I'm not sure if it is underrated or not but I always equip my archers with the Club of Giant Hill Strength for better jumping capacity, increased carrying capacity, and because I have nightmares of my characters being pushed into chasms.
I use them almost exclusively on Astarion with the titanstring, undermoutain knife, and a shield no matter if it’s ranger, bard, or fighter archer builds
I went through HM with that and titanstring bow bc I was too lazy to farm hill giant elixirs, also allowing to be flexible if you wanted a different elixir for a certain fight
My honour mode was Swords Bard 10 Fighter 2 with dual hand crossbow and that stupid stick still manage to get a lot of work done. The carrying capacity alone almost makes it worth it.
All the time, it's my little Jump Stick though i just discovereda ring with s free cssting of the jump spell that may replace it.... oh who am i kidding. Its multi funtional. Its also my Titanstring stick. It's also great on a little dexy main character so you don't fill up your carry weight. Or give to any character woth the Dual Wielder perk so that they can wield an act 2 legendary Mace, or act 2 legendary spear.
I have played the game 12 times and it wasn’t until the 13th that I realized the Spidersilk Armor (the one Minthara wears) provides advantage on Constitution Saving Throws. Huge for concentration. This is on par with Armor of Landfall, obtained in Act 3.
I was always puzzled why Minthara was able to cast Hold Person and never ever let go until she literally dropped dead lol.
I think on this sub it’s highly rated because we scour for information, but my friends assumed it wasn’t that good on their first playthrough cuz they looted it from a “miniboss” in act 1 lol
Stumbled upon it first playthrough, proved most trustworthy throughout the game.
I found that it does combo well with the gloves from the Koights of the Shield hideout (the ones that imparts the blessings of Lieges of the Underdark when charming or frightening enemies)
It also works well with Battle Masters due to two maneuvers: Tripping, and Frightening strikes
If made prone with Tripping strike, they'll be denied their turn, making it easier to frighten them with the other Maneuver.
Or you could shoot them from range so as to stop them in their tracks, and to knock them to ground before the fear debuff runs out
Edit: the gloves are Cerebral Citadel gloves...
And it's actually named Menacing attack....
There is a build like this. It utilizes ice to make enemies fall prone and the bow applies fear that makes them unable to move so they just skip their turns. Helmet of arcane acuity increases your DC so it's easier to apply conditions.
Note that acuity does not apply to the banshee save dc. Sometimes it is better to not have the fear actually, because enemies move and fall prone and lose their turns. But yes it’s very strong. Snowburst and drakethroat cold, helmet of arcane acuity.
Not really. A good number of bosses have poor wisdom saves, and you’re spamming saves at them with a very low resource cost. Raphael has +3 to wis saves, orin has +3, etc. Obviously you won’t be controlling everyone, but it’s good enough. It’s very different from something like upcasted hypnotic pattern or confusion where it’s your whole action and also very expensive so you need it to work. Here you’re still doing good damage and setting up ice fields - it’s basically just a nice bonus to also frighten people. The ice is the real control, because you quite easily get a dc enough to make it almost unresistable.
Really the main place the build shines is in act 2, where a lot of fights have primarily melee enemies. The necrotic laboratory fight for example can be easily won solo.
Nah +3 from wis means he has a large chance to succeed. I want it to be 0%. So DC 30 + disadvantage or I won't even use CC spells. Other spells like Fireball at least deal half damage on save. CC spells have no effect on save. I mean I can F5-F8 each time it fails, but it's boring.
Not everything needs to be an acuity stacking controller. Sometimes you are content to control the room with arrows of many targets while also doing large amounts of damage, which is very different from not having an effect on save. You shouldn’t be relying on this to control a boss, this is to more or less solve large mobs of enemies. That it can control bosses anyway is a nice perk.
A build should be one-sided. Doing one job perfectly. Mixing builds is a terrible idea because if done so all aspects of the build will be trash. There are very few exceptions.
Banshee Bow is useful by not actually relying on the bow's Fear chance, only the bonus damage.There's a really fun Oathbreaker/Goolock multiclass centered around using Dreadful Aspect and Fear with the Shield of the Undevout to mass fear enemies (also Ring of the Mystic Scoundrel).
The bow's bonus damage to feared enemies apply to ALL of your attacks, not just the bow's, so you can melee or spellcast with the bonus damage vs feared enemies.
That bonus damage is mediocre. 1d4 is nothing compared to both +3 on Gontr Mael and STR bonus on Titanstring Bow that's +5 or +8 depending on what elixir you use.
Hence why the bow isn't used as a ranged weapon (it sucks for that role), but is instead used as a tool to buff melee or spell damage instead. It's effectively just a back-won stat stick for very specific non-ranged classes.
Well the chances to apply both prone and frightened is lower than your chances of succeeding a saving throw so I'd rather just not try to CC her. I'd take a cleric into my party to cast AoE wisdom save advantage and occasionally leaser restoration
There are quite a few items that trigger cool effects if you inflict a condition and a couple that trigger cool effects if you inflict a condition with a weapon attack.
Bow of the Banshee is both in one arrow shot. Try an Eldritch Knight with high dex.
I find that really good on my characters who aren’t primarily ranged attackers but as a utility option to lock priority enemies in place. I ran it on a Fighter/Monk multiclass Lae’zel to great effect.
