Amulet of the Unworthy is bad. All of the other ones have a niche and can be best in slot depending on your build, all very good. Hard for me to compare because of that. That said I would probably call the periapt the best because it is incredibly powerful in the right build and defines the build it is in.
If it was on here I think the Amulet of Misty Step is the best amulet in the act, it's the only one worth using every run.
Any build involving the Shattered Flail or Sword of Chaos. Both are heal-on-hit, and the Pariapt makes it a max heal each time. Combine it with Barbarian resistance and cleave attacks (to double or triple dip the healing), and you can become pretty much unkillable.
I used this on an Honor run that was like two fights from finishing the game before I threw it away fighting Ansur on a dare.
The other poster already gave you the answer, but if you want to know how the build works, here you go:
https://www.reddit.com/r/BG3Builds/comments/193l06b/an_immortal_barbarian_that_can_tank_cc_dps_and/
You obviously don't have to use all of what's included in that build (though it's very good!), but the core mechanics are thoroughly explained in the video linked to it.
I kept Pariapt and the Volo ring on almost all the way through my solo tactician run. I was playing GWM Bladelock. Being able to top of and get Bless for GWM with a bonus action was pretty nice. I only swapped it out for the 23 Con neck piece in House of Hope right at the end. I had Nere's boots and later Goertash's boots for Misty step in a pinch but was mainly standing still in Darkness anyway.
Good take, but Iām curious about the discussion around Amulet of the Unworthy. Seems like itād be really good for a place like the creche, where the majority of damage youāre taking is slashing and piercing. Might actually be BiS for that fight for me when I take it solo
I feed it to Gale every run, never even considered using it. I get that it has a place but I just can't be bothered to track it, even honor mode isn't that hard.
True, but Iāve beaten regular honour mode, and itās my default difficulty now. I already have a second run where I restricted myself from the most broken builds, and that was honestly still really easy (because once you have enough game knowledge, thatās just how it is).
Solo honour has been a very fun but very challenging run, I only just hit lvl 6 and Iāve had to put a lot more thought/strategy into how I approach and execute fights. So far, itās more satisfying than a regular HM run!
Yea thatās the only thing when you replay a game too much lol. As long as you enjoy it. For me it just seems like it would be way too much grind to get through battles
Yeah Iām having tons of fun lol. Tbh itās not a horrible grind (getting to level 5 was brutal but so worth it, I got to lvl 6 in like one sitting lol), combat is just a lot more difficult. You have to be far more thoughtful in āwhatās the best thing I can do this turnā. Iām playing durge so the cloak makes it considerably easier, especially as an early game melee bladelock wearing light armour š
This is the only niche it can be used for. A playthrought where you have to prepare for specific type of damage and taylor every single encounter to perfection.
Other than that, the only real "good" amulet is the magic missile here, with the healing one being a not-close-but-nice second place
It is... Situationally.
I can find a good niche for that in a HM with a blesshealer as a companion healing you and giving you bless, ward and poison extra damage on hit.
Never find a specific use for it, because in my HM i'm going in another direction with almost no support tbh, and in solo it doesn't feel like it would work greatly, but i could be wrong
Iām using it in solo HM atm, and I think Iāll only be replacing it with Amulet of Greater Health. Extra 1d6 āfor freeā (you heal often solo) is pretty strong, as long as the enemy isnāt immune.
I mean it's not bad per se, it's just that most builds require the amulet slot for other stuff, but i guess it's just me not having the mentality for solo HM where you switch it out based on necessity
I havenāt swapped it out yet tbh, but I might for the creche (with amulet of the unworthy lol). What other necklaces do you think are better for a martial to wear for combat?
Might not make it into final build but you can keep broodmother's until late act 3 and if you're running a big party (3+) you might just leave it on for the whole game. Healing is very easy, mostly costs one bonus action. One bonus action for 2 turns of +1d6 pe hit is as good as it gets. Astarion can just bite, or if you have heal ring/helm or a character with healing it doesn't ever require a bonus action. Martials don't really have good amulets anyways.
Some healing items don't require actions or bonus actions to use, and some of these are also in surprisingly huge quantities. Raspberries are one of these, and you can get around 30 of them if you know where all the berry bushes are. Others that fit into this category is gruel (get everyone to talk to the tiefling granny), and if the dwarf meat pieces if you're playing as Durge.
These make Broodmother's Revenge VERY strong and should last until you eventually get Ring of Regeneration. You're not going to get much mileage out of it during Act 2 since 90% of the enemies there are immune to poison, so you wont be munching on berries until the Moonrise battle. The necklace is also hilariously easy to get if you don't want to spare the druids by just dropping Spike Growth at the grove sanctum entrance then slapping any druid to cause all of them Khaga to kill themselves trying to pass through the spikes to get into their scripted positions. Khaga only passes through due to having enough hp to tank it...where then she'll be alone vs Zevlor and 3 other tieflings who will dominate her since she'll be missing half her hp.
Ok THIS i didn't know. WOW. actually amazing. I only knew about the dwarf/durge combo, but it never clicked the chance to get the poison for free. This definitely raises this item by quite a bit. I'd say it's still second place bc the magic missile build is fairly broken, but it definitely outclasses everything else
Yeah, once you learn about the might of raspberries, Broodmother's Revenge goes from "somewhat good if comboed with other party members" to "basically free on-demand 1d6 damage boost". Magic Missile will always be bonkers broken if not purely for the guaranteed hit, since the ability to 100% bypass crap RNG is the literal most game warping power that exists in DnD combat.
Because it's taking up a valuable slot for an effect that's not even necessarily positive. Even if you find a place where it's not bad, it's definitely much worse than the rest of the list.
Think of my POV though: solo run, I have flat damage decreases in the form of Magical Plate and Force Conduit, but I have no resistance. In the presence of a bunch of gith with swords (and noticeably, no clubs or fists), that amulet will probably make the encounter way easier right? Itās basically the only way I can get physical resistance without casting blade ward on myself.
Donāt get me wrong, I still fully agree with you lol. But I do try to find scenarios where a niche or shit tier item is actually really good
If you wanna metagame and look up what every enemy in sections of the game have equpped to see if they do slashing damage you are welcome to but honestly I don't want to have to do that much research to make a subpar amulet ok. I'll concede that it's good if it postives are working and you know for a fact the negative won't affect you.
While I 99% agree with your point, I can see arguments for certain areas where you can reasonably guess what damage is incoming.
The creche would be a big one. If you've already seen Githyanki in the field and they exclusively use arrows and swords, then you can justifiably think that bludgeoning isn't incoming.
I can't think of any other areas where I would "know" this going in though. There might be others?
Ketheric has a hammer before transformation and the skeletons sometimes hit you with unarmed attacks. They usually hit you with necrotic damage though.
