.
@@robertbritz257rogues don't get multiattack, and no, the extra attack feature doesn't stack. Only fighters at 11 get that 3rd attack for every attack action
Rogue doesn't get 2 attacks at level 5. But it doesn't matter, two martial classes at level 5 do not stack that extra attack. I primarily went rogue for the skills - out of combat utility. Persuation, Perception, Lockpicking, etc. Yeah, in any playthrough without a rogue I guess I could have Astarian around, but he just annoys me. So rogue to 5 gives me all that skill love, plus cunning movement, attribute at 4 - Dex to 18 @@robertbritz257 and at lvl 5 uncanny dodge. Probably going to go Rogue 1 and then Monk to 5 for that extra attack. It feels well-rounded as to in combat (stupid movement, uncanny dodge 1/2 melee damage) and reaction throw back arrows. Very nice. Monk to 5, Rogue maxxed to 5 then finish up with Monk. I think it will be fun.
@@spl1x Thanks for the info on your rogue side of the monk. Actually looking at my Monk right now, I have +2 in Persuasion, +4 in Perception, SoH(Lockpicking) at +3. Opening chests and doors without any issues. Traps are being seen in the crypt. Only reason I'm using Astarian is for his assasin skills using dagger/bow, doing all of the thieving on my monk currently.
Those skills look great, I went a bit harder on the perception because it's a passive skill and i want to miss the least amount of content possible. Yeah, that side of rogue is awesome, I guess I just wanted to be able to cover the CHA side of things since I usually play a CHA based Monk when possible, directly from Pathfinder Wrath of the Righteous. The other bonus from Rogue is 'Cunning action' at lvl 2, a free dash, or disengage, or whatever. Then at level 5 you get uncanny dodge, half damage from meleee attacks, supposedly, i haven't gotten there yet.@@robertbritz257 Are you going full monk or planning to multiclass?
If you're doing a tier list of most fun, Monk is SSS+ tier, idk how they compare on paper but damn is it fun to burst down bosses with your bare hands and shove people off ledges
Unlimited consumables invalidate most rpg systems. The only reason BG1 and BG2 weren't ruined by them was my childhood self couldn't bear to use them. Gotta hoard them for the next hard fight, right 😅
The problem with tavern brawler is that monk is already MAD as hell(meaning he's dependant on multiple ability scores), if you go for tavern brawler you will be the squishiest thing ever because you will forgo 1 ASI for it just as a buy in and then you will naturally find yourself extra lacking in AC and hp. I think it could be viable IF you dump one or even two of your key stats, at this point STR DEX WIS CON, if you find items that give you a static value to any of them, otherwise this is just way too squishy. You went for 8 CON on the one you picked and your AC is 15. Let's imagine you went with a regular ass monk at level 5 instead and took an ASI, at this point you would have 18 DEX 16 WIS 16 CON, you get a +4 instead of a +8 on attack rolls and damage rolls unarmed BUT you get a +2 to your AC, +1 to initiative, +5% extra chance of stunning with stunning strike, you keep using weapons like a normal person AND you get a whopping 20 extra hp(45 vs 25 if I've done the math right, which is almost twice the health), that's a whole lot you are trading off for better unarmed strikes. If you go with that build you probably want your first level in barbarian in order to get their unarmored defense instead of the monks, then you dump wisdom and put the points in con instead and forget about stunning strike to save your ki points, at that point you'll probably also want to take 3 levels in rogue for the extra bonus action from thief since you are dealing damage with unarmed attacks anyway, which also has the added bonus of giving you sneak attack and you still go with open hand for the extra unarmed attacks damage at level 6 and the better flurry of blows, which is all we are doing anyways. That's the build I would go for if I wanted to build around tavern brawler. 6 levels in monk, 1 in barbarian, 3 in rogue, and the last two probably in monk again for the extra ki points, evasion and ASI to finally get that STR to 20. That being said, it seems to me like a very boring build although admittedly the damage output is there and you'll never miss, your AC still won't be great and your hp will just be decent unless your items compensate somehow. It could be a viable late game build in certain parties but it's more something I'd respec into rather than just going for it outright.
Everyone keeps saying the Monk being MAD is a problem. Is it a problem? Yes. But its a problem that can be solved with good tactics and team composition. So I am very confident investing in strength can be worth the trade offs.
The shadow and 4 elements monk look cool, but there's just so many fun subclasses that I didn't wanna take one my first run. I'm glad they've managed to make monk's interesting. They are boring as hell with horrible class fantasy in most CRPGs.