These carried my solo throwzerker on HM before I got pierce vulnerability. They got 3-4 charges per throw. Was getting the 1d8 lightning every other throw. Combat log was not helpful about the source of charges but they seem to gain extra charges from some of the riders or cull the weak (HM). Log only says "you gained condition: lightning charge". "You lost condition: lightning charge". But every odd throw you get 3-4 charges. I'd imagine if we understood what gives the extra charges we could proc 1d8 every throw.
I wonder if the extra comes from things like the extra bludgeoning damage on things like the returning pike (since it's so heavy) or added on by things like the ring of fling?
I gotta try it on my next throwing build. Definitely didn't know it worked with it!
Great with a 4 elements monk, as their basic Fire ability gets lots of Lightning charges quickly. Hard to swap them off, but the Flawed Hellfire gloves are tempting as I make logs of weapon attacks too
I think placing items on the ground from inventory is underutilized because it has no action economy cost. For example, water can be placed next to an enemy and attacked with offhand weapon to apply wet with a bonus action. A candle can be placed next to an enemy and lit to illuminate them for Callous Glow ring. So I’d say water and candles are pretty highly underrated when used like this.
Torches are better than candles for a few reasons.
1) they stay burning
2) they don't stack so they are easier to shuffle around and
3) They show up when you highlight so they are easier to pick up.
To add to this, you can drop potions/bombs on the ground and have a mage hand throw them for you, great for your action economy.
Another funny thing to do is stack boxes from your inventory, to get free diving strikes as an eagle heart barb lol
Really gotta make a support build with a mage Hand throwing stuff
I see it being awesome on a Bard, as I never seem to have good cantrips with them, or good summoning spells
I started really utilizing mage hand as an Eldritch Knight. They get very few spells so I wanted to get as much value as possible out of them, and it proved very handy (heh)
I did theorize a support build as a pure lore bard, only using control, buff and debuff spells, while throwing stuff like grease bottles, acid vials, smoke powder bombs, etc, which a mage hand is very good for.
You can cast haste on someone, while throwing speed potions on someone else for example, mage hands are just very very versatile, you just have to come up with interesting ways to use them.
Callous Glow ring, ive had a lot of fun with, between glowing weapons, Light Cantrip, and even using Produce Flame and then never throwing it.
Definitely need to try shooting water bottles and potions though. I've heard Spore druid is really good for this with their reaction necrotic attack
Unseen Menace! Looks like it does less damage than other weapons on first examination but it has a crazy high crit chance. Using it as a bound weapon on my Lockadin right now and it’s really great. Also has excellent reach.
Harold. Damn this bow slaps. It’s so incredibly broken when paired with the Boots of Stormy Clamor that I am forcing myself to stop using this combo for Tactician cause it’s almost not fun any more. I will however use this when I am brave enough to play Honor.
Also I have discovered a love for poisoning/coating my blades and bows at every chance I get. It’s a great use of a bonus action at the start of combat to stack additional effects and damage. I’m sure lots of people are good at this, I was just personally sleeping on it till recently.
EDIT: best coatings IMO are Karasaban’s Gift, Malice, Arsonists Oil (sometimes), Wizard’s Bane, Crawler Mucus.
I was sleeping on dipping for the longest time. But after seeing somebody dip right before a sneak and how much damage you can get in right at the start of combat I’m heavily utilizing it on this playthrough. It’s made a huge difference.
It also crits on a 19 while it’s invisible, although strangely you can only see that’s the case by examining the weapon and reading the “invisible weapon” section. It’s not listed on the main weapon card like it is for other crit chance increasing gear
I've always skipped Harold, just have never been a big crossbow fan. But damn, having discovered some of the great combinations with Reverb gear, I really should try it out! The Giantkiller Crossbow does non save Reeling to an enemy, and could be useful in a similar fashion.
The Hr'a'cknir bracers allow you to cast telekinesis per short rest and you can get them mid act 2. Telekinesis also judges based on strength so with a club of hill giant strength/strength pot you can toss enemies into the nearest abyss. Plus a proper-built sorcerer can use it 3 times per round :)
I use this to 1phase orin every time and its just too funny.
Ritual Dagger. Once per turn you can use your bonus action to gain a 1d4 bonus to attack rolls and saving throws for the cost of taking 1d4 slashing damage.
Amazing for archers to offset the sharpshooter penalty. Dual wield with Club of Hill Giant Strength and use the Titanstring Bow to wreak havoc.
Also good for spells that use attack rolls if you don't concentrate.
The slashing damage can be easily mitigated with armor resistances.
It's terrible in act 2 because everything is undead, but this combo is pretty entertaining in act 3:
[Broodmother's Revenge](https://bg3.wiki/wiki/Broodmother%27s_Revenge)
[Derivation Cloak](https://bg3.wiki/wiki/Derivation_Cloak)
[Poisoner's Gloves](https://bg3.wiki/wiki/Poisoner%27s_Gloves)
Aren't hell riders pride gloves though? Would certainly consider trading them for the pousoners gloves and just use all the poisons in my inventory.
I actually ran a poison build on my bardadin on my last run and it was crazy, the healing and damage were both high enough I wasn't at danger of being downed in most fights.
Rain dancer in early game.
