Hey pals! I'll put anything we can think of to go even faster here: +1.5m of base speed: If we go Barb 6 Monk 6, we can get Wholeness of Body for the third bonus action instead of using Thief Rogue. Requires us to take one more Terazul (to avoid the stun) and activate it on T-2. Thanks to StreyasAdury for pointing this out!
This kind of build makes me want to see a new category of bg3 speedrun: fewest turns taken to beat the game, where all actions must be taken in turn based mode
I had seen a few videos and calculations that were like mach 0.5 or something and I was like.... surely we can do better than that! (not to throw shade or anything, most of those were done a long time ago and are really impressive, we just have more info now)
@@SapTheseCasters That's not true. That was a datamined interaction that isn't actually in the game. They just kinda both hang out in camp and never acknowledge each other.
@@SapTheseCasters That's removed/datamined content -- it isn't actually accessible in normal gameplay. ...and I don't think it ever was accessible in normal gameplay in the first place -- In earlier patches, Halsin would just inexplicably drop dead if Minthara ended up in camp with him (likely a result of inadvertently triggering a fail-deadly that kills Halsin from the glitches used to get Minthara in the camp alongside Halsin). In a later patch, you could do the 'Sheepthara Heist' to get Minthara into the Moonrise cutscene (The sheep *will* be judged.), then rescue her pretty much as normal from there, with no conflict between Halsin and Minthara (other than their tents being basically merged together and the two of them standing inside one another in the Act II camps, making it a little difficult to interact with them). In the most recent patch, all you need to do is knock her out and she'll show up in the Moonrise cutscene, and, once she's rescued, Halsin and Minthara stand a few feet apart from one another in camp, again with no conflict between them (...though their tents are still merged together in Act II campsites).
might not be the fastest, but a regular monk rogue multiclass being able to hit 75 meters of movement without speccing into it at all is pretty ridiculous
I read you comment and I just had to do the math on that. Considering each round of combat is 6 seconds, 75m of movement per round would be going at 12,5 m/s, multiplying that by 3,6 to convert it into km/h would give us 45 km/h, which is ridiculous, but surprisingly not that much faster than Usain Bolt's top speed of 44,72 km/h
And that's not even factoring in stuff like Step of the Wind, which allows a high-strength monk to spend 10 ft/3 meters to "jump" WAY further than that, as much as they want. In my mind, a monk using Step of the Wind is actually anime flash stepping every time they jump.
@@HikariWolfy Something that's really cool about D&D in general is that if you do the math, most of the numbers check out for real world equivalents. In older editions this was especially true, but assuming these are exceptional athletes we're talking about (which makes sense, given the job requirements of "adventurer"), most of the things they do are what you'd expect to see from an exceptional athlete. It's really neat how it all maps to actual numbers!
Yay! Omg I'm the one that requested this video. I absolutely love that there's no exploits, this is exactly what I wanted! You should make a speedster build, to turn this into a killing machine!
@@Cephalopocalypse if you ever do this, do note that flying counts as jumping by hamarhraft standards, and you can fly incredibly tiny distances each time.
@galois6569 bro we can not move Mach 7 from are own power in any gravity that would allow us to use are “max power”(running with my legs) And the joke is obviously if you could move Mach 7. It would be wierd if you couldn’t react with the same speed because otherwise for example Lazel would run thru walls thru enemies and generally wouldn’t be able to take a turn from inevitable self destruction 😂 From a “Laws of physics Prospective” which is “pure physics” young lad 😂
@ It is about the reference frame. Just by sitting on the earth I am orbiting the sun at a speed well above Mach 7. When we consider the max speed we can obtain relative to the air around us, the limitations is our ability to run, not our ability to think. While definitely a problem for using super speed, thinking at a normal speed doesn't naturally prevent super speed. (at least in my opinion).
