Pro tip for eldritch knight: when you use the "replace spell" function while leveling up you can get rid of an evocation/abjuration spell and take a wizard spell from any of the other spell schools. Just an easy way to stack up more utility spells that dont require DC checks like misty step/mirror image/longstrider
Something I didn't hear you mention is that you can use a returning weapon and bind a different throwing weapon so that you've always got two options for whatever situation. Sometimes the thunder damage splash isn't good for a situation where you're trying to keep something nearby alive, or maybe the thing you're throwing at is resistant to one type of damage but vulnerable to another so you can just throw the other weapon. Once it's bound it can go into your bag just fine, and you can choose whatever weapon is best for a given situation right from the throw menu without needing to waste actions swapping weapons in combat. It's also helpful when the game decides not to return that returning weapon, you've at least got a backup to get you through the fight without needing to physically move all the way to where your first weapon got trapped by a bug.
Final fight you are probably using slashing with phalar, 2h great sword striker, so using hammer and returning spear to switch damage types without action cost helps a lot like during finale
Also worth mentioning that Alert is very important for any throwing build, because there's a bug that prevents weapons from returning to you if you initiate a fight with a throw and you lose the initiative roll to your enemies. The weapon will stay on the ground, leaving you to fight with your fists if you have nothing else to throw.
13:09 tears of joy when someone dips into my beloved war cleric! I think so many people forget it even exists and it has to be the best value single level dip for martials. Also divine favor works for thrown weapons. A 1d4 radiant buff isnt exactly game changing but it can be helpful in Act1 when you have less gear/ concentration options.
Throw Fighter Summary (For when you need a quick reference while playing the game) --- Initial Bug Warnings via other comments: Do not throw during the last fight of the game, your weapon will go to the void. Do not start a battle with a throw unless you have high initiative or your spear will stay on the ground w/o returning. Do not end turn before your weapon returns to your hand, sometimes the game takes a while to teleport it back into your hand. --- More versatile than Throw Barbarian because you have spell access and with bound weapon you can throw any "thrown" tagged weapon, not just the couple of magic returning spears --------- [Lv.1] Lae'zel is the token fighter of the group and will be the choice here Tav Races: Wood Elf/Half Wood Elf for Movement speed, Halfling to reroll 1s, Gnomes to reroll saving throws, Duergar to be invisible Fighting Style: Defense for AC (recommended) or Protection if you plan to use a one handed/versatile thrown weapon and hold a shield Abilities Points: STR 17 DEX 14 CON 16 INT 8 WIS 10 CHA 8 [Lv.2] (No Decisions) Action Surge (dont throw yet, play as normal fighter) [Lv.3] Subclass: Eldritch Knight Weapon Bond: At the beginning of your day, click bind weapon and it lasts until long rest. Allows you to throw your weapon and have it return to you (personal note: DO NOT FORGET TO DO THIS DAILY. Get in the habit of doing this at the same time you give your party longstrider, find familiar, etc) Cantrips: Non damaging cantrips bc your INT is trash. Blade ward can help you tank, Minor illusion is good on one character in your party for distractions and to group enemies before you hit with an AOE. Ray of Frost can be used solely to freeze puddles and hope for enemy to slip (not mentioned in video: Mage hand is good for one person in your party) Spells: Shield (mandatory, will be your most used for this slot), Magic Missile always hits regardless of your INT, Protection from Evil and Good (nice concentration spell to self cast) Expanded Spell List: Longstrider (MANDATORY for one person in your party to have this), Fog Cloud helpful for stealing and hiding inside of for enemy phase, enhance leap is useful for crazy high jumps, (not mentioned: expeditious retreat is a nice bonus action dash, Find Familiar is always a fantastic out of combat free ritual) [Lv. 4] Feat: Tavern Brawler, choose +1 STR. This will massively increase your accuracy and double your STR modifier to +8 Spell: Magic Missile or Protection Evil and Good NOT MENTIONED: Replace Spell allows you to replace one of your current Eldritch knight spells (limited to Abjuration and Evocation spells) for a spell from ANY wizard spell school (of spell Lv1) which massively increases spell options. Look into his Spell Tier lists if you need help in deciding on replacing out your spells to access the full wizard