Castielle, Author at Fextralife https://fextralife.com/author/castielle/ The Best Gaming Guides, News and Reviews for games including Action, Adventure & RPGs. Everything you love about gaming in one place, join our multimillion user community! Sat, 02 Dec 2023 07:22:03 +0000 en-US hourly 1 https://fextralife.com/wp-content/uploads/2015/07/cropped-flswords-160-32x32.png Castielle, Author at Fextralife https://fextralife.com/author/castielle/ 32 32 Divinity: Original Sin 2 is the Best Game Ever https://fextralife.com/divinity-original-sin-2-is-the-best-game-ever/ https://fextralife.com/divinity-original-sin-2-is-the-best-game-ever/#respond Sat, 02 Dec 2023 07:22:00 +0000 https://fextralife.com/?p=266514 The post Divinity: Original Sin 2 is the Best Game Ever appeared first on Fextralife.

We go over what makes the Divinity Original Sin 2…

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Divinity: Original Sin 2 is the best game ever made! In this article, we’ll discuss why Divinity: Original Sin 2 is actually the Best Game of All Time, and why you should play it, based on my completely unbiased and objective opinion that I am sure 100% of readers will agree with and will generate commentary only telling me how perfectly correct I am.

Divinity: Original Sin 2 is the Best Game Ever Made

In this article we’ll talk about how Divinity: Original Sin 2 changed the dialogue about turn-based RPGs, and how it brought them back into mainstream gaming, picking up where its predecessor left off. Why was it DOS II that accomplished this and not the first game? That’s something we’ll also explore in this article.

This is the third in a series of articles exploring how many games have gotten impressively huge and committed fanbases, and what it’s great about each of them. If you haven’t noticed it yet, the title is not serious!

Divinity Original Sin 2

How Divinity: Original Sin Came to Be

Divinity: Original Sin 1 first launched in June of 2014, having successfully funded a Kickstarter Campaign to the tune of nearly 1 million dollars the previous year. And even though it followed on the heels of the Pillars of Eternity Kickstarter, that raised 4x as much money and was the highest funded game of all time (at the time), it actually launched almost a year before Pillars of Eternity.

And one could even make the argument that the Kickstarter success of DOS 1 was in part thanks to the success of Pillars of Eternity, but one might also say that its initial sales numbers themselves might have suffered from launching before it.

Divinity Original Sin - Kickstarter
Divinity Original Sin’s Kickstarter campaign was close to $1 million

Larian was relatively unknown at that time compared to Obsidian, and it’s likely many people were less excited about the title because of that. Additionally, previous Divinity games Larian had made were in real-time, a design choice that was heavily influenced by their publishers and the lack of turn-based games in the market place. Turn-Based games were few and far between during this time period, which may have also made players unaware that such games existed.

During a talk at GDC in 2015, Swen Vincke revealed that Larian bet everything in the creation of Divinity Original Sin, risking bankruptcy but determined to follow through with his creative vision. Without a large publisher to cushion the investment, they had 1.5 million Euros and ended up spending 4.5 million to make the game due to the addition of voice acting, thousands of bug fixes, and ultimately their commitment to quality.

The irony for those snobby publishers who rejected the project is that after the success of DOS, Divinity: Original Sin 2 would go on to sell more than 7 million copies, out performing Pillars of Eternity 1 and 2 by a huge margin, and moving more copies than all Larian’s previous titles combined. By why is that? Let’s discuss.

What Makes Divinity: Original Sin 2 so Great

Divinity: Original Sin was created by a group of table top players, players who enjoy the creativity that games like Dungeons and Dragons and Pathfinder are known for. And because of this, DOS took a very hands off approach to RPG gaming, allowing players the freedom to explore and tackle quests in the way that best suits their style of play.

Divinity Original Sin 2 - Gameplay

There are so many fantastic things about Divinity, but the various ways you can solve quests really showcases the genius of Larian Studios. Can’t get through a locked door? Have you tried killing a party member, resurrecting them on the other side? This is the type of thing you can do in Divinity, that simply had never been done successfully in a game before.

In some ways, DOS shares a lot in common with Elden Ring in giving the player agency over the world, which I discussed in a video about the two games earlier this year. Because you are sort of dropped in and left to your own devices with minimal guidance on where to go and what to do, and maximum freedom on who to kill, which is virtually unheard of in gaming this day and age, unless you are playing a FromSoftware title.

It was so bloody hard to tell the story in the way that we’re doing it—giving the player the freedom that they have, and the ability to kill every single person that you encounter. It’s a very hard game to make when you say: Okay, here’s a protagonist, oops! You killed him. We still have to tell the story.

We had to make sure everything worked together, where all the different permutations made sense to the player. That was very, very hard.

Swen Vincke – talking to PC gamer Oct 2017

But it’s not just the freedom to explore and discover the world of Rivellon at your own pace that makes Divinity such a great game, it is also the insanely good combat that takes elemental interactions to the next level.

Never before had a game successfully created a combat system revolving completely around environmental interactions and reactions, that allows for a variety of different strategies depending on what elements you are focused on, and what enemies you are facing. DOS’s combat system alone is enough to make it an instant classic, but again this is just one aspect of its brilliance.

Divinity Original Sin 2 - Attributes

You throw in things like Cooperative play, including local coop, interesting and fun companions, and a subtle humor that permeates the game, and DOS is vaulted into a category of its own. And then DOS II took it to the next level.

Divinity: Original Sin 2 Is Even Better!

Divinity: Original Sin 2 was also Kickstarted for over 2 million dollars in 2015, over doubling the first game, and promised to be bigger, better and even more Divinity. And at the same time, the Enhanced Edition of DOS was releasing, which brought even more players to the franchise on console, keeping Divinity on players’ minds while creating new fans. In short, Larian continued to crank out content for players all through out the development of the second game, which went into Early Access in 2016.

Divinity Original Sin 2 - Kickstarter
Divinity Original Sin 2 raised over $2 million on Kickstarter

The sequel would spend 2 years in Early Access, being polished and tweaked, and eventually Larian produced a sequel that was not only better than the first, but accomplished something few games to date had. Every single dialogue from every single NPC in the DOS II was fully voiced, and fully voiced to the highest standards of gaming. This was a monumental feat for an isometric RPG that meant a delay in publishing and even a complete redo of the already-voiced lines, but it was so successful that it would prompt Josh Sawyer over at Obsidian to push for a fully voiced Pillars of Eternity 2 in order to compete.

It was very clear that people wanted us to voice everything, despite a number of people writing on the community forums that they didn’t care about voiceovers. We looked for opportunities to do so, but there was so much voicing to be done that initially it was not going to possible had we stuck to our original release date.

We actually redid the voices at one point. We started recording and eventually realised that the way that we were doing it was not going to work. We were well into recording at this stage and knew that we didn’t have too much time. But we knew we had to redo it.

Swen Vincke – talking to PC gamer Oct 2017

Divinity: Original Sin 2 also had more Skills, more elemental combinations, including the new Cursed and Blessed effects. Players could also respec more easily, allowing for a lot more freedom to try different Builds. Status effects were changed to be tied to Armour, or a lack thereof instead of an RNG chance to trigger.

And, on top of all that, the DOS II featured 4 player cooperative and competitive play and even ended up adding a Dungeon Master mode that let players create and run their own campaigns, further extending the play time of the game.

The key to the success of the sequel is that Larian didn’t change the fundamental formula of the game, still allowing players to explore Rivellon with freedom in the playstyle of their choosing. Many of the design decisions we see in Baldur’s Gate 3, are based on the same design choices of DOS II, only wrapped inside a DnD container.

The Future of Divinity: Original Sin

Divinity: Original Sin 2 has been such a success that WotC tipped Larian to produce Baldur’s Gate 3, some 20 years after Baldur’s Gate 2, which released earlier this year and is very likely to win Game of the Year. We discussed how fitting it was that Larian would be the one to revive the Baldur’s Gate Series in our 34 years of D&D History video, check it out if you want more details on how we got there.

Larian went on to produce Baldur’s Gate 3

BG3 was developed in the same engine, and players can see the similarities almost immediately when looking at the games, with the real difference being in the DnD ruleset and the cinematic dialogue interactions, interactions which will hopefully carry over to D:OS III.

Larian also had another spinoff project in the works called Divinity: Fallen Heroes, that was supposed to be a mashup of X-COM and D:OS, but was later cancelled. A board game is also set to release next year, based on Divinity: Original Sin 2, but the big news is of course Larian confirming that there will be a sequel to D:OS II, and that the franchise will continue.

This is music to the ears of all Divinity fans, and one cannot help but wonder when we will be hearing something about this project, and if it’s already in development. Will it be Kickstarted like the two previous games? Does it even need to be at this point? What sorts of changes will be made to the gameplay, and what can we expect from it? Time will tell, and we will of course keep you updated as soon as we hear anything!


If you want more out of Best Games series, check out next Elden Ring is the Best Game of All Time and Dragon’s Dogma is the Best Game Ever.

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Best Lae’Zel Build Guide – Baldur’s Gate 3 https://fextralife.com/best-laezel-build-guide-baldurs-gate-3/ https://fextralife.com/best-laezel-build-guide-baldurs-gate-3/#respond Tue, 28 Nov 2023 17:41:25 +0000 https://fextralife.com/?p=266528 The post Best Lae’Zel Build Guide – Baldur’s Gate 3 appeared first on Fextralife.

Baldur’s Gate 3 Lae'Zel Build Guide sets her up as…

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In this Baldur’s Gate 3 Lae’Zel Build Guide, I’ll be showing you how to play Lae’Zel in Baldur’s Gate 3 if you want to make her into a Fighter/Wizard that is extremely hard to kill and has a lot of flexibility. Eldritch Knights combine the martial prowess of Fighters with some Wizard spells anyway, and Wizards have the flexibility to change spells when things aren’t working for them. In this Lae’Zel Build Guide I’ll also cover Ability Scores, Class Features, Equipment, and I will provide tips on how to get the most out of Lae’Zel when played this way.

Best Lae’Zel Build Guide – Baldur’s Gate 3

Eldritch Knights are arguably the strongest Fighter subclass in BG3, because not only do they gain all things regular fighters gain like Extra Attack, an extra Feat, and all the weapon and armour proficiencies, but they can also use several spells that make them even more effective in combat. These include: Shield, Magic Missile, Burning Hands, Acid Splash, Blur and Misty Step.

By taking some levels of Wizard, Lae’Zel can also make use of higher level spells like Haste, Fireball and Lightning Bolt, while also being able to learn spells from Scrolls. If you take the Evocation School you can also cast AoEs without worrying about harming yourself, and if you take Divination you have more battlefield control. In this Guide we’ll discuss why you might select either of these.

Additionally, I’ve added a way for Lae’Zel to gain Arcane Acuity somewhat easily, which makes her Spells more difficult to Save against, allowing her to attack the first turn or two, and follow up with devastating spells afterwards. Since Lae’Zel is a Githyanki, having some spellcasting talent makes sense for her character.

Baldur's Gate 3 - Lae'Zel
Lae’Zel

BG3 Lae’Zel Build Guide – Ability Scores

Since Lae’Zel begins BG3 as a Fighter, her Ability Scores are in line with what a typical Fighter might have. However, you will want to respec her eventually to get the most out of her, otherwise she will not be optimized for much of the game.

Starting Ability Scores

  • STR 17
  • DEX 13
  • CON 15
  • INT 10
  • WIS 12
  • CHA 8

Ideal Ability Scores

  • STR 16
  • DEX 14
  • CON 16
  • INT 12
  • WIS 8
  • CHA 8

You can see that we’ve evened out many of her Abilities to provide more benefit. I’ve set DEX to 14 in order to get the most of Medium Armour and to provide some Initiative, and I’ve increased Intelligence to 12 to help with Spell DC and to be able to slot an additional Wizard Spell. You can dump Intelligence early on in the game if you plan to use the Warped Headband of Intellect, but you will eventually need to slot a different helmet, so if you do this you’ll want to respec eventually.

Also note, that you can play this Build as a DEX Fighter if you want, and you can dump STR, increase DEX to 16, and pump up INT to 16. However, if you do this you will limit yourself to Finesse Weapons, which means you essentially need to use Phalar Aluve, since making use of Great Weapon Master is a big part of this Build.

BG3 Lae’Zel Build Guide – Skills

Lae’Zel has Proficiency in Athletics and Intimidation from her Background, so you cannot change these. Athletics is good for pushing and resisting being pushed. What other Skills you choose is not particularly important, since Lae’Zel won’t be handling many dialogue checks, but Acrobatics is a good pickup for even more push resistance, and History because Lae’Zel should have decent Intelligence.

  • Intimidation
  • Athletics
  • Acrobatics
  • History

BG3 Lae’Zel Build Guide – 8 Eldritch Knight Fighter

I like to keep my Companions at least the Class they begin the game with, since it feels like that is how Larian intended for them to be played, and it’s no exception with Lae’Zel. Lae’Zel begins the game as a Fighter, but he does not yet have a subclass, and here we’ll be choosing Eldritch Knight. This provides Lae’Zel with some spellcasting, which fits well with her story and race.

Level 1 – Fighter

  • Weapon & Armour Proficiencies
  • CON Saving Throw Proficiency
  • Second Wind
  • Fighting Style
Baldur's Gate 3 - Fighter
Fighter

The two main benefits of taking Fighter first for this Lae’Zel BG3 Build, is that she gains all Weapon and Armour Proficiencies, and that she gains CON Saving Throw Proficiency. This allows Lae’Zel to use any Weapon or Armour in the game, and also allows her to add her Proficiency Bonus to Concentration Saving Throws, making her more likely to succeed in them. This helps if she plans to use Blur, Haste, or any other spell that requires Concentration.

She will also gain Second Wind at this level, allowing her to heal as a Bonus Action for 1D10 + Fighter Level once per Short Rest, as well as a Fighting Style. For Fighting Style I recommend selecting Great Weapon Fighting, which allows her to get more consistent damage from her two-handed weapon. Defence is also an acceptable choice.

Level 2 – Fighter

  • Action Surge

At level 2 of Fighter, Lae’Zel will gain Action Surge, allowing her to take a second Action once ever Short Rest. This really shines later on when Lae’Zel gains Extra Attack, allowing her to attack 4x in a given turn, and 6x if she is using Haste.

Using Action Surge at the beginning of combat is a great way to gain full stacks of Arcane Acuity once Lae’Zel has gotten the proper gear.

Level 3 – Eldritch Knight

  • Spellcasting
  • Weapon Bond

At level 3 of Fighter, Lae’Zel will get to choose a Fighter Subclass. We’ll be taking Eldritch Knight in order to gain access to some Wizard Spells. I highly recommend selecting Shield and Magic Missile at this point, as well as Acid Splash.

Baldur's Gate 3 - Eldritch Knight
Eldritch Knight

Shield will allow Lae’Zel to use her Reaction and a Spell Slot to increase her AC by +5 for a round, which can make her extremely difficult to hit.

Magic Missile is a great ranged option that can hit multiple targets and doesn’t rely on Intelligence to connect, since it cannot miss its target and cannot be Saved against.

Acid Splash gives Lae’Zel an AoE that can be used even point blank to hit multiple enemies, and once she’s level 7 she will be able to use this when surrounded and then attack with her Bonus Action thanks to War Magic.

She will also gain Weapon Bond at this level, allowing her to throw her weapon and have it return to her, and prevents it from being knocked out of her hand.

