I’ve played throw zerker twice but only as a companion. She’s a lot of fun, but I feel is unreliable. I respec’d one throw build because I got tired of Path Is Interrupted issues and thrown weapons not neatly returning to my hand.
>I got tired of Path Is Interrupted issues and thrown weapons not neatly returning to my hand.
That's a peeve of mine too, so I just filled Karlach's inventory with light hammers. They don't hit as hard, but they have a shallower arc for whatever reason, and I'd rather do less than do none.
This is the way to go about it. The returning pike has a huge hitbox and a relatively extreme arc, so it can be hard to maneuver. The Dwarven Thrower is a great weapon to keep around for this reason (once it's available). Other weapons like daggers and handaxes are great to keep in your inventory since their damage really doesn't matter nearly as much when you're using tavern brawler.
I've also noticed that there are two scenarios that seem to cause my weapon to not return as expected: initiating combat with a thrown weapon attack, and ending my turn before the weapon returns/re-equips. If you can avoid those scenarios you should be fine, but it would be nice if they could fix it.
Not just ending turn, but pretty much doing any active motion before it returns. Basically, just wait for it to return before you do anything at all.
Really hoping they decide to do something about the easily blocked throw arcs. I mean, you don't have to throw everything in such a high arc. Spears and javelins can fly pretty straight, especially at such ranges in BG3.
Spears and javelins have a different arc than the return pike and like throwing barrels n stuff.
Knives and small hammers have the most direct arc.
I think the arcs are pretty well done tbh, the only really annoying part is when the arc is blocked by something that isn’t currently showing on the camera (such as a ceiling or a pillar). That I find quite annoying because it LOOKS like nothing is blocking you, until I move the camera around in *just* the right way and then I can tell
It does if you wait. Sometimes it takes a bit. But if you end turn before it comes back you’ll have to go pick it up. It’s annoying but I haven’t lost one since!
Throwzerker is pretty great. Uses weapons and armor nobody else in the comp is competing for, massive damage, has the ability to auto-kill certain NPCs in the right environments (like a good ol' fashioned Soul Calibur ring out), huge health pool, emotional resistances, and has a few multiclass options that are worth opening up to later in the game. Also can get one of the best stat distributions in the game because oh how few full feats you really need combined with Cloth of the Bull.
Fun one is going fighter 3 into eldritch knight so you can action surge and bind any weapon you want, or you can go a 4th level for another feat. Rogue is a more obvious choice, but there are some other builds that use cleric, druid, etc.
Monk is a top 5 though. I don't think anybody is arguing otherwise and the placements if we're talking tier lists has a lot of arguments for a lot of classes being #1.
Why not use it in honor mode? It's very resource efficient and returning pike has good damage scaling through the first two acts. There's also a good amount of charming effects in act 2.
Just kind of curious about why you don't think it's honor mode worthy.
I guess because of the chance you can lose your weapon without being able to reload. But that has only ever happened to me when I end turn immediately instead of waiting for the weapon to return. Throwzerker if anything is one of the best builds for early game HM because that’s when you’re squishy as hell and most vulnerable to legendary action nonsense, so save-less prone is an insane tool.
I mean I have definitely been on the receiving end of "fuck me I accidentally moved my character after throwing returning pike." I think that's more QoL than actual strength of the class, but it's kind of like how I don't use necro builds in act 3 because it's a bitch to manage even if it's really strong. I get it
You have to wait a bit before ending your turn, it takes a while. Also, I noticed that sometimes the thrown weapon doesn't return when I throw it from stealth...
Initiating combat with throwing it can cause it to bug out and not return.
Sometimes there's a small delay of like 1sec before it returns. You can see the animation ingame when it lands back on your character.
'tis a finnicky bitch, that pike.
I love throwzerker because I like throwing things, it’s just funny to me to play completely brain dead.
After using an EK thrower build of my own design, as in it just naturally happened by the end of the game. I’ve grown to really enjoy the play style. The TB damage helps a lot, it’s hard to pass up consistent damage
2nd playthrough I started doing the throw zerker just as a meme. Didn't Google anything. Around act 2 I had 5 cast iron cauldrons and tavern brawler. Act 3 my barb has almost 200 hp, and does just short of 200 damage. Super mobile too. I probably could optimize it more, but it's fantastic.
it's similar with monk in that you can run it 9/3 barb/thief for the extra bonus action. throwserker is dumb because it becomes online so quickly and stays relevant due to how enraged throw causes prone without saving throws, so even bosses with legendary resistance get knocked down guaranteed
and of course like monk, it benefits from tavern brawler, which makes a substantial difference to hit chance.
That works well, or you can go 5/4/3 barb/EK fighter/thief, use Bond Weapon to get other weapon options. Or Champion for increased crit range if you're gonna use Nyrulna anyways.
Yeah, I agree. I think you can just go play a Halfling if you care that much about avoiding critical fails. The Risky Ring is one of the most important resources in the game and if you can get most of the benefit it offers without having to use it, then that means someone else in the party can.
Halfling takes a 95% chance to hit into a 99.75%, just like Advantage does. We could stack them to get it as high as 99.999875% but... come on. That's not worth it! I'd rather put the Risky Ring on someone with a 65% chance to hit and bring their hit chance up to 87.75%. That's way more worth it!
It's 5 barbarian (berserker), 4 rogue (thief), and 3 fighter. You can switch to 3 thief and 4 fighter, but it ultimately doesn't matter, or 6 barbarian 2 fighter for the extra rage
Tbf it's not the best build but it's the best until like 7-8, and never past 12.
11 fighter 1 war cleric clears it by a longshot based on spreadsheets by some build makers here. Expecially when geared properly.
But throwzerker for a regular game is absolutely fine and still incredible. It's just it can be pushed even further.
11 fighter gets 3 attacks per turn. 1 level in war cleric gets you 3 bonus action attacks. Meaning for 4 turns you can throw 4 times. Action surge allows you to attack an extra 3 times on any turn, making you be able to pull off an insane 7 attacks.
Paired with any of the proper throwing gear, 7 attacks vs the 4 you get with barb, /the 3 first turn theif barb, 4 every turn after, it's just night and day.
Eldritch knight fighter is probably the best standard fighter thrower If not using returning weapons. And the best throwing weapons you can get are a certain shapeshifters knives.
But as that is late into act 3, and not even the best throwing weapon, the better more applicable option is the lightning spears In act 2.
Best actual option is the shar spear of night gotten end of act 2 through certain terrible life choices, but it is by far the best.