list [Lv.5] Extra Attack Ceph mistakenly says no need to use replace spell, you can look to see if it is worth replacing a spell with something from the full lv1 Spell list [Lv.6] Take 1 Cleric Level (Fighter Lv.5 / Cleric Lv.1) Domain: War Domain. Subclass feature allows you to throw a weapon and expend a bonus action instead of action 3x a day. Cantrips: Guidance (every party should have 1-2 Guidance), Resistance, Light (useful for one person in party to have) Spells: Bless is useful for one person in your party (can prebuff before starting combat), otherwise take healing word or create/destroy water if you're abusing the wet condition [Lv.7] Take 1 Fighter Level (Fighter Lv.6 / Cleric Lv.1) Feat: Alert (initiative is extremely important in honor mode) [Lv. 8] Take 1 Fighter Level (Fighter Lv.7 / Cleric Lv.1) 2nd Level Spells: Darkness if you have immunity to blind on your party to abuse magical darkness, No other spells are helpful, chromatic orb just to freeze the ground maybe? NOT MENTIONED: Replace Spell allows you to replace one of your current Lv.1 Eldritch knight spells (limited to Abjuration and Evocation spells) for a spell from ANY wizard spell school (of spell Lv1) which massively increases spell options. Limited to Lv1 spells at this level [Lv.9] Take 1 Fighter Level (Fighter Lv.8 / Cleric Lv.1) Feat: Ability Improvement +2 STR Expanded Spell List options: Misty Step (recommended), Invisibility, Blur NOT MENTIONED: Replace Spell lets you now swap in Lv. 2 Spells of any Wizard School. Chromatic orb from the previous level is nearly useless, check replace spell for something better [Lv.10] Take 1 Fighter Level (Fighter Lv.9 / Cleric Lv.1) Indomitable: reroll failed saving throws Replace Spell skipped by Ceph, use your own judgement. Can swap in Lv2 spells [Lv.11] Take 1 Fighter Level (Fighter Lv.10 / Cleric Lv.1) Eldritch Strike is useless, never cast offensive spells Cantrip: Whatever cantrip you think is most useful to you (ray of frost to freeze puddles, mage hand, friends, dancing lights has some weird uses) Spells: Skipped by Ceph Replace Spell: Skipped by Ceph [Lv.12} Take 1 Fighter Level (Fighter Lv.11 / Cleric Lv.1) Improved extra attack (3x per action!) Spells: Really doesn't matter Replace Spell: Skipped by Ceph (look for any utility spells are more useful than what you currently have) --------- Don't waste your actions during combat doing anything except throwing your weapon and doing raw damage Items: Any Weapon with the Thrown Weapon tag (dont forget to bind weapon daily), Ring of Flinging, Basically the strongest armor, shield, gloves that give additional damage, etc
Laezel-Eldritch knight is my favorite warrior build in this game, so I'm looking forward to trying this version in a future playthrough in order to try something a little different. What I love about the eldritch knight vs. barbarian is that you get the weapon pact at level 3, so I feel like that helps you to be less constricted in your weapon choice. That said, I'm trying out Karlach in my current playthrough and I am bored out of my mind with a basic beserker build, so I've been experimenting a little with throwing. Very much looking forward to your berserker throwing guide!
As an electrician who works a lot and has kids I really appreciate all the effort you put into these videos I just don’t have the time or willpower too figure all this out but I do enjoy the game a lot. Thanks man!
Same. Electrical engineering tech working with DC all day. I really enjoy the Lightning Lord build since it seems storyline appropriate for us. Chain lightning is the most satisfying spell to cast in my mind. Though what our party really needs is a Dungeon Safety Manager because the way casters use lightning is very, VERY unsafe.
Thanks for this! I was pulling my hair out as to exactly why I was able to 'throw' my Githyanki Greatsword I got from Sarth but the damage was so low. Then I noticed it was only doing Bludgeoning damage and it clicked. Very cool that the game still lets you thrown 'non throwing' weapons in a pinch but just modifies the damage accordingly.
My man, I have to say.....this was so well done I have to sub! I was looking for some decent honour mode builds (and I was hunting for one using throwing) and yours is the FIRST I've seen use a fighter. I wasn't too sure about it, but you explained really well (thanks for that as a new player to Baldur's Gate by the way) why you were taking everything when so many others just go "this is good, take it", it honestly helps so much, so thanks! I will definitely be keeping an eye out for your upcoming videos!
This is the best build ive seen for a figther. I am in my first play through in honor mode. Already in act 3 using this fighter in my party. It starts slow but by the time you are in act 2 and get to use darkness with the blind immunity ring you brake every fight.