Level 4 – Eldritch Knight

  • Feat

At level 4 of Eldritch Knight, Lae’Zel will get to choose a Feat. Here we’ll take Great Weapon Master in order to deal more damage with her weapon which will be two-handed, and also give her an option for her Bonus Action to make another attack if she Crits or kills an enemy with a melee attack.

Level 5 – Eldritch Knight

  • Extra Attack

At level 5 of Eldritch Knight, Lae’Zel will gain Extra Attack, allowing her to attack a second time each turn if she uses her Action to attack. This is an extremely important level for her, as she will become much more effective in combat, essentially doubling her damage potential.

Level 6 – Eldritch Knight

  • Extra Feat

At level 6 of Eldritch Knight, Lae’Zel will gain an extra Feat, one that all Fighters gain at this level. Here she will increase her Strength for more hit chance and damage. The hit chance is the more important of the two, since Great Weapon Master will penalize her hit chance. If you made her a DEX Fighter, then you would select DEX here instead.

Level 7 – Eldritch Knight

  • Level 2 Spells
  • War Magic

At level 7 of Eldritch Knight, Lae’Zel will gain level 2 Spells and War Magic. Level 2 Spells allow her to use things like Blur and Misty Step. Blur makes her damn near impossible to hit in combat, and Misty Step provides good mobility when she needs it.

War Magic allows Lae’Zel to cast a Cantrip and then attack with a Bonus Action. This is a lot better on paper than it is in practice, since generally you want to attack twice every turn if you can. However, this allows you to use Acid Splash to hit many enemies when they are grouped up, which can often out perform two attacks from a weapon.

Level 8 – Eldritch Knight

  • Feat

At level 8 of Eldritch Knight, Lae’Zel will get to select her 3rd Feat. This will allow her to either choose STR (or DEX) for more accuracy, or INT for better spellcasting. Either of these is a good option, and whichever you go with you will want to do the opposite with her fourth Feat at level 12.

BG3 Lae’Zel Build Guide – 4 Evocation or Divination Wizard

Level 9 – Wizard

  • Wizard Spells
  • Arcane Recovery

At level 1 of Wizard, Lae’Zel will get to select some more Spells. Here I recommend taking several Ritual Spells that don’t consume spell slots when used outside of combat, as well as Thunderwave for its knockback effect. She will also get to learn Spells from Scrolls at this level, so keep that in mind.

Arcane Recovery will allow her to gain 1 level 1 Spell Slot back every Long Rest at this level, so be sure to use it when needed.

Baldur's Gate 3 - Wizard
Wizard

Level 10 – Evocation or Divination Wizard

  • Subclass Features

At level 2 of Wizard, Lae’Zel will get to select a magic school. I suggest either Divination or Evocation here. Divination will allow Lae’Zel to control some outcomes on the battlefield, while Evocation protects friendlies from her AoEs. She won’t have many AoEs, if any at this point, so it’s better once she gains Fireball or Lightning Bolt than before. You can select either.

Level 11 – Evocation or Divination Wizard

  • Level 2 Wizard Spells
  • Level 3 Spell Slots

At level 3 of Wizard, Lae’Zel will get to choose level 2 Wizard Spells, but more importantly she will have level 3 Spell Slots. This will allow her to learn level 3 Spells from Scrolls like Fireball, Lightning Bolt and Haste, so make sure you buy these and have her learn them.

Level 12 – Evocation or Divination Wizard

  • Feat

At level 4 of Wizard, Lae’Zel will gain her fourth and final feat, which is made possible by 8 level of Fighter. Here she should select INT or STR/DEX depending on what was chosen at level 8. Capping at 14 INT may seem too low for hostile spells, but we do have a way of increasing Spell DC with Arcane Acuity, which I will discuss in the next section.

BG3 Lae’Zel Build Guide – Equipment

Lae’Zel Armour

Since Lae’Zel is a Fighter, she has access to all Armour in the game. You want to look for Armour with the highest possible Armour Class in order to avoid taking damage. Since she should have 14 DEX, either Medium or Heavy Armour is fine. One Armour I can recommend later on is Dark Justiciar Half-Plate, which also provides Advantage on Constitution Saving Throws, which will allow her to maintain Concentration on spells like Haste, Blur or Hold Person more easily.

Baldur's Gate 3 - Dark Justiciar Half-Plate
Dark Justiciar Half-Plate

Lae’Zel Weapon

Lae’Zel will need to use a Heavy or Versatile Weapon for this Build in order to get the most from Great Weapon Fighting and Great Weapon Master. If you got the Everburn Blade at the very beginning of the game this is a great weapon for her, otherwise really any two-handed weapon will work. If she went DEX instead of STR though, you’ll need to get the Phalar Aluve Longsword from the Underdark.

Baldur's Gate 3 - Phalar Aluve Longsword
Phalar Aluve Longsword

For ranged weapon, she won’t really be using this all that often, but look for Ranged Weapons that benefit her in some other way, like The Deadshot.

Lae’Zel Accessories

One really important accessory for this Build, is the Helmet of Arcane Acuity. This allows Lae’Zel to gain 2 stacks of Arcane Acuity each time she hits an enemy. Arcane Acuity lets her add +1 to Spell Attack Rolls or +1 to Spell DC for each stack. If on turn 1 she attacks twice, then Action Surges and attacks twice again, she will have max stacks of this on her second turn, allowing her to cast a hostile spell with +7 to Spell Attack Roll or DC.

Baldur's Gate 3 - Helmet of Arcane Acuity
Helmet of Arcane Acuity

As I mentioned earlier though, you can use the Warped Headband of Intellect early on, but eventually you’ll want to replace it with the Helmet of Arcane Acuity.

Cloak of Protection is a good choice for Cloak, since it provides 1 AC and +1 to Saving Throws, and I like Gloves of the Growling Underdog for Gauntlets because they give Lae’Zel Advantage on Melee Attack Rolls when engaged with 2 or more enemies. This really helps with accuracy, which is needed when using Great Weapon Master’s toggle.

Evasive Shoes are good for boots because they also provide an additional AC, helping to protect Lae’Zel further.

For Rings I like Caustic Band and Ring of Arcane Synergy. Caustic Band simply adds damage to Lae’Zel’s attacks, and Ring of Arcane Synergy increases damage after hitting an enemy with a Cantrip. This is nice for after casting Acid Splash, and following up with a bonus attack thanks to War Caster.

Caustic Band

For Necklace, I like Necklace of Elemental Augmentation to increase Cantrip damage, but another good choice is the Physic Spark, which makes Magic Missile fire an extra dart each time you cast it.

Lae’Zel Build Final Tips

The general idea with this Lae’Zel Build is to build up Arcane Acuity by attacking on the first and/or second turn of combat, and then fire off a hostile spell that is unlikely to be Saved against. Spells good for this are Burning Hands, Thunderwave, Fireball, Lightning Bolt or Scorching Rays. Note that none of these spells require Concentration.

Baldur's Gate 3 - Scorching Rays
Scorching Rays

Try to save Concentration Spells on Lae’Zel for Blur, Haste, Hold Person or something like Hypnotic Pattern. You won’t always need these, but make sure to use them for harder fights, and make sure not to overwrite them with other Concentration Spells. For instance you cannot use Haste and Hold Person together.

Remember that Acid Splash can be a great spell when Lae’Zel is surrounded if you want to save a Spell Slot or she’s running low. Because of War Caster she can attack again after casting it on the same turn.

You don’t have to play this Build with 8 Fighter and 4 Wizard. You can play with 6 Fighter and 6 Wizard or 7 Fighter and 5 Wizard if you’d prefer. The downside is that you’ll miss out on a fourth Feat, but the upside is that you will gain access to level 4 Spells.

Lastly, hang on to Scrolls you come across that you’ll want to learn with Lae’Zel so that you can do so once she takes a level of Wizard. And consider taking 1 level of Wizard earlier in order to make this happen faster, like after level 5 of Fighter.


That wraps up our Baldur’s Gate 3 Lae’Zel Build Guide! Stay tuned for more Baldur’s Gate 3 content as we update the other Builds, and be sure to drop by our Discord if you have questions about the game. If you need something specific, check out our Baldur’s Gate 3 Wiki which is being worked on night and day, as well as our Baldur’s Gate 3 Guides.

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Remnant 2 Build Guide – Sparkfire Saboteur https://fextralife.com/remnant-2-build-guide-sparkfire-saboteur/ https://fextralife.com/remnant-2-build-guide-sparkfire-saboteur/#respond Sat, 25 Nov 2023 15:07:06 +0000 https://fextralife.com/?p=266330 The post Remnant 2 Build Guide – Sparkfire Saboteur appeared first on Fextralife.

This Remnant 2 Build Guide - Sparkfire Saboteur uses insane…

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The Sparkfire Shotgun is one of the best items that the Remnant 2 Awakened King DLC brought to the table. It caught my interest and fell in love with it the moment I got my hands on it so I decided to make a Remnant 2 Build around this weapon.

The Sparkfire Saboteur can blast through its targets with its insane raw damage per second, and effortlessly inflicts multiple stacks of Negative Status Effects that deal significant amounts of damage over time.

Remnant 2 Build Guide – Sparkfire Saboteur

As mentioned previously, the pillar of this Remnant 2 Build is the Sparkfire Shotgun. A special long gun that fires incendiary shells as normal bullets. With the right gear and Archetype combinations, this build can burst down targets in seconds and can easily inflict stacks of Elemental and Negative Status Effects on its enemies. Not only will your targets will suffer a lot of raw damage during this build’s burst phase, but you will also have boosted and continuous damage dealt over time during this build’s cooldown phase. 

Note that all of the item locations used in this build can be found in our official Remnant 2 Wiki.

Remnant 2 The Sparkfire Saboteur Build – Archetypes

The Ritualist Archetype

Starting with the Sparkfire Saboteur Archetypes, the Prime Archetype for this build is the Ritualist. This Remnant 2 Build is going to play with a lot of Negative Status Effects so we need every helpful perk the Ritualist provides. Its Prime Perk Vile makes targets receive 15% more negative Status Effects Damage. 

For the skill, we are going to use the Miasma Skill to jump-start this build’s rotation by applying Bleeding, Burning, Overloaded, and Corroded to nearby targets.

Each of these status effects mentioned deals damage over time to targets and bolsters our overall DPS. Each of the status effects mentioned can be inflicted or refreshed instantly so the Ritualist’s Damage Perk will do wonders. 

The Damage Perk, Wrath, enhances this build’s damage output by adding 18% Critical Chance and making enemies suffer 20% more damage when affected by Negative Status effects. 

The Challenger Archetype

For the second Archetype, we will be using the Challenger for this build. Choosing this Archetype improves the overall prowess of the Sparkfire Shotgun by utilizing its Rampage Skill. This skill provides an additional bonus of 15% Fire Rate, 25% Reload Speed, and 15% Movement Speed.

Additionally, killing and dealing significant damage to targets allows this Remnant 2 Build to accumulate Rage Stacks which increases Range Damage per stack by 2.5%. Ultimately, 10 Rage Stacks will let the user undergo the Berserk state which doubles Rampage effects for 15 seconds. 

With this build, fulfilling the Berserk requirements is super easy to do, thanks to its augmented Negative Status Effect Damage and high raw damage output. 

On top of that, the Challenger’s Damage Perk adds a 35% increase to All Damage and a 10% Critical Chance, when facing enemies within a 10-meter range. Since we will be using the Sparkfire Shotgun, retaining this Damage Perk’s condition is not difficult.

Remnant 2 The Sparkfire Saboteur Build – Weapons

Long Gun – Sparkfire Shotgun

As mentioned previously, we are going to focus on the raw firepower of the Sparkfire Shotgun. We already discussed how good this Long Gun can be so let’s talk a bit out Mods.

Remnant 2 - Sparkfire Shotgun
Sparkfire Shotgun

Mod – Corrosive Rounds

We are going to make this gun inflict multiple Status Effects so I decided to use Corrosive Rounds for its Mod. Not only does this Mod increase Ranged Critical Hit Chance by 15%, but it imbues your ammunition with Toxic and inflicts the Corroded Status to targets.

Mutator – Twisting Wounds

For the Sparkfire Shotgun’s Mutator, I decided to use the Twisting Wounds Mutator. This will allow us to inflict Bleed Status and provides an additional 20% Ranged Damage.

Remnant 2 - Twisting Wounds
Twisting Wounds

The Handgun – MP60-R

Now for the Handgun. We will be using the MP60-R equipped with the Overflow Mod. This Mod imbues ammunitions with Shock and inflicts the Overloaded Status Effect. Additionally, it provides a 15% increase in Fire Rate and Reload Speed.

Since we will be utilizing Elemental Damage and Status Effects, I prefer using the Maelstrom Mutator. This Mutator increases the Overflow Mod’s damage and provides 20% Mod Power Generation. 

With this setup, you can blast through enemies with high damage per second while dealing Corroded, Bleed, Overloaded, and Burn Status Effects that can go up to 2 stacks, thanks to the Miasma Skill.

Remnant 2 - MP60-R
MP60-R

Melee Weapon – World’s Edge

We are not going to use any melee weapons for this Remnant 2 Build so feel free to use any melee weapon that you prefer. I am using the World’s Edge equipped with Tainted Blade Mutator but it is more for aesthetics purposes only.

Remnant 2 - World's Edge
World’s Edge

Remnant 2 The Sparkfire Saboteur Build Trinkets

Now that the weapons are out of the way, let’s discuss The Sparkfire Saboteur’s Trinkets. Feel free to be creative on this and I will provide alternatives later on.

Amulet – Abrasive Whetstone

For the Amulet, I like using the Abrasive Whetstone which increases Crit Chance by 15% and Crit Damage by 30% when attacking a Bleeding enemy. This condition can easily be fulfilled by taking advantage of the Twisting Wounds Mutator slotted on the Sparkfire Shotgun.

Remnant 2 - Abrasive Whetstone
Abrasive Whetstone

Ring – Zania’a Malice

For Rings, first up is Zania’s Malice. This Ring increases Weakspot Damage by 10% when you hit an enemy’s Weakspot. This ring’s effect stacks up to 3x, giving you a total of 30% additional Weakspot Damage at max stacks.

Remnant 2 - Zania'a Malice
Zania’a Malice

Ring – Probability Cord

The second ring that I am using is the Probability Cord which Increases Crit Damage by 30%. The Abrasive Whetstone and this Ring provide a total of 60% Crit Damage bonus alone and that’s a huge bonus especially when using the Sparkfire Shotgun.

Remnant 2 - Probability Cord
Probability Cord

Ring – Singed Ring

The third ring on the list is a Singed Ring, which increases all damage dealt to Burning enemies by 10%. The additional 10% will always be in effect thanks to the Sparkfire Shotgun incendiary shells.

Remnant 2 - Singed Ring
Singed Ring

Ring – Shadow of Misery

The fourth ring that I am using is the Shadow Misery Ring. This Ring increases Status Effect Damage by 15%. Dealing 2 stacks of Multiple Negative Status effects on a target is no joke and this Ring makes these Status Effects even more potent.

Remnant 2 - Shadow of Misery
Shadow of Misery

Remnant 2 The Sparkfire Saboteur Armor Set

When it comes to the Sparkfire Saboteur’s Armor Set, you can freely use any set you prefer. You will be dodging a lot with this Remnant 2 Build so I suggest sticking with light to medium armor sets. 