@ I agree It’s not that you can’t move super speedy with normal thought speed. But you definitely would pull a dash” from the Disney movie incredibles And slam into a lot of walls/ mountains 😂😂 or even for the video game characters they might hit a wall like the coyote chasing the roadrunner *Meep Meep 😂 If we get a mod for an ostrich. This build would be hilarious for it 💀
Hey so uhm, I found something big. Inciting howl stacks with itself. This leads to a big change in the build. The best build i have found in my playthrough is the following: Player: Barb 5/ Thief 3/ Fighter 2/ Monk 2 Minthara: Barb 6/ Fighter 3/ Thief 3 Ally 2: Barb 3/ Thief 3 / Fighter 2 Ally 3: Wizard 6/ Barb 3/ Thief 3 Gear: basicslly all that you used without the boots of elemental momentum and instead we use Gibus of the Worshipful Servant to grant us our 5 stacks of momentum. The Helm of Grit is placed on any ally. We use spurred band to maintain our momentum stacks the whole fight With the help of the ilithid power "Mind Sanctuary" we can use actions and bonus actions interchangeably. This removes the need to swap gear for our prep. So in the end all allies use a potion of haste + Terazul + Action surge for 4 actions (3 actions for our wizard) And 2 bonus actions. (+1 bonus actions because of helm of grit). This gives us an additional 180ft. Of base movement speed. Also our main character doesnt use elk heart but instead uses wolf heart to give himself even more inciting howl with his 2 leftover actions/bonusactions (4 actions + 2 bonus actions - 4 actions for dashes and boots of speed) Im to lazy to do the math but this should drastically increase your theoretical movement speed.
Hey, so i just tested this out again and achieved 2208m movement speed thats 840m more than in the video. No mods of course Let me know if you want a screenshot somewhere.
That's insane but be warned that on honour mode, mind sanctuary doesn't let you use actions and bonus actions interchangeably. It just acts like haste on honour mode.
That's awesome, really good find! It'll be lower in the honour mode ruleset because mind sanctuary just acts as haste rather than letting you use bonus actions to inciting howl, but that can still be minimum +24m of base movement from 2 more allies spamming the howl 4 times each. Could maybe be considered an exploit that it stacks but that's still a massive gain!
I was concerned that this concept wasn't really going to go anywhere, until you made sure to pick up True Strike. Glad to see you're still on the top of your game!
Also term itself referring to basically minimum speed required to overcome force of gravity in order to avoid contact with the body you escaping from. And thats actually a bit more than low-orbit speed, for Earth surface its about to 11km/s.
Thanks for this entertaining video. I love the theorycrafting to maximize speed. While I probably wouldn't play a character that sacrifices combat potential to reach this absurdity, it's fun to see.
I've been waiting for this since before I even knew about this channel. I didn't realize there is a maximum jump bound, so I was thinking Tiger barbarian and athlete for the extra jump distance. Also if you allow aiding from other characters you push your character or apply gust to get them to travel a tiny bit farther in a single turn.
Love the idea of the build, i've attempted to theorycraft a build maximizing movement speed a few times myself. Just a quick correction to the math though: Earth's escape velocity is around 11 km/s, and earths orbital velocity is around 7.5km/s at 400km altitude, which comes out to a bit above mach 20. So while fast, at mach 6.8 this build doesn't really get even close to fast enough to reach space, unless directed straight up :p
That's why I differentiate between those numbers in the video. We get to ~ 1/5 of escape velocity, or about 1/4 of orbital, but to reach *space* you don't need to reach orbital velocity, just get 100km up. Powered vehicles do this at about mach 3, so that's the number I used for the calculation - which we comfortably double, though you can go even slower with a balloon launch for example. It's true that a ground vehicle travelling at mach 7 horizontally wouldn't automatically reach space, so we'd need a really big ramp :P
@Cephalopocalypse Powered flight is extremely different from unpowered flight, and not really comparable in terms of velocities involved. Most powered vehicles use the vast majority of their power to just stay in the air, pushing against gravity. They only spend a small fraction of their power accelerating. Spaceplanes also do the majority of their accelerating very high up, which means they need much less velocity in order to reach space. For a very rough estimate, the build gets to around 2500m/s, earths gravity is around 10m/s^2, which means around 250 seconds before the velocity is 0, it decreases linearly so divide by 2 for an average velocity of 1250m/s, 250 seconds at 1250m/s gets you comfortably above 100km when ignoring air resistance and such. Excuse if the math is wrong, I did it in my head while writing this comment lol I mostly just wanted to point out that the velocities needed to reach space aren't that simple, and unpowered flight is not really comparable to powered flight. This is mostly just me being extremely pedantic about how easy it is to get to space xD
Idk if you would be interested but I thought of a cool idea for one of your honor mode party videos. A nature themed party with Oath of Ancients Paladin, Beast Master Ranger, Circle of the Moon Druid, then some version of the animal Barbarian. Would be interesting to see your take on that.