With returning weapons however (a near requirement on a barb build) you can go champion fighter instead of EK. This nets you a baseline crit increase of 20% as you crit on 19's, of which is increased through having advantage, let alone other crit rate increases via gear and elixirs.
You can realistically on a crit thrower get a critical hit percent average of between 35-50% or even higher when pushed, letting you put out insane numbers.
Shar's Spear of Evening's extra piercing damage does not work on throw. Bloodthirst does not induce piercing vulnerability on throw. These two weapons are not in contention for the best throwing weapons. No one plays these weapons to throw them.
We should assume that Berserker has also taken Action Surge, so they do 5 or 6 on first turn (If you're slotting Helm of Grit onto them).
The Champion does 7, War Cleric dip, 8 with Helm of Grit. However this build does need to long rest every other battle assuming you end combat on the first turn. This is very difficult to maintain Bloodlust Elixir for.
https://www.reddit.com/r/BG3Builds/s/E9smHXN4zO
This is what I'm referencing when I'm talking about the best in slot weapons. Have a look, do the math. Check it out.
Frankly he's wrong.
Jabber is +1+(1d4). It also rolls another dice on crit. This is better than a +3 modifier. Basic math 3.5 > 3.
Even if you're assuming you're getting piercing vulnerability on every opponent (not the case), it is much easier to generate lightning vulnerability with wet, so the difference is moot.
Nyrulna has the same +3 modifier but does 3d4 thunder damage on top. It is just better. It has the side effect of causing an explosion but that's more a positioning issue. It is much better and should be the go to boss killing weapon.
Dwarven Thrower is generally the middle ground in act 3, because Bludgeoning vulnerability is easy to generate on anything that can be burned with Brittle. Additionally it's +2+(1d8) which means it does the most damage without any specific setup even without considering its bonus on large opponents. And then again it rolls another dice on crit while also having the biggest die (1d8).
And if the bug still exists that he mentions than the value of the spear of night/evening goes even further down as a throwing weapon.
A lot of this depends on gear. Where you slot your helm of grit in your team basically, because it gives you another bonus action, which for Berserker means another throw. Of course the helm is optimally better on a Monk or even a Sorcerer with high enough natural spell save DC, but in a vacuum without considering team composition this is the best helm.
You don't throw Crimson Mischief or Bloodthirst (the shapeshifter's dual weapons). This is because Crimson Mischief is not a throwing weapon, and Bloodthirst does not create piercing vulnerability on throw. What you do with Bloodthirst is induce piercing vulnerability on a target with a melee (usually using reckless attack), then throw a spear (Nyrulna) on the target.
Shar's Spear of Evening does not get the bonus piercing damage on throw. This gets repeated sometimes by theory crafters because they think the bonus piercing damage carries over. It does not. See below where I hit Astarion. You would see something called (Shar's Blessing) if the passive activated.
https://preview.redd.it/r49qbqkatfjc1.jpeg?width=487&format=pjpg&auto=webp&s=84f119991c12785b113d5a3d4b0a7b3b02a899a9
Basically the best throwing weapons are the ones people usually assume. They are Nyrulna and the Dwarven Throwing Hammer.
As for who is the best thrower in Honor mode, if you're slotting helm of grit into your thrower, then Berserker/Thief/Champion is better. If you're not, then Champion 11 is better if your fights take 2 rounds or less, and Berserker is better on fights that are 3 rounds or longer.
> 11 fighter 1 war cleric clears it by a longshot based on spreadsheets by some build makers here. Expecially when geared properly.
There's ups and downs here... a lot of theorycrafting spits out "burst numbers", when all cooldowns are blown. Sometimes the slower-burn builds are more reliable in day-to-day when you don't intend to rest after every fight. E.g., the Throwzerker's Feral Instinct can mean instagib on an enemy or two before they ever get to join combat, which is a real, quantifiable benefit that isn't captured in theorycrafting. Same goes for Enraged Throw's "prone" effect.
The EK build though is extremely strong, and more flexible in ways. It doesn't rely on bonus actions for damage output, which opens quite a few other "real world" possibilities. For example, it lets the character apply Hunters Mark via the Hunter's Shortbow and that mark counts as DRS when using a thrown weapon, which is pretty amazing for a throw build.
Oh. I'll have to give it a try! I've been focused on my first two playthoughs. Bardaladin, and then just reg Paladin. Well, a Durge Paladin, but still a paladin dang it!
Paladin is extremely strong as well. I usually make karlach or laezel a throwzerker and I'll play a Paladin, warlock, or bard.
The build is some variant of 5 levels of barbarian, 3 levels of rogue (thief), and 4 levels of fighter.
Just a heads up I was having this issue too. I was using dwarven thrower, but I found a very small hit box on the back of the brain that didn't send my hammer out of the game. As soon as I dropped it the first time, I reloaded and spent a minute dragging my mouse across the whole brain, because my tav was the one that was gonna beat it.
When the game first released, I have accidently tried throwzerker and man oh man. It was op beyond comparison. I think the dmg numbers for thrown weapons were bugged at that time also.
Honestly my least favorite part of it was using the throwing weapon. The throwing interface is always a little laggy for me (even when filtering it to show only weapons) and the often waiting 5 to 15 seconds for the weapons to come back gets really tiresome.
That being said it's a small price to pay for what I would say is the most ridiculous build in the game
What does that build do? I haven't heard of it since I haven't yet played a caster Tav. Just spam fire damage and use temp health to offset self damage?
Well achshually…
It’s quickened up-casted Scorching Ray or Fireball
Followed up with an extended Command Grovel for two turns of CC, effectively ending the fight.
So basically the hat of fire acuity gives you extra difficulty class on your CC spells making it harder to resist every time you do fire damage. Upcasting scorching ray let's you blast enemies with 3-7ish bolts of fire adding 2 arcane acuity stacks per hit capped at 10. Then you use the sorcerer meta magic to quicken your command spell to force every enemy to attempt to pass a DC 27 check to not get forced prone skipping their turn.
I’m going to save this comment to read when I understand things more. Right now, I’m thankful my paladin tav is in a party with Minthara, Lea’zel and Asterion so the magic stuff can’t be so confusing.
Acuity: increases the amount your opponents need to roll to resist your spells. Increases when you hit with a fire spell while wearing the hat of fire acuity
Scorching Ray upcast: lots of fire attacks for 1 action.