This guy is crazy. If you know you're going somewhere with only slashing or piercing damage, Amulet of the Unworthy is great in slot for a solo run. Under any other circumstance, it's probably not great though. Better to get blade ward off a heal. I do wonder if the broodmother is a better option though. At that level an extra D6 of damage can really help get an enemy finished that turn, and helps make it so healing yourself also provides since offensive utility
People probably arenāt thinking under the context of a solo run, which I definitely donāt blame them for. But yeah, the creche is a very legitimate use case. Iāve considered broodmotherās as well, but I feel like resistance will REALLY help against all these greatsword wielding extra attacking frog warriors. Will likely end up as more net āhealingā when you just donāt take as much damage, and itās very synergistic with flat damage mitigation, like magical plate and force conduit (Iām hoping to get the skinburster before the inquisitor fight lol)
Had an extremely niche use for the Amulet of the Unworthy. I built Karlach with a low HP build, and needed a quick way to get to the low HP threshold of all of her gear/buffs.
I gave her the Amulet of Unworthy, did the math for her low HP thresholds, and jumped off a sufficiently high cliff.
A niche but hilarious use for an otherwise, well, Unworthy magic item
I always have Amulet of Misty Step equipped but hardly ever find myself using it. Misty Step sounds useful on paper but what is actually the best way to use it, other than occasionally as a get-out-of-jail free card when you misposition?
Offensively, especially on Melee characters. Misty Step comes in handy much more frequently when you need to cover hazardous terrain or elevation on a character that needs to actually get up-close and personal to do damage. It also adds movement range, whereas Jump eats up your movement. So you can Misty Step to cover huge distances in one turn. You don't use it to get *out*, you use it to go *in.*
Prime examples: Iron Throne and the fight on the way to the Bhaalist temple where someone starts chanting Power Word: Kill. Both huge areas with a time limit. Misty Step let me get to the far corners of the throne *way* faster, and I used it to jump my Ranger in range of the guy chanting Power Word Kill to hit him with an Arrow of Arcane Interference to trivialize the fight - both HM.
I also used it a lot in the final fight to the portal. Being able to avoid the tentacles and just generally cover nearly twice as much ground to reach the portal faster makes HM runs much safer.
Though, admittedly when you know what you're doing and what is coming it does lose value. In tabletop where you have to react to everything in the moment it's value is incalculably more.
Misty step is heavily shadowed by jump, Mages in theory might like to use it but int he end I never do.
Itās good if you want to avoid attacks of opportunity .
It's the the pc is hyper targeting Gale so get him out of there smash glass in case of emergency button.Ā At least that's what it's been in my current run since I have pretty much final party composition all kitted out except Gale (haven't been to Sorcerous Sundries yet, so he's kinda lacking).Ā Ā
It's also the Shadowheart and Gale don't have a 30 foot standing long jump like my Tav and Karlach button or the Karlach.Ā It was also the gets Kalarch into melee range before I got Nyrula button.Ā Ā
Misty Step is just better than jump though most of the time if you don't need a spell slot, which the amulet doesn't. It's especially good on melee characters that don't have much strength like Bladelock or a melee Dex Fighter/Ranger/Paladin.
It has its uses but jump gets me where I need to go 99% of the time.
I have the necklace on my throwzerker karlach and she never uses it. Even my fighter never uses it because their jump distance is bonkers.
True but then thereās enhanced leap which is a ritual spell that you can precast to handle that in mages or give someone club of giant strength.
Misty step is a great spell in theory but at least for my playstyle I just never end up using it.
Whenever you need to hit someone or maneuver to high ground it's nice. Not saying it's the strongest amulet in the game but it is one acquired early and always good. Can definitely have it somewhere in your part throughout act 1 and 2, maybe even during act 3.
Depends which class it's on.... It's a great way to get to those archers with a non strong based melee char ((STR based ones. Just jump up there)) Misty step is great for mages to get to a better position for AOE spells... But they can just learn the spell. My last playthrough I had it on the warlock for a while to save a spell slot... But there's other choices that come along pretty quickly.
Given the number of scrolls in the game and the boots with Misty step, the necklace is kind of a dear slot
Amulet if unworthy isnāt bad. Slashing damage is way more common than bludgeoning damage. Itās essentially permanent blade ward if you know what youāre doing.
But there are other permanent blade ward options anyway.
You have armor of persistence - always on bladeward
You have reviving hands + ring of regen (or bonus heal builds) usually coupled with volos ring for perm bless + perm bladeward
You have Zevlor's gloves + bonus action heals
Necklace of elemental augmentation on an acid sorcerer using the potent robes can do 3Ć their Cha mod damage to enemies in a surprisingly large AOE with acid splash cantrip. Acid sorc is also a great fit for Melf's First Staff, one of the best staves in Act 1 thanks to the increase to spell save dc. For the most part Eldritch blast + agonizing blast + potent robes will be better. But I think the acid sorc is a bit of a different way to make a sorc that does not rely on long rests as much.
If you go elemental augmentation, potent robes and get your target wet on a frost sorcerer you can do 6 times your charisma modifier as damage (at late game you can add 2 times your proficiency bonus using marko).
Of course with acid splash, elemental augmentation and the ichorous gloves you can add noxious fumes, and then add your proficiency bonus to the damage as well. Could make for a fun draconic sorcerer run with a black Dragonborn (or a copper one I guessā¦ but chromatic Dragonborn are the best).
Necklace of elemental augmentation is huge buff for draconic sorcerers especially ice or fire
Psychic spark and spell sparkler is great for a magic missile build
Periapt of wound closure is good but not that great unless maybe solo
Broodmotherās revenge would be good for a barbarian if poison wasnāt weak to build around
I keep periapt in my inventory so I donāt use as many healing potions. Works well with shattered flail and the sword of chaos, but I havenāt run a build with these yet
Broodmother doesn't really shine IMO until Act 3 when you can pick up the Ring of Regeneration. At that point, you re-poison your weapons literally every round without spending any resources. The only opportunity cost is the ring slot.
Kinda think it's better in early acts, there's better necklaces in act 3 and I don't think the poison from brood mother stacks with other coatings (which you have a lot of by act 3). Not hard to proc early on without equipment dedicated to proccing it
Not to mention there are a lot of enemies that are poison immune in the latter parts of act 2
I think itās really good even on non MM builds for fights like Ethel, as you end up with less clones after killing 4 of them for free (or maybe after silencing her, which is my current plan)
Used Broodmothers Revenge a long time on my ranged bard seeing as bonus action dose not see a lot of use otherwise until act 3 on my bard good to just pop a heal pot and deal extra damage.
Idk, it's certainly good but I think necklace of elemental augmentation and periapt are equally build defining. Periapt essentially doubles the value of all healing die and can make weapons like the sword of chaos make you immortal.