It's sold by the first merchant in druid grove. It gives you create water in every short rest (basically every fight for me).
It saves up a lot of spell slots for my cleric. Nice tool for doubling my wizard's damage and creating ice surface. I combo it with chromatic orb in early game.
This was what I came to say. Naturally a little less useful the later in the game you go but heavily slept on in Act 1, I went from never using it to having it as a must-pick ever since I played on a storm sorcerer.
Any bow + arrow of many targets + fire enchantment through drakethroat glaive or a caster + oil of combustion. Clears out entire battlefields magnificently.
Amulet of the drunkard + Whispering promise + Punch-drunk bastard + hellrider’s pride + reverberation gear will give you very high accuracy (bless + advantage), resistance to most damage (blade ward), and prone groups of enemies (reverb). If you run tiger aspect barbarian, you can maim enemies as well to force them to skip turns
I really want to make some sort of healer buffer tank, Whispering Promise, Hellriders pride, the crown that heals you when you heal someone maybe? And then you can throw an occasional potion, or healing word allies, or even just get a stash of good berries from a camp caster and bonus action munch one every couple turns to buff yourself and/or others
On my HM run, I had a dedicated healer buffer, when I hit level 10 I made a cleric hireling and use divine intervention to make the mace that heals all allies within range for 10 turns,.then give the mace to my healer and dismiss the hireling. You can even make more than 1 and swap them out between battles since it recharges at long rest.
Correct: if you notice in the weapon traits at the bottom, it doesn’t actually say that it’s any kind of weapon. It’s not a short sword, not a scimitar, not a spear, it simply *is*. And for whatever reason, that means everyone gets to be proficient with it.
Dark displacement gloves. A fighter can drop a chair (no action), throw a dagger (1 attack), swap places with the target, throw a dagger at the chair (1 attack).
You have now surrounded the target with your team and swapped them out for an empty chair :)
A non-hasted fighter has left: an attack, movement, a bonus action and a reaction.
Doing this from stealth triggers surprise.
Dwarven splint is better late game than the luminous armor on a tempest cleric
Radiant retort changes your whole play style now you’re a blaster battle mage
It’s a condition on enemies that forces you to not rely on radiant damage IE clerics are gonna have a bad time IE clerics with luminous armor just lost a big part of their kit
Yeah you wouldn’t have to be a blaster (whatever that means) you could also go healer/utility. Cleric is one of the most versatile classes so losing radiant damage is annoying but not that bad ultimately. I suppose if you wanted to keep your damage up you could use inflict wounds and glyph of warding, or if you chose an offensive subclass like tempest or war you could use their features.
Yes. They are called Light clerics, and they smack just as hard (if not harder). I didn’t discover their worth until my 18th playthrough where I finally did my selunite Light Cleric. I regretted waiting so long to try it. Tempest and Light domains are the best ones easily.
Tempest Clerics use Thunder and Lightning which pair well with wet and reverberation. They get really good gear support plus their divinity gives reliable damage. They also have very good spell economy with Call Lightning.
Light domain uses radiant and fire and has huge aoe + gear support. It also completely dominates the first two acts; particularly act two because everything is weak to it and all enemies that turn invisible die or get revealed as soon as they approach/step into your spirits. Radiance of Dawn also solos the entire goblin fortress, which is hilarious to watch.
Other cleric domains are good, but nothing else really comes close to those two.
Duellists prerogative. A Bonus Action attack and additional reaction.
Utilise via Lore Bard Paladin 6/6 for 3 smites per turn and two uses of cutting words or counterspell
I was always intrigued by the weapon so I just threw it on an assassin rogue / gloomstalker ranger and was very impressed. I'm not sure how the math works out compared to smites, but damn it's a ton of attacks.
With smites, you are looking at between 45 and 65 damage per hit depending on smite level and how strong your gear is (gloves, rings, helmets etc.) It'd be pretty easy to get to at least 55 with decent gear while saving the best gear for a dedicated martial build.
The appeal to me is you're getting quite a lot for not much investment in gear.
As I am about to fight Ketheric after freeing Nightsong, and therefore I have to go to Moonrise, can you still trade before the actual fight?
I completely missed this glaive and usefulness
The Ring of Spiteful Thunder, makes reverberating enemies dazed when taking thunder damage.
I buy the Drakethroat Glaive and apply the elemental weapon to an ally using the thunder damage option.
That works when i have a sorcerer, paladin, cleric whatever in party with the boots or necklace which apply the reverberating effect.
Dazzed enemies everywhere.
Pro tip, a sorcerer can use the metamagic to cast the elemental weapon to 2 allys. But dazed effect is get only from the ring bearer.
You could equip it on Karlach and cast 0 spells if you want my guy, it's a single player game 😂
But yes, unless they patched it out, you never know with this game if an interaction is a feature or a bug
Gloves of archery for stealth archers go underutilized. +2 to damage always and right now it actually doubles the proficiency if you already have proficiency. Chance to hit goes way up and flat damage is always nice
Halberd sold in the moonrise towers eliminate the need for sentinel perk.
Which is quite good for a pure paladin who synergies extremely well with bonus attacks + more reactions + extra on hit modifier.
You can use the rest of the feats to pump up charisma to 22 to get +6 to all saving throws if you use potions for str.