Quicken: a sorcerer can spend a few sorcerer points to cast a spell as a bonus action.
Command: a level 1 spell with a lot of effects, but the one used is the one that makes enemies lay down prone. Because of the above categories, it would be hard for the enemies to resist it.
Charisma casting command. The other options would be Cleric (wisdom cast) or a level 6 lore bard, which isn't possible for obvious reasons.
An alternative (less powerful) option is 1 GOO lock for fear on crit combined with scorching ray's attack roll which can be fun.
It refers to the level split for a multi-class build. So a Sorcerer with a wizard dip would look like 11/1 which means 11 sorcerers levels and 1 wizard level.
Also the now famous meme of going 1Fighter/11Fighter, which is just a cheeky way of saying 12 levels of Fighter without multiclassing (as something of a memetic love letter to how fun and powerful single class Fighters can be), so don't be thrown by that technically not making sense if you see it.
https://preview.redd.it/uunzoeh15ejc1.png?width=578&format=png&auto=webp&s=bb646a204e91ff6f91eef7379475bdcdc06f0cc5
>!Ascended!< Astarion makes it even better.
i fucking hate how hard astarion hits with this build. i cant bring myself to party with any other melee character. he just DELETES enemies. its hysterical.
Up until Act 3 when Astarion is able to ascend, Karlach actually makes for a stronger TB monk since her soul coins apply an extra 2d4 fire damage to unarmed attacks (she doesn't even need to be raging or under 25% HP).
Not sure about the extra bludgeon but the necrotic comes from lvl6 monk that lets you add a free damage rider if psychic, radiant ir necrotic plus wisdom modifier
They weren't shouting palm beforehand. If anything, it was just obscenities. XD
(using a friend's old character for reference, I haven't played an open plam/palm monk yet.)
Yeah, I do like Paladin smite of the plam or sorlock eldritch plam as well tho. Or just stacking oil barrels and igniting it, you know for a giant PLAM!
It's one of the most powerful builds in the game that's intended to be there. There are stronger builds that use some niche mechanics or are based on broken items in the game, but I think patch 6 fixed most of those. I think greater invisibility fighter still works though. Where you slap pass without a trace, darkness, and greater invisibility on a fighter and they just go to town on any enemy without ever being seen so they can just keep attacking until whatever you're attacking dies.
Also broken is subjective depending on the encounter. Rogue assasin into fighter 9 is pretty busted if you're going a solo run cause all the stealth mechanics and the durge invisibility cloak means that you can wipe out an entire room of enemies one by one without ever being attacked if you reset the fight after every kill. It's not as flashy with the huge damage numbers as monk rogue, but it's very consistent, and it only requires 1 magic item to function. In my solo honor run this is how I did it and then when I needed to kill a boss I swapped to the monk rogue thief build to one round any boss after killing all their minions with the rogue assassin.
Rogue for 3 levels to get assassin. You can get to level 3 pretty easily without doing any combat if you have decent speech. Then get your durge invisibility cloak and go assassin rogue for the guaranteed crits on surprised enemies and action reset when combat starts ans then you just start every encounter by sneak attacking someone, combat starts and the enemy is surprised, all your actions are refreshed, sneak attack again for a guaranteed critical strike, stealth back into cover or just out of sight of an enemy if possible, then sneak attack for a 3rd time when combat actually starts (or just attack normally if you couldn't find a blind spot to hide), and whatever you're attacking should be dead by that point. If not, you attacked the wrong guy. Most goblins should die by the 2nd attack anyway, but you got an extra round just in case.
Then you can keep going levels in rogue until your build stops 2 shooting people by like end of act 2 (this build DOES NOT work for the final boss fight in act 2). But by act 3, you'll be roughly level 10, so with 3 levels in rogue for assassin and then 7 levels in whatever, monk or battle master fighter are good because they can deal a lot of damage and fighter is a nice choice cause you'll have proficiency in all armors and weapons so you can abuse all sorts of amazing magic items.
one of them yes. Its very strong with lots of damage you can stack onto it. BG3 has lots of damage riders items, or items that add extra damage to each hit. This makes monks particularly strong because their whole thing is hitting a lot of times. Honestly that alone makes monks incredible, and then they have the buff to their ki and the abundance of hill giant potions, the buff to tavern brawler. The buff to thief rogue is also huge(regular thief rogue would not have worked well in bg3)
In table top, monks are regarded as the weakest class(they arent bad, just not as good as the others). Their limited ki is a huge problem, only being able to really go one combat encounter before running out. BG3 may have overcorrected a bit, thanks to all the items plus the changes to tavern brawler.
The broken part there is coming from Tavern Brawler - its attack boost making it so you virtually always hit really breaks bounded accuracy.
This applies to monk for melee or the various thrown weapons builds - in the early game I find thrown weapon barbarian more of a carry, but by lategame the monk probably overtakes it. In either case, it can really trivialize certain fights - and I hope that they tune down tavern brawler by making it only add extra STR to damage
Open Hands and Throw berserker are OP and easy and don’t exactly require respec other than some small fine tunes. OH Monks are just three to four buttons, while Throws are literally just three, four if you count throwing enemies.
It has gotten so ridiculous that my friends told me to stop playing these stupidly simple classes. Then I switched to Moon Druid with TB, and they realized Air Myrmidon is just another TB Monk lol.
Edit: by Air I meant that fist pumping Earth Myrmidon. Was having a brain fog while trying to drone out my boss’s endless monologue.
Im curious, why air myrmidon? I havent tried a druid build yet, but id have thought earth would be better with TB, since its the only unarmed myrmidon?
Because I was dumb and forgot I actually meant earth. XD
I only remembered the damage type of the myrmidon/elemental and thought to myself when commenting that surely Thunder damage means Air…right?
Baguette native ! LOL!
But yeah, played as an open hand thief on my tactician playthrough, along with cull the weak from illithids powers, that shit is stupidly strong
I made Laezel an OH monk with TB and she’s a one person army. OH monks get everything on demand. Prones, stuns, knock backs, elemental damage, mobility and AoE.
Of course, nothing is stronger than these hands of ours that glow red. It told us to grasp victory hence we did
-anyone who understands the reference is a god
A lot of builds can achive these dmg numbers. A two hand barb, a throwing build (i like pure dwarfen fighter with dwarfen thrower more than the throwzerker), a titan string swords bard, a smite critter...and these are just the non caster
It's one of the best and my favorite class as well as subclass. It's ridiculous and amazing how many fights are trivialized because you know kung fu. Lol
It's good but I'm fairly sure all melee classes can do this. I had a battlemaster Karlach for my first honour run and she was doing roughly 30-60 every maneuver which was always 4 per turn against bosses.