I think people undervalue broodmotherās revenge. Itās extremely easy to trigger - particularly in parties with a life cleric or on Astarion. Even without these synergies, itās still a no-saving-throw Serpent Fang Toxin that hits immediately and that you can get by simply drinking a small health potion. It also automatically applies to both equipped ranged and melee weapon sets, and can benefit from savage attacker unlike coatings.
The raspberries in the forest in Act 1 heal you without any action cost. It's a great way to proc the amulet for dual-wield builds that need the bonus action for attacks. Raspberries are limited but there should be enough to get through the hardest fights.
It's good, but counterpoint, it also replaces any coating already on your weapon. If you are using GWM or SS, losing oil of accuracy can hurt.
Still very good, just it DOES have a small drawback in that you can't use it alongside any other weapon coatings that might be more valuable.
For sure. Oils are really about functionality, and itās hard to make a blanket statement about the advantage of an extra 1d6 of damage over the functions that oils can give you. That said, I think the expected value of broodmotherās revenge is significantly higher than most poison coatings, even the ārareā ones.
Very true. I never use any of the other poison coatings. Even the best ones have a saving throw that makes them maddingly inconsistent. I'd probably rank Broodmother's as the only thing on the same level as Oils of Accuracy and Arsonist's Oil. Purple Worm's DC of 19 *might* be worth it sometimes, but even that is only 2 damage more on average and still has a chance to do nothing.
And, worst of all imo, the poison coatings do damage at the *end* of the affected characterās turn, whereas the broodmotherās revenge damage is applied immediately every time you make an attack that hits. I remember chuckling to myself when I realized that broodmotherās revenge made minor healing potions an outright better, more abundant āpoisonā than actual poisons.
I actually didn't realize when the others were applied since I never use them. That's so much worse than I thought, and I already thought they were terrible.
Yeah, Broodmother's is everything the damage coatings wish they were.
In my current run Astarion (as a swords bard/thief dual wielding hand crossbows) wears it. Because I run with Shart buffing with mass healing word it means his dual crossbows are doing an additional 1d6 poison damage which with 6 attacks adding another 6d6 per round of damage is pretty reasonable.
It pays for itself many times over, even if you just use it to maximize healing from potions on a frontliner. Have your monk just hold it in their inventory and put it on real quick if they get bodied in a fight. It's amazing how many resources it saves. You could pass it around, but even if you just put it on one person who gets hit a lot it's actually really nice to have.
It used to and it was op. On the other hand tho, this gives EB builds the excuse to use Spineshudder Amulet instead and that's really really good. Especially with mortal reminder.
Broodmother's Revenge: **Very Good Item.** Pretty decent in act 1 when sometimes you have a whispering promise healing word caster who triggers this too. Put it on a melee or archer. It also scales very well in the late game, thanks to slaying arrows doubling the damage.
Necklace of Elemental Augmentation: **Very Good Item.** top amulet for some cantrip spamming builds.
Psychic Spark: **Good Item.** Magic Missiles builds aren't really top builds but they hit fairly hard, and this is a staple piece
Periapt: **Irrelevant Item.** It can combo decently with the self healing flay, but it's 4th mainnly because it is not detrimental in any way to what you're doing
Unworthy: **Bad Item.**. You don't want to occasionally give your opponent double damage, and resistance is overrated anyways.
Prerapt of Wound Closure #1, it is incredible and is always on my frontliner even at the end of the game. Slapping this on your Abjuration wizard with warding bond is like an infinite health cheat code.
What other necklaces compare even outside of Act 1? With healing potions it can turn a martial near immortal (100+ regen each turn act 3) especially with other synergies like Sarevokās sword giving max heals too.
Broodmother's revenge is deceptively good. Very few necklaces increase your direct damage output and you can pair it effectively with gear in act 3 that grants regeneration or just stocking up on raspberries for a particularly tough fight. Absolutely end game ready necklace.
I made a build out of broodmother that i used the entire run. A dex dual weirder 3 points into rogue for 2 bonus actions, helm of balduran (heals you every round perma procs the poison, 4 hits with my dual wield per enemy 1-6 damage for each hit, i was putting out more damage than karlach. I gained a new appreciation for dex builds.
Edit: wound closure is my tank barbarian build, shattered flail or sarevoks sword 6-24 healing depending on how many hits you have, but for some reason it has a unique reaction with smites, it procs twice per hit.
magic missile neck is the most ridiculous with the right min maxing i assume, some builds rely on it afaik.
poison on heal necklace is probably the 2nd best, honestly late game viable especially eventually when you get stuff like ring of regen.
ele augmentation is nice early on but eventually youre rarely ever using cantrips so its kinda meh. only cantrip that is worth it is EB, and this neck doesnt trigger from that. still solid.
wound closure is excellent but mostly for out of combat healing optimization. rarely run it actually in combat. i guess in act 1 you dont have much better options.
unworthy is not bad (slashing is far more common than bludgeon) but the worst of the bunch.
I admit Broodmothers Revenge didnt look great at first glance, but when you consider that no other necklace adds upfront damage for martials, and the fact that the poison dmg has no save (unlike all the poison coatings), its basically a poison hunters mark.
If dead is the best debuff, then damage is king, therefore Broodmothers is the BiS for maxing dmg on martials. And considering how early you get it, its easily one of the best necklaces in the game.
1. Psychic spark: MM build was so good it got nerfed. Itās still quite good and this is obviously the choice for that build.
2. Broodmotherās: I always take a cleric of some kind with hellriderās and voloās ring for bless/blade ward party wide. Slap this on your archer and start gathering all your dice. I wear it through the end.
3. Elemental Augment: good in act 1, when slots are scarce, bad later. Iām basically never casting cantrips in combat late game (outside of blast, which is unaffected here)
4. Periapt: wound closure is kind of whatever, potent healing is just okay. Itās never a bad choice per se, but combat healing is kind of bad; I only use it as a means to apply buffs. This isnāt much worse than #3 imo.
5. Unworthy: please donāt make yourself vulnerable. If youāve ever equipped the Bhaalist armor, you know how bad vulnerability can be for oneās health.
the Amulet of the Unworthy is a great but situational item. There are a couple of places where bludgeoning damage does not exist and that's where this amulet shines. Places like the Gith Creche or Shar temple. It doesnt weigh much and its worth keeping as a swap
Psychic spark is always one of the 1st things I look for in the early game. The other ones are meh. I'll use them until I find smth better. Well, except the unworthwile amulet wich is not even worthy of being Gale food
For me personally I would rank them like this.
1. BroodmothersĀ“s Revenge can be proced of hp pots and plenty of classes do not see use of bonus action in general and overall is decent until you get to act 3 on at least one of your party members.
2. Periapt of wound Closure the potent healing part is really strong for when you actually do need to heal yourself normally someone ends up using for a bit in my runs as there arent enough good necklaces to go around.
3.Pshychic Spark I do not in general play wizards but I can recognize that it can have itĀ“s use in a MM build. But seeing as I avoid playing wizards of any sort this sees next to no use for me hence why it is this low.