Remnant 2 The Sparkfire Saboteur Relics and Traits

For this specific setup, you are free to use any Relic that you prefer. I am using the Tranquil Heart to take advantage of its passive 2 Health Regeneration per second. Just in case I receive damage, my character can heal the damage with the help of Traits, which we will discuss later on.

Moving on to the Relic Fragments, I highly suggest using DPS Fragments which increases Ranged Crit Chance, Ranged Crit Damage, and additional Weakspot Damage to make the Sparkfire Shotgun even stronger.

On the other hand, if you want better weapon handling, I suggest using a Recoil Fragment instead of the additional Weakspot Damage.

Traits

Now that we have covered this Remnant 2 Build’s equipment, it is time for the suggested Traits. Choosing the Ritualist Archetype will grant the build a free level 10 Affliction which increases Status Effects Duration by 100%.

While the free level 10 Strong Back from the Challenger Archetype is more of a bonus. Depending on what you are wearing, this trait reduces the Dodge Weight Threshold by 15. For instance, wearing a full Zealot Set will grant this build Fast Dodge rolls so it is nice to have.

Remnant 2 - Strong Back
Strong Back

I prefer casting Miasma and Mods quicker in combat so I suggest upgrading Flash Caster to level 10 which increases Mod and Casting Speed by 50%. A level 10 Regrowth Trait is suggested for more health regeneration and this Trait works well with Tranquil Heart’s passive effect.

The next Trait on the list is a level 9 Swiftness Trait for an additional 12% Movement Speed. Useful for general exploration or in combat. I also upgraded Vigor Trait to level 10 which adds more survivability to the build. 

We are relying on Mods to inflict extra Negative Status Effects so I decided to upgrade the Spirit Trait to level 10 and increase my Mod Power Generation by 20%. Following up with a level 10 Expertise to reduce this build’s Skill Cooldown by 20%.

The next Trait on the list is a level 10 Fitness Trait which increases evade distance by 30%. We will be dodging a lot in this Remnant 2 Build, and I find the additional evade distance useful since it allows me to have better positioning in combat.

Remnant 2 - Fitness Trait
Fitness Trait

For the next trait, I suggest picking up a level 10 Footwork Trait which increases movement speed while aiming by 50%. We will be using the Sparkfire Shotgun a lot and this Trait will help you position better as well while dealing damage. 

The last trait on the list is a level 10 Handling Trait to use The Sparkfire Shotgun with ease, especially when dealing with its recoil.

That is already 85 points in total and if you want to focus more on survivability, I suggest playing with a level 10 Untouchable Trait to get an additional 30% Invulnerability Window instead of the Handling Trait. 

Remnant 2 - Handling Trait
Handling Trait

Concoction

Now for the Concoction, I am running this build with the Xenoplasm to take advantage of its additional 10% Skill Cooldown Reduction.

Remnant 2 - Xenoplasm
Xenoplasm

Final Tips

A couple of useful suggestions before we wrap this Remnant 2 Build Guide. For rotation, I usually cast Miasma and Rampage first. Then activate the Overflow Mod to inflict Overloaded to my targets. Then I quickly switch to my Sparkfire Shotgun to cast the Corrosive Rounds Mod and deal damage. 

By following this rotation, targets will suffer 2 stacks of multiple Negative Status Effects which inflict a great amount of damage over time and also help you accumulate Rage easily and undergo Berserk to deal even more damage.

If you want to focus on Status Effect Damage, I suggest replacing the Abrasive Whetstone with Sinister Totem. At max stacks, this amulet can give you 50% additional Status Effect Damage. Replace Shadow Misery with a Band of the Fanatic Ring which increases Status Effect Damage by 25% but reduces Status Effect Duration by 65%. 

Remnant 2 - Band of the Fanatic Ring
Band of the Fanatic Ring

In this setup, the Sparkfire Shotgun will hit lower numbers and your Status Effect duration will be shorter but it deals stronger damage over time. 

On the other hand, if you want to prioritize the Sparkfire Shotgun’s damage, I suggest swapping Twisting Wounds with a Momentum Mutator1. This way your Critical Chance and Critical Damage will be higher, leading to more damage. Slot the Twisting Wounds Mutator to your MP60-R instead of the Maelstrom Mutator and you can still inflict Bleed when using it.


If you’re looking for info on weaponsarmorbuildslocations and more head to our Remnant 2 wiki for all the latest.

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BEST New Items In Remnant 2: The Awakened King https://fextralife.com/best-new-items-in-remnant-2-the-awakened-king/ https://fextralife.com/best-new-items-in-remnant-2-the-awakened-king/#respond Sat, 18 Nov 2023 15:13:48 +0000 https://fextralife.com/?p=265820 The post BEST New Items In Remnant 2: The Awakened King appeared first on Fextralife.

Remnant 2 DLC Best Equipment Guide - How to get…

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The Awakened King DLC for Remnant 2 has added a lot of unique and exciting items for players to hunt and play with, and most of these items can drastically influence a wide variety of Builds. So, I decided to make a list showcasing my top 10 recommended DLC items that I think are worth getting your hands on, no matter what your playstyle is.

BEST New Items In Remnant 2: The Awakened King

Obviously, not all items made the cut, but there were a couple that were just on the fringe so I decided to add them as honorable mentions. So let’s get them out of the way before we jump into the best of the best.

Honorable Mentions

Burden of the Departed

First is the Burden of the Departed Ring. This Ring Reduces Total Relic Charges by 33% but increases all damage dealt by 10%. The 10% damage it provides is indeed a nice bonus, however, this Ring will often only be used by Veteran players.

Relic Charges are limited in the early stages of the game, and beginners will surely need all the charges that they can get. Particularly when adjusting to the game’s mechanics so reducing charges might not be a good idea if you’re still learning to play the game, which is why it’s not on the actual list itself.

Dried Clay Ring

The next honorable mention is the Dried Clay Ring. What it does is, it provides 1 permanent stack of Bulwark and grants an additional All Damage bonus depending on how many stacks of Bulwark you have. This is a nice bonus since you are kind of sacrificing DPS when building a tank.

This ring fills that gap a little bit, ensuring you will have at least some added damage bonus even if you prioritized survivability. The Dried Clay Ring can really work well with other Damage Reduction Rings currently, so use it to your advantage.

Top 10: Creeping Mist

Coming in at number 10 on the list is the Creeping Mist Mod. In terms of Mods, I usually go for the ones that I can easily access and use simultaneously with other Mods, and this is one of them. What it does is, it shoots a canister that explodes and releases a deadly mist that covers a decent range. 

Enemies caught in it will receive 25% additional Status Effect Damage and can be critically hit more easily. It is super easy to apply negative status effects in Remnant 2, with so many items and weapons possessing them, so a lot of people will find this Mod useful, especially when creating Builds that focus on inflicting negative status effects.

Top 9: Gift Of Melancholy Amulet

At 9 on the list is the Gift Of Melancholy Amulet. This amulet increases All Damage dealt by 25% when Stamina is at 100% for 7s. What I usually do is pair it with a Bisected Ring which negates Stamina usage, so basically I have that 25% Damage Boost up all the time.

I find this ring really useful when I am running Archetypes that rely on Summons since that 25% damage bonus is applied across the board, making them even more effective.

Top 8: Whispering Marble Amulet

Coming in at number 8 is the Whispering Marble Amulet. This Amulet grants 3 stacks of Bulwark by just wearing it and increases All Damage by 3% per stack of Bulwark. I find this a really good Amulet when stacking up Damage Reduction.

It can work well with rings such as the Dried Clay Ring, as I just mentioned. Not only will you have that added Bulwark Stack, but you will also have an additional damage bonus on both the ring and Amulet. Or perhaps another good combination is with a Soul Guard Ring that can provide you additional stacks of Bulwark for each active Summon you will deploy.

Top 7: Burden Of The Sciolist Ring

Moving on to number 7, which is the Burden of the Sciolist Ring. This increases Mod and Skill Damage by 15% but reduces Ammo Reserves by 25%, which can easily be disregarded by using Ammo Boxes.

Not only will Mod-focused Remnant 2 Builds find this Ring really strong, but the Skill Damage bonus is a great addition overall. Skill Damage bonuses apply to Archetype Summons as well so this Ring will give you much flexibility.

Top 6: Tainted Blade Mutator

A Mutator secured the 6th spot on this list which is the Tainted Blade Mutator. A huge chunk of this DLC is all about Negative Status Effects anyway so I find this Mutator really strong when using the Krell Axe

Thanks to this Mutator, you can effortlessly apply Corroded and Overloaded Negative Status Effects on your targets. If you want to inflict multiple status effects, having these pairings will provide you with a good start.

Top 5: Index Of The Scribe Amulet

Coming in at number five is the Index of the Scribe Amulet. This Amulet grants the wearer a flat 35% Mod and Skill Weakspot Damage Bonus. 35% Weakspot Damage Bonus is no joke, especially when playing with specific Mods that can target an enemy weak spot, so this can find a home in many Remnant 2 Builds.

Pair this Amulet with other rings that increase your Mod Damage further and you will be seeing huge numbers in terms of DPS. The additional Skill Weakspot Damage is a nice bonus as well especially when deploying Archetype Summons. However, it could be a hit-or-miss thing since there are a lot of cases where Summons can’t hit enemy weak spots.

Top 4: Monarch

The next item on the list is the Long Gun Monarch. Monarch is a unique, and extremely fun, weapon to use as it shoots homing projectiles at targets when you activate its Harpoon Mod. One of its unique features is the Influence gauge. When it fills, this weapon automatically reloads and creates a shockwave. The wielder becomes enraged, gaining 20% Increased Damage and Infinite Reserves that last for 20 seconds.

These projectiles can even penetrate targets so you will have some crowd control capabilities there. It is not game-breaking or broken in any sense, but it does provides a refreshing experience every time I play with it, so consider checking it out if you have not already.

Top 3: Birthright Of The Lost Amulet

Coming in at number 3 is the Birthright Of The Lost Amulet. Essentially, this Amulet inflicts the Status Effect Exposed on enemies when the wearer successfully performs a perfect dodge. Exposed enemies will suffer 24% additional damage from all sources for 10 seconds.

When playing a DPS build, you will be dodging a lot of attacks anyway so expect that you will be continuously inflicting Exposed on enemies. Of course, I find this Amulet very useful in Boss Fights so you should definitely try this one if you are in need of a little extra damage, and you typically find yourself dodging anyway to avoid attacks.

Top 2: Atonement Fold Ring

My second favorite item in the latest content is the Atonement Fold Ring. This Ring will allow you to have a self-inflicted Bleed Status in exchange for an increase in Critical Hit Chance by 10%. This Ring is one of the best rings as it opens a lot of new Amulet and Ring combinations that can provide useful and strong effects to our builds.

For instance, I mostly pair this Ring with Nightweaver’s Grudge Amulet if I want a huge Critical Hit Chance increase and access to the Haste buff on my Remnant 2 Builds. Another great Ring that you can pair it with is the Hardcore Metalband. By just wearing both of these Rings, you will have a permanent 5 stacks of Bulwark active. These are just a couple of examples of what this Ring can do, but there are many more.

Top 1: Sparkfire Shotgun

Taking the number 1 spot is the Sparkfire Shotgun. The Sparkfire Shotgun fires incendiary shells that apply Burning to targets which deals Fire damage over time. Even without a Mod or a Mutator equipped, this thing can hit for a ton of damage.

What is good about this weapon is you can increase its firepower by using another elemental Mod. Like for instance the Overflow Mod which can inflict an additional Negative Status Ailment. Pair it with one of the latest Mutators which is Fetid Wounds, and this beast can blast through enemies while also inflicting three unique Negative Status Effects. This weapon has a HUGE amount of potential and is indeed one of the must-haves in The Awakened King.

And there you have it. I know there are a lot of great items that are not on this list, but these are my personal favorites so far and I enjoyed experimenting with every one of them. What are your favorites? How are you enjoying The Awakened King? Let us know in the comments below!


If you’re looking for info on weaponsarmorbuildslocations and more head to our Remnant 2 wiki for all the latest.

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Remnant 2 Build Guide – The Regenerator https://fextralife.com/remnant-2-build-guide-the-regenerator/ https://fextralife.com/remnant-2-build-guide-the-regenerator/#respond Thu, 16 Nov 2023 12:24:49 +0000 https://fextralife.com/?p=265640 The post Remnant 2 Build Guide – The Regenerator appeared first on Fextralife.

Remnant 2 Build Guide The Regenerator that features withstanding heavy…

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Clearing the Apocalypse Difficulty may be a difficult task for a lot of players in Remnant 2, especially for beginners, so we decided to come up with a Remnant 2 Build that will give anyone a footing in the said difficulty.

The Regenerator is a Remnant 2 Build that relies on Damage Reductions to withstand the heavy damage-dealing attacks from bosses and mobs alike. Additionally, it has insane health regeneration and great mobility. This build also counters status-inflicting attacks and commands Minions in combat.

Remnant 2 Build Guide – The Regenerator

One thing that I love about The Regenerator Build is how beginner-friendly it is. Having prior experience will not be an issue for players, as this Remnant 2 Build allows for plenty of mistakes in combat, especially when adjusting to the hardest difficulty, and still comes out just fine.

Tanking damage is the focus of this Remnant 2 Build thus, it is expected that its overall DPS will be lower than usual, so fights will be longer. However, you will be more confident in terms of survivability, even when facing the greatest threats that the game has to offer.

Remnant 2 The Regenerator Build – Archetypes

The Medic Archetype

Remnant 2 - Medic Archetype

Starting with The Regenerator Archetypes, the Prime Archetype for this Remnant 2 Build is the Medic Archetype due to its superb healing passives and its top-notch Prime Perk. Its Prime Perk Regenerator allows us to refund a Relic Charge after restoring 250 Health points to a party. 

Other than your own character and players in the field, Minions are affected by this Trait so it is fairly easy to achieve the Medic’s Prime Perk’s condition.

For the Medic Skill, I suggest picking up Wellspring to have an additional source of healing other than our Relic just in case you need it. This skill places a healing puddle on the ground that provides even more Health Regen per second, useful when tanking damage.

You do have an option to use Healing Shield instead if you don’t prefer the Wellspring Skill. Healing Shield provides Shields to the party while regenerating 34% of their max health. Although I don’t use both of these skills that much when playing in single-player, since I rely on my Relic Charges alone when in need of healing and damage mitigation, these skills are still nice to have.

Remnant 2 - Wellspring Skill
Wellspring Skill

The Medic’s Damage Perk Invigorated is nice as well. Adding a 25% increase to all damage and 5% Critical Chance are more than welcome additions for this Remnant 2 Build to improve its overall DPS.

One of the key Perks of this build is the Medic’s Team Perk, Benevolence. What it does is, it further increases our Relic Efficacy by 15% and heals our allies. This Perk helps us achieve the Prime Perk’s condition efficiently since the total healing amount that you and your Minions will receive is more than enough to score a Relic Refund.

Lastly would be the Relic Perk Benefactor that quickens our Relic Usage Speed by 20% which stacks nicely with our Glutton Trait later on.

The Summoner Archetype

Remnant 2 - Summoner Archetype

For the second Archetype, Summoner will take the spot since we will be relying on Minions in this Remnant 2 Build. I love to use the Flyer Minions for various reasons such as they seldom die in the field and can deal consistent damage to my targets. However, you are welcome to try the other two Minions available as all types can receive healing, so feel free to be creative on this one.