It would be a really fun action to sacrifice remaining movement speed to do bludgeoning damage to a target, essentially meaning you are hitting a target a Mach Jesus. Super Sonic Punch Baby!
I'd be really interested to see a combatant version of this: like what's the most movement speed we need to trivialize encounters where we need to move a character to a certain location quickly? Can we get that while still being able to attack or cast a spell on that turn?
If there's an additional piece of equipment, even if it conflicts, giving your speedster action surge (5 barb/3 rogue/2 monk/ 2 fighter) could squeeze another action in there. I wonder about the weapon that gives you an additional reaction per turn to take advantage of two maneuvering attacks. Also, I'm guessing you would want Minthara to take Alert to keep her at the top of initiative too.
I once skipped the entire 2nd chapter by jumping to moonrise tower in a single round. Then using a glitch to enter the final area and defeating the boss.
You can just do a normal 'good' playthrough. Just need to remember to knock out Minthara at the goblin camp instead of killing her. Then eventually at Moonrise you can recruit her
Well you can do that, since you can just knock Mintara out and that will suffice for Halsin task of "killing 3 goblin leaders", but since she is alive, game allow you to save her in act 2. Yet that considered as a sort of a bug, since they were never intended to be in your party in the same time and dont even have separate places in some of your campsites.
I wonder if the astral plane gravity would have any effects in this. Or if there is any enemy knockback that factors in your movement speed (Skyrim space program 2.0 would be amusing)
Sure is! We get 456 jumps, for an average of 1,140 damage from Hamarhraft alone (though you can raise the numbers *much* higher with modifiers, for example 800 extra damage from the callous glow ring). The actual numbers are a little smaller than this though because we lose the base speed from nyrulna. Weirdly, it's actually much better for hamarhraft to fly rather than jump, because you can use your movement in half meter increments rather than 3 meter increments, so you travel much less distance but do more damage since you use your movement speed much slower. With flying, you can do 6840 damage average from hamarhraft, plus 5472 callous glow ring damage, for 12,312 damage in one turn with those two items alone. That costs you one momentum from the ring and nyrulna from the total speed though, so in practice it's probably more like 11000 damage, but that should be enough to get you through most encounters :P
@@domokun845 Also I did the math wrong and halved instead of doubling for the flying version, so the numbers are way higher than I said initially, fixed now.
Fly is a level 3 spell and step of the wind is a level 2 ability so I feel like a jumping hamarhraft build would come online sooner. Also allows you to travel farther in a single increment, so there is some utility to starting as a jump focused build. Reading the other comments I get the impressing that this is what people want for the next build video.
I haven't thought this through fully, but there could be a way to make monk 6 barbarian 6 work... Monk 6 can get you an additional bonus action + extra fast movement from Monk, and click heels means you don't need the bonus action dash from rogue?
I think that's right! Wholeness of body lasts 3 turns, so I think we should be able to activate it with one of our setup actions and still do everything else. Might need to take an extra potion of speed in the earlier turns. Good catch!
In addition to game breaking builds, could you do a safest party for honor mode? I’m trying to get the golden dice and am currently using a party of your abjuration wizard ice knight (I’m doing a Gale origin run), a berserker barb thrower, a tempest cleric, and your astarion bard archer build. Im in act 1 but far enough to be scared to lose my run and would love to decrease my chances of losing my run
You have a functioning movement speed line?? For me it's bugged to always say 0 in the character sheet/monster statblock. Has been since I got the game around patch 5, probably longer.