Something worth mentioning is that you can use a lvl 3 EK hireling to bind a weapon, then have them leave the party and transfer the weapon back to your thrower. Opens up the possibility of going deeper into the barbarian tree and still having the flexibility of using multiple different weapons It's a bit of a pain in the ass to do every long rest, but that same hireling can be multiclassed into a transmutation wizard for double alchemy+transmutation stone, or cleric for aid/feast. Not really worth the hassle in tactician, but in honor mode, why not lol
Nyrulna is such a damn stat stick its probably the best weapon in the game for 1 handed + shield even if you are not throwing it lol. This thing is just so much better than like all the other versatile weapons.
I like the dip in cleric because if that fifth attack with the warpriest charge would not finish off the enemy, you have the option to just end turn with sanctuary.
I havent seen the video yet but I just wanted to say I rly like ur videos. As someone with wayy too many hours in baldur's gate 3 (600-700 depending on afk hours) I can tell you put in work for this.
At Fighter 7 the correct second spell to pick might in many cases be Shatter. Works for the eyes in Act 2 around this level. They are vulnerable even if they save.
great video. really appreciate the way you elaborate deeply on BG3 builds 🙂 two things though i am missing here is on the one hand the possibility of going for champion subclass instead of EK and the very short gear section on the other hand. maybe i am wrong on this since i am not the most experienced BG3 player but in a party where your thrower isn't depending on utility and protection spells like longstrider/shield/etc going for the extra crit chance seems reasonable. ofc if you use a weapon like the lightning jabber you need to cheese bound weapon with an EK sitting in your camp bounding the weapon for your and i understand that some people don't want to do stuff like that. but still i think going champion should be mentioned as an option. and about the gear section... i think you could mention more options here than just tank stuff. in some partys your thrower don't need to be a tank and can go for pure offense dual wield + crit gear + bhaalist armor. and the dwarven hammer earns being mentioned as well imo. since even as a non dwarf race character you can just use disguise self as dwarf and use it without handicap. oh man i really like your channel. keep up the good work 😉
@@KittyPozer It's not an effect mentioned in the game. The final boss is floating with platforms floating around it that your characters are located on. My guess is because there is no ground under the boss, the weapon will never hit anything and the re-equip will not trigger.
I played honor mode and threw my dwarven hammer to switch to crushing but it died to fall and didn’t return. But if you aim right like with my 2nd try returning spear (at apex of brain) then it won’t fall and will return.
the arcane lock slander made my jaw hit the floor. what about trapping Raphael outside the boss arena and taking your sweet ass time destroying the pillars
I currently have Karlach spec’d as a Barb thrower a la Hulking Hurler build. Definitely respec’ing her into this build. Heavy armor, weapon bond, more nova damage, *AND* bless/darkness seems like a no-brainer. *edit* AND more feats! 🤯
bro, I'm soooooooo dumb! i didnt realize giving her the strength potion from the blood girl in act 2 before taking the ability improvement would make a difference but now i have egg on my face 😅 guess im taking alert level 9...
TIL about “bound accuracy”, but this is exactly what I feel wrong about my throwing barb at the beginning of my act 3 first playthrough. I'm constantly having 90% chance to hit with disadvantage. I mean I take it, but I constantly feel I should not have 90% chance to hit with disadvantage all the time.
Yeah - Larian changed Tavern Brawler from how it works in tabletop D&D, and to be honest they did not do a very good job. It's too much more powerful than the other options - I was hoping we'd see it fixed for honour mode! That and "wet" doubling damage are house rules for bg3, and surprise surprise, that's where the most broken builds come from. Funny how that works!
yeah bounded accuracy doesn't really apply in bg3. I assume they modified some of the baddies to account for this as well but it only seems like they did that to a point.
Replacing spells at each level up to get the ritual mobility spell trio of enhance leap, feather fall, and longstrider really helps out the other spellcasters in the party. A standard eldritch knight isn't going to be using any damaging or save based spells very well, taking all the utility spells and using your spell slots almost purely for shield is very strong. Then there's the benefit or spam pre-casting enhance leap and feather fall before combat to be a superhero jumping around everywhere with no consequences. Eldritch knight is definitely a slept on subclass. It has is it's own niche amongst the subclasses even without leaning on thrown weapons combo'd with bound weapon.