In most? In PoE they are gods. In Pathfinder they are also really good, but I guess mostly as a dip. Its really just the original BG games that they are underwhelming.
I’m playing tavern brawler monk in my latest play through and it seems quite strong but I haven’t looked into the best way to scale main action damage into the late game.
Is there anyway to make wild magic barb and wild magic sorc multiclass a decent dpr front line char that prays to rng every round? Would it be better to focus more on barb levels or sorc levels
@@Aestus_RPG haha was just thinking those 2 would be the only way to maximise wild magic procs. Do u have any good combinations for wild magic barb? What are u playing for ur own play though for it (just pure barb or multi)?
The problem with the tavern brawler feat is that the monk class has no armor proficiency; most builds will drop strength for dex and wisdom to get the most from unarmored defense or the character would be really really easy to hit in combat and monks don't get a lot of HP. I suppose a race with armor proficiency could be chosen to make a strength build, but I'm not sure how that'd work out.
Also, fairly certain that the martial arts die is in no way affected by wearing armor. This means a few levels in barb, rage, and medium armor gives you a nasty, raging, tavern brawler.
@@quarter2793 Yes, it can be done even with a single fighter level to get armor and weapon proficiencies then the rest monk, but multi-classing for abilities just isn't my thing.
Yeah, I know how strength modifiers work. If I said 8x2 it's because you get two attacks on your bonus action with flurry of blows. So 4x2=8 (from Tavern Brawler) and 8x2=16 (from Flurry Of Blows) damage on your bonus action just from strength.
i fully expect some uber difficulty mods to come out , ie tactician plus plus etc , to try to counteract all of the bonkers power-gaming that is possible with a full knowledge of the ingame systems and meta strategies ; and im all for it =] , i want necessary conditions to not be able to horde spell scrolls/potions in my inventory ; even going so far as some kind of 'hardcore' mode that maybe limits or ties your save game function to the short/long rest , ie if you want to save state more often you will be burning thru your rations to do so
Ok tavern brawler gives me an idea. Currently been using karlach with the returning pike, if i give her tavern brawler thst could get pretty ridiculous and fun
First time to your channel. Just some feedback. You take so many pauses in your sentences, that I speed up to 1.5 speed playback and that actually sounded almost normal. Would suggest speeding things up or you might lose people.
I don't think ultimate strongest composition will be a thing. However, there should be a handful of powerful composition strategies. For example, you could build a comp around dealing lightning/cold damage. Or a comp around hasting auto attackers. Or a comp around summoning zombies, etc.
I'm not planning on doing a lot of respecs on the companions. That said, I am planning on making some changes to Wyll. I'm going to have him start with one level of fighter before starting his warlock path. Not only does it give him armor proficiencies and constitution proficiency, but it fits with his back story, at least the one from EA.
Twin casting haste with basically anything, not just martials. I like my light cleric, paladin, warlock, and twin haster comp. Has a lot of flexibility either hasting the pally lock for throughput or cleric+caster for 4+ fireballs. You could make it more optimal taking a sorlock at 7 and adding a broken build like this monk, but I want my warlock to be the main character frontliner (1 in tempest cleric) not a hide and concentrate on haste bitch.
If a monk has 16 str, 18 dex and the tavern brawlear feat, what his bonus will be? +dex + 2 x str? + dex + str? + 2xdex? Just + dex with no bonus from tavern brawler?
Shadow Monk 7 & Rogue Assassin 5 is an absolute beast when initiating fights from stealth. So many attacks, at high damage, with the sneak attack 3d6, and it all crits!? It's stupidly good. You can almost guarantee eliminating any enemy in the first round of combat as long as you inflict the surprised status.
tavern brawler does seem a bit overtuned imho , but it certain gives the monk the 'drunken brawler' flavor ; i would change it to not necessarily require strength tho and instead be based on an attribute of choice [ala flavor for different styles , precise strikes vs brute force/etc , and multiclass friendly] , but i would also require that the feat would ONLY function while the character was drunk or otherwise inebriated ; maybe even remove the half feat ASI +1 as well , since the feat alone is more than enough power-wise
The monk already won’t be played that much imo compared to other classes, you should be giving the class things like this to make people think about it more. The way it is you have to sacrifice already ability points don’t think it’s OP at all monk still underpowered
@@dundalisit absolutely is beyond overpowered, tavern brawler is so strong I had to actually make a small mod to remove the bonus to attack and just leave the damage increase because that character rarely missed any attacks, I also had to add a mod on top of that to increase enemy hp (it's called tactician plus on the nexus) just because of how absurd the damage is, it's 100% going to be getting nerfed
1.) Make a Monk in character creation. 2) At level 3 pick the Open Hand subclass 3) at level 4 take Tavern Brawler and make sure to choose the +1 to strength. And that pretty much it! Use Flurry of Blows in combat and just punch everyone!
