User:User837373/Sandbox
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This is a user-operated guide, and follows different guidelines from the rest of the wiki. Ask the user before editing this page. Leave feedback on the Discussion page. |
Introduction[edit | edit source]
- This is for a build that comes mostly online in mid act II, and focuses on heavy ranged damage through multiple attacks in a single turn. It also provides huge benefits for out of combat functions such as Deception check and Persuasion check (particularly useful in act II to avoid many of the hard battles by convincing enemies to kill themselves, and in any act to get out of problematic situations), and Sleight of Hand check which becomes lucrative in act 2 and 3 when used to pickpocket vendors daily.
- This build can be used for Astarion, however, it is more powerful when used on a custom character of the Drow race due to their racial Proficiency .
General Overview[edit | edit source]
Core Mechanics[edit | edit source]
- The primary damage of this build uses Band of the Mystic Scoundrel also provides for efficient crowd control. combined with dual crossbows, multiple actions per turn, and high initiative to deliver devastating attacks. Combining this with
- Because the build focuses on ranged attacks and , maximizing ranged damage, critical hit, and is advised.
- Damage is also increased by adding Acid damage to all attacks, and building upon that damage as well.
- Some of the suggested items require the Absolute's Brand to be fully functional, so it is advised to get the brand from Gut in Act I.
Items and Acquisition[edit | edit source]
The below table outlines gear to pick up in each act, and whether to keep or replace later.
Act | Item | Acquisition | What Do? | Keep/Replace |
---|---|---|---|---|
Act One | Cap of Curing | Found in a locked gilded chest behind a pillar near to where Alfira is composing her song in the Druid Grove X: 289 Y: 488. |
|
Useful for support, but will be replaced later for direct damage modifier. |
Act One | Haste Helm | Found inside the locked chest near the Ancient Sigil Circle waypoint in the Blighted Village X: 32 Y: 403. |
|
Useful for battle movement, but will be replaced later for direct damage modifier. |
Act One | Blazer of Benevolence | Reward for rescuing Volo from the Goblin Camp during Rescue Volo. |
|
Useful for support, but will be replaced later for direct damage modifier. |
Act One | The Graceful Cloth | Sold by or stolen from Lady Esther at the Rosymorn Monastery Trail, just after taking the Mountain Path. |
|
Keep. This is BIS for out of combat functions, and arguably BIS for combat as well. |
Act One | Springstep Boots | Located in the treasure room behind Dror Ragzlin's throne in the Shattered Sanctum X: 296 Y: 71 |
|
Good for mobility. These will be replaced in Act II. |
Act One | Boots of Speed | Worn by Thulla in the Myconid Colony. She gives them to you as thanks for curing her of the duergar poison in Cure the Poisoned Gnome. | Bonus action to gain for Duration: 1 turn.
This condition doubles your Movement Speed and inflicts Disadvantage on Opportunity Attacks against you. |
: Click the heels of your boots as a Good defense and mobility. These will be replaced in Act II. |
Act One | Gloves of Power | Looted from the Goblin Boss Za'Krug in front of the Druid Grove. |
+1 |
Keep. This is BIS for out of combat (for SoH) and only replaced for in combat later. |
Act One | Gloves of Archery | Sold by or stolen from Grat the Trader in the Goblin Camp. |
|
Can be kept or replaced in Act II. This is BIS for ranged damage, but could be swapped for Ichorous Gloves in Act II if desired. |
Act One | Caustic Band | Sold by or stolen from Derryth Bonecloak in the Myconid Colony, Underdark. |
|
Keep this is BIS for combat. |
Act One | Smuggler's Ring | Looted from a Skeleton, hidden in a bush on the lower path following the river, near the broken bridge section at The Risen Road (X:58, Y:512). |
|
Keep. This is BIS for out of combat (for SoH and stealth). |
Act One | Absolute's Talisman | Worn by Priestess Gut. Can be obtained as loot during the Defeat the Goblins questline. |
|
Useful for survival. Can be replaced later for damage modifier, or kept for survival. |
Act One | Amulet of Misty Step |
|
|
Useful for mobility. Can be replaced later for damage modifier, or kept. |
Act One | Shortsword of First Blood |
|
|
Very useful Act I-II but replaced later. (Main or Offhand) |
Act One | Knife of the Undermountain King | Can be bought or looted from A'jak'nir Jeera in Crèche Y'llek. |
|
Keep. This is BIS main hand for entire game. |
Act One | Hand Crossbow +1 |
|
If 2 hand crossbows are equipped, use a bonus action for a ranged attack, and procs an automatic additional attack for every shot of | Replaced later. Get two if possible in Act I. |