Yea bro I am using an eldritch knight right now for my solo honour mode run and it's amazing lol the only fight that gave me trouble is myrkul this bastard near ended my run but eldritch knight is not talked about enough
Nope! Only one character needs it - it's a ritual spell, so doesn't take spell slots to cast out of combat; the use is to just cast it on everyone at the beginning of the day
Is there a way to make Laz'ael throw her weapon without me breaking my finger from scrolling the mouse wheel? She has quite a lot throwable stuff in her invertory, backckpacks with explosives, potions, granades,... I always need to scroll a lot until I get to her weapon.
did this build and theres sometimes a bug that wont return the weapon sometimes even when its bound, ive found it only happens when you open combat with a throw so i always do a bow attack first
Hey, any chance you can mouse over all the gear you have equipped in these videos, just briefly? I’d like to see what pieces you have in each slot to see if they’re contested by my other party members
Not sure what is happening but my weapon only returns sometimes i stead of everytime and its kinda getting annoying. Using the returning pike currently sonce in act 1 but also when i bind another weapon as well it doesnt return everytime as well.
Been following your builds for a while, love them to death ❤! Hope it doesn't bother you if I ask what mod are you using for Lae's face? She looks way smoother 😍
Thanks so much! I'm afraid I'm not using any mod for Lae'zel - it might just be that I have the graphics set on medium because otherwise the recording is laggy.
point to remember gear that adds damage to unarmed attacks actually work on this build because once you throw the weapon, you're unarmed, until it returns.
Both builds have room for a dip in the other class also, for a berserker barbarian i would be going barb 5/6 into rogue 3/4 which means you are level 8 or level 10 and in both cases can grab action surge. Similarly with this fighter build you could go 5/6 then instead of dipping cleric you could dip 3 into berserker barbarian for the rage and bonus action throw and by level 11 you could have the thief bonus actions as well. Your build spikes a lot quicker though reaching close to full strength by level 6.
The barbarian build can dip, but I would avoid it on the fighter build - the extra attack at level 11 is the best possible feature for this build, so you really want to stay in fighter almost all the way.
Some questions applicable to any of your thoughtful builds - is there any downside to specializing so much into one style of play? E.g., if Lae'zel is specialized to throw things, is there still any value to carrying a greatsword? Is there ever a time that you would consider sacrificing a bit of specialization in return for more versatility, or is versatility not that useful in most builds?
Most of the weapons you'll be throwing also work very well for hitting things in melee if the situation calls for it! I usually wouldn't switch it out since throwing is so powerful, but the times when you do need to you definitely can (maybe you got trapped in a corner and can't get out of melee, for example). Generally, spellcasters bring versatility and martials bring raw power, so in these builds I don't think you'll usually end up changing the playstyle that frequently, but for the rest of your party you want a wide array of tricks. Since you have four characters, you can also have them cover for the holes in each others' playstyles.
I'm one of those weirdos who is generally against multiclassing (for myself, only, I don't care about what others do. :) ). **H O W E V E R** Because I love the idea of rp'ing a version of Lae'Zel going out of her way to troll Shadowheart by being a Selune worshipping Gith Cleric, I might have to try it, if only with this build, even if I end up respeccing back into pure Eldritch Knight Warrior later.
I’m trying to do the Elixir build, I’m running low near the end of act 2. Wish me luck! Also, I wasn’t sure what to take for my third since the video doesn’t say. I did the ability improvement for constitution. I figure more health is good?
Yes! Karmic dice tries to keep things balanced, so if you have had a lot of lucky rolls in a row it throws a few crappy rolls your way to balance things out. I prefer the pure randomness much more than having the machine artificially mess with my rolls in the background.
I personally play with them off, but my advice is to do whatever feels more fun to you! Karmic dice basically try to avoid long streaks of hits or misses, so it will change rolls if you've experienced too many of either in a row. It can help avoid frustration if you find yourself getting annoyed at strings of bad luck. I prefer my random numbers random, so I've got them off, but lots of players will have more fun with the rng smoothing.
Its a great build.....but i quickly found out that i hate how throwing plays. Click throw, select weapon, select target....now try to line up the arc so it doesnt get interupted... I soon respecced :(
I must be doing something wrong. The only way I can get a character to throw a weapon is to open the character sheet and right-click on the weapon icon and select ‘throw’ from the drop down. Is there an easier way?
he's actually done an eldritch knight build! you can find it with the title The BEST ELDRITCH KNIGHT in Baldur's Gate 3 - Fighter / Lae'zel Build Guide i've used it in my gameplay and really liked it!