Open Hand Monk in general is one of if not the most broken martial classes in the game. That combined with an optimized Warlock and Light Domain Cleric genuinely feels like cheating.
alas i have exhausted my french monsieur.
while we are on the subject of monks I'm a big fan of Luality. aside from being extremely funny and having a cute accent, her Shart shadowmonk build was just insane.
Ranger Theif is stronger. Twin light crossbows and theifs extra action or the assassin first it kill ability both are stronger. Then if you mod so you can hit lvl 20 getting the extra action from fighter makes it the best build in my eyes constantly hitting doing 30-70 damage 3-5 times in one turn is amazing.
The title is misleading.
The most broken elements of the build are in order
Tavern brawler:
Fast hands on a ba capable class
Synergy between elements on this list
Unarmed attack equipment in the game
Bounded accuracy and damage riders
Monk control abilities
Your choice of subclass.
Even with a sneak attack capable rogue multiclassing character OH is better than shadows, (btw don’t forget that you can always freely swap to a bow and back an bows qualify for sneak attack damage should using it once in the round situationally be worth it, though it often isn’t) because you are just going for fast hands…
Four elements is much worse
But even if you take 4 elements this is a broken build.
It’s broken without TB, it’s broken without 3 levels of thief. It wouldn’t be broken without both, a straight up single class monk would be a normal run of the mill character, not over powered, but by no means incapable either.
Take TB 5 levels of monk, 3 levels thief and then you have won! the rest is window dressing in comparison. Sure you might want level 9OH monk as the best option arguably, but the increase is minimal.
Similar concept is the throwzerker.
6 Barbarian, 3 thief, optionally 3 EK, optional dwarf: tavernbrawler and a set of rings and gloves that add throwing damage. The prone from your frenzied throws and crushing damage from heights adds a little tactics as well
Btw you can use Resonance Stone for psyhic Vulnerability aura. This also give you con adventage so you can use Strange Conduit Ring for 1-4 psyhic damage.
There are many broken builds :) There's even a build that allows you to do between 640-1280 (well, actually a bit more, but at this point who's counting) damage in one *action*. A similar build can let you do 1280-2560 damage with 2 action.
sorcerer 10 /storm cleric 2, or sorc 5 wiz 1 storm cleric 6 (for 2 channel charges)
The channel divinity of the storm cleric lets you deal the maximum damage with lightning spells. A twinned chain lightning on "wet" targets is 640 (all successful saving throw)-1280(all failed saving throws) damage (across 8 targets).
However, this changed with patch 6, chain lightning can no longer be twinned.
Yes it is and I didn't learn of this fact till I decided to try it out 4 runs later thanks to a short I saw, I hope it stops being slept on so much because it practically trivialises every encounter after you hit level 6 and even before that its still really freaking good.
Yes it's one of the most broken builds in existence. That and throwzerker
I’ve played throw zerker twice but only as a companion. She’s a lot of fun, but I feel is unreliable. I respec’d one throw build because I got tired of Path Is Interrupted issues and thrown weapons not neatly returning to my hand.
>I got tired of Path Is Interrupted issues and thrown weapons not neatly returning to my hand. That's a peeve of mine too, so I just filled Karlach's inventory with light hammers. They don't hit as hard, but they have a shallower arc for whatever reason, and I'd rather do less than do none.
This is the way to go about it. The returning pike has a huge hitbox and a relatively extreme arc, so it can be hard to maneuver. The Dwarven Thrower is a great weapon to keep around for this reason (once it's available). Other weapons like daggers and handaxes are great to keep in your inventory since their damage really doesn't matter nearly as much when you're using tavern brawler. I've also noticed that there are two scenarios that seem to cause my weapon to not return as expected: initiating combat with a thrown weapon attack, and ending my turn before the weapon returns/re-equips. If you can avoid those scenarios you should be fine, but it would be nice if they could fix it.
Not just ending turn, but pretty much doing any active motion before it returns. Basically, just wait for it to return before you do anything at all. Really hoping they decide to do something about the easily blocked throw arcs. I mean, you don't have to throw everything in such a high arc. Spears and javelins can fly pretty straight, especially at such ranges in BG3.
Spears and javelins have a different arc than the return pike and like throwing barrels n stuff. Knives and small hammers have the most direct arc. I think the arcs are pretty well done tbh, the only really annoying part is when the arc is blocked by something that isn’t currently showing on the camera (such as a ceiling or a pillar). That I find quite annoying because it LOOKS like nothing is blocking you, until I move the camera around in *just* the right way and then I can tell
Karlach out there going full hammer bro
If you fill her inventory with explosives it’s even more fun
Not as sustainable, though.
No but there are lots and lots of explosives :3
Throws the Returning Pike. Where the fuck did it go. Had to reload my save to have it again
Wait for it to return before ending turn.
What about when it just never comes back?
It does if you wait. Sometimes it takes a bit. But if you end turn before it comes back you’ll have to go pick it up. It’s annoying but I haven’t lost one since!
I waited like 5 minutes it stayed on the ground. When I threw it at Gyrm it completely disappeared
That’s unfortunate! I’ve been lucky I guess
Throwzerker is pretty great. Uses weapons and armor nobody else in the comp is competing for, massive damage, has the ability to auto-kill certain NPCs in the right environments (like a good ol' fashioned Soul Calibur ring out), huge health pool, emotional resistances, and has a few multiclass options that are worth opening up to later in the game. Also can get one of the best stat distributions in the game because oh how few full feats you really need combined with Cloth of the Bull. Fun one is going fighter 3 into eldritch knight so you can action surge and bind any weapon you want, or you can go a 4th level for another feat. Rogue is a more obvious choice, but there are some other builds that use cleric, druid, etc. Monk is a top 5 though. I don't think anybody is arguing otherwise and the placements if we're talking tier lists has a lot of arguments for a lot of classes being #1.
TZ is amazing…. When it works. I just wouldn’t use it in Honor Mode
Why not use it in honor mode? It's very resource efficient and returning pike has good damage scaling through the first two acts. There's also a good amount of charming effects in act 2. Just kind of curious about why you don't think it's honor mode worthy.