The Summoner’s Dominator Damage Perk synergizes nicely with this Remnant 2 Build as we will be using Mods and the 35% Mod Damage Boost and 5% Mod Critical Chance are great additions to our overall damage. As mentioned previously, your Flyers are mostly present on the battlefield so expect to have a consistent damage boost from this perk.

We will be using a lot of Relic Charges in this Remnant 2 Build thus, the Incite Relic Perk of the Summoner will be utilized. You can enjoy a constant 15% Boost to your Minion’s damage, a 15% Crit Chance Buff, and a little bit of health regeneration. 

Remnant 2 The Regenerator Build – Weapons

Moving on to The Regenator’s equipment. We are going to focus mainly on Damage Reduction and survivability for this Build. In terms of DPS, our options are quite limited. For this reason, I played around a bit with Negative Status Effects as they are easy to retain. Now for the weapons. 

Long GunMerciless

I generally prefer automatic rifles when choosing my equipment. For this setup, I suggest using the Merciless due to its insane raw firepower alone and its ability to effortlessly inflict Bleed. This gun’s overall effectiveness is also drastically improved by its Mod, The Bloodline Mod.

Remnant 2 - Merciless
Merciless

This unique Mod fires a penetrating blast that can deal a considerable amount of damage, thanks to its 25% Critical Damage Bonus. Aside from it being easy to use, its Mod Power Requirement is relatively low making it accessible most of the time.

For the Merciless Mutator, I decided to use the Prophecy, one of the latest Mutators added with The Awakened King. We will be using The Bloodline Mod frequently so the Prophecy’s additional 30% Mod Power Generation at max stacks and 10% Mod Power Requirement Reduction works well with this setup, making Bloodline always accessible.

Remnant 2 - Prophecy - Mutator
Prophecy

If you want more Critical Hits, Momentum is more than a qualified Mutator for the Merciless. You will have slower Mod Power Generation in exchange for more Critical Hits.

HandgunTech 22

Another automatic gun that I prefer using is Tech 22. I find its speedy fire rate ideal and we will be using this gun to inflict a Burn Status effect on our targets. This is possible if you pair it with the Hotshot Mod which increases our Ranged Damage by 15% as well upon using it.

Remnant 2 - Tech 22
Tech 22

Since we will be playing with Elemental Damage and Elemental Status Effects with this Remnant 2 Build, I prefer using the Maelstrom Mutator, another new Mutator that increases the Hotshot Mod’s DPS and the 20% Mod Power Generation that this Mutator provides is a nice bonus.

Melee Weapon – Krell Axe

Using the Krell Axe for this Remnant 2 Build is the way to go. Throwing the Krell Axe at enemies will inflict an Overloaded Status effect and deal Shock Damage. One of the latest Mutators, the Tainted Blade makes it even more potent by adding a Corroded Status when the thrown axe hits the target. This is possible since throwing the Krell Axe is considered a Charged Melee Attack.

Remnant 2 - Krell Axe
Krell Axe

Remnant 2 The Regenerator Build – Trinkets

Now that the weapons are out of the way, let’s discuss The Regenerator’s Trinkets. Since this Build is all about Damage Reduction, I decided to play with the Bulwark Buff. Essentially this Buff adds more damage reduction to the Build so we can effectively tank incoming damage.

AmuletRed Doe Sigil

For the Amulet, I suggest using the Red Doe Sigil for its additional 30% Relic Healing Effectiveness which doubles when the wearer’s health is below 50%. This makes our Relic even more effective in terms of healing.

Remnant 2 - Red Doe Sigil
Red Doe Sigil

Ring of Omens

The main reason why I picked this ring is when the Ring of Omens is paired with Red Doe Sigil, it allows us to convert our regular dodge rolls to Misty Steps. This allows this Remnant 2 Build to effortlessly maneuver around the arena without any weight or movement restrictions which will be discussed later on. This special ability costs Health every time you use it but with the healing capabilities we have, it will simply not be an issue.

Remnant 2 - Ring of Omens
Ring of Omens

Dried Clay Ring

So the next ring on the list and also a new ring is the Dried Clay Ring which grants us with a permanent 1 stack of Bulwark upon wearing it. Aside from the Bulwark Buff, it increases this build’s overall damage depending on how many stacks of Bulwark are active.

Remnant 2 - Dried Clay Ring
Dried Clay Ring

Blessed Ring

The third ring that I find useful is the Blessed Ring. Upon using a Relic which we will be doing a lot, it grants us 2 stacks of Bulwark. In combination with the Dried Clay Ring, the build can achieve 3 stacks of Bulwark in total, which equates to an 18% Damage Reduction when the Relic Effect is active.

Remnant 2 - Blessed Ring
Blessed Ring

Seal of the Empress

The last ring for this setup is the Seal of the Empress. Straightforwardly, this ring increases Max Health by 20 but reduces Max Stamina by 5. I like using this ring to increase my survivability and its negative effect can be disregarded since we will not be using Stamina in this build.

Remnant 2 - Seal of the Empress
Seal of the Empress

Remnant 2 The Regenerator Build – Armor

When it comes to Armor Sets for this Remnant 2 Build, I highly suggest wearing the Leto Mark I pieces aside from the gloves and wearing the Labyrinth Gauntlets instead. This combination will provide you with the highest Armor in the game currently. 

If you do not have the Leto Mark I, I suggest equipping Leto Mark II pieces instead. Total Armor will be lower but it should work just fine. It provides good protection but it is also heavy. Wearing this set will give you the flop status when trying to dodge, that will easily be offset by Misty Step.

Remnant 2 - Leto Mark II
Leto Mark II

Remnant 2 The Regenerator Build – Relics and Traits

Relics

For this specific Build, Crystal Heart is the best Relic in my opinion which regenerates 145% of your Max Health over 10 seconds. Not only can it provide a massive amount of healing over time, but it also reduces incoming damage by a whopping 25% within the said duration. However, the greatest drawback of this Relic is it also reduces our Movement Speed by 50%. 

Remnant 2 - Crystal Heart
Crystal Heart

In this matter, this is where the Misty Step shines again. This is one of the primary reasons why we upgraded our dodge rolls as we can freely bypass the Movement Speed debuff and effortlessly move around the battlefield.

Moving on to the Relic Fragments. I suggest slotting Health, Damage Reduction, and Healing Effectiveness. This setup is tailored to further improve our tanking capabilities. Let’s talk about the Damage Reduction Relic Fragment. The Mythic Damage Reduction Fragment grants the build an additional 5% Damage Reduction. 

If you followed my previous suggestions, this Remnant 2 Build should now have a total of 79.9% total Damage Reduction when you use a Relic. With the combined Damage Reduction from the 3 stacks of Bulwark, Armor Set, the Crystal Heart Effect, Relic Fragment, and Traits, we almost reached the 80% Damage Reduction Cap.

Having a 79.9% Damage Reduction, incoming damage will be noticeably weaker and you can almost tank all types of boss attacks in the game. 

Traits

The suggested Traits for The Regenerator are somewhat limited, however feel free to change what you think will work best on a specific scenario. The set of Traits that I am running is as follows:

Choosing the Medic Archetype will grant the build a free level 10 Triage that can help improve its overall health regeneration capability. Picking up the Summoner Archetype will provide a level 10 Regrowth Trait that keeps the character in good shape by further increasing health regeneration per second.

Triage Remnant 2
Triage Trait

One of the reasons why this Remnant 2 Build reached our ideal Damage Reduction percentage is we upgraded Fortify to level 10. This trait increases Armor Effectiveness by 50%, so make sure to max it out as well.

Our overall damage comes from the Merciless, Minions and Negative Status Effects. For this reason, upgrading the Affliction Trait to level 10 will double all the Negative Status effect duration by 100%, leading to more damage over time. 

The next Trait on the list is a level 10 Vigor to have that juicy additional 30 health points.

Accessing the Bloodline Mod as frequently as possible is ideal for this Remnant 2 Build so I suggest upgrading the Spirit Trait to level 10 to take advantage of that 20% Mod Power Regeneration.

Remnant 2 - Bloodline
Bloodline

Upgrade Bloodstream to level 10 to increase grey health regeneration by 3. This almost negates the Ring of Omen’s health cost as it leaves grey health that you can just heal in no time.

To help us cut incoming damage further, a level 10 Blood Bond is a must. This Trait allows Minions to absorb 10% of the damage taken by the caster. Your Minions will suffer additional damage every time you get hit but this is not going to be an issue as you can easily patch them up with Relics, and is actually beneficial for this Remnant 2 Build as they can help you score that Relic Refunds more frequently by having damage to heal.

The next Trait is a level 10 Glutton Trait to help us quicken our Relic usage speed. Note that the sooner the Crystal Heart takes effect, the better. Remember that a huge chunk of this build’s Damage Reduction comes from the Crystal Heart’s effect and from the Blessed Ring’s Bulwark Stacks which activate upon consuming a Relic.

Remnant 2 - Glutton Trait
Glutton Trait

Upgrading Barskin to level 5 grants the build with 5% additional Damage Reduction and this is the last bump that we need to almost reach the Damage Reduction cap. The last Trait on this list is a level 3 Fitness Trait that adds a little bit of evade distance percentage for the Misty Step.

That is already 85 points in total and if you want to prioritize movement speed and increase your Misty Step’s evade distance, I suggest, maxing out the Fitness Trait to level 10 and making Affliction Trait level 3 instead. Although you will lose the added Negative Status Effect duration bonus if you go for this route, you can just reapply each of the Status Effects at any point you desire.

Concoction

Now for the Concoction, I am running this build with Mudtooth’s Tonic to take advantage of that bonus of 25 Health points which increases this build’s survivability further.

Remnant 2 - Mudtooth's Tonic
Mudtooth’s Tonic

Final Tips

A couple of useful suggestions before we wrap this Remnant 2 Build Guide. The Regenerator is an easy and fun build to play with. This build can grant anyone a much more forgiving experience especially when playing in Apocalypse Difficulty. 

It can take multiple hits for you, but it is not immortal. The main goal of this build is to give you that wiggle room to adjust. Eventually, you will be learning to avoid some of the hardest-hitting attacks in the game and it is fairly easy to do with the Misty Step. So use this to your advantage when you need it.

If you are wondering how to play this build effectively, this is what I usually do in boss fights. When the battle starts, summon both of your Flyers and watch out for their Health. Heal them if necessary and try not to let them die.

Throw the Krell Axe to your target and inflict both Overloaded and Corroded Status. Then, switch to Tech 22 and activate the Hot Shot Mod to apply the Burn Status effect.

Use all of the initial Bloodline Mod charges and fire the Merciless until you regain three charges of Bloodline Mod. Use all of them again and repeat from the start to refresh or reapply all the Negative Status effects.

Using the Crystal Heart at the right moment is one of the key strategies of this Remnant 2 Build. Usually, I use it when I want to tank certain attacks instead of dodging so I can counterattack and deal damage.

Utilizing this setup will provide you with a generous amount of Relic Charges when used correctly. Thus it is advisable to determine the right situations to do so. In many instances, the Relic Refunds retained my Relic Charges at max even after a hard and long boss fight.

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Remnant 2: Plague Harbinger Build Guide https://fextralife.com/remnant-2-plague-harbinger-build-guide/ https://fextralife.com/remnant-2-plague-harbinger-build-guide/#respond Wed, 15 Nov 2023 12:02:59 +0000 https://fextralife.com/?p=265421 The post Remnant 2: Plague Harbinger Build Guide appeared first on Fextralife.

Remnant 2 Plague Harbinger Build Guide uses the newest Archetype…

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The Awakened King DLC for Remnant II is out, along with exciting and powerful items that players can play and experiment with to create new and interesting Remnant 2 Builds. But the greatest addition is the latest Archetype, the Ritualist, a very exciting Archetype that plays with status effects and can unleash them on enemies. It’s been a while since we released a Build for Remnant II, but with The Awakened King now available, this is the best time to do so.

Remnant 2: Plague Harbinger Build Guide

The first of this lineup is the Plague Harbinger, a fun and engaging Remnant 2 Build that takes advantage of the Ritualist and the Archon’s special abilities. This Remnant 2 Build heavily relies on the Archon‘s Havoc Form Skill to deal a good amount of damage, and bolsters it further with deadly status effects from the Ritualist repertoire. 

This Remnant 2 Build was designed to consistently skip or reduce the cool-down phase of both Miasma and Havoc Form, allowing us to use both skills frequently in combat and focus more on dealing damage, while using Mods in between. A Build perfect for clearing enemy waves and taking down Bosses with a unique playstyle. Note that all the items and Archetypes’ locations can be found on our official Remnant 2 Wiki but we will provide the Ritualist item locations.

Ritualist - Remnant 2
Ritualist

Remnant 2: Plague Harbinger Build – Archetypes

The Archon Archetype

We’ll be starting with the Archon that serves as the main Archetype of this Remnant 2 Build, because of the Havoc Form Skill. Havoc Form will allow the user to perform a unique stance and unleash shock-inflicting lightning tendrils for a limited duration. This skill can wipe out enemy waves with ease, and even deals a great amount of damage to bosses.

Not only does the Havoc Form stance allow players to inflict damage, but it can also generate a shield that reduces incoming damage, and also allows players to perform Blink Evade that can easily dodge enemy attacks while damaging surrounding enemies.

The Archon’s Perks also play a pivotal role in this Remnant 2 Build. Having Tempest as a Prime Perk, which increases overall mod power generation, is a welcome addition as we will be playing with Mods later on. The Damage Perk Amplify is a strong addition as well, that further boosts Mod Damage overall. 

The Archon’s Utility Perk: Spirit Within reduces Mod Power requirements and refunds, ensuring that we can almost always cast Mods when doing rotations in Combat. Lastly, the Power Leak Relic Perk grants us the ability to generate Mod Power upon relic usage at any point we desire.

Archon - Remnant 2
Archon

The Ritualist Archetype

The Ritualist is the latest DPS Archetype that The Awakened King DLC added and a very interesting one to play with. A versatile Archetype that bases its damage output on prolonged multiple-status effects inflicted on enemies. For this Remnant 2 Build, we will be using the Miasma Skill that will effortlessly apply Bleeding, Burning, Overloaded, and Corroded to all enemies within fifteen meters.

Each of these status effects mentioned deals damage over time to targets, making this skill a powerful one that will bolster overall DPS. Each of the status effects mentioned can last for a good while, thanks to the Ritualist’s Affliction Main Trait which will be discussed later on. Its Damage Perk Wrath is a total beast as well, adding 18% Critical Chance and 20% more damage to enemies affected by Negative Status effects. 

To get this Archetype you need to progress in the new area in the DLC. When reaching the central area that looks like an inner slum, you will eventually notice a series of lined-up boats that you can use to reach certain places. One of these boats will lead you to a hidden tunnel or underground section where a cave is located.

Head inside the cave and soon you will notice a witch who’s in the middle of the ritual. Take her out and pick up the Ragged Poppet on the ground and bring it to Wallace to unlock the Ritualist Archetype.

Remnant 2 Plague Harbinger Build – Weapons

Let us now take a look at equipment we’ll be using for this Remnant 2 Build, with some suggestions. As mentioned previously, the main goal of this build is to skip the Skill Cooldowns of Miasma and Havoc Form, so players can use the said Skills much more frequently in combat. 