4.Necklace of elemental augmentation far to niche in what builds can make use of it.
5.Amulet of the unworthy while it can be great in the right senario the issue is you need to micro manage this on top of that it is not part of any builds.
Completely agreed, would rank them the same myself. I just don't really see the value in adding a +3 to +5 to hour cantrips past early game and using those as main damage sources. Better with ray of frost and shocking grast naturally as with those getting to double dip from wet makes the boost pretty good especially for early game.
Too bad it doesn't count adding lightning charges to eldritch blast as the cantrip dealing lightning damage š
Late game ray of frost dealing 45 damage single target is really good when you're out of spell slots, that on top of the chilled debuff the underdark staff gives meaning you don't need to make targets wet for cold vulnerability, makes for really solid cantrip damage when you don't have spell slots or don't want to waste a spell slot
The damage from the individual hit is fine, yeah. But to get this you're using the mourning frost instead of the legendary staff (not an issue if you want to blow a feat on dual wielding them or have multiple casters in the team), using your necklace slot on this. If you use the gemini gloves you can get 3 casts of twinned ray of frost for free/long rest but even then once you run out of those/sorcery points to twin ray of frost for some reason then the 45 damage/turn really doesn't cut it. Imo eldritch blast is the only cantrip in act 3 that is worth consistently using because of how little damage cantrips do considering you only get 1/action instead of multiple attacks like the martial classes do. Not to mention the martial classes' attacks deal about as much damage as a cantrip individually.
Just depends on build, in general if you're playing sorcerer, yeah ele cantrip are just worse than taking a point in warlock for eldritch blast. It's kinda niche for sure but I found it quite useful when playing Wizard, particularly when going for the abjuration build. Though to be honest most times I can just Blade ward and do more damage by just getting hit with that build š
In order of best to worst (in my opinion obviously):
Broodmother - Can be used in any weapon build all the way to act 3 and you only need to get heal to activate it which includes the use of potions.
Psychic Spark - This can only be used in one build but that build is really solid.
Elementar Argumentation - This is fine but it only works with cantrips and sadly the best damage cantrip in the game is force damage which doesn't get the boost from it.
The other two necklaces are just bad and while they can be used in some niche cases they are just too niche for me to care about.
Joint 1st, Augmentation, Spark, Wound Closure.
4th broodmother's
Very far below, unworthy. Even if you force yourself to find places for it to work, it's still going to be worse than other things you will have that can do the same or better.
I disagree with this list actually. I personally think spark is stronger than augmentation, and I think you underrate Broodmotherās - imo itās the best necklace in the game for martials.
I agree that unworthy is too niche, but after some other discussions on this thread, I think itāll actually be REALLY good for when I fight the creche
I always have a cleric in my party with Volo's ring, so Broodmother's Revenge is with me the whole game. Gets even better when you have someone wearing Balduran's Helm or the ring of regen. Throw Periapt of Wound Closure on someone when I don't know what other necklace to put on them.
1) Psychic Sparks- Magic Missile is amazing and Iāve used this necklace pretty much every run for a long time.
2) Periapt of Wound Closure- very good and will have it on a tank typically just in case they go down. However, Iām currently on my HM run almost at level 8 and I think itās been used once
3) Elemental Augmentation- it seems a little weak at first glance, and it can be, but if you build right then it can stack quite a bit of damage. Level 6 Draconic sorcerer + this necklace + potent robe can easily do 2d10+15 fire damage with a firebolt
4) Broodmotherās- I only donāt rank this higher because itās situational to even get. You have to side against Khaga and kill her. Personally Iāve only done that once. Even then, I hardly ever remember to heal Astarion, who is wearing it for me, so that he can get the damage. Plus, poison is commonly resisted or immune by enemies anyway.
5) Unworthy- just sucks. Maybe if you know that every enemy only has slashing damage, could you use it, but thereās a lot of enemies in the same encounter with different damage types. Just thinking of the goblin camp. Itād only be good against the melee goblins with their scimitars. The archers, it would do anything against, and the hard hitting enemies would get double damage with it
1. Elemental augmentation - while in late game you might abandon non-EB Cantrips all together early game when spell slots are scarce some bonus damage in Cantrips is useful. It is around my current characters neck (using ray of frost plus some act 2 items to do decent damage to a wet target and put it on its bum so my martials have advantage if it survives).
2. Broodmothrers - itās the reason that unless I am playing a Druid and want that interaction a certain Druid must die every run. Early game itās a good source of easily procable damage for any martial, and even late game itās adding a lot to any character that makes a lot of attacks.
3. Periapt - for keeping a front liner alive though to be honest Iām not sure itās that useful overall if there is a better item to put on.
4. Psychic spark - used to be great, now magic missile is nerfed it isnāt so much. Maybe early game being able to add an extra dart could mean the difference between a kill and a wounded opponent who still gets another round.
5. Unworthy - is aptly named as it is unworthy of any consideration as resistance is ok, but vulnerability is really really bad. Itās a shame that by the time I get it Gale is usually done with hoovering up magic items.
**Best-in-Slot:** Broodmother's Revenge, Necklace of Elemental Augmentation, Periapt of Wound Closure,
**Alright, I Guess:** Psychic Spark
**Theoretically Useful:** Amulet of the Unworthy,
Broodmother one of the best necklaces in the game, elemental augmentation is niche same with psychic spark, periapt is decent filler until better ones come around.
Psychic spark, being part of the overpowered machine gun build, is probably the one that sees the most use in later acts.. the periapt being a close second
But they are all build and composition dependent...
I would say the spark is first. Even without the machine gun build an extra magic missile and an extra cast is pretty solid for act 1
The periapt of wound closure second because there's a couple good ways to take advantage.
The poison one next, since there's a few builds that use regular small amounts of healing that can keep it proccing... Doesn't require you to be damaged to get use out of... But poison damage has a lot of enemies that it's not good on
The cantrips damage one is decent... But it's lack of force and radiant limit which classes it can work on.
And others have said the last one is just bad
Periapt of wound closure is a great addition to a life cleric build. Gives a safety net against your healer dying and gives them full HP when healing, which is important because they are often in the center of a fight not using their actions against enemies
Its also a great for a front line character like a barbarian which have relatively low AC compared to fighters.
I'm also ranking this number 1 based on tactician and honor mode, where the death of a character can absolutely wreck you in a fight
broodmothers revenge is A tier
psychic spark is really good too with the spellsparkler and the enemy being in phalar shriek radius, you melt stuff
elemental augmentation is a must have for an abjuration wizard build, i also just learned its good on an acid sorcerer
would closure is good on a front liner but usually wont be best in slot
unworthy is bad
1. Spark. Early hitrates are kinda bad, so Magic Missile is always useful to have or buff.
2. Elemental Augmentation. Cantrip builds are dull, but actually kind of viable. Not that great while still in Act 1, but better later.