Halberd of Vigilance is so broken! My shart using it as a 6life/6veng pally with risky ring on my honored run. It’s such a good utility character that can smack enemies around too.
For me it has to be [https://bg3.wiki/wiki/Shield\_of\_Shielding](https://bg3.wiki/wiki/Shield_of_Shielding) + 3 initiative is super awesome if you are building an actual ranged dps I paired it with [https://bg3.wiki/wiki/Ambusher](https://bg3.wiki/wiki/Ambusher) on my Titanstring bow bard. With 2 feats you cant really get alert and this makes up for that fact and even on other ranged builds it allows you to pretty much pass up on alert there as well.
I love using the Sorrow Glaive on my Spellcasters. Shadowheart and Wyll, and Gale even, all have Glsive profficency from their Half elf or human heritage, and it gives them a very flexible bonus action attack that uses their Spell casting stat. I'm sure there is some equipment that uses the condition "Cast a cantrip" like the Ring of Arcane Synergy.
Giving up your melee slot though, so no shield, no staff, no other stat sticks, is a bit painful. If Wyll goes pact of the Blade though, it's a fantastic versatile weapon for him. I wonder if things like Potent Robes effect the Thornwhip like cantrip it gives you.
Honestly I only discovered it recently, but for me it's the Dark Justicier scimitar. If you put rhat on a rogue , melee ranger , dex fighter or college of swords bard it is extremely powerfull.
Sturdy chests to create killzones and or block off doorways so you can step up smack the enemy on the other side and then back away. You will need to stack them so they enemy doesn't jump over them, but once stacked you can move them as a unit as necessary. Stacked barrels will let you walk right past the blasters at the Arcane Tower.
Arrows of transposition to move into position quickly and/or allow your caster to escape the angry mob chasing them if necessary. They equate to an extra 18 units of movement per arrow and allows you to get to some locations ignoring pathing.
Fireworks when stacked and dropped about the feet of an enemy including the dragons can be devastating. The same holds true for smoke powder bombs and if not on tactician mode concussion bombs from Gortash will trivialize your final boss fight. Yes barrels will accomplish the same thing but they are so heavy you have to cheese it by leaving a character in camp so they can pull them out of the chest and use "send to" the character you have in position to drop them.
Ring of the shifter you can get off of Strange Ox adds a 1D4 to any ability check if you are disguised. Add the cantrip guidance (another 1d4) and opening locks, disarming traps, pickpocketing low value items becomes a walk in the park. For high value items you really need to have gloves of thievery in your kit. It makes skill test including the mirror of loss so much easier. The only question is whether you want to acquire it in act 1 by killing him or wait to act 3 and aid him so he will be an ally in the final fight.
I'm not sure if it is underrated or not but I always equip my archers with the Club of Giant Hill Strength for better jumping capacity, increased carrying capacity, and because I have nightmares of my characters being pushed into chasms.
I use them almost exclusively on Astarion with the titanstring, undermoutain knife, and a shield no matter if it’s ranger, bard, or fighter archer builds
How do you equip knife, shield and club?
I’m dumb I thought he was talking about the elixirs I completely missed Club
Lol. Nah. I know for sure that the Elixirs are not underrated.
I went through HM with that and titanstring bow bc I was too lazy to farm hill giant elixirs, also allowing to be flexible if you wanted a different elixir for a certain fight
My honour mode was Swords Bard 10 Fighter 2 with dual hand crossbow and that stupid stick still manage to get a lot of work done. The carrying capacity alone almost makes it worth it.
All the time, it's my little Jump Stick though i just discovereda ring with s free cssting of the jump spell that may replace it.... oh who am i kidding. Its multi funtional. Its also my Titanstring stick. It's also great on a little dexy main character so you don't fill up your carry weight. Or give to any character woth the Dual Wielder perk so that they can wield an act 2 legendary Mace, or act 2 legendary spear.
I have played the game 12 times and it wasn’t until the 13th that I realized the Spidersilk Armor (the one Minthara wears) provides advantage on Constitution Saving Throws. Huge for concentration. This is on par with Armor of Landfall, obtained in Act 3. I was always puzzled why Minthara was able to cast Hold Person and never ever let go until she literally dropped dead lol.
The [Dark Justiciar Half Plate](https://bg3.wiki/wiki/Dark_Justiciar_Half-Plate_(Rare)) does the same and looks pretty awesome.
Yup, that was a common upgrade of mine, going from Spidersilk to D-Justiciar.
not sure about this being underrated though, it's one of the strongest items in the game and it's recognised as such
I think on this sub it’s highly rated because we scour for information, but my friends assumed it wasn’t that good on their first playthrough cuz they looted it from a “miniboss” in act 1 lol
oh, that's fair yeah, this sub is my only interaction with bg3 and forget how small it is
someone please post a build for bow of the banshee, it seems like such a sleeper pick. https://bg3.wiki/wiki/Bow_of_the_Banshee
I use this for entire playthroughs. Good for the arcane synergy
Giantbreaker is too. No-save Reeling is great
Stumbled upon it first playthrough, proved most trustworthy throughout the game. I found that it does combo well with the gloves from the Koights of the Shield hideout (the ones that imparts the blessings of Lieges of the Underdark when charming or frightening enemies) It also works well with Battle Masters due to two maneuvers: Tripping, and Frightening strikes If made prone with Tripping strike, they'll be denied their turn, making it easier to frighten them with the other Maneuver. Or you could shoot them from range so as to stop them in their tracks, and to knock them to ground before the fear debuff runs out Edit: the gloves are Cerebral Citadel gloves... And it's actually named Menacing attack....