Devoured Loop Ring - Remnant 2
Devoured Loop Ring

Resetting a skill cooldown is possible by taking advantage of the Devoured Loop Ring. A ring that grants the player the ability to reset their Skill Cooldowns with a 1% chance in every Critical Hit that they deal to enemies. In this fashion, we need every critical chance to augment that we can get to achieve this goal.

Unlocking this ring is a different story so players who do not have the said ring can explore alternatives that we will be discussing as well. Let’s begin with Weapons first:

Long Gun – Chicago Typewriter

We need as many critical hits as we can get so it is advisable to use an automatic Long Gun like the Chicago Typewriter. Because of its generous magazine capacity and ammo reserves, scoring Critical Hits will be an easy task. 

Increasing Critical Chance and Critical Damage is the Momentum‘s job. Thus, we find this to be the best Mutator for this setup, and is simply one of the best Mutators in the game. 

For the Mod, I picked the Firestorm Mod due to its insane firepower and damage over time that can last for 15 seconds. Since the build is concentrated on Skill usage, this Mod let me use it and do its thing while I can focus on dealing damage while in Havoc Form.

Chicago Typewriter - Remnant 2
Chicago Typewriter

Handgun – Nebula

The stream of superhot Acid gas that can inflict Corroded to targets by using the Nebula is perfect for this build. However, I picked this Handgun because of its Mod, the Nano Swarm. It unleashes a swarm of Nanomachines that seek nearby targets with a very reasonable range and damage the target over time. 

Switch to Nebula, fire the Mod and you are off to the races. When the Firestorm and Nano Swarm stack together, it works like a charm when your goal is to deal tons of damage over time. These Mods score critical hits and can help us reset our Skill Cooldowns as well, and these alone pack quite a punch.

Nebula - Remnant 2
Nebula

Melee Weapon – Steel Scythe

The melee weapon on the other hand can be anything according to your preference. We will not be using any in this Remnant 2 Build but just in case you are curious, I am using the Steel Scythe just for the aesthetics. I paired it with one of the latest Mutators, the Tainted Blade. This Mutator increases the weapon’s damage when the target is suffering from a Corroded Status.

Steel Scythe -Remnant 2
Steel Scythe

Remnant 2 Plague Harbinger Build Trinkets

Now that the weapons are out of the way, it is time for us to discuss the rings and amulet. The reason why this build works is it consists of arguably the best rings in the game.

Amulet – Nightweaver’s Grudge

For the Amulet, we do have a handful of options to consider, but for this setup I highly suggest using the Nightweaver’s Grudge to gain an additional 20% Critical Chance and Haste when your character is near an entity suffering from a Status Effect. With this Remnant 2 Build, it’s easy to achieve this condition.

You will be spamming Miasma in combat and your character is not excluded from the set condition. So we will be equipping a specific ring that will allow us to self-inflict a bleed status later on so the Critical Chance and Haste from the Nightweaver’s Grudge will be in effect all the time.

Nightweaver's Grudge - Remnant 2
Nightweaver’s Grudge

Ring – Devoured Loop Ring

As mentioned previously, the Devoured Loop Ring is one of the suggested rings for this setup. The Devoured Loop can give us the chance to reset the Skill Cooldowns of Miasma and Havoc Form with every Critical Hit we deal to our enemies. Remember, this is the main reason why we are stacking as many Crit augments as we can.

Devoured Loop Ring - Remnant 2
Devoured Loop Ring

Ring – Burden of the Gambler

The second ring that I would like to use is the Burden of the Gambler. This ring disables enemy weak spots which I found horrible. However, the caveat is, that Havoc Skill can’t hit weak spots anyway and this Remnant 2 Build aims to spam this skill during combat. The additional 20% Critical Damage and 10% Critical Chance are so enticing for this build, making it one of the essentials.

Burden of the Gambler - Remnant 2
Burden of the Gambler

Ring – Atonement Fold Ring

For the third ring, I am using the Atonement Fold Ring to self-inflict Bleed onto myself and increase the build’s Critical Chance by another 10%. This is the ring that I mentioned earlier that will work hand in hand with the Nightweaver’s Grudge. This is also one of the new rings that you can get from playing the DLC for the first time by exploring one of the latest dungeons.

Atonement Fold Ring - Remnant 2
Atonement Fold Ring

Ring – Kinetic Cycle Stone

Down to the last ring, I like using the Kinetic Cycle Stone which increases Mod and Skill Cast Speed by 20%. Skill Cast Speed affects the Havoc Form. The higher the Skill Cast Speed percentage you have, the more damage that the Havoc Form can output.

Remnant 2 Plague Harbinger Build Relics and Traits

Relic

Players will get to choose which Relic they prefer in this Remnant 2 build. If you are worried about healing, this build’s Traits can cover it for us later on. I use the Tranquil Heart to take advantage of its passive 2 Health Regeneration per second, and upon using it, this Relic doubles all Health Regeneration for 15 seconds.

Relic Fragments are a different story as they can give great stat boosts to this build. I highly suggest using Elemental Damage Boost, Skill Damage Boost, and Mod and Skill Cast Speed Boost. These fragments are tailored to improve the overall DPS of our Mods, and the Havoc Form Skill.

Traits

I had so much fun playing with Traits lately since the cap was raised to 85, which gave me more options. The Plague Harbinger Build will give anyone the freedom to use the Traits they think will work best, so feel free to be creative around it but personally, this is my setup.  

Choosing the Archon Archetype will grant the build with a free level 10 Flash Caster which grants the build with Mod and Casting Speed increases. While the Ritualist Archetype’s free trait which is Affliction, increases status effects duration by 100%. Since we are applying constant status ailments to our targets, this trait works perfectly.

A level 10 Triage Trait can help improve this build’s overall health regeneration capability. Next would be a level 10 Regrowth Trait that keeps our character healthy, especially when offsetting the Bleeding Status Effect that the Atonement Fold Ring inflicts. I also upgraded Vigor to level 10 to increase overall survivability. 

Triage Trait - Remnant 2
Triage Trait

This Remnant 2 Build plays with a lot of Mods and Skills so I suggest you upgrade the Spirit Trait to level 10 to enjoy an additional 20% Mod Power Generation, following up with level 10 Expertise that reduces your Skill Cooldowns by 20%. Although this build aims to skip our Skill Cooldowns as much as possible, having Skill Cooldown reductions may help if the Devoured Loop Ring fails to reset our skills which will be discussed later.

A level 10 Siphoner skill is a must, as this will be our main source of healing. You will be throwing a lot of damage to your enemies so expect to regain any lost health in a short period especially when in Havoc Form. I upgraded the Fitness Trait to level 10 as it increases Evade Distance by 30%. I find this trait useful especially when the Havoc Form expires. This Remnant 2 Build only wears light armor, and will unlikely survive most of the Boss attacks in Apocalypse so you will need to rely purely on dodging. 

The next trait on the list is a level 10 Footwork. Your movement speed while doing the Havoc Form Lightning Attacks is directly affected by this trait. I highly suggest speccing to Footwork as there are many instances that you can just avoid attacks while you can move freely around the arena while zapping your target without the need of Blink Evade, leading to more DPS.

Havoc Form - Remnant 2
Havoc Form

The last suggested Trait for this build is the Glutton Trait to quicken our Relic usage speed. Upon consuming a relic, the Ritualist’s Relic Trait allows us to transfer any status ailments to the surrounding enemies, and don’t forget that this build always has the Bleed Status effect active.  Meaning, that in every Relic charge that you consume, you inflict Bleed on nearby targets. This is a convenient way to ensure that your enemies will always have a negative status effect and enjoy that damage boost from the Ritualist Damage Perk as well. The Archon’s Relic perk will also provide you an instant Mod Power just in case you need the boost.

That is already 85 points in total. I do want to mention that Level 10 Untouchable is a great trait as well since we will be relying on pure dodging with this build when not in Havoc Form. Lastly will be level 10 Kinship as the Firestorm can kill us if we get caught from it or your mates when playing in Multiplayer. Feel free to experiment and add the traits that will suit your playstyle.

Kinship Trait - Remnant 2
Kinship

Concoction

Now for the Concoction, I am running this Remnant 2 Build with the Xenoplasm to have an additional 10% skill cooldown reduction, especially if the Devoured Loop failed to reset our cooldowns, or use Mudtooth’s Tonic to have a tiny bit of added survivability.

Mudtooth's Tonic - Remnant 2
Mudtooth’s Tonic

Plague Harbinger Build – Gameplay Rotation

The Plague Harbinger is an easy Remnant 2 Build to play with. As mentioned previously, the main goal of this build is to spam its Mods and Skills with as little downtime as possible. We need to score as many Critical Hits as we can and this is the rotation that I go for usually. 

When the battle starts, cast Nano Swarm and let it do its thing. Target and fire the second Mod which is Firestorm. Cast Miasma to inflict, Bleeding, Burning, Overloaded, and Corroded to the target. Then lastly, enter Havoc Form and use Lightning Attacks to deal serious damage to the enemy. 

The overall total damage from the Mods, Status effects, and Havoc form is huge, and it mostly takes off huge chunks of a boss’ health in one rotation. However, the biggest caveat is we need to rely on RNG to possibly reset our Skill Cooldowns while the Mods and Havoc Form play out. 

Miasma - Remnant 2

We do have a 1% chance to reset Miasma and Havoc’s cooldowns with every Critical Hit that the Mods and Lightning attacks inflict on our target. While the Devoured Loop Ring can fail to reset our skill in our rotation, this is where we need to keep on using our Mods and shooting with the Chicago Typewriter, and hope it will reset both skills. 

The Chicago Typewriter’s Fire Rate and ammo capacity will give this Remnant 2 Build an ample amount of chance to score critical hits because of the Momentum Mutator slotted to it., combined with our overall Critical Chance percentage.

During each rotation, the ideal scenario is that both skills already skipped their cooldown before the Havoc Form expires. Most of the time, both Mods are usable after each rotation or after the Havoc Form expires so use them accordingly and Cast Miasma to reapply all the negative status effects and enter Havoc Form and deal damage. Rinse and repeat.

We can mostly dodge attacks effectively thanks to the footwork Trait as we have so much mobility while unleashing Lightning Strikes. However, do not forget to use Blink Evade if you are cornered or a wide AOE attack is coming.

Final Tips

A couple of things that I want to share about this Remnant 2 Build before we discuss some of the potential issues that you can encounter with it. Instead of Nightweaver’s Grudge Amulet, you can use the Hyperconductor to gain double Skill Charges but increase your Skill Cooldowns by 50% and reduce Mod Power Generation by 15%.

By equipping the Hyperconductor, you will have two sure skill rotations that you can unload into your targets and deal a considerable amount of damage. However, your Critical Chance will be lower since the 20% Crit Chance from the Nightweaver’s Grudge is gone. And it is possible that you might have a hard time resetting your cooldowns and you will have longer cooldowns after the 2 sets of rotations.

Probability Cord is a ring that increases your Critical Damage by 30% and also works well in this build since you will be dealing a lot of critical hits anyway and additional damage is a welcome addition.

Probability Cord - Remnant 2
Probability Cord

If you do not have the Devoured Loop Ring unlocked, I’ve been using the Sapphire Dreamstone that allowed me to have a chance to reduce my Skill Cooldowns by 3% in every Critical Hit. This Ring can help you lower your cooldowns drastically especially with this build. 

If you do not prefer the Firestorm Mod for various reasons, I suggest picking up the Corroded Rounds Mod instead, which increases our Range Critical Chance by 10%, and can help you land more crits with the Chicago Typewriter.

The Plague Harbinger is by no means a perfect Remnant 2 Build. Thus I suggest experimenting with the Rings and unlocked traits that you have depending on the boss you are fighting. However, the one I suggested is the general setup that I am using, and worked well in most of the boss fights in the game. 

Remnant 2 - The Awakened King - Ritualist

One of the biggest issues I had in this build is obviously when fighting Elemental Resistant buffed bosses since you rely on elemental attacks especially when in Havoc Form. You can still win in these kinds of fights, it’s just that it will be slower since you are weaker in terms of damage.

Lastly, there are flying enemies that the Havoc Form’s Lightning Attack can’t simply reach, making them more challenging, while ground-typed bosses on the other hand are much easier to deal with.

Be sure to check out our Beginner Guide and head to our Remnant 2 wiki for the latest info.


Stay tuned for more Remnant 2 content as we update the other Builds, and be sure to drop by our Discord if you have questions about the game. If you need something specific, check out our Remnant 2 wiki as well as our Remnant 2 Guides.

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Age of Sigmar: Realms of Ruin Review – A Warhammer RTS with a MOBA Twist https://fextralife.com/age-of-sigmar-realms-of-ruin-review-a-warhammer-rts-with-a-moba-twist/ https://fextralife.com/age-of-sigmar-realms-of-ruin-review-a-warhammer-rts-with-a-moba-twist/#respond Wed, 15 Nov 2023 07:14:25 +0000 https://fextralife.com/?p=265564 The post Age of Sigmar: Realms of Ruin Review – A Warhammer RTS with a MOBA Twist appeared first on Fextralife.

Our first impressions on playing Warhammer Age of Sigmar: Realms…

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In this Warhammer Age of Sigmar Realms of Ruin Review, I want to talk about my first impressions of the game. I’ve been playing it on and off for the last week or so. I want to tell you what I like about the game, what I don’t like about the game, and whether I think you should spend money to buy this game or wait for a sale. If you’re a Warhammer fan, this is probably a game that you’ve been keeping an eye on.

Warhammer Age of Sigmar: Realms of Ruin Review

What is Age of Sigma Realms of Ruin?

So first, let’s talk a bit about what Warhammer Age of Sigmar: Realms of Ruin is. This is a Warhammer RTS and it plays a bit like an RTS but it plays a bit like a MOBA. When I first thought of Age of Sigmar Realms of Ruin, when I first saw the gameplay and I heard of a Warhammer RTS, immediately my thoughts went to Dawn of War. Now obviously, Dawn of War is in the 40K Universe, it’s a bit different, but in terms of tactical real-time strategy, that’s sort of what I was expecting from this game.

I love the Dawn of War series. Obviously, Dawn of War 1 is my favorite. Dawn of War 2 was not quite as good, while Dawn of War 3 we don’t talk about. I will say for the faults that I find with Age of Sigmar Realms of Ruin, I really like the tactical nature of combat. Characters move slowly, they have abilities that you can use, and fights aren’t over immediately so there is room for maneuvering. Elevation plays a big role, the direction your troops are facing plays a big role, and the way they’re positioned is important. So there is a big tactical nature to combat.

Warhammer Age of Sigmar Realms of Ruin - Gameplay

Resources and Currency

So first, let’s talk about one of the things that I really loved about the tactical nature of Warhammer Age of Sigmar: Realms of Ruin. The abilities of units are tied to two resources in the game that you use to generate units with. You have to decide, do you want to spend your currency to win this fight that’s in front of you, or do you want to spend your currency to create more units? So maybe you spend your currency and you win that fight, but then you can’t create any more units and then you lose the next fight. If you don’t spend the currency and your units die, but then you generate new units to replace them you’d really win.

Warhammer Age of Sigmar Realms of Ruin - Resources and Currency

Making tough decisions in combat about when to spend your currency to gamble it on winning that fight, is it better than creating new units or upgrading the units that you have? I think it’s a really, really cool concept and I really enjoyed how that played out throughout the game.