Isn't monk at a similar power level or maybe slightly better coz of its ability to make enemies prone and stunning strike the big bads Point being it can be a decent thrower But at melee range it can end flights on its own
@@chipskylark5500 all monk with 1 level in war cleric for bonus action attack Then you could go rogue thief and fighter for action surge, the usual suspects
I tried this build at level 6 and not super impressed by the damage honestly, might need a really good thrown weapon such as Nyrulna to feel effective. I have another party member as great weapon fighter doing more damage with a crossbow.
That seems extremely unlikely to me - are you using a weapon with the "thrown" weapon property? Check the bottom of the weapon info for its properties.
@@Cephalopocalypse It's doing 1d8+4 (that 4 being from tavern brawler). The crossbow is 1d10+3. I figure the issue is the thrown weapon here, so I'll be trying again after I find a better one.
So if you have tavern brawler and 18 strength, you should see the weapon doing 1d8+8 (or whatever the damage die is - a nonmagical handaxe should be 1d6 for example) - tavern brawler doubles your strength bonus to hit and damage. They're listed separately in the combat log so that might be part of it. You'll also hit much more frequently, because tavern brawler also doubles your strength bonus to hit.
wait, which encounter at lvl4 is particularly suited to magic missile? I have played through the game already so you'd not spoiler me, I'm just bad at recognizing ideal spell opportunities.
@@k4zzaa it's auntie ethel. she makes fake clones herself in the fight and you can attack all the clones with one magic missile which makes the fakes disappear.
still 3 each if you don't action surge. gotta rage on barb. then action surge lets fighter take the lead. edit. and thats the point to 1 war cleric dip. its a BA throw basically
True! Or rather, 4/3/3/3. Endgame you can have 5/4/4/4 with barb/fighter/thief, compared to this build's endgame of 7/4/4/3 - though with that much multiclassing you only get 2 feats. I'll cover this in more detail in my upcoming barb thrower guide!
So here's my question. If you're gonna make the best character you can possibly make then what difference does it make what "mode" you're playing? I hear the argument that the stakes are higher in Honor mode. Why not always create characters as if the stakes are that high and always get the best possible character regardless of the mode you're playing? Is there an argument that a fighter should be less capable in easier modes?
Honour mode basically just means that defense is more valuable than offense. If you have a character with greater offense, you can potentially clear the encounters on normal modes easier and faster, even if you die a few times getting unlucky. In honour mode you're dead when you're dead. So having worse offense is a good deal to compensate for not having an as high chance to die. Ofc there are also a few differences like honour mode bosses having legendary actions, basically some sort of an ultimate, and some balance changes, like haste giving you an action in normal mode (meaning with fighters 3 attacks per action, haste gives you 3 attacks) while in honour mode it just gives you one attack
You're probably going to be putting at least 100 hours into a single playthrough, so it totally makes sense to make you're character however you'd like and have fun :) The thing about Balder's Gate though is that it gives you the most overpowered ability in all of D&D. That is the ability to save and reload. When you Honor Mode takes that super OP ability away from you, you really gotta compensate with a powerful and near perfectly built character if you want to survive
@@CafeenMan some people enjoy roleplaying and making choices that fit the character they've created, even if they're not the most optimal in a game mechanics sense. Not having the most mechanically strong character and getting through the end of the game is easier if not in Honor Mode. Also some fun combos are not technically optimal/are very high risk/high reward, and can waste a lot of hours if done in Ironman
thrown weapons are the whackest from of gaming and yet every single one of your builds is a thrown weapon build...do you have a thrown weapon build for gale too?
I am playing this class right now in non-honor mode and there is a bug that is infuriating. If you throw your bound weapon at an enemy before combat starts, it will often get stuck and not return to you. This has already happened to me multiple times before level 4 to the point that i am starting combats with a different weapon so my main weapon doesn't get stuck across the battlefield.
Played a throwing berserker. It was hilarious whenever it worked and utterly infuriating when it didn't. The amount of times I've screamed "INTERRUPTED BY WHAT?" at my screen, I can't even count. Even in the very final fight. But there is something very satisfying about bowling one enemy into another.
This is exactly the answer I was looking for in my new durge run! I dont like to have too many front liners- already using two others- and I didnt have a clear guidance user yet. Thank you!
Damn, I'm just getting to end game on first playthrough, and I had no idea fighters get 3rd attack. I'm thinking now, what is the point of barbarians on level 11 and 12? What benefits do barbarians get that could possibly outweight having one less attack?