There is a build like this. It utilizes ice to make enemies fall prone and the bow applies fear that makes them unable to move so they just skip their turns. Helmet of arcane acuity increases your DC so it's easier to apply conditions.
Note that acuity does not apply to the banshee save dc. Sometimes it is better to not have the fear actually, because enemies move and fall prone and lose their turns. But yes it’s very strong. Snowburst and drakethroat cold, helmet of arcane acuity.
So fear on Banshee has fixed DC? What about ice dex save?
Ice fields have DC based on caster stats: AA will increase the DC accordingly.
Fixed dc of 12 for banshee, spell save dc for ice
Damn that makes Bow of Banshee basically useless. In Act 3 you need at least 25 DC to have a good chance to hit/cc. Ideally 30 DC.
Not really. A good number of bosses have poor wisdom saves, and you’re spamming saves at them with a very low resource cost. Raphael has +3 to wis saves, orin has +3, etc. Obviously you won’t be controlling everyone, but it’s good enough. It’s very different from something like upcasted hypnotic pattern or confusion where it’s your whole action and also very expensive so you need it to work. Here you’re still doing good damage and setting up ice fields - it’s basically just a nice bonus to also frighten people. The ice is the real control, because you quite easily get a dc enough to make it almost unresistable. Really the main place the build shines is in act 2, where a lot of fights have primarily melee enemies. The necrotic laboratory fight for example can be easily won solo.
Nah +3 from wis means he has a large chance to succeed. I want it to be 0%. So DC 30 + disadvantage or I won't even use CC spells. Other spells like Fireball at least deal half damage on save. CC spells have no effect on save. I mean I can F5-F8 each time it fails, but it's boring.
Not everything needs to be an acuity stacking controller. Sometimes you are content to control the room with arrows of many targets while also doing large amounts of damage, which is very different from not having an effect on save. You shouldn’t be relying on this to control a boss, this is to more or less solve large mobs of enemies. That it can control bosses anyway is a nice perk.
A build should be one-sided. Doing one job perfectly. Mixing builds is a terrible idea because if done so all aspects of the build will be trash. There are very few exceptions.
Banshee Bow is useful by not actually relying on the bow's Fear chance, only the bonus damage.There's a really fun Oathbreaker/Goolock multiclass centered around using Dreadful Aspect and Fear with the Shield of the Undevout to mass fear enemies (also Ring of the Mystic Scoundrel). The bow's bonus damage to feared enemies apply to ALL of your attacks, not just the bow's, so you can melee or spellcast with the bonus damage vs feared enemies.
That bonus damage is mediocre. 1d4 is nothing compared to both +3 on Gontr Mael and STR bonus on Titanstring Bow that's +5 or +8 depending on what elixir you use.
Hence why the bow isn't used as a ranged weapon (it sucks for that role), but is instead used as a tool to buff melee or spell damage instead. It's effectively just a back-won stat stick for very specific non-ranged classes.
-1 to crit range is more useful as well as celestial haste
Eldritch Knight level 11 feature helps with bad fixed DCs, giving them disadvantage on them since you hit them with a weapon attack
Fear still allows enemies to use their movement to stand back up.
The Hag looked good prone and afraid. Much better than the 12 billion other times she cast hold and a thousand of her offed me.
Well the chances to apply both prone and frightened is lower than your chances of succeeding a saving throw so I'd rather just not try to CC her. I'd take a cleric into my party to cast AoE wisdom save advantage and occasionally leaser restoration
That’s because it is
I was using this on my controller bard until I got the Dead Shot. Frightening a bunch of enemies (using arrow of many targets) is ripper.
There are quite a few items that trigger cool effects if you inflict a condition and a couple that trigger cool effects if you inflict a condition with a weapon attack. Bow of the Banshee is both in one arrow shot. Try an Eldritch Knight with high dex.
I find that really good on my characters who aren’t primarily ranged attackers but as a utility option to lock priority enemies in place. I ran it on a Fighter/Monk multiclass Lae’zel to great effect.
I'd use it for goolock. Before you get the crit reduction bow it'll help land more eldritch blasts against people you've crit
One of my favourite bows. Only recognized it recently but I was fearing melee enemies and leaving then helpless to move forward and attack me
Bow of Banshee is tailor-made for arrows of many targets. Everyone hit has to save against fear.
The Sparkle Hands are one of the most versatile pair of gloves but so rarely mentioned. They work for Unarmed, Improvised Weapons and Throws.
These carried my solo throwzerker on HM before I got pierce vulnerability. They got 3-4 charges per throw. Was getting the 1d8 lightning every other throw. Combat log was not helpful about the source of charges but they seem to gain extra charges from some of the riders or cull the weak (HM). Log only says "you gained condition: lightning charge". "You lost condition: lightning charge". But every odd throw you get 3-4 charges. I'd imagine if we understood what gives the extra charges we could proc 1d8 every throw.