Audio, Sounds and Voice Acting

I also really, really enjoy the sound effects of the game. The voice acting is top-notch, and the sound effects of the game are top-notch. It really immerses you into that Warhammer Age of Sigmar Universe where you feel like you’re inside the game and you’re part of the campaign. I wouldn’t go out all the way to say that this is a triple-A production because it really doesn’t feel like a AAA production, but it’s somewhere between AA and AAA when it comes to the sound quality of the game.

RTS or MOBA

Let’s talk about some of the things that I think players should be concerned with if they are RTS fans, Dawn of War fans. This might not be an issue for some of those players, but the game plays more like a MOBA than it does a real-time strategy. What I mean by that is there’s no real base-building element in Warhammer Age of Sigmar: Realms of Ruin.

Unlike Dawn of War where you would create your buildings and create your units from those buildings and create defenses, etc., and build resource generators, there is not a lot of building in this game. You generally have a headquarters that populates on a map at a certain point and then you can create towers on top of certain areas of the map that are either defensive or generate resources. Forces are coming at you and you’re sending forces out and it’s kind of this seesaw tug-of-war battle pretty much through any map you’re doing.

Warhammer Age of Sigmar Realms of Ruin - RTS vs. MOBA

Even campaigns feel like they are dictated by this mechanic and it seems like they built the campaign around MOBA mechanics rather than created a separate mode of game mode for multiplayer and created the campaign separately. They’re sort of weaved together in the Warhammer Age of Sigmar: Realms of Ruin campaign. I’m not a huge fan of MOBAs in general and if you played Dawn of War 3 then you know that that’s kind of the direction Dawn of War 3 went.

This game doesn’t feel exactly like Dawn of War I in my opinion, but it does kind of have that MOBA concept mixed into it that I’m not really a fan of. I prefer the base building, I prefer that sort of element of the game. But if you’re someone who doesn’t mind not having base building and your sole focus is tactical combat, then that won’t be an issue for you.

Factions and Units

Another issue that I found that I had problems with was that there’s only four factions available in this game at launch and there is not a ton of units per faction. I found myself, you know, six seven missions into the campaign like already starting to feel like, ‘Is this it? Like, when are the cool things going to happen?’ and it felt like I’d already unlocked most of the stuff that I would be using throughout the campaign.

I just thought Warhammer Age of Sigmar: Realms of Ruin doesn’t feel like it was fully done. It feels like it needs another four factions or so, or three, you know, somewhere to have a good seven or eight factions, especially since there’s a huge multiplayer element of this game where they’re really encouraging people to play one-on-one or 2v2 in terms of multiplayer modes to have more selection of units and more variety of gameplay.

Warhammer Age of Sigmar Realms of Ruin - Units

I know they are planning to add more factions to this game in the future and I don’t know whether those will be paid or not. I highly suspect they will if you’re familiar with any of Warhammer business models. They typically have factions added as an expansion of some kind that then cost you money. I’d expect that to be the case here as well, so it’ll probably cost you more money than the $54 or whatever it is right now on Steam for this game. Probably what should have been charged $54. I don’t think that playing, paying $54 or $59.99 or whatever it is locally for you is a good value for what you’re getting from this game unless you plan to play multiplayer a lot.

I would personally recommend waiting for those factions to get added to the game and then buying like a Gold Edition or sort of bundle that comes at a similar price it is now to really get that value out of it. And again, that’s only if you’re probably going to play a lot of multiplayer and you like MOBA gameplay. If you’re someone who really likes Dawn of War or you like RTSs in general and you like that sort of base building and then fighting mix, this doesn’t really have that in this game.

Realms of Ruin is Challenging

One thing that I will add is that Warhammer Age of Sigmar: Realms of Ruin is quite challenging, even on like normal game mode. There’s four difficulties, even on like normal I was getting my butt whooped pretty good at the beginning. Admittedly, I’m a little bit rusty at RTSs. You know, there are not a lot of RTSs out these days, there’s not a lot to choose from and that’s one of the reasons I was very interested in this game.

I love, love RTSs. They’ve kind of gone by the wayside in the last decade or two and every time a new RTS comes out I get excited because I’m like, ‘Oo, I love Starcraft, I love Warcraft, I love some of these games, Age of Empires.’ I love these sort of real-time strategy games and I really wanted to see how this one was. I’m a huge fan of Warhammer and frankly, it’s fun but it’s just not quite right up my alley.

I definitely finished the campaign of this game because I like Warhammer so much but I don’t think if I had to buy this game, which I got the code for free, I don’t think I would have paid full price for it and would have been happy with the price for one playthrough because I probably won’t play multiplayer. But if you plan to play multiplayer and you’re like a big PVP Warhammer person, you might really appreciate this game a lot more.

So that kind of wraps up my first impressions of the game. What do you guys think so far? For those of you who played, there was like a demo or a beta I think back in July of this year. For those of you who played it then or who played the game, what do you guys think? Let me know in the comments.


Want more Reviews? Be sure to not miss out on Remnant II The Awakened King DLC Review and Lords of The Fallen Review 2023.

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Remnant II The Awakened King DLC Review https://fextralife.com/remnant-ii-the-awakened-king-dlc-review/ https://fextralife.com/remnant-ii-the-awakened-king-dlc-review/#respond Wed, 15 Nov 2023 01:54:26 +0000 https://fextralife.com/?p=265143 The post Remnant II The Awakened King DLC Review appeared first on Fextralife.

We go over what's new in the Remnant II The…

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It’s been almost three months since Remnant II was released and Gunfire Games has been working tirelessly to provide an even better experience to their player base. Not only have they pushed a couple of balance patches and improvements over the past few months, but they also put together a brand new DLC.

The Awakened King is the highly anticipated DLC and serves as the first of three DLCs that Gunfire Games has promised to their fans, with the later two coming out sometime next year. In this in-depth review, we will be covering The Awakened King’s story and setting, the latest additions, and more. Most importantly, is it worth picking up? Let’s find out.

Remnant II The Awakened King DLC Review


Genre: Action Survival Action-Third Person Shooter Role Playing Game
Developed by: Gunfire Games
Published by: Gearbox Publishing
Release Date: Nov 14, 2023
Platform/s: PC, PlayStation®5, Xbox Series X|S
Reviewed on PC
Price at the time of Review: USD 9.99

Story and Setting

The Awakened King DLC builds upon the existing lore of the biome of Losomn where the worlds of the Fae and Dran merged, throwing both sides into an ever-growing disastrous conflict. In the past, the Dran were peaceful creatures. However, they have now evolved into group-minded creatures that can be easily provoked into madness and they are willing to do anything to protect their kind.

On the other hand, The Fae, once an organized and highly respected race, have lost their sense of direction. They are now tormented by an insatiable craving for the life force of the Dran, which has made them hostile towards them, seeing them as inferior beings.

In the base game, the Traveler was involved in the Fae’s internal conflict where the One True King had been forced into a long slumber by traitors. He has now been awakened, angry and violent, and threatens to bring chaos and destruction to the already ravaged world.

You as the Traveler will return to Losomn to determine the situations of both sides and unravel the deeper mysteries revolving around the One True King’s purpose and rampage of revenge. As a player who loves the world of Losomn in general, my curiosity about how the events would unfold was extremely high.

The moment I set foot into the new area, I found myself eagerly wanting to explore my surroundings and determine the situation of the land. Right off the bat, I met new NPCs who provided me with useful information about what was happening or how to progress. Eventually, I met returning NPCs as well.

My first few hours in the DLC were filled with excitement, as I was eager to know the answers to my questions regarding the story. As I dived deeper and ultimately reached the ending of the DLC, I found the conclusions a little bit underwhelming, even after exploring both outcomes.

Gameplay

One of the highlights of Remnant II: The Awakened King is the introduction of new items, Weapons, Armor, Mutators, and Trinkets. Players can expect to find powerful new weapons and gear that will aid them in their fight against The Awakened King. Each of these newly added items is worth checking as they offer unique effects that can further bolster existing builds.

Not only do we have a lot of new toys to play with, but the greatest addition that the DLC provided is a new archetype, the Ritualist, offering a new playstyle and abilities to experiment and tinker with. A DPS Archetype that mainly relies on status effects infliction, I can already see the potential of it just by looking at its kit.

Additionally, the DLC raises the Trait cap to 85, allowing players to further customize their builds that strengthen their overall prowess. This adds another layer of progression and depth to the game, giving players more reasons to continue playing and exploring.

Players can now expect a static overworld or general area that is full of secrets. During the player’s first playthrough, the DLC will set itself to a One Shot Mode. This mode will let players undergo a pre-determined layout and set of dungeons, intended for a first playthrough. The caveat is, that it can only be accessed once. Hence the name.

The developers were clear about this as they wanted to experiment and effectively convey the story through having a static-level design. I for one love this feature, as they can freely give their efforts and focus on improving certain levels in a much more detailed way. Also, I love the fact that I can remember the locations of the available dungeon openings in the overworld. Looking for an unexplored dungeon in a randomized space felt like a chore in the base game.

On the flip side of things, players who love to have a randomized experience can still enjoy the DLC. After clearing the first playthrough, the overworld will remain the same however, the contents of the optional dungeons will be randomized. After the One Shot Mode, expect to have previously explored optional dungeons in Losomn appear in the DLC area.

Along with new areas, a new set of enemies and bosses has been introduced in the DLC. Although there are only a handful of new enemies added to Remnant II, each of them is distinct and they should not be taken lightly. Each new enemy type has its own strengths and weaknesses for you to figure out and during my time, every enemy kept me on my toes, and letting my guard down in most cases resulted in my imminent death, especially when playing on Apocalypse.

As expected, I found the major Bosses interesting and well thought out. I was given the opportunity to fight two of them and they rewarded me with shiny items and a satisfying experience. There were lots of exciting mechanics for me to figure out which led to engaging and fun encounters.

Design, Audio, and Visual

Let’s talk about Design, Audio, and Visuals. As with the base game, The Awakened King features great visuals and atmospheric-level design. Although I did not notice any improvements in its overall graphic fidelity, one can clearly see that Gunfire Games put a lot of effort into level design and progression. Especially on the DLC’s overworld or main area.

As Bloodborne fans, we all know that Losomn was somewhat inspired by it, so we can’t help but want to see more of this world. And the DLC did a great job of granting this desire, expanding my favorite biome.

Each section is distinct and intricately crafted, making exploration satisfying and immersive. I can clearly picture the sections I’ve been through during my first playthroughs. From the perilous docks of Forlorn Coast with an ominous lighthouse on it, newly designed sewers, and inner slums where danger lurks on every corner, to the city street’s plaza that will offer anyone a nice view of the towering castle.

The overall level design offers a mix of the staggering amount of open environments which I appreciate with tight corridors and spaces that keep players on their toes. Coupled with strong and immersive ambient sounds and OSTS that will set anyone’s mood to the right tone.

Voice acting on the other hand is no slouch. A high quality of voice acting can still be expected which adds life and defines the characters of the newly added NPCs in the DLC.

The developers did a great job of presenting their new world and I can’t help but think about what the next areas of the upcoming DLC look like.

Performance-wise, I have not encountered any game-breaking bugs that halted my progress or ruined my immersion. Although I experienced some stutters even with the latest drivers installed, though these subsided after a couple of game restarts, and generally the performance was pretty smooth. I played the game with the following specs, RTX 3060, 32 GB RAM, and a Ryzen 9 7950x, the game’s performance is averaging between 80 to 100 FPS at 2k resolution.

Replayability & Pricepoint

The Awakened King offers more hours of loot hunting and satisfying areas to explore which are full of secrets. Expect three to five hours on each playthrough according to the developers. But be reminded that you need to play with subsequent playthroughs to get everything that the DLC can offer.

One can easily get more than 10 hours of game time depending on your RNG. Your mileage may vary greatly because of this. Personally, my first playthrough took 6 hours and the second one took 4 hours. Having two subsequent playthroughs done, I felt that I had barely scratched the surface and wanted to dig further.

Having a price tag of $9.99, I believe players who will get the DLC will get their money’s worth if they decide to seek out everything that The Awakened King has to offer. However, players who want just buy this DLC for the story or play it as a one-time thing are encouraged to wait for a sale.

Final Thoughts

Remnant II: The Awakened King offers a substantial amount of new content and enhancements to the base game, and the new areas, items, and NPCs provide a fresh and exciting experience for players to enjoy. The increased trait cap and new archetype add reasonable depth to character progression and offer new playstyles to explore that can be enjoyed for dozens of hours. For the fans of the series, this is a slam dunk.

8

Great

Story & Setting 7
Gameplay 8
Design, Audio & Visual 8
Replayability 8
Pricepoint 9

Summary

Remnant II: The Awakened King DLC is a worthy addition to the ever-growing content of Remnant II. The new Equipment, Class, enhancements, and especially the level design provided an enjoyable and immersive experience that will keep players engaged for a good while.

If you enjoyed this review be sure to check out more of our Reviews in Lords of The Fallen Review 2023 and Cyberpunk 2077: Phantom Liberty Review. You can also check out our Remnant 2 guides.

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Best Gale Build Guide – Baldur’s Gate 3 https://fextralife.com/best-gale-build-guide-baldurs-gate-3/ https://fextralife.com/best-gale-build-guide-baldurs-gate-3/#respond Sat, 28 Oct 2023 06:05:39 +0000 https://fextralife.com/?p=264476 The post Best Gale Build Guide – Baldur’s Gate 3 appeared first on Fextralife.

Best Gale Build Guide transforming him into a flexible Wizard.…

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In this Baldur’s Gate 3 Gale Build Guide, I’ll be showing you how to play Gale in Baldur’s Gate 3 if you want to make him into a Wizard who can handle any situation thrown at him. Wizards have the flexibility to change spells when things aren’t working for them, and they can also learn spells from Scrolls, so they have an advantage over Sorcerers in some ways. In this Gale Build Guide I’ll also cover Ability Scores, Class Features, Equipment, and I will provide tips on how to get the most out of Gale when played this way.

Best Gale Build Guide – Baldur’s Gate 3

Being a Wizard, Gale has a large selection of Spells he can learn, and it allows him to have the right Spell for the situation. The reason this is an Elementalist Build, is because he can swap Spells when needed to the right damage type to avoid Resistances and Immunities, making him more effective than a 1 or 2 element caster would be some of the time.

The general strategy with this Build is to build up Reverberation or Radiating Orb stacks on enemies with Gale’s AoE Spells, so that enemies take more damage and hit your party less often. Additionally, I’ve added a way for Gale to gain Arcane Acuity easily, which makes his Spells more difficult to save against, which makes him particularly deadly in combat.

Best Gale Build Guide - Baldur's Gate 3

I decided not to Multiclass Gale for this Build, giving him the most possible Spells as quickly as possible, and the Evocation School has some nice benefits at levels 2, 6, and 10. You could actually Multiclass Gale with a Fighter for 2 levels to pick up Action Surge if you wanted to, but I don’t think it’s necessary for this Build.

BG3 Gale Build Guide – Ability Scores

Since Gale begins BG3 as a Wizard, his Ability Scores are in line with what a typical Wizard might have. However, you will want to respec him eventually to get the most out of him, otherwise he will not be optimized for much of the game.