Good watch, I also enjoyed adding the screaming? singing sword ability for sonic damage. Stopped at the wild magic part since I didn't wanna spoil it. Monk tavern brawler + anyone with the singing sword (add 1d4 sonic damage for every hit), and cleric for warding bond on the monk has been my party synergy recently. Great frontliner, and has resistance (well spread out damage with cleric) to get some nasty punches in.
Meh Charisma I feel is more like a trap stat for alot of players with them being conditioned to think you absolutely must be able to persuade people like in pretty much every other RPG. It's just simply not true in BG3 and only locks you into playing a few classes out of the many available. I love my 8 Charisma monk xD
Yeah seriously with this feat monks are kind of crazy as strength builds. I don't know of any other build that can pump out 35 damage a round consistently with no resource cost. Sure, you are likely going to have to sacrifice either your AC, HP, or your stunning strike since your saves are based on your wisdom, but the damage is there and you can still keep some of your other stats high.
@@beastslayer8729 I'm loving that there is actually a trade off. You get (probably) some of the best sustain damage in the game, but with the trade of being fragile. This is unlike the Barbarian in early access which was both the best sustain damage AND the most durable class in the game.
Hey Aestus, what you think would be the best race, weapon fighting style, weapon type and feats to use to achieve max damage on fighter battlemaster class ? I was considering a half orc for more crit damage + blooded greataxe for bonus damage when below 50% hp but can't take axe with polearm mastery feat so would the damage of blooded axe + prepare would be higher than a bonus attack and opportunity attack when enemies enter in range with a polearm. What class would be the best to boost the fighter damage ? Haste, Enlarge, magical weapon etc... btw how long last Enlarge and does it increase damage ? Or maybe 4 fighter is the best damage comp ? Thx 👍
Two fighters with twin Haste sorc is probably what you are looking for. Either go Great Weapon Master or Sharpshooter at level 4. At level 6 try to max your attack stat. By the time you hit level 8 you should know whether Polearm Master is worth taking (it will depend on loot). You can always respec.
@@Aestus_RPG Don't you think that 4 fighter even without haste would have better damage per turn in total than 2 fighter 2 sorc ? I mean if we go further i can craft a lot of haste potion so i don't need sorc anymore and put other fighters in the party
@@Dragor67 Kinda, it lasts 10 rounds instead of 3. Also, its a refreshable resource, whereas the potions are consumable. Moreover, a sorcerer will bring other really good spells to your arsenal. There are lots of good options for the 4th slot. Anything that brings Bless is good, like Cleric or Paladin. Bard also has really good synergy with Fighters, since Fighter resources refresh on short rest.
feature in question: dextrous attacks: "Attacks with Monk Weapons and unarmed attacks scale with your Dexterity instead of your Strength if your Dexterity is higher." -and it makes a lot more sense to spec dex over strength for monk because dex gives you initiative + extra AC which you need when going unarmoured. so would you basically roll your dex + your str proficiency instead of 2xSTR for attack and damage? Also because of martial arts: Deft strikes monk gets a damage dice for unarmed attacks - so would the druid spore thing work with monk? -
IMO this is not worth it. The monk can use dex in place of strength for unarmed and weapon attacks and is very MAD (Multiple Attribute Dependant for those who aren’t familiar with 5e vernacular). Monks need a high wisdom to fuel monk abilities (DCs and such) and for AC, AND they need high dex for AC and for attacks, AND they need high Con for HP since they are a melee based class. By focusing so hard on strength, dumping Con, and settling for a lackluster Wis, you’ve basically made a melee character that will get hit A LOT (due to low AC) and will get one shot A LOT (due to low health). If you cast spells with Way of the 4 Elements they will be easily resisted(due to low Wis AKA low DC). I mean, at level 5, you have less HP than my level 3 warlock with a modest Con of 14. Hell, a Wizard (the class with the least HP in the game) with a 10 in Con (+0 modifier) has a Max HP of 22 at 5th level. That’s only 1 less than you! And you’re a frontline fighter. It’s a cool idea in theory, but, in practice, it’s a terrible trade-off. Sorry 😢.
Nah, I think its worth it. Who needs stunning strike when you can use all your Ki to do massive damage? Killing targets is better than stunning them. People are saying its also likely you can wear Medium Armor and still use Martial Arts, so you don't need more than a 14 dex, which allows you to grab a 16 Con. Not MAD at all if it works.