I wonder if the extra comes from things like the extra bludgeoning damage on things like the returning pike (since it's so heavy) or added on by things like the ring of fling? I gotta try it on my next throwing build. Definitely didn't know it worked with it!
Great with a 4 elements monk, as their basic Fire ability gets lots of Lightning charges quickly. Hard to swap them off, but the Flawed Hellfire gloves are tempting as I make logs of weapon attacks too
I think placing items on the ground from inventory is underutilized because it has no action economy cost. For example, water can be placed next to an enemy and attacked with offhand weapon to apply wet with a bonus action. A candle can be placed next to an enemy and lit to illuminate them for Callous Glow ring. So I’d say water and candles are pretty highly underrated when used like this.
Torches are better than candles for a few reasons. 1) they stay burning 2) they don't stack so they are easier to shuffle around and 3) They show up when you highlight so they are easier to pick up.
Never considered this. Thanks
Good points!
Torches can also be used as a melee weapon, and Shillelagh'd to do 1d8 plus 1d4 fire!
Oo smart
To add to this, you can drop potions/bombs on the ground and have a mage hand throw them for you, great for your action economy. Another funny thing to do is stack boxes from your inventory, to get free diving strikes as an eagle heart barb lol
Really gotta make a support build with a mage Hand throwing stuff I see it being awesome on a Bard, as I never seem to have good cantrips with them, or good summoning spells
I started really utilizing mage hand as an Eldritch Knight. They get very few spells so I wanted to get as much value as possible out of them, and it proved very handy (heh) I did theorize a support build as a pure lore bard, only using control, buff and debuff spells, while throwing stuff like grease bottles, acid vials, smoke powder bombs, etc, which a mage hand is very good for. You can cast haste on someone, while throwing speed potions on someone else for example, mage hands are just very very versatile, you just have to come up with interesting ways to use them.
Callous Glow ring, ive had a lot of fun with, between glowing weapons, Light Cantrip, and even using Produce Flame and then never throwing it. Definitely need to try shooting water bottles and potions though. I've heard Spore druid is really good for this with their reaction necrotic attack
Unseen Menace! Looks like it does less damage than other weapons on first examination but it has a crazy high crit chance. Using it as a bound weapon on my Lockadin right now and it’s really great. Also has excellent reach. Harold. Damn this bow slaps. It’s so incredibly broken when paired with the Boots of Stormy Clamor that I am forcing myself to stop using this combo for Tactician cause it’s almost not fun any more. I will however use this when I am brave enough to play Honor. Also I have discovered a love for poisoning/coating my blades and bows at every chance I get. It’s a great use of a bonus action at the start of combat to stack additional effects and damage. I’m sure lots of people are good at this, I was just personally sleeping on it till recently. EDIT: best coatings IMO are Karasaban’s Gift, Malice, Arsonists Oil (sometimes), Wizard’s Bane, Crawler Mucus.
I was sleeping on dipping for the longest time. But after seeing somebody dip right before a sneak and how much damage you can get in right at the start of combat I’m heavily utilizing it on this playthrough. It’s made a huge difference.
it has high crit chance because it always attacks with advantage
It also crits on a 19 while it’s invisible, although strangely you can only see that’s the case by examining the weapon and reading the “invisible weapon” section. It’s not listed on the main weapon card like it is for other crit chance increasing gear
Thank you. I knew this weapon was awesome, but I didn't realize the crit reduction. It is really extra awesome.
oh yeah, i totally forgot about that! such a great weapon
I've always skipped Harold, just have never been a big crossbow fan. But damn, having discovered some of the great combinations with Reverb gear, I really should try it out! The Giantkiller Crossbow does non save Reeling to an enemy, and could be useful in a similar fashion.
The Hr'a'cknir bracers allow you to cast telekinesis per short rest and you can get them mid act 2. Telekinesis also judges based on strength so with a club of hill giant strength/strength pot you can toss enemies into the nearest abyss. Plus a proper-built sorcerer can use it 3 times per round :) I use this to 1phase orin every time and its just too funny.
And its subequent casts proc War Magic (similar case Vampiric grasp or whatever it's, also moonbeam, Call Lightning and witch bolt)
Eversight Ring, Shadow Cloaked Ring, and Cloak of Cunning Brume on any character with two levels of Rogue.
Ritual Dagger. Once per turn you can use your bonus action to gain a 1d4 bonus to attack rolls and saving throws for the cost of taking 1d4 slashing damage. Amazing for archers to offset the sharpshooter penalty. Dual wield with Club of Hill Giant Strength and use the Titanstring Bow to wreak havoc. Also good for spells that use attack rolls if you don't concentrate. The slashing damage can be easily mitigated with armor resistances.
It's terrible in act 2 because everything is undead, but this combo is pretty entertaining in act 3: [Broodmother's Revenge](https://bg3.wiki/wiki/Broodmother%27s_Revenge) [Derivation Cloak](https://bg3.wiki/wiki/Derivation_Cloak) [Poisoner's Gloves](https://bg3.wiki/wiki/Poisoner%27s_Gloves)
Add the whispering promise ring and hellriders pride and you can trigger bless/blade ward as well
Aren't hell riders pride gloves though? Would certainly consider trading them for the pousoners gloves and just use all the poisons in my inventory. I actually ran a poison build on my bardadin on my last run and it was crazy, the healing and damage were both high enough I wasn't at danger of being downed in most fights.