Starting Ability Scores

  • STR 8
  • DEX 13
  • CON 14
  • INT 17
  • WIS 10
  • CHA 13

Ideal Ability Scores

  • STR 8
  • DEX 16
  • CON 14
  • INT 16
  • WIS 10
  • CHA 10

You can see that we’ve evened out many of his Abilities to provide more benefit. I’ve set CON to 14 here because we don’t really use many Concentration Spells, and Gale does not tend to get hit much with this Build. The extra DEX allows him to go sooner in combat by increasing his Initiative, and gives him an additional Armour Class to help protect him from being hit.

BG3 Gale Build Guide – Skills

Gale has Proficiency in Arcana and History from his Background, so you cannot change these. However, he’s an Intelligence-based Class so these are actually good for him to have. I suggest taking Investigation, Nature and Religion to round out his Skills, giving him Proficiency in all 5 Intelligence Skills. It’s not likely if you’re playing with Gale that you will be using another Intelligence-based character, so this is great.

  • Arcana
  • History
  • Nature
  • Religion
  • Investigation

BG3 Gale Build Guide – 12 Evocation Wizard

I like to keep my Companions at least the Class they begin the game with, since it feels like that is how Larian intended for them to be played, and it’s no exception with Gale. Gale begins the game as a Wizard, but he does not yet have a school of Wizardry, and here I’ve selected Evocation. This is an extremely new player friendly school that boosts Evocation Spell Damage, and allows you to fling hostile Evocation AoEs in to friendlies (including Gale) without damaging them.

Level 1 – Wizard

At level 1 of Wizard Gale will gain his first Spells and Cantrips. I really like a mix of offensive Cantrips like Fire Bolt, Ray of Frost and Shocking Grasp, but eventually you’ll want Acid Splash as well. This sets you up nicely with 3 different damage types, and gives you a melee range spell incase enemies get close.

Shocking Grasp - Baldur's Gate 3
Shocking Grasp

For Level 1 Wizard Spells I recommend the following:

  • Mage Armour
  • Shield
  • Magic Missile (Evocation)
  • Thunderwave (Evocation)
  • Ice Knife
  • False Life

Mage Armour is a staple for increasing Gale’s AC through out the game and you only need to cast it once each Long Rest. Shield will protect him if he gets attacked in combat, and can be a lifesaver. False Life is used to buff Gale with Temporary HP before a tough fight, and you won’t use it all the time.

False Life - Baldur's Gate 3
False Life

Magic Missile cannot miss and does Force Damage giving you yet another damage type, and Thunderwave can knock things to their death or away from you and deals Thunder Damage (another damage type). Ice Knife does Piercing Damage and Cold Damage, and is an Attack Roll that targets AC.

Arcane Recovery allows Gale to replenish a Spell Slot without Resting, which can be a great way to keep him going without using valuable Supplies. The higher level he gets in Wizard the higher level Spell Slots he can recover.

Level 2 – Evocation Wizard

At level 2 of Wizard, Gale will get to select a school of magic for his Subclass. Evocation is what we’re going with in order to pick up Sculpt Spells which prevents Gale’s Evocation Spells that hit in an area from damaging friendlies. This is a lot stronger than you would think and makes life playing Gale a lot easier, particularly if you’re a new player.

You can pick up Burning Hands here, as well as something like Chromatic Orb, both are Evocation Spells.

Level 3 – Evocation Wizard

  • Level 2 Wizard Spells and Spell Slots

At level 3 of Wizard, Gale will gain access to Level 2 Wizard Spells, and gain Level 2 Spell Slots. He can also upcast Level 1 Wizard Spells using these Slots for increased effect. Magic Missile generates another Missile, Thunderwave, Ice Knife, Chromatic Orb and Burning Hands do more damage, and False Life gives you more Temporary Health. Shield and Mage Armour cannot be upcast, so try to avoid using higher level Spell Slots to cast them.

For Level 2 Wizard Spells I recommend the following:

  • Blur
  • Scorching Ray (Evocation)
  • Melf’s Acid Arrow (Evocation)
  • Misty Step

Blur is probably going to be the only Concentration Spell you use with this Build, and that’s because it makes enemies have Disadvantage when they attack you. This helps make them miss, which prevents the need for a Concentration Saving Throw a lot of the time (not all). Misty Step is used for positioning and is a Bonus Action, so you can use it and still cast another Spell on the same turn.

Scorching Ray is excellent at hitting many targets, but also triggers Hat of Fire Acuity for each beam that connects, drastically increasing the chance for your Spells to deal full damage and not Miss. Melf’s Acid Arrow is a good Acid Damage spell, giving you a reliable Acid Spell.

Level 4 – Evocation Wizard

  • 1 Wizard Cantrip
  • Feat

At level 4 of Wizard, Gale will get to select another Wizard Cantrip, and I recommend taking Acid Splash here if you didn’t take it earlier.

You’ll also get to select Gale’s first Feat, and I highly recommend taking Alert here. This will improve his Initiative significantly, allowing him to go earlier in combat. His big damage spells later on can change the outcome of combat very often, so by going sooner he has a chance to prevent damage to his team.

Level 5 – Evocation Wizard

  • Cantrip Damage Increase
  • Level 3 Wizard Spells and Spell Slots

At level 5 of Wizard, Gale’s Cantrip damage will increase, allowing him to do more damage with them by about double. This helps somewhat him keep up with martial Classes, though they can usually attack twice at this level of the game.

He will also gain access to Level 3 Wizard Spells and Spell Slots, and I recommend the following Spells:

Fireball and Lightning Bolt both hit for damage in large areas, dealing damage even if enemies save, and both are Evocation Spells. Counterspell can be used as a Reaction to shut down hostile Spells if you need to.

Level 6 – Evocation Wizard

At level 6 of Evocation Wizard, Gale will gain Potent Cantrip. This allows Acid Splash and Poison Spray (if you have it) to deal at minimum, half damage even if the target Saves against them. Gale won’t take advantage of this much, but it’s still good to have.

Level 7 – Evocation Wizard

  • Level 4 Wizard Spells and Spell Slots

At level 7 of Wizard, Gale will gain access to Level 4 Wizard Spells and Spell Slots and I recommend the following Spells:

  • Ice Storm (Evocation)
  • Blight
  • Conjure Minor Elemental

Ice Storm is a huge AoE that creates and Icy Surface that enemies can slip on for 2 turns, and does Cold and Bludgeoning Damage. Gale will use this one because of its large size quite often, and the fact it applies damage twice allows him to take advantage of gear that adds damage when spells deal damage too.

Ice Storm - Baldur's Gate 3
Ice Storm

Blight is good for a large Necrotic Damage AoE when you need it. Conjure Minor Elemental can be used to get another body or two onto the battlefield, and doesn’t require Concentration, which we are trying to avoid.

Conjure Minor Elemental - Baldur's Gate 3
Conjure Minor Elemental

Level 8 – Evocation Wizard

  • Feat

At level 8 of Wizard, Gale will gain his second Feat and I highly recommend taking Ability Improvement and increasing Intelligence. You want his Spells to connect more often, so this helps a lot. Additionally, he will be able to Prepare an additional Spell and once he’s level 10 that Intelligence will help contribute to Spell Damage.

Level 9 – Evocation Wizard

  • Level 5 Wizard Spells and Spell Slots

At level 9 of Wizard, Gale will learn level 5 Wizard Spells and Spell Slots, and I recommend the following Spells:

  • Cone of Cold (Evocation)
  • Conjure Elemental

Cone of Cold is a high-damage Cold Spell that hits in a cone in front of you. Better for smaller groups than Ice Storm, but you will probably use it less. Conjure Elemental is a Spell that helps get you another body onto the battlefield, one that can be used in conjunction with Minor Elementals, and again doesn’t require Concentration.

Level 10 – Evocation Wizard

  • Cantrip Damage Increase
  • 1 Wizard Cantrip
  • Empowered Evocation

At level 10 of Evocation Wizard, Gale can select another Wizard Cantrip and I recommend either Bone Chill or Poison Spray. His Cantrips also increase in damage once again, making them more effective.

He will also gain the Empowered Evocation passive feature that will automatically add his Intelligence Modifier to the damage of all Evocation Spells he casts (including Cantrips). This will further boost the damage of these Spells and is particularly good on Evocation Spells that hit multiple times like Magic Missile, Scorching Ray, Ice Storm and Ice Knife.

Level 11 – Evocation Wizard

  • Level 6 Wizard Spells and Spell Slot

At level 11 of Wizard, Gale will gain access to Level 6 Wizard Spells and 1 Spell Slot. I recommend the following Spells:

  • Otiluke’s Freezing Sphere (Evocation)
  • Chain Lightning (Evocation)
  • Sunbeam
  • Disintegration

Otiluke’s Freezing Sphere and Chain Lighting are both high damage Evocation Spells, so Gale will make great use of them and safely! Sunbeam gives Gale a good Radiant Damage option, and even though it does use Concentration, you will not need it often. Disintegration is a high damage single target Force Damage Spell for those times you need it.

Otiluke's Freezing Sphere - Baldur's Gate 3
Otiluke’s Freezing Sphere

Level 12 – Evocation Wizard

  • Feat

At level 12 of Wizard Gale will gain his final Feat, and I suggest taking Ability Improvement once again to get his Intelligence to 20. This will allow him even more success with casting Spells, and further improve his damage.

BG3 Gale Build Guide – Equipment

Gale Armour

As a Human Wizard, Gale will only have access to Clothing, Light Armour, and Shields. For Armour you’re really looking for anything that increases his Spell DC like The Protecty Sparkswall. This one is particularly good as it provides him with +1 to AC and Saving Throws when he has Lightning Charges, and also can be used with Mage Armour.

Gale Weapon

I tried a lot of different Quarterstaffs with this Build, and any with an increase to Spell DC are good to have, as these make his spells more difficult to Save against. However, we have other ways to make his Spells more effective so I opted for a Staff that boosted his damage and that was The Spellsparkler.

This Staff gives him Lightning Charges when he casts Spells, and this adds damage to the Spells he casts. It’s not a ton, but it adds up over time. It can also help to trigger Reverberation when using Gloves of Belligerent Skies, which reduces the Saving Throws of enemies.

Gale Shield

I have Ketheric’s Shield for this Build as it increases Gale’s Spell DC even further, making his Spells even harder to Save against while also providing Gale some extra AC.

Gale Accessories

For helmet, I like Hat of Fire Acuity. This allows you to boost Gale’s Spell DC by up to +7 by simply casting Scorching Ray on an enemy. This will make it much harder for enemies to Save against subsequent Spells, though he will lose a stack of Arcane Acuity each turn.

For cloak, I like Cloak of Protection. This is good on any character, but the extra AC is great for him, since he’s not really wearing any on his chest slot. The extra +1 to Saving Throws is also nice.

For gloves he’ll be using either Luminous Gloves OR Gloves of Belligerent Skies. Luminous Gloves makes it so when Gale deals Radiant Damage the target gains a stack of Radiating Orb, reducing their hit chance by 1 for each stack. This maxes out at +7, which can make enemies really struggle to hit your party.

Radiating Orb - Baldur's Gate 3
Radiating Orb

Gloves of Belligerent Skies makes it so whenever Gale deals Thunder, Lightning or Radiant Damage enemies gain stacks of Reverberation. Reverberation penalizes Saving Throws to CON, STR and DEX by -1 for each stack (up to 7). This allows Gale to seriously debuff enemies so that they are far less likely to save against his deadly AoEs.

If you have a more martial-focused party, use Luminous Gloves. If you have a more caster-focused party, use Gloves of Belligerent Skies.

For necklace I recommend Necklace of Elemental Augmentation. This allows Gale to add his Intelligence Modifier to his Cantrip Damage, and this stacks with Empowered Evocation, so his Cantrips will hit harder.

Necklace of Elemental Augmentation - Baldur's Gate 3
Necklace of Elemental Augmentation

For rings, I like Coruscation Ring and Callous Glow Ring. Coruscation Ring makes it so when Gale deals Spell Damage while illuminated by a light source, he adds 2 stacks of Radiating Orb to the target. This happens quite often, and as enemies get Radiating Orb they will also start to become light sources, so this gets easier and easier over time.

Coruscation Ring - Baldur's Gate 3
Coruscation Ring

Callous Glow Ring makes it so Gale adds 2 Radiant Damage to his damage when hitting enemies that are illuminated. Radiating Orb illuminates them, and this applies to each source of damage. So if you hit with Magic Missile for instance, it would do 2 additional Radiant Damage for each Missile, which would then also apply 2 Radiating Orb for each Missile you hit with. This turns Gale not only into a nuker, but also a debuffer simultaneously, which helps prevent party damage.

Magic Missile

Gale Final Tips

Make sure that you buff Gale with Mage Armour after every Long Rest if he is not using Light Armour. This will help increase his AC by +3, which is significant.

Don’t be afraid to use False Life before tough fights and Upcast it with higher level slots so that Gale is protected from a good chunk of damage. You can replenish the Slot with Arcane Recovery, which you will likely not want to use during combat anyway, since it consumes an Action.

Blur is Gale’s way of avoiding most direct attacks, so you’ll want to either cast this before combat, if it’s predictable or decide when during combat would be a good time. A lot of times you’ll be better off using an AoE first, but it really depends on the fight.

Use Misty Step to reposition Gale if needed. Sometimes he can reach more enemies if he teleports, or maybe he’s surrounded and you need to get him out of there. It’s a Bonus Action, so he can still cast on the same turn.


That wraps up our Baldur’s Gate 3 Gale Build Guide! Stay tuned for more Baldur’s Gate 3 content as we update the other Builds, and be sure to drop by our Twitch Channel if you have questions about the game. If you need something specific, check out our Baldur’s Gate 3 Wiki which is being worked on night and day, as well as our Baldur’s Gate 3 Guides.

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Best Wyll Build Guide – Baldur’s Gate 3 https://fextralife.com/best-wyll-build-guide-baldurs-gate-3/ https://fextralife.com/best-wyll-build-guide-baldurs-gate-3/#respond Tue, 24 Oct 2023 13:23:39 +0000 https://fextralife.com/?p=264358 The post Best Wyll Build Guide – Baldur’s Gate 3 appeared first on Fextralife.

Baldur’s Gate 3 Wyll Build Guide taking advantage of multiclassing…

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In this Baldur’s Gate 3 Wyll Build Guide, I’ll be showing you how to play Wyll in Baldur’s Gate 3 if you want to make him into a true Blade of Frontiers. To do this I’ll be Multiclasssing Warlock with Fighter, and I’ll explain why that is in this BG3 Wyll Guide. I’ll also cover Ability Scores, Class Features, Equipment, and I will provide tips on how to get the most out of Wyll when played this way.

Best Wyll Build Guide – Baldur’s Gate 3

Being a Warlock, Wyll is a very versatile character. He has some spellcasting ability, can use melee weapons effectively if he wishes, and has a fantastic ranged attack in Eldritch Blast. However, Wyll is The Blade of Frontiers, so for this Build I decided to lean into that persona and Multiclass him with Fighter.

By doing so he gains a Fighting Style, Action Surge, Medium and Heavy Armour Proficiency, an Extra Attack that stacks with the Pact of the Blade’s Extra Attack, and he still gains 3 Feats, and this is a very Feat hungry Build. These things help better set him up for melee combat, as a true The Blade of Frontiers.

Eldritch Blast - Baldur's Gate 3
Eldritch Blast

BG3 Wyll Build Guide – Ability Scores

Since Wyll begins BG3 as a Warlock, his Ability Scores are in line with what a typical Warlock might have. However, you will want to respec him eventually to get the most out of him, and this will allow you to save valuable Feats on Ability Improvement, when they are needed elsewhere.