I'm wondering what class combination you would need to be able to pick up Spirit Guardians and still have high movement speed. I know it only procs on a target once per turn but you'd be able to hit everyone on the field each turn easily. Jumping around with Hamarhraft and spirit guardians would be a good way to instantly delete all squishy enemies in each encounter.
surely instead of teh last 2 levels of barb u could take 2 in fighter for action surge (too tired to think of a use for the action but im sure someone can)
I don't get the lvl 7 barb instead of lvl 4 rogue on the first character. Isn't alert strictly better and the lvl in barb only taken for the initiative bonus here? Am I missing something?
I think it's 27 / 24 / 23 / 17 / 18 / 23 though that's just an initial guess str from elixir dex from mirror + nimblefinger + ethyl (17 starting, one ASI) con from necklace int from headband wis 15 starting, asi for 17, locket for 18 cha 16 starting, hat + longsword + mirror + asi Might be able to reorder those for an extra point or two, but that's pretty close I think.
Actually, the speed of sound varies greatly depending on the medium through which it propagates. It mostly depends on temperature and the density of the medium. The speed of sound is a bit faster at sea level than in the upper atmosphere.
I don't know if u'll see this comment or reply but there is this game that I think u would like It's called 20 minutes till Dawn Idk if u'll play on the channel but I would love to see what u think of it.
I enjoyed it in early access! I had some issues with the balance at higher difficulties, but hopefully those have been fixed for full release - good game though!
Hey pals! I'll put anything we can think of to go even faster here:
+1.5m of base speed: If we go Barb 6 Monk 6, we can get Wholeness of Body for the third bonus action instead of using Thief Rogue. Requires us to take one more Terazul (to avoid the stun) and activate it on T-2. Thanks to StreyasAdury for pointing this out!
This kind of build makes me want to see a new category of bg3 speedrun: fewest turns taken to beat the game, where all actions must be taken in turn based mode
This is so far past the discussions I was seeing in the last video's comment section. Functionally unlimited move without exploits is wild.
The momentum on the boots is arguably an exploit
I had seen a few videos and calculations that were like mach 0.5 or something and I was like.... surely we can do better than that! (not to throw shade or anything, most of those were done a long time ago and are really impressive, we just have more info now)
It's quite easy to have both Halsin and Minthara as companions. Simply knock Minthara unconscious and then rescue her from Moonrise Towers.
For a time yes, but then Halsin objects to it and things don't end well.
True! This used to not be possible, so I just brain farted here, my bad
@@SapTheseCasters That's not true. That was a datamined interaction that isn't actually in the game. They just kinda both hang out in camp and never acknowledge each other.
@@SapTheseCasters That's removed/datamined content -- it isn't actually accessible in normal gameplay.
...and I don't think it ever was accessible in normal gameplay in the first place -- In earlier patches, Halsin would just inexplicably drop dead if Minthara ended up in camp with him (likely a result of inadvertently triggering a fail-deadly that kills Halsin from the glitches used to get Minthara in the camp alongside Halsin).
In a later patch, you could do the 'Sheepthara Heist' to get Minthara into the Moonrise cutscene (The sheep *will* be judged.), then rescue her pretty much as normal from there, with no conflict between Halsin and Minthara (other than their tents being basically merged together and the two of them standing inside one another in the Act II camps, making it a little difficult to interact with them).
In the most recent patch, all you need to do is knock her out and she'll show up in the Moonrise cutscene, and, once she's rescued, Halsin and Minthara stand a few feet apart from one another in camp, again with no conflict between them (...though their tents are still merged together in Act II campsites).
@@SapTheseCasters did you not even play the game
might not be the fastest, but a regular monk rogue multiclass being able to hit 75 meters of movement without speccing into it at all is pretty ridiculous
I read you comment and I just had to do the math on that. Considering each round of combat is 6 seconds, 75m of movement per round would be going at 12,5 m/s, multiplying that by 3,6 to convert it into km/h would give us 45 km/h, which is ridiculous, but surprisingly not that much faster than Usain Bolt's top speed of 44,72 km/h
And that's not even factoring in stuff like Step of the Wind, which allows a high-strength monk to spend 10 ft/3 meters to "jump" WAY further than that, as much as they want. In my mind, a monk using Step of the Wind is actually anime flash stepping every time they jump.
