Check out my other build guides! Paladin: ru-vid.com/video/%D0%B2%D0%B8%D0%B4%D0%B5%D0%BE-RzX1qqR8y-U.html Warlock: ru-vid.com/video/%D0%B2%D0%B8%D0%B4%D0%B5%D0%BE-3aoY6YnCjbI.html Cleric: ru-vid.com/video/%D0%B2%D0%B8%D0%B4%D0%B5%D0%BE-exVHTLL4bY4.html
0:46 correction, heavy armor stops your from raging. Medium and light armor are fair game. Also wearing armor on your barbarian can be a good idea if it has a good effect or if your ac would better wearing it. ex: armor of agility
Caustic Band ring also works for +2acidic damage, and you can leave Callous Ring to another character that doesn't use weapons (like... an Eldritch Blast Sorlock!) A solid variant is also 3rogue/4fighter/5barb, so you can enraged throw twice per turn + your 2 normal attacks. You still have Action Surge for your first turn. So you can throw 5 times on round 1 instead of 6, but you can throw 4 times on all consecutives rounds instead of 3.
Nyrulna or any returning weapon kind of makes the eldritch knight part of the build obsolete, you’re not really casting anyways. If you want to embrace more crits and stay pure fighter for three attacks per round, you could go champion as your fighter subclass, but I prefer barbarian for enraged throw when raging, multiclass into thief for an extra bonus action. Enraged throw will do extra damage, not targets prone, and will be 3 attacks the turn you rage and 4 attacks every turn after that. Also using an elixir of cloud giant strength will let you bump dex and con for unarmored defense.
Early levels of barb are easier if you wear armor since you wont have many points specd into con or dex. Also, its only heavy armor that makes you not able to rage.
You can still rage with heavy armor. You dont get the benefits tho. But the rage abilities still works. I have har bazerker/thief so i throw 4 times every round. Frenzy throw dont have a penalty like frenzy strike, so its pretty good. I miss the old frenzy strike tho .
Hot Tip: you can switch between dwarven thrower and Nyrula by simply unequipping them before you throw. You can throw from your inventory (which will then equip the weapon when it returns) and unequipping doesn't cost an action of any kind.
You don't have to unequip. Just throw. And also I noticed a bug where if I had Nyrulna equiped and I threw for example the Orin's dagger or other weapons they returned into my main hand.
i was doing some testing with this build and have learned the 1-4 firedamage from helldusk can make a good substitute as you can also inflict bleeding on the target. quck note if you throw ANYTHING in camp scratch will want to return it to you and if you pick it up before he can both him AND the owlbear cub will attack the party
For those who don't yet know, you get Nyrulna from winning the Djinni's roulette game at the circus in Act 3 (pickpocket his ring before playing and you will win, he'll send you somewhere and Nyrulna is in a chest next to the portal at the exit)
Keep in mind only the player that takes the roll will go to the place. Once there, all alone, there are monsters you can rush and avoid, but you’ll want a competent lock pick ability to open the chest. If you’re strong enough you can solo the monsters, but avoiding them by sneaking/rushing to the portal is acceptable if you just want the trident and not worried about XP farming.
Me personally, I used an Invis potion, went Turn based Mode and crept around the place, Picking Up some items and ending in the Platform where the Portal + chest with Nyrulna are with, Like, two Turns of Invis left
Good build, now lower that con to 14 and raise your dex to 14, gain 1 AC at no loss of anything. Stat bonuses only increase on even numbers so there is no advantage to having a 15 con over 14.
Fun is subjective. I do find it fun though. Going pure here though is sub-optimal. Adding in war cleric 1, for create water, war priest, guidance, sanctuary and divine favor is a better use of that last level over a feat. War priest actually gets you a 7th throw on that opening round before factoring in consumables.
@@Zelhx yup. though since you can respec there's value in adding it earlier if you dont mind respeccing. basically you only want to be pure fighter at level 4 and 5. levels 1-3 and 6 onwards you'd want that 1 cleric in there.
I was just typing to respond with this. 1 level of War Cleric is so useful for multiple builds and I think too many people overlook it. I also give my Swords Bard 1 level of War Cleric, as it not only gives you the extra attacks and access to Cleric spells, but also contributes to spell slots as a full caster.
@@hametsuj yup. lots of utility too in guidance, thaumaturgy, etc. And yes to respeccing at 11. forgot about that. so basically you want pure fighter at 4, 5 and 11. All other levels are better with the cleric dip.