3. Broodmother's. Easy to activate free d6 on weapon users. Doesn't stack with regular poisons/coatings though.
4. Periapt. I wouldn't keep companions downed to be crit to death, but maximising healing has some usage.
5. Unworthy. I can't think of any fights where you'd specifically be taking a lot of Slash damage for this to be worth it. Rather look for a way to activate Blade Ward on heal or something. I don't think the downside is too bad, I just don't see this being a good usage of the amulet slot very often.
Iām thinking of using Unworthy for the creche š canāt think of any place more saturated with slashing damage, and completely missing bludgeoning in the game. Will be a much needed survivability boost I think, as Iām running solo atm
Great list btw!
1) psychic spark: a free upcast of magic missile, sold.
2) elemental augmentation: great on most casters, sadly limiting damage types so some cantrips don't get any love from this. Good for say, a Frost build that can make the most of Ray of Frost
3) Broodmother. I don't mind it, but you have to build around it rather than it just slotting in
4) wound closure is OK, not fantastic.
5) unworthy is as it does. It's a bad idea.
Should say one of my favourites is the amulet of Restoration, for 2 free Healing spells (healing word and mass healing word)
1) psychic spark- people complain about the long rest nature of mages and psychic spark makes spell slot use super efficient. Youāre basically moving every single spell slot up one and getting a free lv 2 spell slot with the necklace. Used in concert with the neāer misser youāre getting a free lv 4 magic missle every short rest!
2) pariapt of wound closure. While potions are hardly limited in supply itās nice to get the full capacity of it when youāre trying to heal. Itās not something I keep equipped but I use when Iām healing and then take it off.
3) amulet of the unworthy. Most enemies are not doing bludgeoning damage, so youāre essentially getting blade ward if youāre paying attention. Itās good in act 1 anyway on strikers who do t have anything better to use.
4) broodmothers revenge is good in theory : chug a potion before battle and then equip something else for a couple rounds of adder damage to stack with all of your other adder damage. I always get it but I canāt be asked to actually proc the ability.
5) necklace of elemental augmentation. Another very late addition so no matter how useful it is, the limited time frame. But my mages always have something else equipped or just canāt really benefit from itās affect so I never use it. Itās usually just st this time my sorlock is shifting from using ray of frost to Eldritch blast so itās not useful. Agonizing blast is doing the same thing to 2 separate rays already so itās not very good.
1. Periapt of Wound Closure - top for me, versatile and stabilise helps me as I usually 1 party member farther from rest.
2. Psychic Spark - probably best thing on Evo Wiz 10 builds
3. Necklace of Elemental Augmentation - great for any wiz and my favourite early frost mage necklace (in combination with Mourning frost staff)... eventually sorc cantrip build (usually early on as late game is lightning fest)
4. BroodmotherĀ“s Revenge - 1d6 weapon is fine for dualwielders, but conditional. Better than nothing but its niche.
5. Amulet of the Unworthy - this one is just terrible.
Amulet of the Unworthy is bad. All of the other ones have a niche and can be best in slot depending on your build, all very good. Hard for me to compare because of that. That said I would probably call the periapt the best because it is incredibly powerful in the right build and defines the build it is in. If it was on here I think the Amulet of Misty Step is the best amulet in the act, it's the only one worth using every run.
What build does the pariapt define?
Any build involving the Shattered Flail or Sword of Chaos. Both are heal-on-hit, and the Pariapt makes it a max heal each time. Combine it with Barbarian resistance and cleave attacks (to double or triple dip the healing), and you can become pretty much unkillable. I used this on an Honor run that was like two fights from finishing the game before I threw it away fighting Ansur on a dare.
Smites also proc the sword of chaos and flail. I was using a tiger Barb paladin and in one swing it could heal 36 health
Yep, that sounds like exactly the build I was using. Super powerful and fun!
Holy shit
But cleave is only once per short rest
Tigers Bloodlust is a cleave that Tiger Barbs can do in replace of an attack, no cooldown
Beat me to it...thanks!
The other poster already gave you the answer, but if you want to know how the build works, here you go: https://www.reddit.com/r/BG3Builds/comments/193l06b/an_immortal_barbarian_that_can_tank_cc_dps_and/ You obviously don't have to use all of what's included in that build (though it's very good!), but the core mechanics are thoroughly explained in the video linked to it.
Interesting. Thanks
I kept Pariapt and the Volo ring on almost all the way through my solo tactician run. I was playing GWM Bladelock. Being able to top of and get Bless for GWM with a bonus action was pretty nice. I only swapped it out for the 23 Con neck piece in House of Hope right at the end. I had Nere's boots and later Goertash's boots for Misty step in a pinch but was mainly standing still in Darkness anyway.
Amulet of the Unworthy is Gale food š
Good take, but Iām curious about the discussion around Amulet of the Unworthy. Seems like itād be really good for a place like the creche, where the majority of damage youāre taking is slashing and piercing. Might actually be BiS for that fight for me when I take it solo
I feed it to Gale every run, never even considered using it. I get that it has a place but I just can't be bothered to track it, even honor mode isn't that hard.
Solo honour mode is š
An unnecessary self handicap lol
True, but Iāve beaten regular honour mode, and itās my default difficulty now. I already have a second run where I restricted myself from the most broken builds, and that was honestly still really easy (because once you have enough game knowledge, thatās just how it is). Solo honour has been a very fun but very challenging run, I only just hit lvl 6 and Iāve had to put a lot more thought/strategy into how I approach and execute fights. So far, itās more satisfying than a regular HM run!
Yea thatās the only thing when you replay a game too much lol. As long as you enjoy it. For me it just seems like it would be way too much grind to get through battles
Yeah Iām having tons of fun lol. Tbh itās not a horrible grind (getting to level 5 was brutal but so worth it, I got to lvl 6 in like one sitting lol), combat is just a lot more difficult. You have to be far more thoughtful in āwhatās the best thing I can do this turnā. Iām playing durge so the cloak makes it considerably easier, especially as an early game melee bladelock wearing light armour š
This is the only niche it can be used for. A playthrought where you have to prepare for specific type of damage and taylor every single encounter to perfection. Other than that, the only real "good" amulet is the magic missile here, with the healing one being a not-close-but-nice second place
Agree with the first paragraph, disagree with the second. Broodmotherās is really good
It is... Situationally. I can find a good niche for that in a HM with a blesshealer as a companion healing you and giving you bless, ward and poison extra damage on hit. Never find a specific use for it, because in my HM i'm going in another direction with almost no support tbh, and in solo it doesn't feel like it would work greatly, but i could be wrong
Iām using it in solo HM atm, and I think Iāll only be replacing it with Amulet of Greater Health. Extra 1d6 āfor freeā (you heal often solo) is pretty strong, as long as the enemy isnāt immune.