@@HikariWolfy Something that's really cool about D&D in general is that if you do the math, most of the numbers check out for real world equivalents. In older editions this was especially true, but assuming these are exceptional athletes we're talking about (which makes sense, given the job requirements of "adventurer"), most of the things they do are what you'd expect to see from an exceptional athlete. It's really neat how it all maps to actual numbers!
@@Cephalopocalypsehow will this effect LeBron’s legacy?
@@Cephalopocalypse asides from athletes typically not wearing much and adventurers having up to hundreds of pounds of equipment in their back pocket
Yay! Omg I'm the one that requested this video. I absolutely love that there's no exploits, this is exactly what I wanted! You should make a speedster build, to turn this into a killing machine!
Don't know about "more speed", but this setup + Hamarhraft means absolute destruction for everyone. The ultimate Professor Zoom build.
Yep! I should probably have included a section on how much damage we do with that....
@@Cephalopocalypse You can have the section right here! :D
@@Cephalopocalypse if you ever do this, do note that flying counts as jumping by hamarhraft standards, and you can fly incredibly tiny distances each time.
Imagine in real life you could move 7 times the speed of sound and you still couldn’t get the initiative in a fight 😂😂
me fr
Initiative is about reactions rather than you speed. And from a pure physics perspective we can all travel a march 7.
@galois6569 bro we can not move Mach 7 from are own power in any gravity that would allow us to use are “max power”(running with my legs)
And the joke is obviously if you could move Mach 7. It would be wierd if you couldn’t react with the same speed because otherwise for example Lazel would run thru walls thru enemies and generally wouldn’t be able to take a turn from inevitable self destruction 😂
From a “Laws of physics Prospective” which is “pure physics” young lad 😂
@ It is about the reference frame. Just by sitting on the earth I am orbiting the sun at a speed well above Mach 7. When we consider the max speed we can obtain relative to the air around us, the limitations is our ability to run, not our ability to think. While definitely a problem for using super speed, thinking at a normal speed doesn't naturally prevent super speed. (at least in my opinion).
@ I agree It’s not that you can’t move super speedy with normal thought speed. But you definitely would pull a dash” from the Disney movie incredibles
And slam into a lot of walls/ mountains 😂😂 or even for the video game characters they might hit a wall like the coyote chasing the roadrunner *Meep Meep 😂
If we get a mod for an ostrich. This build would be hilarious for it 💀
Hey so uhm, I found something big.
Inciting howl stacks with itself.
This leads to a big change in the build. The best build i have found in my playthrough is the following:
Player: Barb 5/ Thief 3/ Fighter 2/ Monk 2
Minthara: Barb 6/ Fighter 3/ Thief 3
Ally 2: Barb 3/ Thief 3 / Fighter 2
Ally 3: Wizard 6/ Barb 3/ Thief 3
Gear: basicslly all that you used without the boots of elemental momentum and instead we use Gibus of the Worshipful Servant to grant us our 5 stacks of momentum.
The Helm of Grit is placed on any ally. We use spurred band to maintain our momentum stacks the whole fight
With the help of the ilithid power "Mind Sanctuary" we can use actions and bonus actions interchangeably.
This removes the need to swap gear for our prep.
So in the end all allies use a potion of haste + Terazul + Action surge for 4 actions (3 actions for our wizard)
And 2 bonus actions. (+1 bonus actions because of helm of grit). This gives us an additional 180ft. Of base movement speed.
Also our main character doesnt use elk heart but instead uses wolf heart to give himself even more inciting howl with his 2 leftover actions/bonusactions (4 actions + 2 bonus actions - 4 actions for dashes and boots of speed)
Im to lazy to do the math but this should drastically increase your theoretical movement speed.
Hey, so i just tested this out again and achieved 2208m movement speed
thats 840m more than in the video.