1) only heavy armor makes you unable to rage 2) your const bonus is often nowhere near worthwhile enough to make it necessarily to not wear good medium armor like adamantine, the only clothing that would maybe be acceptable is the barb spiked armor and you don’t get that till act 2 anyway 3) choosing eldritch knight as a subclass purely for one small effect when you won’t use any of the spells (not to mention it’s a bad subclass) is kind of nuts, there’s a weapon in early act 3 that returns to you no matter what; before this, there is a weapon in act 1 goblin camp that always returns to you that you can use in the meantime; i know he mentions these weapons but he doesn’t mention that they return to you on their own and you don’t need a subclass for it, absolutely not worth it to take eldritch knight. you can also form a collection of random weapons you get off enemies bodies and throw said random weapons 4) you can get perma see invisibility from volo, definitely not worth a spell slot 5) the deathstalker mantle cloak is more worthwhile on a rogue overall very odd video
"Be sure to get the waypoint while you're there." This! I've made that mistake so many times because I was consumed with whatever I was doing, not close enough to the waypoint to trigger it, then left and realized I never triggered the waypoint so I have to take the long way back. First playthru that's a normal thing but once you know where they are in subsequent playthru's you need to remember to do that which I don't always do.
Nyrula also gives awesome CC/AOE magical attacks, and it does a lot of damage as a normal melee weapon. It gives a lot of option for your fighter beyond just throwing. All of the abilities make it the most OP thrower in the game IMHO.
Melee damage isn't exactly impressive, but you're right - this Trident ist crazy strong. It has too much Text for one Singular Item to be Bad, basically
@@MichaelHopkinsProWrestling My full level 12 statblock bonuses explained is something like 22 strength - strength potion from act 2 for +2, +1 from tavern brawler, +2 from stat increase rather than a feat 18 dex from dex gloves in act 2 (i think could be end of act 1) native dex at 10 Con i believe is 14 (haven't played in a few days so I'm going off memory. Int is 10 Wis is i believe 14 Cha is 10 Use bone daddy to respec into strength based once you get the gloves and you're ready to cook
I would not recommend throwing for honor mode build just because there are some major bugs. I've had multiple unique weapons simply disappear completely after being thrown. The homing pike for example doesn't always return, especially if thrown outside of combat. Not very nice if the weapons that you build around just go missing and you can't reload a save.
@@GoldenAfroZZ that happens to me yesterday. I threw Nyrulna to initiate an battle and lose the weapon and had to reload. Too risky do it in Honor mode.
Strong yes, but also one of the most annoying builds imo. Selecting throw and choosing weapon to throw each time is tedious. Weapons not returning when throwing to initiate combat is annoying. Path of throw constantly being interrupted by invisible things is annoying. Subconsciously I started to use my thrower less and less in battle, trying to kill things before I had to use them. It just got under my skin after 50+ hours 😅
Unless it's fixed, throw build is totally useless against the final boss, casuse it's over a chasm, and your weapon will not be able to be thrown cause it will drop into oblivion.
Dwarven hammer in dwarf hands is better then nirylna.And,my opinion,better use shield in second hand.A lot of enemy can easly break 25-26AC,but not 30 AC.
yup. Duergar is arguably the best race for most builds since at will invis is strong (generating surprise is awesome) and the duergar enlarge is non-concen. To say nothing of their multiple advantages to saves and poison resistance.
@@TheDeadb3ar Barbarian 4 for enraged throw, tavern brawler for bonus damage to unarmed which throwing counts as, then monk for more bonus unarmed damage to stack on top. Plus if they get close you can stunlock them in melee if they fail saves.
Throwing doesn't count as unarmed damage. Tavern brawler just works for unnamed and throwing damage. So the additional damage from unarmed attacks from monk doesn't work :/ But it's still great since you can take advantage of the crazy unnamed damage bonus from tavern brawler
@@TheDeadb3ar I mean I'm throwing the trident with 22 strength with enraged throw like every turn. Even if I dont rage I'm still doing loads of damage. The throw manner aspect of my build is more secondary than anything. Sometimes I pick up a mf and throw them at another mf
In a deluge of BG3 content --yours is among the best. Really appreciate your perspective and thoughtfulness but also the editing, execution and delivery. Some of the stuff out there is informative but super annoying to listen to.
always fun yeeting your way to victory. and fun to play with friends who are D&D nerds but this is totally different from any strong build in vanilla 5e. their laughs alone make it worth. @@LordAryu
When I have used bound weapon with Eldritch knight, the weapon loses it's bond for any extra attacks making it not return if thrown multiple times per turn.
Ah I was wondering what was triggering it. I think this wasn’t always the case. I feel like it started after Patch 5, and I’m not sure if it is intentional or some accidental bug introduced with the patch.
Helldusk gloves are better, the fire damage applies to thrown weapons. And I'm pretty sure heavy armor debuffs barbarians in some ways, I'm currently using amour of agility.
What's fun for me was 8Gloomstalker/4Assassin + sharpshooter + pass without trace + extended greater invisibility + dual hand crossbow = stealth killing machine
Get used to "path is Interupted" over, and over, and over, and over... I also hit my party member with the aoe from the trident alot lol. However if played right, that can be avoided.
Isn't it way better to just stay barb, or multiclass? you'll always have more actions that way when you're below lvl 11. also the difference between maxing all your rolls on a crit between the returning pike vs jabber is like 2 points of damage - surely that doesn't justify giving up the extra attacks and switching to EK for bound weapon? barb fighter theif blows EK out of the water and it's not even close.