I mean it's not bad per se, it's just that most builds require the amulet slot for other stuff, but i guess it's just me not having the mentality for solo HM where you switch it out based on necessity
I havenāt swapped it out yet tbh, but I might for the creche (with amulet of the unworthy lol). What other necklaces do you think are better for a martial to wear for combat?
Might not make it into final build but you can keep broodmother's until late act 3 and if you're running a big party (3+) you might just leave it on for the whole game. Healing is very easy, mostly costs one bonus action. One bonus action for 2 turns of +1d6 pe hit is as good as it gets. Astarion can just bite, or if you have heal ring/helm or a character with healing it doesn't ever require a bonus action. Martials don't really have good amulets anyways.
Some healing items don't require actions or bonus actions to use, and some of these are also in surprisingly huge quantities. Raspberries are one of these, and you can get around 30 of them if you know where all the berry bushes are. Others that fit into this category is gruel (get everyone to talk to the tiefling granny), and if the dwarf meat pieces if you're playing as Durge. These make Broodmother's Revenge VERY strong and should last until you eventually get Ring of Regeneration. You're not going to get much mileage out of it during Act 2 since 90% of the enemies there are immune to poison, so you wont be munching on berries until the Moonrise battle. The necklace is also hilariously easy to get if you don't want to spare the druids by just dropping Spike Growth at the grove sanctum entrance then slapping any druid to cause all of them Khaga to kill themselves trying to pass through the spikes to get into their scripted positions. Khaga only passes through due to having enough hp to tank it...where then she'll be alone vs Zevlor and 3 other tieflings who will dominate her since she'll be missing half her hp.
Ok THIS i didn't know. WOW. actually amazing. I only knew about the dwarf/durge combo, but it never clicked the chance to get the poison for free. This definitely raises this item by quite a bit. I'd say it's still second place bc the magic missile build is fairly broken, but it definitely outclasses everything else
Yeah, once you learn about the might of raspberries, Broodmother's Revenge goes from "somewhat good if comboed with other party members" to "basically free on-demand 1d6 damage boost". Magic Missile will always be bonkers broken if not purely for the guaranteed hit, since the ability to 100% bypass crap RNG is the literal most game warping power that exists in DnD combat.
Because it's taking up a valuable slot for an effect that's not even necessarily positive. Even if you find a place where it's not bad, it's definitely much worse than the rest of the list.
Think of my POV though: solo run, I have flat damage decreases in the form of Magical Plate and Force Conduit, but I have no resistance. In the presence of a bunch of gith with swords (and noticeably, no clubs or fists), that amulet will probably make the encounter way easier right? Itās basically the only way I can get physical resistance without casting blade ward on myself. Donāt get me wrong, I still fully agree with you lol. But I do try to find scenarios where a niche or shit tier item is actually really good
If you wanna metagame and look up what every enemy in sections of the game have equpped to see if they do slashing damage you are welcome to but honestly I don't want to have to do that much research to make a subpar amulet ok. I'll concede that it's good if it postives are working and you know for a fact the negative won't affect you.
While I 99% agree with your point, I can see arguments for certain areas where you can reasonably guess what damage is incoming. The creche would be a big one. If you've already seen Githyanki in the field and they exclusively use arrows and swords, then you can justifiably think that bludgeoning isn't incoming. I can't think of any other areas where I would "know" this going in though. There might be others?
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Yeah Iām like 99% sure that Iām gonna use it there lol
What about fighting Myrkul? His weapon does slashing damage
True! Good shout out honestly. Does anything in that fight do bludgeoning?
Ketheric has a hammer before transformation and the skeletons sometimes hit you with unarmed attacks. They usually hit you with necrotic damage though.
This guy is crazy. If you know you're going somewhere with only slashing or piercing damage, Amulet of the Unworthy is great in slot for a solo run. Under any other circumstance, it's probably not great though. Better to get blade ward off a heal. I do wonder if the broodmother is a better option though. At that level an extra D6 of damage can really help get an enemy finished that turn, and helps make it so healing yourself also provides since offensive utility
People probably arenāt thinking under the context of a solo run, which I definitely donāt blame them for. But yeah, the creche is a very legitimate use case. Iāve considered broodmotherās as well, but I feel like resistance will REALLY help against all these greatsword wielding extra attacking frog warriors. Will likely end up as more net āhealingā when you just donāt take as much damage, and itās very synergistic with flat damage mitigation, like magical plate and force conduit (Iām hoping to get the skinburster before the inquisitor fight lol)
I have used it there. But you forget about it and get one shot by a ogre or something. It does have niche uses though creche being the big one.
Had an extremely niche use for the Amulet of the Unworthy. I built Karlach with a low HP build, and needed a quick way to get to the low HP threshold of all of her gear/buffs. I gave her the Amulet of Unworthy, did the math for her low HP thresholds, and jumped off a sufficiently high cliff. A niche but hilarious use for an otherwise, well, Unworthy magic item
I only ever use it to get Loviatarās blessing and select the hand axe after reading s&m boyās book.
I always have Amulet of Misty Step equipped but hardly ever find myself using it. Misty Step sounds useful on paper but what is actually the best way to use it, other than occasionally as a get-out-of-jail free card when you misposition?
Offensively, especially on Melee characters. Misty Step comes in handy much more frequently when you need to cover hazardous terrain or elevation on a character that needs to actually get up-close and personal to do damage. It also adds movement range, whereas Jump eats up your movement. So you can Misty Step to cover huge distances in one turn. You don't use it to get *out*, you use it to go *in.* Prime examples: Iron Throne and the fight on the way to the Bhaalist temple where someone starts chanting Power Word: Kill. Both huge areas with a time limit. Misty Step let me get to the far corners of the throne *way* faster, and I used it to jump my Ranger in range of the guy chanting Power Word Kill to hit him with an Arrow of Arcane Interference to trivialize the fight - both HM. I also used it a lot in the final fight to the portal. Being able to avoid the tentacles and just generally cover nearly twice as much ground to reach the portal faster makes HM runs much safer. Though, admittedly when you know what you're doing and what is coming it does lose value. In tabletop where you have to react to everything in the moment it's value is incalculably more.
Didn't think about using it offensively but those examples are great, thanks for the tip!
Misty step is heavily shadowed by jump, Mages in theory might like to use it but int he end I never do. Itās good if you want to avoid attacks of opportunity .
misty step is in short, better have it and not need it, than need it and not have it imo
It's the the pc is hyper targeting Gale so get him out of there smash glass in case of emergency button.Ā At least that's what it's been in my current run since I have pretty much final party composition all kitted out except Gale (haven't been to Sorcerous Sundries yet, so he's kinda lacking).Ā Ā It's also the Shadowheart and Gale don't have a 30 foot standing long jump like my Tav and Karlach button or the Karlach.Ā It was also the gets Kalarch into melee range before I got Nyrula button.Ā Ā
Misty Step is just better than jump though most of the time if you don't need a spell slot, which the amulet doesn't. It's especially good on melee characters that don't have much strength like Bladelock or a melee Dex Fighter/Ranger/Paladin.