Read the bg3 wiki. Barbarians are like tanks. They have damage resistances while raging, and they can give enemies incentive to attack them. Berserker Barb can make a bonus action attack from level 3, basically giving the Berserker 3 attacks at level 5. Tiger-Wolverine Barb can sweep attack up to 3 enemies every turn and stop them from moving. At level 11 if the Barb is reduced to 0 hit points instead of downed they get 1hp back once per short rest, allowing them to survive where others would die. Barbs also move faster if not wearing heavy armor, get bonus AC while not wearing armor, can have advantage on attack rolls at will, get better initiative, can't be surprised, get extra damage on critical hits, have advantage on DEX saves against traps, surfaces and spells.
I know you won't have it for the whole game but it seems a little weird to pick something for pact bond and then just use a weapon that has returning built in. Seems that by the time you have Nyrulna it'll be worth a respec? unless the fighters extra attacks still makes it better, but even then champion or battlemaster might be more useful once you have Nyrulna
You *could* swap to another fighter subclass once you have nyrulna, but there's really not a lot of reason to I think. Battlemaster is normally great of course, but maneuvers don't work with thrown weapons thanks to the way they're implemented, and Champion just doesn't get anything nearly as good as access to Shield, Longstrider, and Misty Step (among others), so even if you ignore the weapon bond EK still comes out ahead.
It’s too bad we don’t have the Throwing Fighting style from Tasha’s. At least we can throw from inventory without the fighting style, but a free acidic band would be nice!
A one-level warlock dip for Hex is actually pretty reasonable here! I'd avoid a 2-level dip even though devil sight is extremely powerful, because we're so heavily incentivized to get fighter 11 for the 3rd attack, but trading a bonus action attack 3/day from war cleric for an extra 1d6 on every attack is honestly pretty good! You the other cleric utility, but get slightly more consistent damage at the cost of some burst. The helmet that gives Hunter's Mark could also fill the same roll. Good call!
So I just had my level 7 Eldritch thrower take down the Bullette in the Underdark in 1 round in Tactician. Gale cast haste, then 7 throws of the Pike of Returning later and it was down. Truly OP
To have it said: arcane lock can help trivialize one of the more annoying and difficult fights in act 1. Donno if it comes in handy in following acts but it comes in clutch around... level 5 or so.
Really like your vids. Just wanted to share a little thing I´ve been doing in my recent runs, where i reskill a character in my camp into a 1lvCleric/3LvBard(CollegeofLore)/1lvRogue/2lvWizard(Transmutation) so they have a Medicine Proficiency Bonus of +11. If you add Guidance to that, you basically only fail the 15 Medicine Check needed for the Transmutation Effect, if you roll a one. Long story short you always get 2 Potions instead of one. Its not anything usefull for fighting, but saves a lot of money especially in the lategame, because every ingreedient doubles in value.
The issue comes down to the fact that although if needed a eldritch knight can throw up to 9-13 times, a throw barb's enrage throw does twice even three times the damage an eldritch knight can do in 3 throws with still more throws to spare. That's why a throw barb at max can clear a room and an eldritch knight is kind of useless in principle. After all you throw in the cleric dip somewhere in a throwbarb build you got what the eldritch knight has but with more damage output. The only thing going for eldritch knight is the fact it can be tankier and use magic using strength as a stat but when the spell slots are so little and majority of the magic gear is suited for a sorc/wizard, it would be hard to make eldritch knight relevant. That being said, I could see it sort of working as a sort of heavy armor magic user setup but it would likely require unusual choices that would synergize with the build.
Your claim is that a throw from a barbarian does 9 times the damage of one from an eldritch knight? I'm very interested in how you arrived at that number!
@@Cephalopocalypse ok read carefully I said 2-3 times the throw damage from an enraged throw that an eldritch knight can only achieve in 3 throws. That's called a trade off for being tanky which is respectable but when an encounter favors ending the fight ASAP is where EK is weaker than it's barb counterpart.
@@MarkFin9423 Odd choice to be rude about this, especially because you clearly wrote "3 times the damage an eldritch knight can do in 3 throws," which means 9 times what it can do in one throw. Regardless of what you meant to say though, you'll get better results if you try to be polite!
@@Cephalopocalypse ok have no idea where your getting 9 times from or how your assuming I am being rude. I simply said an enraged throw does 2-3 times the damage dealing an eldritch knights entire turn of damage pre action surge with more throws to spare and an action surge. People are allowed to like their builds. However, I just think eldritch knight is just the weaker of the two thrower builds.
@@MarkFin94233x the damage of an EK's whole turn is the same as saying 3x the damage of 3 attacks from the EK, or in yet simpler words, 9x the damage of one EK throw.