After Baldur's Gate 3 is updated, the issue of Baldur's Gate 3's Karak RP often appearing when recommending builds and equipment combinations. The solution to this problem is very simple. You can solve this problem by following these steps. .
1. The initial occupation of teammates will not be significantly changed, and part-time jobs will be in line with the plot.
2. Don’t consider taking elixirs to open card attributes.
3. There is no need to grab equipment between professions. Every legendary weapon and armor is guaranteed to be used by someone.
4. Under the above premise, make the process of upgrading and adding points smooth, and try not to have to re-create it midway. (Of course it doesn’t matter if you think about it)
5. Although some rules are limited to avoid playing for the sake of excessive strength, the core is still to be as strong as possible.
Karak is also considered a very capable front-line player in the team, and he is the most comfortable character to get along with. In order to highlight my love for Karak, I recommend two BD sets.
Karak has only two identity characteristics, and she will tell you clearly when the player meets her for the first time.
One She is Zariel's goon.
2. She can burst into flames all over her body.
The first and most mainstream BD
Full level: 12 Barbarian (Berserker)
Bonus Points: 12 Barbarians
Specialties: Tavern Brawler (Strength) + Rock Solid (Dexterity) + 2 points of Strength
Proficient skills: self-assigned
This BD attribute is relatively technical, mainly because someone in the team can digest the legendary weapon trident, so Karak, a barbarian, is turned into a pitcher. The advantage is that the equipment is extremely smooth.
Of course, the barbarian is a throwing type among the melee professions, and has a high RP level.
The most important thing is that Throwing Barbarian's combat power is extremely long-lasting. People who don't like to rest must take her with them.
The early equipment in the first chapter can be formed, and the early combat effectiveness is very strong.
Because it comes with vigilance, it is very strong in the mid-term.
Legendary equipment comes very early and is very, very powerful in the later stage.
(Including mirror 3 points)
Because some players felt that the BD of my previous teammates was not enough RP, so I gave Karak a set of BD with 120% RP.
Full level: 7 barbarian (berserker) + 5 warlock (demon + blade bond)
Bonus points: 1 Barbarian + 5 Warlock + 6 Barbarian
Feats: Tavern Brawler (Strength) +2 Charisma/Performer
Proficient skills: self-assigned
property:
Magical Invocation: Devil's Vision + Inducing Words
In order to let Karak reflect the advantage of his own fire resistance as a BD, adding points to his attributes cannot be said to be strange, it can only be said to be very strange.
First of all, as we all know, weapons that are bound to a warlock's magic contract cannot be thrown, but if your throwing weapon is in your backpack, you can still hit it three times. So thanks to this mechanism, Karak can finally pick up his beloved ax and kill people in close combat. The timing of the charge depends on how many throws she has in her backpack.
Secondly, the designer actually thoughtfully designed a complete set of fire damage equipment for Karak, which I will elaborate on later.
[Spoiler Warning] In the end, Karak still has to face the restraint of the Devil Archduke Zariel until the end, so it is very reasonable that she has a magic contract (physics). After all, she was just an ordinary person in the beginning. To be on an equal footing with the likes of Mizorah Yug, she must have had the power from Lariel.
It takes into account both melee combat and long-range throwing.
Karak can also stealth and attack like Yug.
Karak's presence is no longer limited to the upper left corner. Karak's disapproval is no longer there, and now she can also speak out in person.
(Including mirror 3 points)
Key equipment:
A legendary trident that is not specifically bound to anyone. If Karak can use it, then give it to Karak. All the characters except various murlocs agree.
It's not a particularly critical piece of equipment, but Karak's fingers are calloused from the first chapter to the end.
Shadowheart's legendary shield, Viconia's walking fortress. Even if you make the Shadow Heart Line, you may not necessarily get it, so it was not mentioned in Shadow Heart's equipment before.
If you accidentally get it, and Shadowheart still holds a grudge against the name and doesn't want to take it, give it to Karak.
The equipment of Karak Warlock BD revolves around an I that can spontaneously combust. All of these pieces of equipment should be hidden in the nooks and crannies of Chapter 1.
The ring is a more critical starting item. Whether to use Fury first or not can be discussed by teammates.
If Will's ring is snatched away from him again, Karak can also arrange the fear spell and invisibility spell.
Without the ring, Karak can also ignite himself by hugging the opponent.
Karak's stabbing will cause him to burn more intensely.
If the other party looked at Karak first, Karak would definitely stare back.
An ax imbued with Karak's charm. After getting it, Karak can achieve searing freedom.
In summary, after reading this Baldur's Gate 3 Karak RP recommended guide for build and equipment matching compiled by the editor of Source Code.com, I hope players can smoothly understand the game skills and quickly get started playing the game. If there are other game problems You can follow the source code website for Baldur's Gate 3 guide content updates.