No mods of course
Let me know if you want a screenshot somewhere.
That's insane but be warned that on honour mode, mind sanctuary doesn't let you use actions and bonus actions interchangeably. It just acts like haste on honour mode.
That's awesome, really good find! It'll be lower in the honour mode ruleset because mind sanctuary just acts as haste rather than letting you use bonus actions to inciting howl, but that can still be minimum +24m of base movement from 2 more allies spamming the howl 4 times each. Could maybe be considered an exploit that it stacks but that's still a massive gain!
This is the kind of content I'm subbed for
I was concerned that this concept wasn't really going to go anywhere, until you made sure to pick up True Strike. Glad to see you're still on the top of your game!
Escape velocity for Toril. Faerun is a continent :)
Sorry, I couldn't help myself, I mean no offence
It's OK. He needed to be corrected.
Also term itself referring to basically minimum speed required to overcome force of gravity in order to avoid contact with the body you escaping from. And thats actually a bit more than low-orbit speed, for Earth surface its about to 11km/s.
True! My bad
Considering how far a regular mage can already jump, I’d say the EV woukd be pretty low there.
Way to go, Ceph! Amazing build.
Thanks for doing this research. Even a less speedy version of this build would be great as a Hamarhraft build.
Thanks for this entertaining video. I love the theorycrafting to maximize speed. While I probably wouldn't play a character that sacrifices combat potential to reach this absurdity, it's fun to see.
I just picked up Hamarhraft this morning in my current playthrough and was wondering about a jumping build. I just found it!
I've been waiting for this since before I even knew about this channel. I didn't realize there is a maximum jump bound, so I was thinking Tiger barbarian and athlete for the extra jump distance. Also if you allow aiding from other characters you push your character or apply gust to get them to travel a tiny bit farther in a single turn.
The teaser part at the beginning is very engaging
That's pretty cool!
Would love to see a spell-upcast tier list
It would take an hour to jump all that movement speed away?! 😮
That is insane.
It's 456 jumps and each takes ~10 seconds so about 76 minutes of jumping!
This is hilarious. I imagine this character dropping a handful of coins at end of turn, followed by a spray of red mist.
Love the idea of the build, i've attempted to theorycraft a build maximizing movement speed a few times myself. Just a quick correction to the math though: Earth's escape velocity is around 11 km/s, and earths orbital velocity is around 7.5km/s at 400km altitude, which comes out to a bit above mach 20. So while fast, at mach 6.8 this build doesn't really get even close to fast enough to reach space, unless directed straight up :p
That's why I differentiate between those numbers in the video.
We get to ~ 1/5 of escape velocity, or about 1/4 of orbital, but to reach *space* you don't need to reach orbital velocity, just get 100km up. Powered vehicles do this at about mach 3, so that's the number I used for the calculation - which we comfortably double, though you can go even slower with a balloon launch for example.
It's true that a ground vehicle travelling at mach 7 horizontally wouldn't automatically reach space, so we'd need a really big ramp :P
@Cephalopocalypse Powered flight is extremely different from unpowered flight, and not really comparable in terms of velocities involved. Most powered vehicles use the vast majority of their power to just stay in the air, pushing against gravity. They only spend a small fraction of their power accelerating. Spaceplanes also do the majority of their accelerating very high up, which means they need much less velocity in order to reach space.
For a very rough estimate, the build gets to around 2500m/s, earths gravity is around 10m/s^2, which means around 250 seconds before the velocity is 0, it decreases linearly so divide by 2 for an average velocity of 1250m/s, 250 seconds at 1250m/s gets you comfortably above 100km when ignoring air resistance and such. Excuse if the math is wrong, I did it in my head while writing this comment lol
I mostly just wanted to point out that the velocities needed to reach space aren't that simple, and unpowered flight is not really comparable to powered flight. This is mostly just me being extremely pedantic about how easy it is to get to space xD
Idk if you would be interested but I thought of a cool idea for one of your honor mode party videos. A nature themed party with Oath of Ancients Paladin, Beast Master Ranger, Circle of the Moon Druid, then some version of the animal Barbarian. Would be interesting to see your take on that.