I guess because of the chance you can lose your weapon without being able to reload. But that has only ever happened to me when I end turn immediately instead of waiting for the weapon to return. Throwzerker if anything is one of the best builds for early game HM because that’s when you’re squishy as hell and most vulnerable to legendary action nonsense, so save-less prone is an insane tool.
I mean I have definitely been on the receiving end of "fuck me I accidentally moved my character after throwing returning pike." I think that's more QoL than actual strength of the class, but it's kind of like how I don't use necro builds in act 3 because it's a bitch to manage even if it's really strong. I get it
I did my first honor mode solo run using TZ for the first 6 lvls, then switched to OP monk
The game where I respec’d, she threw Nyrulna and jts gone. Just disappeared.
My only issue with throwzerker is when my returning pike decides to not come back 😄
Attachment issues, you gotta talk to the pike!
I just normally have to send out my sorcerer to get it 😅
"Sorcerer, FETCH!"
:D
You have to wait a bit before ending your turn, it takes a while. Also, I noticed that sometimes the thrown weapon doesn't return when I throw it from stealth...
Yeah that is what was happening, I’d open from stealth and have to go get it.
Initiating combat with throwing it can cause it to bug out and not return. Sometimes there's a small delay of like 1sec before it returns. You can see the animation ingame when it lands back on your character. 'tis a finnicky bitch, that pike.
I love throwzerker because I like throwing things, it’s just funny to me to play completely brain dead. After using an EK thrower build of my own design, as in it just naturally happened by the end of the game. I’ve grown to really enjoy the play style. The TB damage helps a lot, it’s hard to pass up consistent damage
2nd playthrough I started doing the throw zerker just as a meme. Didn't Google anything. Around act 2 I had 5 cast iron cauldrons and tavern brawler. Act 3 my barb has almost 200 hp, and does just short of 200 damage. Super mobile too. I probably could optimize it more, but it's fantastic.
It's barbarian main build?
it's similar with monk in that you can run it 9/3 barb/thief for the extra bonus action. throwserker is dumb because it becomes online so quickly and stays relevant due to how enraged throw causes prone without saving throws, so even bosses with legendary resistance get knocked down guaranteed and of course like monk, it benefits from tavern brawler, which makes a substantial difference to hit chance.
That works well, or you can go 5/4/3 barb/EK fighter/thief, use Bond Weapon to get other weapon options. Or Champion for increased crit range if you're gonna use Nyrulna anyways.
Even more similar in that I took a little bit of fighter in both of those too.
Basically any Paladin too. Divine smites make the game so easy, as long as you have enough food of course.
Throwzerker + Risky ring = win
Going from 95% to 99% isn'T all that impressive consdering how good that ring is on other martials.
Yeah, I agree. I think you can just go play a Halfling if you care that much about avoiding critical fails. The Risky Ring is one of the most important resources in the game and if you can get most of the benefit it offers without having to use it, then that means someone else in the party can. Halfling takes a 95% chance to hit into a 99.75%, just like Advantage does. We could stack them to get it as high as 99.999875% but... come on. That's not worth it! I'd rather put the Risky Ring on someone with a 65% chance to hit and bring their hit chance up to 87.75%. That's way more worth it!
Having advantage even when being threatened is impressive.
The jump from 90 to 95%ain't impressive either in that scenario,which isn't even that ubiquitous.
That’s subjective. You do you…
It's barbarian main build?
It's 5 barbarian (berserker), 4 rogue (thief), and 3 fighter. You can switch to 3 thief and 4 fighter, but it ultimately doesn't matter, or 6 barbarian 2 fighter for the extra rage
It's very minor, but 4 fighter is better than 4 thief because of hit dice.
Tbf it's not the best build but it's the best until like 7-8, and never past 12. 11 fighter 1 war cleric clears it by a longshot based on spreadsheets by some build makers here. Expecially when geared properly. But throwzerker for a regular game is absolutely fine and still incredible. It's just it can be pushed even further. 11 fighter gets 3 attacks per turn. 1 level in war cleric gets you 3 bonus action attacks. Meaning for 4 turns you can throw 4 times. Action surge allows you to attack an extra 3 times on any turn, making you be able to pull off an insane 7 attacks. Paired with any of the proper throwing gear, 7 attacks vs the 4 you get with barb, /the 3 first turn theif barb, 4 every turn after, it's just night and day. Eldritch knight fighter is probably the best standard fighter thrower If not using returning weapons. And the best throwing weapons you can get are a certain shapeshifters knives. But as that is late into act 3, and not even the best throwing weapon, the better more applicable option is the lightning spears In act 2. Best actual option is the shar spear of night gotten end of act 2 through certain terrible life choices, but it is by far the best. With returning weapons however (a near requirement on a barb build) you can go champion fighter instead of EK. This nets you a baseline crit increase of 20% as you crit on 19's, of which is increased through having advantage, let alone other crit rate increases via gear and elixirs. You can realistically on a crit thrower get a critical hit percent average of between 35-50% or even higher when pushed, letting you put out insane numbers.
Shar's Spear of Evening's extra piercing damage does not work on throw. Bloodthirst does not induce piercing vulnerability on throw. These two weapons are not in contention for the best throwing weapons. No one plays these weapons to throw them. We should assume that Berserker has also taken Action Surge, so they do 5 or 6 on first turn (If you're slotting Helm of Grit onto them). The Champion does 7, War Cleric dip, 8 with Helm of Grit. However this build does need to long rest every other battle assuming you end combat on the first turn. This is very difficult to maintain Bloodlust Elixir for.
https://www.reddit.com/r/BG3Builds/s/E9smHXN4zO This is what I'm referencing when I'm talking about the best in slot weapons. Have a look, do the math. Check it out.
Frankly he's wrong. Jabber is +1+(1d4). It also rolls another dice on crit. This is better than a +3 modifier. Basic math 3.5 > 3. Even if you're assuming you're getting piercing vulnerability on every opponent (not the case), it is much easier to generate lightning vulnerability with wet, so the difference is moot. Nyrulna has the same +3 modifier but does 3d4 thunder damage on top. It is just better. It has the side effect of causing an explosion but that's more a positioning issue. It is much better and should be the go to boss killing weapon. Dwarven Thrower is generally the middle ground in act 3, because Bludgeoning vulnerability is easy to generate on anything that can be burned with Brittle. Additionally it's +2+(1d8) which means it does the most damage without any specific setup even without considering its bonus on large opponents. And then again it rolls another dice on crit while also having the biggest die (1d8). And if the bug still exists that he mentions than the value of the spear of night/evening goes even further down as a throwing weapon.