Act One | Firestoker | Found in an Opulent Chest in Grymforge in the Dormitory room with the Hellsboars (X:-574, Y:382). | If 2 hand crossbows are equipped, use a bonus action for a ranged attack, and procs an automatic additional attack for every shot of
|
Replaced later. |
Act Two | Marksmanship Hat | Sold by or stolen from Roah Moonglow in Moonrise Towers. |
|
Used for most of game until late Act III |
Act Two | Derivation Cloak | Can be looted from a Heavy Chest (X: -132 Y: -175) in Balthazar's chambers on the First Floor of Moonrise Towers. |
|
Can be kept or replaced in ACT III. |
Act Two | Boots of Brilliance | Looted from a Heavy Chest in the room just north of Yurgir in the Gauntlet of Shar X: -632 Y: -723. | Long rest). | : Play your instrument to restore one of your Bardic Inspiration slots ( Recharge:Keep. These are BIS to ensure an extra use of |
Act Two | Ichorous Gloves | Found inside a metal chest in the storeroom at the back of The Waning Moon X: -253 Y: -71. |
|
Can replace Gloves of Archery if desired. Provides less damage from ranged attack, but procs additional damage from Caustic Band. |
Act Two | Ring of Geniality | Sold by Barcus Wroot at the Last Light Inn if he is still alive. |
|
Keep. BIS for out of combat encounters. |
Act Two | Ne'er Misser | Sold by or stolen from Roah Moonglow in Moonrise Towers. |
|
Keep. This is BIS main hand for rest of game. |
Act Two | Hellfire Hand Crossbow | Can be looted from Yurgir in the Gauntlet of Shar X: -653 Y: -764. |
|
Keep. This is BIS offhand for rest of game. |
Act Three | Mask of Soul Perception | Found in a DC20 locked Gilded Chest X: -33 Y: 20 in Helsik's Room upstairs at the Devil's Fee in the Lower City. |
|
Keep. This is BIS. |
Act Three | Shade-Slayer Cloak | Sold by Sticky Dondo X: -17 Y: 755 in the Guildhall, found in the Lower City Sewers. |
|
Can replace Derivation Cloak for direct damage if desired. |
Act Three | Bhaalist Armour | Sold by Echo of Abazigal in the Murder Tribunal after the player character accepts Bhaal and becomes an Unholy Assassin. |
|
Can replace The Graceful Cloth for in combat if desired. Either could be considered BIS. |
Act Three | Amulet of Bhaal | Looted from Sarevok during Act Three, or given by him upon becoming an Unholy Assassin. |
|
Keep. This is BIS. |
Act Three | Band of the Mystic Scoundrel | Looted from a backpack (X: -1566 Y: -1522) in the Jungle. |
|
Keep. This is BIS for in combat for crowd control. |
Act Three | Crimson Mischief | Dropped by Orin during Get Orin's Netherstone in Act Three. |
|
Keep. This is BIS offhand. |
Gameplay and Combos[edit | edit source]
The primary goal is to deal ranged damage with
and crowd control with illusion and enchantment spells cast as a bonus action.- Spells that work very well for control:
- Keep at ranged distance to avoid getting a disadvantage from your crossbows. If in Melee range, use to get away, or attack with .
- Once fully levelled, it is possible to deal massive damage to a single target by repeated use of . This attack targets two different enemies, or hits one enemy twice. When you have dual crossbows, that is a possible hit of 3 per use (2 shots + 1 offhand shot).
- Combined with additional bonus actions and actions provided by levels within and (respectively), it is possible to perform up to 4 uses of in a single turn. When used against a single target, this can mean between 8-10 shots fired in one turn against a single target.
- When needed, use bonus actions for crowd control after making an attack.
- Each use of requires the use of . At max level, there are 5 uses (4 native + 1 from . The 4 native uses are restored upon a short rest. With this build, these can be renewed 3 times between long rests (2 short rests + 1 from ). This gives a total of 17 uses of per long rest (Without sleeping potions).
Leveling and Progression[edit | edit source]
- If creating a custom character, the recommendation is to use Drow due to their racial Proficiency .
- Place 16 into Dex and 16 into Charisma as both of these will be your primary stats. (Dex for damage, Charisma for out of combat checks).
- Start with the Bard class and choose Guild Artisan for the persuasion proficiency and Fey Ancestry for spell protection.
- At level 3 take subclass.
- At level 4 take the take the sharpshooter Feats.
- Level bard up to 6.
- At level 7 add rogue as a multi-class.
- At level 3 of rogue, take the subclass.
- At level 4 rogue, take the Alert feat for the extra initiative.
- Add multi-class for the last two levels to gain access to
- The build really starts to shine during Act Two once you have Marksmanship Hat, Ne'er Misser, and Hellfire Hand Crossbow
- When out of combat, switch to your out of combat gear for the persuasion, deception, and slight of hand. Before entering combat again, switch to combat gear.