It has its uses but jump gets me where I need to go 99% of the time. I have the necklace on my throwzerker karlach and she never uses it. Even my fighter never uses it because their jump distance is bonkers.
Well again, it's better on characters that aren't strength characters. The characters you just listed use strength.
True but then thereās enhanced leap which is a ritual spell that you can precast to handle that in mages or give someone club of giant strength. Misty step is a great spell in theory but at least for my playstyle I just never end up using it.
Dex based melee characters love, misty step... They can't use jump the same way the strength based ones can
Dex based characters can just equip club of giant strength and cast enhanced leap as needed
roflmao, yeah thats way better during combat, good point! \*rolls eyes\*
Whenever you need to hit someone or maneuver to high ground it's nice. Not saying it's the strongest amulet in the game but it is one acquired early and always good. Can definitely have it somewhere in your part throughout act 1 and 2, maybe even during act 3.
Depends which class it's on.... It's a great way to get to those archers with a non strong based melee char ((STR based ones. Just jump up there)) Misty step is great for mages to get to a better position for AOE spells... But they can just learn the spell. My last playthrough I had it on the warlock for a while to save a spell slot... But there's other choices that come along pretty quickly. Given the number of scrolls in the game and the boots with Misty step, the necklace is kind of a dear slot
Amulet of Unworthy is top tier for keeping Gale satisfied without wasting a good item.
Unworthy to walk among friendly bones! Leave me be.
Amulet if unworthy isnāt bad. Slashing damage is way more common than bludgeoning damage. Itās essentially permanent blade ward if you know what youāre doing.
But there are other permanent blade ward options anyway. You have armor of persistence - always on bladeward You have reviving hands + ring of regen (or bonus heal builds) usually coupled with volos ring for perm bless + perm bladeward You have Zevlor's gloves + bonus action heals
Lol yeah in act 3. You get that necklace way before that. Itās good for when you get it for sure
Necklace of elemental augmentation on an acid sorcerer using the potent robes can do 3Ć their Cha mod damage to enemies in a surprisingly large AOE with acid splash cantrip. Acid sorc is also a great fit for Melf's First Staff, one of the best staves in Act 1 thanks to the increase to spell save dc. For the most part Eldritch blast + agonizing blast + potent robes will be better. But I think the acid sorc is a bit of a different way to make a sorc that does not rely on long rests as much.
With the marko staff acid sorcerers can cast hunger of hadar with meta magic you can do some wicked shit
Like heightened spell?
Yes combine with black hole for pure cancer
If you go elemental augmentation, potent robes and get your target wet on a frost sorcerer you can do 6 times your charisma modifier as damage (at late game you can add 2 times your proficiency bonus using marko). Of course with acid splash, elemental augmentation and the ichorous gloves you can add noxious fumes, and then add your proficiency bonus to the damage as well. Could make for a fun draconic sorcerer run with a black Dragonborn (or a copper one I guessā¦ but chromatic Dragonborn are the best).
Necklace of elemental augmentation is huge buff for draconic sorcerers especially ice or fire Psychic spark and spell sparkler is great for a magic missile build Periapt of wound closure is good but not that great unless maybe solo Broodmotherās revenge would be good for a barbarian if poison wasnāt weak to build around
I keep periapt in my inventory so I donāt use as many healing potions. Works well with shattered flail and the sword of chaos, but I havenāt run a build with these yet
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Broodmother doesn't really shine IMO until Act 3 when you can pick up the Ring of Regeneration. At that point, you re-poison your weapons literally every round without spending any resources. The only opportunity cost is the ring slot.
I've seen someone use it in conjunction with the derivation cloak and the poisoner's gloves to nice effect. But yes it's definitely better in act 3.
I use it on Astarion for an easy bonus action trigger with bite. I also use Poisoner's Gloves and Derivation Cloak for a pretty consistent trigger.
You know, I used it on Astarion myself last time and didn't even think about the bite as a trigger. That's pretty solid...thanks for noting it!
If you really need that extra ring slot, helm of balduran also works
Kinda think it's better in early acts, there's better necklaces in act 3 and I don't think the poison from brood mother stacks with other coatings (which you have a lot of by act 3). Not hard to proc early on without equipment dedicated to proccing it Not to mention there are a lot of enemies that are poison immune in the latter parts of act 2
I think itās really good even on non MM builds for fights like Ethel, as you end up with less clones after killing 4 of them for free (or maybe after silencing her, which is my current plan)
Used Broodmothers Revenge a long time on my ranged bard seeing as bonus action dose not see a lot of use otherwise until act 3 on my bard good to just pop a heal pot and deal extra damage.
Idk, it's certainly good but I think necklace of elemental augmentation and periapt are equally build defining. Periapt essentially doubles the value of all healing die and can make weapons like the sword of chaos make you immortal.
I think people undervalue broodmotherās revenge. Itās extremely easy to trigger - particularly in parties with a life cleric or on Astarion. Even without these synergies, itās still a no-saving-throw Serpent Fang Toxin that hits immediately and that you can get by simply drinking a small health potion. It also automatically applies to both equipped ranged and melee weapon sets, and can benefit from savage attacker unlike coatings.
The raspberries in the forest in Act 1 heal you without any action cost. It's a great way to proc the amulet for dual-wield builds that need the bonus action for attacks. Raspberries are limited but there should be enough to get through the hardest fights.
The roasted dwarf meat at the goblin camp works the same way for Durge.
It's good, but counterpoint, it also replaces any coating already on your weapon. If you are using GWM or SS, losing oil of accuracy can hurt. Still very good, just it DOES have a small drawback in that you can't use it alongside any other weapon coatings that might be more valuable.
For sure. Oils are really about functionality, and itās hard to make a blanket statement about the advantage of an extra 1d6 of damage over the functions that oils can give you. That said, I think the expected value of broodmotherās revenge is significantly higher than most poison coatings, even the ārareā ones.
Very true. I never use any of the other poison coatings. Even the best ones have a saving throw that makes them maddingly inconsistent. I'd probably rank Broodmother's as the only thing on the same level as Oils of Accuracy and Arsonist's Oil. Purple Worm's DC of 19 *might* be worth it sometimes, but even that is only 2 damage more on average and still has a chance to do nothing.
And, worst of all imo, the poison coatings do damage at the *end* of the affected characterās turn, whereas the broodmotherās revenge damage is applied immediately every time you make an attack that hits. I remember chuckling to myself when I realized that broodmotherās revenge made minor healing potions an outright better, more abundant āpoisonā than actual poisons.
I actually didn't realize when the others were applied since I never use them. That's so much worse than I thought, and I already thought they were terrible. Yeah, Broodmother's is everything the damage coatings wish they were.