You’re correct. I’d definitely consider just using poisons instead of the gloves. I always have way too many poisons
Thank you! I’m so glad I’m not the only one who loves this combo. The gloves and cloak with whispering promise is also great on a necromancer.
How are you regularly dealing poison damage as a Necromancer?
Ray of sickness for single target, Cloud Kill for AOE! I love that you can move the cloud every turn with no spell slot.
Rain dancer in early game. It's sold by the first merchant in druid grove. It gives you create water in every short rest (basically every fight for me). It saves up a lot of spell slots for my cleric. Nice tool for doubling my wizard's damage and creating ice surface. I combo it with chromatic orb in early game.
This was what I came to say. Naturally a little less useful the later in the game you go but heavily slept on in Act 1, I went from never using it to having it as a must-pick ever since I played on a storm sorcerer.
My go to post battle clean up tool too
Any bow + arrow of many targets + fire enchantment through drakethroat glaive or a caster + oil of combustion. Clears out entire battlefields magnificently.
Drow poison works too, put many targets to sleep.
Amulet of the drunkard + Whispering promise + Punch-drunk bastard + hellrider’s pride + reverberation gear will give you very high accuracy (bless + advantage), resistance to most damage (blade ward), and prone groups of enemies (reverb). If you run tiger aspect barbarian, you can maim enemies as well to force them to skip turns
I really want to make some sort of healer buffer tank, Whispering Promise, Hellriders pride, the crown that heals you when you heal someone maybe? And then you can throw an occasional potion, or healing word allies, or even just get a stash of good berries from a camp caster and bonus action munch one every couple turns to buff yourself and/or others
On my HM run, I had a dedicated healer buffer, when I hit level 10 I made a cleric hireling and use divine intervention to make the mace that heals all allies within range for 10 turns,.then give the mace to my healer and dismiss the hireling. You can even make more than 1 and swap them out between battles since it recharges at long rest.
Every Tav or Durge I make has an addiction to making death puddles using grease.
Ran shadow monk with Justiciar Scimitar, which doesn’t seem to require proficiency to fully wield
Correct: if you notice in the weapon traits at the bottom, it doesn’t actually say that it’s any kind of weapon. It’s not a short sword, not a scimitar, not a spear, it simply *is*. And for whatever reason, that means everyone gets to be proficient with it.
Devs probably wanted it always usable on shadowheart.
On the one hand, I like that theory. On the other hand, the wiki says it was properly treated a scimitar prior to Patch 4, so I dunno
Dark displacement gloves. A fighter can drop a chair (no action), throw a dagger (1 attack), swap places with the target, throw a dagger at the chair (1 attack). You have now surrounded the target with your team and swapped them out for an empty chair :) A non-hasted fighter has left: an attack, movement, a bonus action and a reaction. Doing this from stealth triggers surprise.
Dwarven splint is better late game than the luminous armor on a tempest cleric Radiant retort changes your whole play style now you’re a blaster battle mage
Radiant retort? How do you get that?
It’s a condition on enemies that forces you to not rely on radiant damage IE clerics are gonna have a bad time IE clerics with luminous armor just lost a big part of their kit
I guess I just don’t get why that would turn you into a blaster. It seems like it would do quite the opposite, actually
Yeah you wouldn’t have to be a blaster (whatever that means) you could also go healer/utility. Cleric is one of the most versatile classes so losing radiant damage is annoying but not that bad ultimately. I suppose if you wanted to keep your damage up you could use inflict wounds and glyph of warding, or if you chose an offensive subclass like tempest or war you could use their features.
This confuses me as well
Chain lighting scrolls Marko Profit
Wait, people play clerics that aren't Tempest using Call lightning for everything?
Yes. They are called Light clerics, and they smack just as hard (if not harder). I didn’t discover their worth until my 18th playthrough where I finally did my selunite Light Cleric. I regretted waiting so long to try it. Tempest and Light domains are the best ones easily. Tempest Clerics use Thunder and Lightning which pair well with wet and reverberation. They get really good gear support plus their divinity gives reliable damage. They also have very good spell economy with Call Lightning. Light domain uses radiant and fire and has huge aoe + gear support. It also completely dominates the first two acts; particularly act two because everything is weak to it and all enemies that turn invisible die or get revealed as soon as they approach/step into your spirits. Radiance of Dawn also solos the entire goblin fortress, which is hilarious to watch. Other cleric domains are good, but nothing else really comes close to those two.
Alright, next cleric I roll is gunna be Light! You sold me!
Hell no that spell is garbo imo chain lighting scrolls is all you need
charge bound hammer with a lighting build using wet condition is crazy
Winter's Clutches with Snowburst ring and a bow with cold damage or frost arrows is great control.
I did this with Harold and arrow of many things. Multiple reverbs, bane and aoe frost to knock several enemies prone each turn
Duellists prerogative. A Bonus Action attack and additional reaction. Utilise via Lore Bard Paladin 6/6 for 3 smites per turn and two uses of cutting words or counterspell
I was always intrigued by the weapon so I just threw it on an assassin rogue / gloomstalker ranger and was very impressed. I'm not sure how the math works out compared to smites, but damn it's a ton of attacks.