This feels like a fun way to troll someone in duo coop if you save Minthara to bring along as your npc companion.
Just a recommendation, Minthara could take Alert as her feat to help ensure she goes 1st in initiative along with your speedster.
Wow. Just wow.
Every four class levels you gain a meter
your build always surprise me lol
Insane speed that’s amazing haha
It would be a really fun action to sacrifice remaining movement speed to do bludgeoning damage to a target, essentially meaning you are hitting a target a Mach Jesus. Super Sonic Punch Baby!
now this is what I'm talking about. This wizard just created hypersonic retreat. You need dual wield and the Hamarhraft.
Gotta go fast!
I'd be really interested to see a combatant version of this: like what's the most movement speed we need to trivialize encounters where we need to move a character to a certain location quickly? Can we get that while still being able to attack or cast a spell on that turn?
If there's an additional piece of equipment, even if it conflicts, giving your speedster action surge (5 barb/3 rogue/2 monk/ 2 fighter) could squeeze another action in there. I wonder about the weapon that gives you an additional reaction per turn to take advantage of two maneuvering attacks.
Also, I'm guessing you would want Minthara to take Alert to keep her at the top of initiative too.
Clown jumpscare (very spooky) - 13:09
I once skipped the entire 2nd chapter by jumping to moonrise tower in a single round. Then using a glitch to enter the final area and defeating the boss.
It's worth noting that this isn't an indefinitely sustainable speed, given that it relies on a few limited consumables.
Awesome!
True Strike best strike.
IDK how but my most recent playthrough I had Minthara and Halsin in my group to the end. Maybe they changed things recently?
You can just do a normal 'good' playthrough. Just need to remember to knock out Minthara at the goblin camp instead of killing her. Then eventually at Moonrise you can recruit her
Well you can do that, since you can just knock Mintara out and that will suffice for Halsin task of "killing 3 goblin leaders", but since she is alive, game allow you to save her in act 2.
Yet that considered as a sort of a bug, since they were never intended to be in your party in the same time and dont even have separate places in some of your campsites.
I just brainfarted here, it used to not be possible but has been for a long time.
I wonder if the astral plane gravity would have any effects in this. Or if there is any enemy knockback that factors in your movement speed (Skyrim space program 2.0 would be amusing)
Realistically if this character punches you without slowing down it'll go through like a 1.8m caliber "bullet"
Love the idea lmao
True Strike strikes true, all the time 😂
Im pretty sure there is this one raven amulet Mol sells at the start of act 3. I think it increases your jump distance by another 3m (-ish?)
Extra jump distance doesn't matter sadly, we're at cap
20:32 LMAO Classic
Isn't this build exactly what hamarhraft was made for?
Sure is! We get 456 jumps, for an average of 1,140 damage from Hamarhraft alone (though you can raise the numbers *much* higher with modifiers, for example 800 extra damage from the callous glow ring). The actual numbers are a little smaller than this though because we lose the base speed from nyrulna.
Weirdly, it's actually much better for hamarhraft to fly rather than jump, because you can use your movement in half meter increments rather than 3 meter increments, so you travel much less distance but do more damage since you use your movement speed much slower. With flying, you can do 6840 damage average from hamarhraft, plus 5472 callous glow ring damage, for 12,312 damage in one turn with those two items alone. That costs you one momentum from the ring and nyrulna from the total speed though, so in practice it's probably more like 11000 damage, but that should be enough to get you through most encounters :P
@Cephalopocalypse I plan to try this build right before I buy a new mouse...
@@domokun845 Also I did the math wrong and halved instead of doubling for the flying version, so the numbers are way higher than I said initially, fixed now.
Fly is a level 3 spell and step of the wind is a level 2 ability so I feel like a jumping hamarhraft build would come online sooner. Also allows you to travel farther in a single increment, so there is some utility to starting as a jump focused build. Reading the other comments I get the impressing that this is what people want for the next build video.
I haven't thought this through fully, but there could be a way to make monk 6 barbarian 6 work... Monk 6 can get you an additional bonus action + extra fast movement from Monk, and click heels means you don't need the bonus action dash from rogue?