I assume it works the same as always, which is just take whichever one is better. In the case you are asking about strength would be better, because it gives you +8 to hit and +8 damage, whereas dexterity is only giving you +4 to hit and +4 damage.
@@Aestus_RPG Tested this out and found some decent min max with some gear from act 2. I am using the "The mighty cloth" clothing which gives +2 strength max to 20. And the gloves of dex which sets your dex at 18 with a +1 attack. Doing this let me respec using your strat but doing 18 str min dex 15 con 8 int 17 wis 8 cha. This gets me at a 17 ac at level 7 soon to be 18 once I do ability boost at level 8 until wisdom. I also have 52 health which is a far cry from the 20s I was in with 8 con.
@@M_Clutchwhere do you pick those items ? seems like I missed them (although they may be in my camp chest I have the bad habit to keep every magic item I find)
Yes you can. You don't need to beat the commander, get shadowheart to command, drop. 55% chance of success and 2 casts. Just make sure your Tav picks it up or it's gone.
I am currently running a MC Monk. Went 1 level of Barb, then switched to Monk. That is giving me slightly higher AC. Running it with 8/16/16/8/15/10. Originally I did the Dark Urge, but plotline drops you a HUGE wakeup that I didn't like so restarted and switched to Human.
@@Aestus_RPG sorry, that was a typo I didn't notice, I meant clunky. The way the game sets up automatic hits for off hand feels a little strange to me. I'm sure you can set it to insert the off hand attack as manual but the UI is a little hard to dig through in my opinion. I also don't like that you can't JUST have an offhand dagger so I have to trade off getting the double strength mod for unarmed attacks or have to put a dagger into a weapon slot to sneak attack but then lose out on the monk and tavern brawler features. I've left the monk unarmed and just using ranged sneak attack but I'm curious how that's going to work with a hand-crossbow.
@@victim8u Its not in the menus. It is your hotbar, underneath the weapon icons. It will says "Toggle Dual Wielding [R]." Its right beside the toggle light source button.
Valid take. That is one reason why balance is so important. That said, I love it when strength is better than dexterity. That is the way Gygax intended it!
@diomedes7971 I'm honestly stunned people are trying to argue this with me. A single build is 1/4 of a composition. You still have 3/4 of your comp to patch the weaknesses of this build. You're worried you will be squishy? Maybe trry casting Warding Bond, Shield of Faith, and Haste on it. That's +5 AC and resistance to all damage. Or maybe itemize for resilience. If you think a +5 to hit and +5 damage is bad because it costs a half feat and strength investment I just don't know what to say. I just disagree so hard.
@@Aestus_RPGThe people saying this may have a point if it wasn't for respecting and some of the stat items in the game (hello 21/23 strength or 18 Dex with an extra attack??? Respec and pick a side.) Or grab the Gloves of Soul Catching (wherever those are) and dab on the haters.
So for a Strength Monk, it's best to keep Dex at 14, dip into something that gives medium armor proficiency and just wear medium armor, would you agree? I feel like Zerker/Monk would be a great multiclass.
@@Aestus_RPGI think you can use martial arts, but you don’t get the movement speed bonus. There may be other unarmored bonuses too. What would you recommend for stat spread? Monk it getting pretty MAD between dex, strength, con and wis
@@toiletbrush69 Nice! Then yes, a Barbarian Monk should be really strong. I don't think Berserker is the right subclass though, since monks already pack a lot of damage on their bonus action.
I am nowhere near that level yet, but it would be interesting to test, what the maximum weight you can move with telekinesis is. It might be that DOS2 barrelmancy is back in this game haha
Lvl 8 Commander Zhalk starts with 150 HP in Balanced, 195 in Tactician. Was planning on respeccing Astarion as a Gloom Stalker Ranger (5 Ranger, 4 Battle Master Fighter, 3 Assassin Rogue) before I saw a Rogue/Monk build (1 Rogue, 6 Way of Shadow Monk, 5 Assassin Rogue). Any initial thoughts as to which would be the stronger build? Do think potions, etc need to be part of the assessments, which I'm looking forward to.
Hello again! I think the Gloomstalker build looks stronger. I would go 5 ranger --> 3 Assassin --> 4 Fighter though, but it probably doesn't matter that much. Monk is looking really strong, but only if you go strength + Tavern Brawler.
Try Str: 17 Dex: 14 Con: 16 Int:8 Wis: 10 Cha: 8 And pick a race that gives you medium armor proficiency. If Martial Arts doesn't work with the armor, than try swapping con with wis.