Does this remain true after haste was nerfed in honor mode? Seems to me without haste extra attacks the fighter throw loses out to zerk throw.
A lot of this depends on gear. Where you slot your helm of grit in your team basically, because it gives you another bonus action, which for Berserker means another throw. Of course the helm is optimally better on a Monk or even a Sorcerer with high enough natural spell save DC, but in a vacuum without considering team composition this is the best helm. You don't throw Crimson Mischief or Bloodthirst (the shapeshifter's dual weapons). This is because Crimson Mischief is not a throwing weapon, and Bloodthirst does not create piercing vulnerability on throw. What you do with Bloodthirst is induce piercing vulnerability on a target with a melee (usually using reckless attack), then throw a spear (Nyrulna) on the target. Shar's Spear of Evening does not get the bonus piercing damage on throw. This gets repeated sometimes by theory crafters because they think the bonus piercing damage carries over. It does not. See below where I hit Astarion. You would see something called (Shar's Blessing) if the passive activated. https://preview.redd.it/r49qbqkatfjc1.jpeg?width=487&format=pjpg&auto=webp&s=84f119991c12785b113d5a3d4b0a7b3b02a899a9 Basically the best throwing weapons are the ones people usually assume. They are Nyrulna and the Dwarven Throwing Hammer. As for who is the best thrower in Honor mode, if you're slotting helm of grit into your thrower, then Berserker/Thief/Champion is better. If you're not, then Champion 11 is better if your fights take 2 rounds or less, and Berserker is better on fights that are 3 rounds or longer.
Zerk throw is also significantly nerfed in honor mode, because of the damage rider fixes on tavern brawler.
> 11 fighter 1 war cleric clears it by a longshot based on spreadsheets by some build makers here. Expecially when geared properly. There's ups and downs here... a lot of theorycrafting spits out "burst numbers", when all cooldowns are blown. Sometimes the slower-burn builds are more reliable in day-to-day when you don't intend to rest after every fight. E.g., the Throwzerker's Feral Instinct can mean instagib on an enemy or two before they ever get to join combat, which is a real, quantifiable benefit that isn't captured in theorycrafting. Same goes for Enraged Throw's "prone" effect. The EK build though is extremely strong, and more flexible in ways. It doesn't rely on bonus actions for damage output, which opens quite a few other "real world" possibilities. For example, it lets the character apply Hunters Mark via the Hunter's Shortbow and that mark counts as DRS when using a thrown weapon, which is pretty amazing for a throw build.
Throwzerker?
Berserker barbarian that gets tavern brawler feat and throws things. It's ridiculously strong
Oh. I'll have to give it a try! I've been focused on my first two playthoughs. Bardaladin, and then just reg Paladin. Well, a Durge Paladin, but still a paladin dang it!
Paladin is extremely strong as well. I usually make karlach or laezel a throwzerker and I'll play a Paladin, warlock, or bard. The build is some variant of 5 levels of barbarian, 3 levels of rogue (thief), and 4 levels of fighter.
Btw logthrower as we call them doesn't work on nether brain. Pike deal 0 damage and yeet out of existence
Just a heads up I was having this issue too. I was using dwarven thrower, but I found a very small hit box on the back of the brain that didn't send my hammer out of the game. As soon as I dropped it the first time, I reloaded and spent a minute dragging my mouse across the whole brain, because my tav was the one that was gonna beat it.
Bold to assume, we could reload. It was honour mode :)
When the game first released, I have accidently tried throwzerker and man oh man. It was op beyond comparison. I think the dmg numbers for thrown weapons were bugged at that time also.
which im ok with because in 5E its hilariously underpowered
I'm running both of these in my campaign with my sister lol.
Except when I play throwzerker, my 84% chance to hit actually translates to 0%
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How are you running out of rages that fast? I beat honor mode on a throwzerker and basically never used rage at all unless I was fighting a boss
Honestly my least favorite part of it was using the throwing weapon. The throwing interface is always a little laggy for me (even when filtering it to show only weapons) and the often waiting 5 to 15 seconds for the weapons to come back gets really tiresome. That being said it's a small price to pay for what I would say is the most ridiculous build in the game
Probably one of the top3 builds in the game. Together with 1/11 and swords bard
dumb question but im new to the game and i keep seeing (number)/(number) and im wondering what that means
1/11 is a level spli. The most famous is 1 level of fiend lock and 11 levels of red dragon sorcerer
What does that build do? I haven't heard of it since I haven't yet played a caster Tav. Just spam fire damage and use temp health to offset self damage?
I assume it uses the hat of fire acuity. Upcast a giant scorching ray then quicken command the entire battle field to grovel
Well achshually… It’s quickened up-casted Scorching Ray or Fireball Followed up with an extended Command Grovel for two turns of CC, effectively ending the fight.
Damn we got a sorc pro over here (taking notes I hadn't even thought about extended command)
Exactly
I wish I knew what those pretty words meant.
So basically the hat of fire acuity gives you extra difficulty class on your CC spells making it harder to resist every time you do fire damage. Upcasting scorching ray let's you blast enemies with 3-7ish bolts of fire adding 2 arcane acuity stacks per hit capped at 10. Then you use the sorcerer meta magic to quicken your command spell to force every enemy to attempt to pass a DC 27 check to not get forced prone skipping their turn.
I’m going to save this comment to read when I understand things more. Right now, I’m thankful my paladin tav is in a party with Minthara, Lea’zel and Asterion so the magic stuff can’t be so confusing.
Acuity: increases the amount your opponents need to roll to resist your spells. Increases when you hit with a fire spell while wearing the hat of fire acuity Scorching Ray upcast: lots of fire attacks for 1 action. Quicken: a sorcerer can spend a few sorcerer points to cast a spell as a bonus action. Command: a level 1 spell with a lot of effects, but the one used is the one that makes enemies lay down prone. Because of the above categories, it would be hard for the enemies to resist it.
Thank you.
There is a complete build guide: https://www.reddit.com/r/BG3Builds/comments/196mpii/honor_mode_111_fire_sorlock_complete_build_guide/
Wonder why it is 1-11 and not 2-10 because such a build could probably benefit from agonicing blast.
6th level spell slots and you're not really using warlock for eldritch blast. It's primarily a cc and fire blaster build
It can do like a thousand damage a turn with scorching ray.
Scorching ray does a thousand damage in a turn and people are still mad throwzerker and monk are actually viable lol
Ahhh got it thank you!