Starting Ability Scores

  • STR 8
  • DEX 13
  • CON 14
  • INT 13
  • WIS 10
  • CHA 17

Ideal Ability Scores

  • STR 10
  • DEX 14
  • CON 16
  • INT 8
  • WIS 10
  • CHA 16

You can see that we’ve evened out many of his Abilities to provide more benefit, especially with CON which will not only give him more HP, but help him pass Concentration Saving Throws. We’ve also made sure he can get +2 AC when wearing Medium or Light Armour by rounding up his DEX, which will improve his Initiative as well.

BG3 Wyll Build Guide – Skills

Wyll has Proficiency in Animal Handling and Survival from his Background, so you cannot change these. However, ideally when respeccing Wyll we’d take 1 level of Fighter before taking a level of Warlock in order to have CON Proficiency, which helps with Concentration Saving Throws.

This means ideally you’d select Persuasion and Intimidation so that he can handle dialogues effectively. Acrobatics is a good solid third choice since it helps prevent Wyll from being Shoved, but you could select Athletics for the same reason.

BG3 Wyll Build Guide – 1 Fighter

I like to keep my Companions at least the Class they begin the game with, since it feels like that is how Larian intended for them to be played, and it’s no exception with Wyll. However, because Fighters have CON Proficiency, and Medium/Heavy Armour Proficiency when selecting them as your starting Class, it is a better fit for this Build. For this reason, when you respec, make sure Fighter is Wyll’s first level chosen, before selecting Warlock second.

Level 1 – Fighter

As you can see you get quite a bit from selecting Fighter first. Medium or Heavy Armour is what you want Wyll to use with this Build, since he won’t have very high Dexterity. He will also have better Concentration Saving Throws since his Constitution will be added when calculating it, and Warlocks have a LOT of Concentration Spells.

Lastly, Wyll will gain a Fighting Style. There are a couple of good options here. Defence just gives him a flat +1 Armour Class. Duelling gives him +2 damage when he’s using a one-handed weapon, even if he uses a Shield. And Great Weapon Fighting can significantly boost his damage, as well as prevent the need for the Savage Attacker Feat if you don’t mind less Armour Class. Any of these are acceptable.

Great Weapon Fighting - Baldur's Gate 3
Great Weapon Fighting

BG3 Wyll Build Guide – 5 The Great Old One Warlock

Since you can’t respec until you’re at least level 2 anyways, you’ll be able to keep Wyll as a Warlock, even if it’s his second Class, by taking Warlock immediately after selecting 1 level of Fighter. We’ll take 5 levels of Warlock in a row here, in order to pick up the important Warlock aspects.

Level 2 – The Great Old One

The Great Old One - Wyll - Subclass - Warlock - Baldur's Gate 3
The Great Old One

At level 1 of Warlock, Wyll will be taking The Great Old One Subclass. This is because he will gain access to Mortal Reminder, which makes it so when Wyll Critically Hits with a Weapon or Spell, the target and nearby targets must make a Wisdom Saving Throw or become Frightened. We have a huge focus on Critical Hits with this Build, so this will trigger often.

Wyll will also gain his first Warlock Spell Slot, which replenishes after Short Rest, and will get to select two level 1 Warlock Spells. I suggest taking Armour of Agathys and Arms of Hadar. You won’t end up using these all that often later in the game, but you will use them early on before you’ve gained Darkness.

And finally, Wyll gains Eldritch Blast this level, giving him a reliable ranged attack every round. He will rely on this a lot until he reaches level 3, and gains Pact of the Blade, since he will have poor melee accuracy until that point. Note that Eldritch Blast gains an extra beam at Character Levels 5 and 10, so Multiclassing does not hurt its effectiveness.

Darkness - Wyll - Baldur's Gate 3
Darkness

Level 3 – The Great Old One

At level 2 of Warlock, Wyll will get to select two Eldritch Invocations from a list. I highly advise taking Agonising Blast, which will boost the damage of Eldritch Blast by Wyll’s Charisma Modifier (this is added to each beam). And also selecting Devil’s Sight, which will allow Wyll to see inside the Darkness Spell, which he will gain at the next level.

Level 4 – The Great Old One

  • Level 2 Warlock Spells and Spell Slots
  • Second Warlock Spell Slot
  • Pact Boon

At level 3 of Warlock, Wyll will gain a second Warlock Spell Slot, and both Spell Slots will increase to level 2 Spell Slots, meaning they can be used to cast level 1 or 2 Spells. He will also gain access to Warlock level 2 spells, allowing him to select Darkness, which is vital for this Build.

Darkness Blinds enemies within, which automatically makes attacks against them have Advantage, while Blinded enemies have Disadvantage on their attacks. And since Wyll has Devil’s Sight he can enter the Darkness and not be Blinded, using this to his Advantage, as long as he maintains Concentration on Darkness. This is why Fighter at level 1 comes in handy, in case he does get hit while inside, which can happen.

Also at level 3, Wyll will get to choose a Pact Boon, and we will be selecting Pact of the Blade, since Wyll is the Blade of Frontiers after all! This allows Wyll to summon a melee weapon and use his Charisma Modifier for Attack and Damage Rolls with it. OR, to bind any weapon to him, allowing him Proficiency with it and to use his Charisma Modifier for Attack and Damage Rolls with it. This gives Wyll the flexibility to melee or Eldritch Blast each turn with the same effectiveness.

Pact of the Blade - Baldur's Gate 3
Pact of the Blade

Level 5 – The Great Old One

  • Feat
  • Eldritch Blast (2nd Beam)

At level 4 of Warlock, Wyll will get to select his first Feat. Here I highly recommend selecting Great Weapon Master. This will allow Wyll to use his Bonus Action to make another attack if he kills an enemy or Critically Hits an enemy with a melee attack. He is more likely to kill than Critically Hit at this point of the game, but it will become more useful when his Critical Chance is higher. Additionally, if he is using a Two-Handed Weapon, then he can gain a huge damage boost as well, and the hit chance can be somewhat offset by the Advantage he gains while attacking Blinded enemies standing in Darkness.

Wyll will also gain a second Beam to Eldritch Blast at this level, making it outperform his melee attacks until the next level of Warlock, so you will likely once again rely on it here for a short stretch of the game.

Level 6 – The Great Old One

  • Level 3 Warlock Spells and Spell Slots
  • Deepened Pact
  • Eldritch Invocation

At level 5 of Warlock, Wyll will gain level 3 Spells and his Warlock Spell Slots will improve to level 3 Spell Slots, allowing him to cast level 3 Spells with them. Hunger of Hadar is not a bad choice here, but it doesn’t work the same way as Darkness so Wyll is not effective inside of it.

Wyll will also gain an Extra Attack from Deepened Pact at this level of Warlock, allowing him to melee twice per turn in combat with his pact weapon. This DOES stack with Extra Attack from Fighter, which will give him three attacks at Fighter level 5. This puts Wyll’s melee on par with his Eldritch Blast once again.

And finally, he will gain one more Eldritch Invocation, and I highly recommend selecting Repelling Blast in order to make the beams of Eldritch Blast knock enemies backwards. This can often result in their death if knocking them off a cliff or high elevation.

BG3 Wyll Build Guide – 7 Champion

After taking 5 levels of The Great Old One Warlock, it’s time to switch back to Fighter to pick up many benefits from it and the Champion Subclass.

Level 7 – Fighter

  • Action Surge

At level 2 of Fighter, Wyll will gain Action Surge, allowing him to perform a second Action in combat. This allows him to cast Darkness, and then attack twice on the same turn, since he will have the Extra Attack from Warlock. This will eventually be three times, once he gains Extra Attack from Fighter.

Level 8 – Champion

  • Champion Subclass
  • Improved Critical Hit

At level 3 of Fighter, Wyll will get to choose a Subclass. I’ve selected Champion here because it reduces the number he needs to roll in order to Critically Hit with both Eldritch Blast and melee attacks by 1. This is roughly a 5% increase to Critical Hit chance, but since we typically attack with Advantage, it is closer to 10%, making Wyll’s Critical Hit Chance when attacking with Advantage close to 20% at this point of the game. Note that this effect stacks, and we’ll be using equipment to help increase this further.

Improved Critical Hit - Baldur's Gate 3
Improved Critical Hit

Level 9 – Champion

  • Feat

At level 4 of Fighter, Wyll will gain a second Feat. Here he will either take Savage Attacker or Ability Improvement depending on what Fighting Style you chose for him. If he’s using Great Weapon Fighting then Savage Attacker is not needed, and he should select Ability Improvement for better Accuracy and Damage.

If Wyll is using Duelling or Defence, then Savage Attacker is the play here. Note that Savage Attacker applies to all damage rolls made when making a melee attack, even those added by equipment, Critical Hits or Sneak Attacks, so is very important to this Build if not using Great Weapon Fighting.

Level 10 – Champion

  • Extra Attack
  • Eldritch Blast (3rd Beam)

At level 5 of Fighter, Wyll will gain Extra Attack, allowing him to attack 3x in combat when using his pact weapon. This can even be 4x if he Critically Hits or kills an enemy with his melee attacks, which is a huge amount.

Also at this level, Wyll’s Eldritch Blast will add a third and final beam, allowing it to hit 3 different targets or to attack the same target multiple times. Remember that each beam has its own chance to Critically Hit, and that enemies hit with it can be Frightened thanks to Mortal Reminder.

Level 11 – Champion

  • Feat

At level 6 of Fighter, Wyll will gain a third Feat. With it, he should select Ability Improvement and take Charisma up to 18 or 20 depending on what Feats he selected before. This extra Feat comes in very handy for this Build, and should not be overlooked.

Level 12 – Champion

  • Remarkable Athlete: Proficiency
    Remarkable Athlete: Jump

At level 7 of Champion, Wyll will gain Remarkable Athlete: Jump, allowing him to Jump 3m further, and will also gain Remarkable Athlete: Proficiency allowing him to use half his Proficiency Bonus when making STR, DEX and CON Checks he is not Proficient in. Initiative is one such Check, so he will gain improved Initiative (+2 at this level), allowing him to act sooner in combat.

BG3 Wyll Build Guide – Equipment

Wyll Armour

Wyll has the option to use either Medium or Heavy Armour thank to his starting level in Fighter, and one that I like for this Build is Dark Justiciar Half-Plate. This is a Medium Armour that provides Advantage on Stealth Checks while Obscured, but also Advantage on Constitution Saving Throws, which is essentially the equivalent of having the War Caster Feat for all intents and purposes. This Armour also has incredibly high base Armour at 16, giving Wyll a total of 18 AC just for wearing it.

A good alternative is the Adamantine Splint Armour, which has the same AC, but reduces damage by 2 and prevents Critical Hits. Critical Hits are often one of the few ways Wyll can get hit while in Darkness, and this Armour prevents that.

Adamantine Splint Armour

Wyll Melee Weapons

For choice of weapon for this Build, I really wanted to try to stick to some sort of bladed weapon since Wyll is The Blade of Frontiers. Weapons that work well with this Build are any that add an additional damage type that can roll, since this will be improved with Savage Attacker or Great Weapon Fighting, and doubled with Critical Hits. However, there are a couple of exceptions that help increase our Critical Hit Chance. Some that I have found to work well are:

Knife of the Undermountain King is an exceptional weapon for this Build because not only does it reduce the number you need to roll to Critically Hit by 1 for all attacks, but it also applies a similar effect to Great Weapon Fighting, rerolling your damage dice if they are two or lower for your attacks. This can remove the need for the Savage Attacker Feat if you use this weapon.

Baldur's Gate 3 - Knife of the Undermountain King
Knife of the Undermountain King

Charge-Bound Warhammer is also exceptional for this Build, though it is not a blade. It deals an extra 1-6 Lightning Damage if pact bound, which it will be, allowing you to really crank the damage. It can also be two or one-handed since it is versatile.

Wyll Ranged Weapons

The Dead Shot is also great for this Build in the ranged weapon slot, since it further reduces your Crit number by 1, even when not using it at all! Consider slotting it on Wyll if you don’t have an archer in your group.

Wyll Shield

If you’re not two-handing then you will most certainly want a Shield. Some good ones are:

  • Justiciar’s Greatshield (+2 AC)
  • Safeguard Shield (+2 AC)
  • Iron-Banded Shield (+3 AC)
  • Ketheric’s Shield (+2 AC)

Justiciar’s Greatshield allows you to create Darkness around you for 2 turns as a Bonus Action, and is a great way to lead off combat. Iron-Banded Shield has high AC, and Ketheric’s Shield has some nice bonuses as well. Since we are using our Bonus Action to make a normal attack, there is no need to dual wield with this Build unless you want bonuses of the second weapon.

Wyll Accessories

Dark Justiciar Helmet is perfect for this Build. Not only does it boost Concentration Saving Throws, but it also reduces the number needed to Critical Hit by 1 while Obscured, further boosting Critical Chance while in Darkness. Covert Cowl is a solid alternative if you don’t have this one, though less effective.

Cloak of Protection is excellent for this Build as it adds +1 to both AC and Saving Throws. Not a must, but very nice to have.

Dark Justiciar Gauntlets are a nice addition as well, since they add Necrotic Damage to your weapon attacks, and boost Strength Saving Throws by +1. Flawed Helldusk Gloves or Helldusk Gloves also work well, so consider using either of these.

Evasive Shoes are nice for the added Armour Class, but you can really use any shoes you want for this Build. These are probably the least important part.

For Amulet, there aren’t too many good ones for this Build unfortunately. I’m using the Surgeon’s Subjugation Amulet, but you can really use whatever you like here.

For Rings there are a few solid choices:

Strange Conduit Ring and Shadow-Cloaked Ring are my two go-tos since they add rolled damage which can be increased via Crits.Ring of Twilight adds AC, and Ring of Arcane Synergy can boost damage if you strike with Eldritch Blast first, and then attack afterwards using Action Surge or on the next turn.

Ring of Arcane Synergy - Baldur's Gate 3
Ring of Arcane Synergy

Final Tips

The general strategy with this Build is to go in turn 1 and drop Darkness in the middle of as many enemies as possible, and then pop Action Surge and then begin meleeing them to death. You can use your second Spell Slot to reposition Darkness as needed if ranged enemies or casters move out of it. Keep in mind that you can use Eldritch Blast from inside the Darkness as well to attack enemies outside safely.

Try to maintain Advantage on all of your attacks as this will drastically increase your chances of Critically Hitting enemies, which will further boost your damage.

Action Surge and Warlock Spell Slots both replenish with Short Rests, so be sure to do this between combats when possible. It’s also not a bad idea to have a Bard in your group that can use Song of Rest to allow you to do this even more before needing to Long Rest.

The Favourable Beginnings tadpole power is great to have on Wyll (really any character), since it further helps with his hit chance, especially if he’s using a two-handed weapon and Great Weapon Master. Great Weapon Master makes it easy to Miss and anything you can do to help hit chance is a good idea. This only requires 1 tadpoll to use, so it’s a no-brainer on this build, you’ll just have to convince Wyll to use Tadpoles first.


That wraps up our Baldur’s Gate 3 Wyll Build Guide! Stay tuned for more Baldur’s Gate 3 content as we update the other Builds, and be sure to drop by our Twitch Channel if you have questions about the game. If you need something specific, check out our Baldur’s Gate 3 Wiki which is being worked on night and day, as well as our Baldur’s Gate 3 Guides.

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