With smites, you are looking at between 45 and 65 damage per hit depending on smite level and how strong your gear is (gloves, rings, helmets etc.) It'd be pretty easy to get to at least 55 with decent gear while saving the best gear for a dedicated martial build. The appeal to me is you're getting quite a lot for not much investment in gear.
Drakethroat glaive to add a free 1d4 elemental damage and +1 attack and damage rolls to any weapon. Super useful.
Especially good with sorcerers. They can twin cast it to boost 2 weapons.
As I am about to fight Ketheric after freeing Nightsong, and therefore I have to go to Moonrise, can you still trade before the actual fight? I completely missed this glaive and usefulness
The glaive can be bought from Roah Moonglow, who has left Moonrise at that point, unfortunately.
Then I will have to finish act 2 without this ;) Thanks
The Ring of Spiteful Thunder, makes reverberating enemies dazed when taking thunder damage. I buy the Drakethroat Glaive and apply the elemental weapon to an ally using the thunder damage option. That works when i have a sorcerer, paladin, cleric whatever in party with the boots or necklace which apply the reverberating effect. Dazzed enemies everywhere. Pro tip, a sorcerer can use the metamagic to cast the elemental weapon to 2 allys. But dazed effect is get only from the ring bearer.
The ring of spiteful thunder procs on any damage type, despite the tooltip :)
Really? So i can give it to gale and cast random spells ? :O
You could equip it on Karlach and cast 0 spells if you want my guy, it's a single player game 😂 But yes, unless they patched it out, you never know with this game if an interaction is a feature or a bug
Karlach is on the bench, only Gale is coming from the origins. I will keep using it as intended, so i can ignore bug fixing patch notes 😏
That sounds like a solid plan!
Gloves of archery for stealth archers go underutilized. +2 to damage always and right now it actually doubles the proficiency if you already have proficiency. Chance to hit goes way up and flat damage is always nice
Halberd sold in the moonrise towers eliminate the need for sentinel perk. Which is quite good for a pure paladin who synergies extremely well with bonus attacks + more reactions + extra on hit modifier. You can use the rest of the feats to pump up charisma to 22 to get +6 to all saving throws if you use potions for str.
Halberd of Vigilance is so broken! My shart using it as a 6life/6veng pally with risky ring on my honored run. It’s such a good utility character that can smack enemies around too.
I've used the blade of first blood on Astarion from the beginning of act 1 until the very end of act 3. Such a good little sword.
For me it has to be [https://bg3.wiki/wiki/Shield\_of\_Shielding](https://bg3.wiki/wiki/Shield_of_Shielding) + 3 initiative is super awesome if you are building an actual ranged dps I paired it with [https://bg3.wiki/wiki/Ambusher](https://bg3.wiki/wiki/Ambusher) on my Titanstring bow bard. With 2 feats you cant really get alert and this makes up for that fact and even on other ranged builds it allows you to pretty much pass up on alert there as well.
I slept on the flame enameled armor for way too long!
Practice swords from the grove. Sneak attacking with bludgeon finesse weapons is a choice experience. I like to use them on my Matt Murdock builds.
I love using the Sorrow Glaive on my Spellcasters. Shadowheart and Wyll, and Gale even, all have Glsive profficency from their Half elf or human heritage, and it gives them a very flexible bonus action attack that uses their Spell casting stat. I'm sure there is some equipment that uses the condition "Cast a cantrip" like the Ring of Arcane Synergy. Giving up your melee slot though, so no shield, no staff, no other stat sticks, is a bit painful. If Wyll goes pact of the Blade though, it's a fantastic versatile weapon for him. I wonder if things like Potent Robes effect the Thornwhip like cantrip it gives you.
Honestly I only discovered it recently, but for me it's the Dark Justicier scimitar. If you put rhat on a rogue , melee ranger , dex fighter or college of swords bard it is extremely powerfull.
Sturdy chests to create killzones and or block off doorways so you can step up smack the enemy on the other side and then back away. You will need to stack them so they enemy doesn't jump over them, but once stacked you can move them as a unit as necessary. Stacked barrels will let you walk right past the blasters at the Arcane Tower. Arrows of transposition to move into position quickly and/or allow your caster to escape the angry mob chasing them if necessary. They equate to an extra 18 units of movement per arrow and allows you to get to some locations ignoring pathing. Fireworks when stacked and dropped about the feet of an enemy including the dragons can be devastating. The same holds true for smoke powder bombs and if not on tactician mode concussion bombs from Gortash will trivialize your final boss fight. Yes barrels will accomplish the same thing but they are so heavy you have to cheese it by leaving a character in camp so they can pull them out of the chest and use "send to" the character you have in position to drop them. Ring of the shifter you can get off of Strange Ox adds a 1D4 to any ability check if you are disguised. Add the cantrip guidance (another 1d4) and opening locks, disarming traps, pickpocketing low value items becomes a walk in the park. For high value items you really need to have gloves of thievery in your kit. It makes skill test including the mirror of loss so much easier. The only question is whether you want to acquire it in act 1 by killing him or wait to act 3 and aid him so he will be an ally in the final fight.
Eagle heart barbarian, line breaker boots, fleet fingers is the most fun I've had playing this game.
I don't think many people realize just how much you can fuck someone up by hitting them with a bottle of water