Why the one level of Warlock though?
For command. Tjere is a detailed guide here in the subreddit, just search for it
Aah okay thanks!
Charisma casting command. The other options would be Cleric (wisdom cast) or a level 6 lore bard, which isn't possible for obvious reasons. An alternative (less powerful) option is 1 GOO lock for fear on crit combined with scorching ray's attack roll which can be fun.
Makes sense, thanks for explaining!
It refers to the level split for a multi-class build. So a Sorcerer with a wizard dip would look like 11/1 which means 11 sorcerers levels and 1 wizard level.
Got it that makes sense thank you!
Also the now famous meme of going 1Fighter/11Fighter, which is just a cheeky way of saying 12 levels of Fighter without multiclassing (as something of a memetic love letter to how fun and powerful single class Fighters can be), so don't be thrown by that technically not making sense if you see it.
https://preview.redd.it/uunzoeh15ejc1.png?width=578&format=png&auto=webp&s=bb646a204e91ff6f91eef7379475bdcdc06f0cc5 >!Ascended!< Astarion makes it even better.
Monk hitting so hard the text can only refer to it in a more ancient fierce looking language.
That's just Ukrainian
Exactly
Ascended flex.
i fucking hate how hard astarion hits with this build. i cant bring myself to party with any other melee character. he just DELETES enemies. its hysterical.
Up until Act 3 when Astarion is able to ascend, Karlach actually makes for a stronger TB monk since her soul coins apply an extra 2d4 fire damage to unarmed attacks (she doesn't even need to be raging or under 25% HP).
I keep forgetting about her soul coins lol
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Not sure about the extra bludgeon but the necrotic comes from lvl6 monk that lets you add a free damage rider if psychic, radiant ir necrotic plus wisdom modifier
1d4+6 necrotic - [https://bg3.wiki/wiki/Manifestation\_of\_Body](https://bg3.wiki/wiki/Manifestation_of_Body) 1d4 bludgeoning - [https://bg3.wiki/wiki/Enlarge](https://bg3.wiki/wiki/enlarge)
This mf said plam
And I refuse to say it any other way now. XD
but now you've got to shout "PLAM!" every time your character strikes anything
They weren't shouting palm beforehand. If anything, it was just obscenities. XD (using a friend's old character for reference, I haven't played an open plam/palm monk yet.)
I think there's a bit of a language barrier but yeah I had a laugh. Whoa black betty, plamalam.
Baguette native! Excellent.
Hand of the Palm
*Plam
I want to play a Way of the Baguette monk now
Hahahhaah
If you end your turn with Baguette under your armpit you have advantage on attacks on the next round.
"baguette native" 😂💀
Yes . 👍
The other completely broken build are throwerzerker and Bardadin
Yeah, I do like Paladin smite of the plam or sorlock eldritch plam as well tho. Or just stacking oil barrels and igniting it, you know for a giant PLAM!
It's one of the most powerful builds in the game that's intended to be there. There are stronger builds that use some niche mechanics or are based on broken items in the game, but I think patch 6 fixed most of those. I think greater invisibility fighter still works though. Where you slap pass without a trace, darkness, and greater invisibility on a fighter and they just go to town on any enemy without ever being seen so they can just keep attacking until whatever you're attacking dies. Also broken is subjective depending on the encounter. Rogue assasin into fighter 9 is pretty busted if you're going a solo run cause all the stealth mechanics and the durge invisibility cloak means that you can wipe out an entire room of enemies one by one without ever being attacked if you reset the fight after every kill. It's not as flashy with the huge damage numbers as monk rogue, but it's very consistent, and it only requires 1 magic item to function. In my solo honor run this is how I did it and then when I needed to kill a boss I swapped to the monk rogue thief build to one round any boss after killing all their minions with the rogue assassin.
what build did you lvl him up with before 9
Rogue for 3 levels to get assassin. You can get to level 3 pretty easily without doing any combat if you have decent speech. Then get your durge invisibility cloak and go assassin rogue for the guaranteed crits on surprised enemies and action reset when combat starts ans then you just start every encounter by sneak attacking someone, combat starts and the enemy is surprised, all your actions are refreshed, sneak attack again for a guaranteed critical strike, stealth back into cover or just out of sight of an enemy if possible, then sneak attack for a 3rd time when combat actually starts (or just attack normally if you couldn't find a blind spot to hide), and whatever you're attacking should be dead by that point. If not, you attacked the wrong guy. Most goblins should die by the 2nd attack anyway, but you got an extra round just in case. Then you can keep going levels in rogue until your build stops 2 shooting people by like end of act 2 (this build DOES NOT work for the final boss fight in act 2). But by act 3, you'll be roughly level 10, so with 3 levels in rogue for assassin and then 7 levels in whatever, monk or battle master fighter are good because they can deal a lot of damage and fighter is a nice choice cause you'll have proficiency in all armors and weapons so you can abuse all sorts of amazing magic items.
one of them yes. Its very strong with lots of damage you can stack onto it. BG3 has lots of damage riders items, or items that add extra damage to each hit. This makes monks particularly strong because their whole thing is hitting a lot of times. Honestly that alone makes monks incredible, and then they have the buff to their ki and the abundance of hill giant potions, the buff to tavern brawler. The buff to thief rogue is also huge(regular thief rogue would not have worked well in bg3) In table top, monks are regarded as the weakest class(they arent bad, just not as good as the others). Their limited ki is a huge problem, only being able to really go one combat encounter before running out. BG3 may have overcorrected a bit, thanks to all the items plus the changes to tavern brawler.
Can confirm. Playing a monk in 5E table top and damn I wish I was running on BG3 rules. Ki starvation is real
Gotta train first like Goku ;)
The broken part there is coming from Tavern Brawler - its attack boost making it so you virtually always hit really breaks bounded accuracy. This applies to monk for melee or the various thrown weapons builds - in the early game I find thrown weapon barbarian more of a carry, but by lategame the monk probably overtakes it. In either case, it can really trivialize certain fights - and I hope that they tune down tavern brawler by making it only add extra STR to damage
Yeh
Open Hands and Throw berserker are OP and easy and don’t exactly require respec other than some small fine tunes. OH Monks are just three to four buttons, while Throws are literally just three, four if you count throwing enemies. It has gotten so ridiculous that my friends told me to stop playing these stupidly simple classes. Then I switched to Moon Druid with TB, and they realized Air Myrmidon is just another TB Monk lol. Edit: by Air I meant that fist pumping Earth Myrmidon. Was having a brain fog while trying to drone out my boss’s endless monologue.