Im clearly missing something that must be really obvious, so apologies ahead of time.... Why change class? Why not either stay Barbarian or start off as a fighter?
Whenever I throw the jabber, the dagger shifts into my main hand weapon and I need to switch it back after every battle. Anyone else getting this? If so, how do you solve it.
with Dwarven Thrower, does using disguise self before equipping the thrown weapon and then removing disguise let you keep the extra dmg? (similar to Silver Sword of the Astral Plane) or does it go away as soon as you throw?
Its good until the Netherbrain and the throwing weapon just disappears into the void!! Totally useless against the last boss, it must be a joke on Larian.
Since i dont like i need to dash too much, i found some boots that give reververation whenever you inflict a status (which every throw does) would those be good replacement if i dont want to play with lighting charges?
Yeah but where do you throw your weapon against the big brain? I couldn't target it with throws at all and ended up losing my weapon on honor mode. Ended up just melee with my offhand to end the fight.
But if I'm sincerely honest in my humble opinion, without being sentimental, and of course without offending anyone who thinks differently from my direction but rather looking into this serious matter with a perspective distinction and without condemning anyone's point of view, honestly think and feel that I have nothing to say
Just a note for cantrips* never take friends. It is either still bugged or Larian never meant for it to be used on any npc because it can cause the entire grove to go hostile on you. Also at 3:50 wouldn’t dual wielding negate dueling from working? The wording on it means you can’t have another weapon in your off hand, does it not work that way?
I have noticed the death stalker mantle doesnt have you go invis every time you kill something at range as a EK tavern brawler build. I have one I am in Act 3 currently
I noticed that if enemies die to your "cull the weak" illithid power, it doesn't activate the invisibility. I had to turn that power off for my dark urge because he was relying heavily on that invisibility for survival.
@fazaani88 Cull the Weak interacted fine with my Deathstalker's Mantle on the TB Monk run I just finished. I'm pretty sure I even got an invis proc when I pushed an enemy to their death while having the power that deals bonus psychic damage when you make something fall.
I hope someone sees this comment: I'm wondering if this build works well in honor mode. I heard certain things, namely tavern brawler, work a bit different in honor mode. Is this build worth using in HM still?
TLDR: Tavern Brawler works the same in Honor Mode as Tactician as far as I know. The difference in honor mode is that they nerfed Damage Riders treated as Damage Sources (DRS) A damage rider is something which adds to the damage dealt by a source. A rider cannot deal its damage independently - there must be an applicable damage source for it to "ride". The damage added by Hex is a typical example of a damage rider. Damage riders don't trigger other damage riders only damage sources do. In the hex example, the necrotic damage from Hex is a RIDER and the, say, Eldritch Blast that triggers the RIDER from Hex is a Damage Source. However, there are some damage riders which defy the typical trends. They still must "ride along" with a damage source in order to be applied, but when the damage is calculated they are treated as damage sources instead of damage riders. This means that these "damage riders which are treated as damage sources" can then cause normal damage riders to be applied once again as part of the same ability (e.g. attack or spell) which caused the damage. Nearly all DRS(Damage Riders treated as Damage Sources) effects are treated like normal Damage Riders when playing on Honor mode. This affects throwing builds to a certain extent because they got a lot of power from DRS and in Honor Mode that no longer is the case and you will have to adjust the above build and equipment accordingly.
"if you're looking for an extremely powerful build that doesn't require multiclassing, this is it!" ...🤔 Am I missing something bc it definitely seems to require substantial multiclassing
Don’t know if this will be seen but I managed to make a viable dex twf (pseudo)build it took way to much thinking as the problem with twf is getting damage riders. So 1 fighter for twf, warlock 5 pactblade, 4 thief and 2 spore druid cause drs. Stat split after hair mirror of loss 8,20,14,8,12,18 Weapons of choice main hand pact blade trident of waves, offhand coldsnap essentialy doubling coldsnaps elemental damage. Helm of balduran, brood mother’s revenge, dark justiciars gauntlets has all fire ones have reduced damage. Rings strange conduit as hex is helping damage out put even further. Baalist armor or armor of agility.
Lighting Jabber is still strong, doesn't aoe your party, yourself, or friendlies and doesn't require the fiddly micro of Disguise Self: Dwarf for the Dwarven Thrower if you want to just do single target throws. Plus constantly having disguise up can ruin immersion for some players especially in cut scenes.
Actually there is an item build that is much stronger... And more fun... You wanna be a Rogue (obviously) and just go for crit... In Act 2 I think it was is an item that gives you 1d10 bonus damage if you crit... That damage can also crit... And cause another trigger of said effect... Practically its omnipotent... Most I have dealt is 427 to Raphael on Damage tests... But there are spells that allow for easier crits............... So no need for that... Have fun breaking Bg3