I think that's right! Wholeness of body lasts 3 turns, so I think we should be able to activate it with one of our setup actions and still do everything else. Might need to take an extra potion of speed in the earlier turns. Good catch!
It's easy to use the long strider mod gives whole party unlimited.
In addition to game breaking builds, could you do a safest party for honor mode? I’m trying to get the golden dice and am currently using a party of your abjuration wizard ice knight (I’m doing a Gale origin run), a berserker barb thrower, a tempest cleric, and your astarion bard archer build. Im in act 1 but far enough to be scared to lose my run and would love to decrease my chances of losing my run
check my honour mode party guides!
You have a functioning movement speed line?? For me it's bugged to always say 0 in the character sheet/monster statblock. Has been since I got the game around patch 5, probably longer.
I'm wondering what class combination you would need to be able to pick up Spirit Guardians and still have high movement speed. I know it only procs on a target once per turn but you'd be able to hit everyone on the field each turn easily. Jumping around with Hamarhraft and spirit guardians would be a good way to instantly delete all squishy enemies in each encounter.
Isn't Spirit Guardians concentration based? You wouldn't be able to use it while raging
How far would you be able to go if you had the illithid fly movement option? Cuz that uses way less movement speed than jumping or walking iirc
Try it with thunderstep hammer. Easy W
YO MAMA SO FAST
So you respec this combo for going into the Iron Throne?
Recommend to view this video in x2 speed for flavor
Can you use martial exertion multiple times if you use song of Rest?
During the build, wouldn't taking a 4th level in Rogue and taking the Alert feat be better? +5 instead of +3 to initiative and still not surprised.
Sanic Ex😮
Would this character be able to run through the entire act 3 underwater prison and free all prisoners and grab all loot in one turn though?
surely instead of teh last 2 levels of barb u could take 2 in fighter for action surge (too tired to think of a use for the action but im sure someone can)
I don't get the lvl 7 barb instead of lvl 4 rogue on the first character.
Isn't alert strictly better and the lvl in barb only taken for the initiative bonus here? Am I missing something?
Sure, that would be better!
New BG3 Spell: Jilwer
You may have already done this but what’s the most MAD character you can make? Or the highest you can get every attribute score on a single character.
I think it's 27 / 24 / 23 / 17 / 18 / 23 though that's just an initial guess
str from elixir
dex from mirror + nimblefinger + ethyl (17 starting, one ASI)
con from necklace
int from headband
wis 15 starting, asi for 17, locket for 18
cha 16 starting, hat + longsword + mirror + asi
Might be able to reorder those for an extra point or two, but that's pretty close I think.
oh of course we can get one more asi with fighter, so can get 20 wis
@ confused on the mirror twice? Also headslot is taken by intellect headband so charisma hat can’t be used.
@ you can get 1 point of cha and 2 of any stat from mirror, you're right about the headslot!
so this is a hammerraft build?
This build would be silly with Hamarhraft.
MAN you're bored XD
love you man
Need to name this Character Forest...
"LOOK AT ME I AM THE FASTEST PERSON ALIVE! I CAN BE ANYWHERE I WANT TO BE"
"Me too, i know misty step"
Actually, the speed of sound varies greatly depending on the medium through which it propagates. It mostly depends on temperature and the density of the medium. The speed of sound is a bit faster at sea level than in the upper atmosphere.
I watched this video at 2x speed
zooom
I don't know if u'll see this comment or reply but there is this game that I think u would like It's called 20 minutes till Dawn Idk if u'll play on the channel but I would love to see what u think of it.
I enjoyed it in early access! I had some issues with the balance at higher difficulties, but hopefully those have been fixed for full release - good game though!
@@Cephalopocalypse would u ever play it on channel? I love the game and would to see u play it but you don't have to if u don't want to.
Bruh...
[Img="Neo_Pulling_Cars_While_Flying_To_Rescue_Trinity.jpg]
Thanks so much for the support! Exactly, we can just bring every cobblestone in the streets along with us for maximum impact