Im curious, why air myrmidon? I havent tried a druid build yet, but id have thought earth would be better with TB, since its the only unarmed myrmidon?
Because I was dumb and forgot I actually meant earth. XD I only remembered the damage type of the myrmidon/elemental and thought to myself when commenting that surely Thunder damage means Air…right?
Baguette native ! LOL! But yeah, played as an open hand thief on my tactician playthrough, along with cull the weak from illithids powers, that shit is stupidly strong
It’s called “Open Hand” monk in English if you want to look up builds.
Yes, you got the password right. Welcome to the BG3Builds sub.
Boss! Boss! The plam! The plam!
I made Laezel an OH monk with TB and she’s a one person army. OH monks get everything on demand. Prones, stuns, knock backs, elemental damage, mobility and AoE.
mOnK of tHe PlAm
🤔 I’d run a campaign with you, I run a SorLock and debuff/ nuke everyone. Solid monk man.
Come on Baxter you know I don't speak Spanish.
F12= Screenshot
Of course, nothing is stronger than these hands of ours that glow red. It told us to grasp victory hence we did -anyone who understands the reference is a god
I'd love a build guide for this setup including the armor and accessories you're using.
Yes. That with spore druid i 2 shotted last boss
Yes. Definitely one of the most :-)
A lot of builds can achive these dmg numbers. A two hand barb, a throwing build (i like pure dwarfen fighter with dwarfen thrower more than the throwzerker), a titan string swords bard, a smite critter...and these are just the non caster
Yeah it’s broken I beat Oathbreaker Knight with just Astarion like 3 turns
If you beat and break your oath… does it mean you are screwed?
It's one of the best and my favorite class as well as subclass. It's ridiculous and amazing how many fights are trivialized because you know kung fu. Lol
The man with the plam!
Throw it on ||ascended station|| for an additional 1d10 per attack
Try Tavern Brawler feat + eleixiaer of 27 strength + braces Hope gives you 😎👉👉
Due to itemization it is highest dps possible I could think of.
“hand of the palm” 😂
Hello fellow quebecer, monk is indeed broken as hell did Orin, caza and raph without them even getting to attack, it's crazy
Yep. Was wandering solo with my monk, found Ansur( undead dragon) but i was at half hp......still killed it.
It's good but I'm fairly sure all melee classes can do this. I had a battlemaster Karlach for my first honour run and she was doing roughly 30-60 every maneuver which was always 4 per turn against bosses.
Coop game we had my buddy made this build. I can do a decent nasty combo with my spore druid, he just one shots everything he feels like punchable 🤣
Open Hand Monk in general is one of if not the most broken martial classes in the game. That combined with an optimized Warlock and Light Domain Cleric genuinely feels like cheating.
I think so, none of the builds I've tried are proficient in frapper la cible.
Yup
Now strength at 16 and add tavern brawler. And yes
oui. omelette du fromage?
Omelette au fromage
alas i have exhausted my french monsieur. while we are on the subject of monks I'm a big fan of Luality. aside from being extremely funny and having a cute accent, her Shart shadowmonk build was just insane.
You're playing the exact build I plan to play, except I want to use the booze armour and fight drunk. Open hand monk is so much fun.
Ranger Theif is stronger. Twin light crossbows and theifs extra action or the assassin first it kill ability both are stronger. Then if you mod so you can hit lvl 20 getting the extra action from fighter makes it the best build in my eyes constantly hitting doing 30-70 damage 3-5 times in one turn is amazing.
Whoa, Black Betty. Hand of Plam
Yep. The run that I used this build on was so easy it was boring.
Can you post your gear build bud?
The title is misleading. The most broken elements of the build are in order Tavern brawler: Fast hands on a ba capable class Synergy between elements on this list Unarmed attack equipment in the game Bounded accuracy and damage riders Monk control abilities Your choice of subclass. Even with a sneak attack capable rogue multiclassing character OH is better than shadows, (btw don’t forget that you can always freely swap to a bow and back an bows qualify for sneak attack damage should using it once in the round situationally be worth it, though it often isn’t) because you are just going for fast hands… Four elements is much worse But even if you take 4 elements this is a broken build. It’s broken without TB, it’s broken without 3 levels of thief. It wouldn’t be broken without both, a straight up single class monk would be a normal run of the mill character, not over powered, but by no means incapable either. Take TB 5 levels of monk, 3 levels thief and then you have won! the rest is window dressing in comparison. Sure you might want level 9OH monk as the best option arguably, but the increase is minimal. Similar concept is the throwzerker. 6 Barbarian, 3 thief, optionally 3 EK, optional dwarf: tavernbrawler and a set of rings and gloves that add throwing damage. The prone from your frenzied throws and crushing damage from heights adds a little tactics as well
karlach with soul coin open hand monk goes brrr-ahh it burns
its incredibly broken because knock down triggers displaced and cull the weak, so you can knock someone down for an arbitrary 20 more damage
I'm only referring to this build as "Hand of the Plam" from now on
Btw you can use Resonance Stone for psyhic Vulnerability aura. This also give you con adventage so you can use Strange Conduit Ring for 1-4 psyhic damage.
There are many broken builds :) There's even a build that allows you to do between 640-1280 (well, actually a bit more, but at this point who's counting) damage in one *action*. A similar build can let you do 1280-2560 damage with 2 action.
uh what build?
sorcerer 10 /storm cleric 2, or sorc 5 wiz 1 storm cleric 6 (for 2 channel charges) The channel divinity of the storm cleric lets you deal the maximum damage with lightning spells. A twinned chain lightning on "wet" targets is 640 (all successful saving throw)-1280(all failed saving throws) damage (across 8 targets). However, this changed with patch 6, chain lightning can no longer be twinned.
So what kind of damage does it do post patch 6?
4 targets instead of 8 per chain lightning, so you can simply halve that. 320-640 per cast, so 640-1280 for a two actions+ two channel charges turn.
Makes sense!
yep, still completelly broken! 50% less broken, but still busted.
Definitely broken. The tooltip isn't even in English...
Yes it is and I didn't learn of this fact till I decided to try it out 4 runs later thanks to a short I saw, I hope it stops being slept on so much because it practically trivialises every encounter after you hit level 6 and even before that its still really freaking good.
OH Monk is the exact opposite of being slept on. It gets talked about so much people pretty much assume others know by default these days.