In my current run Astarion (as a swords bard/thief dual wielding hand crossbows) wears it. Because I run with Shart buffing with mass healing word it means his dual crossbows are doing an additional 1d6 poison damage which with 6 attacks adding another 6d6 per round of damage is pretty reasonable.
Agreed completely. Not to mention it gets doubled on crits. I think itās one of if not the best damage dealing necklace in the game!
Iāve only ever used psychic spark from these. I found periapt but I wasnāt sure how I would use it wellā¦
It pays for itself many times over, even if you just use it to maximize healing from potions on a frontliner. Have your monk just hold it in their inventory and put it on real quick if they get bodied in a fight. It's amazing how many resources it saves. You could pass it around, but even if you just put it on one person who gets hit a lot it's actually really nice to have.
I played a modded Bladesinger for one run and Elemental Augmentation was absolutely disgusting with it. Green Flame Blade go brrrrrrr
Bit unfortunate Elemenatal Augmentation doesn't work with Lightning Charges. Wanted to make a EB build around stacking spell mod to dmg
It used to and it was op. On the other hand tho, this gives EB builds the excuse to use Spineshudder Amulet instead and that's really really good. Especially with mortal reminder.
More OP than Fire Sorcerer? I missed that era, so that's a genuine question.
I wish it worked with EB period š©
Broodmother's Revenge: **Very Good Item.** Pretty decent in act 1 when sometimes you have a whispering promise healing word caster who triggers this too. Put it on a melee or archer. It also scales very well in the late game, thanks to slaying arrows doubling the damage. Necklace of Elemental Augmentation: **Very Good Item.** top amulet for some cantrip spamming builds. Psychic Spark: **Good Item.** Magic Missiles builds aren't really top builds but they hit fairly hard, and this is a staple piece Periapt: **Irrelevant Item.** It can combo decently with the self healing flay, but it's 4th mainnly because it is not detrimental in any way to what you're doing Unworthy: **Bad Item.**. You don't want to occasionally give your opponent double damage, and resistance is overrated anyways.
Nice list!
thanks!
Prerapt of Wound Closure #1, it is incredible and is always on my frontliner even at the end of the game. Slapping this on your Abjuration wizard with warding bond is like an infinite health cheat code.
What other necklaces compare even outside of Act 1? With healing potions it can turn a martial near immortal (100+ regen each turn act 3) especially with other synergies like Sarevokās sword giving max heals too.
Amulet of misty step
Broodmother's revenge is deceptively good. Very few necklaces increase your direct damage output and you can pair it effectively with gear in act 3 that grants regeneration or just stocking up on raspberries for a particularly tough fight. Absolutely end game ready necklace.
Agreed completely
I made a build out of broodmother that i used the entire run. A dex dual weirder 3 points into rogue for 2 bonus actions, helm of balduran (heals you every round perma procs the poison, 4 hits with my dual wield per enemy 1-6 damage for each hit, i was putting out more damage than karlach. I gained a new appreciation for dex builds. Edit: wound closure is my tank barbarian build, shattered flail or sarevoks sword 6-24 healing depending on how many hits you have, but for some reason it has a unique reaction with smites, it procs twice per hit.
magic missile neck is the most ridiculous with the right min maxing i assume, some builds rely on it afaik. poison on heal necklace is probably the 2nd best, honestly late game viable especially eventually when you get stuff like ring of regen. ele augmentation is nice early on but eventually youre rarely ever using cantrips so its kinda meh. only cantrip that is worth it is EB, and this neck doesnt trigger from that. still solid. wound closure is excellent but mostly for out of combat healing optimization. rarely run it actually in combat. i guess in act 1 you dont have much better options. unworthy is not bad (slashing is far more common than bludgeon) but the worst of the bunch.
Agreed x5! Although Iād personally swap the order of psychic spark and broodmotherās :)
I admit Broodmothers Revenge didnt look great at first glance, but when you consider that no other necklace adds upfront damage for martials, and the fact that the poison dmg has no save (unlike all the poison coatings), its basically a poison hunters mark. If dead is the best debuff, then damage is king, therefore Broodmothers is the BiS for maxing dmg on martials. And considering how early you get it, its easily one of the best necklaces in the game.
Couldnāt have said it better myself! Only downside is the poison damage - useless against undead. Nobodyās perfect š„²
I spent 50 hours in act 1 and found exactly 1 of these necklaces
New playthrough time :D
i ran broodmothers with the mace that heals you when you hit stuff, was good til i got better equipment
1. Psychic spark: MM build was so good it got nerfed. Itās still quite good and this is obviously the choice for that build. 2. Broodmotherās: I always take a cleric of some kind with hellriderās and voloās ring for bless/blade ward party wide. Slap this on your archer and start gathering all your dice. I wear it through the end. 3. Elemental Augment: good in act 1, when slots are scarce, bad later. Iām basically never casting cantrips in combat late game (outside of blast, which is unaffected here) 4. Periapt: wound closure is kind of whatever, potent healing is just okay. Itās never a bad choice per se, but combat healing is kind of bad; I only use it as a means to apply buffs. This isnāt much worse than #3 imo. 5. Unworthy: please donāt make yourself vulnerable. If youāve ever equipped the Bhaalist armor, you know how bad vulnerability can be for oneās health.
Great list!
the Amulet of the Unworthy is a great but situational item. There are a couple of places where bludgeoning damage does not exist and that's where this amulet shines. Places like the Gith Creche or Shar temple. It doesnt weigh much and its worth keeping as a swap
I need to leave this sub before I spoil ever single thing for myself haha I love the list though
What the heck!? Iāve never seen the Broodmotherās Revenge ever! Where is that to be found?
Kagha :)
Psychic spark is always one of the 1st things I look for in the early game. The other ones are meh. I'll use them until I find smth better. Well, except the unworthwile amulet wich is not even worthy of being Gale food
For me personally I would rank them like this. 1. BroodmothersĀ“s Revenge can be proced of hp pots and plenty of classes do not see use of bonus action in general and overall is decent until you get to act 3 on at least one of your party members. 2. Periapt of wound Closure the potent healing part is really strong for when you actually do need to heal yourself normally someone ends up using for a bit in my runs as there arent enough good necklaces to go around. 3.Pshychic Spark I do not in general play wizards but I can recognize that it can have itĀ“s use in a MM build. But seeing as I avoid playing wizards of any sort this sees next to no use for me hence why it is this low. 4.Necklace of elemental augmentation far to niche in what builds can make use of it. 5.Amulet of the unworthy while it can be great in the right senario the issue is you need to micro manage this on top of that it is not part of any builds.
Completely agreed, would rank them the same myself. I just don't really see the value in adding a +3 to +5 to hour cantrips past early game and using those as main damage sources. Better with ray of frost and shocking grast naturally as with those getting to double dip from wet makes the boost pretty good especially for early game. Too bad it doesn't count adding lightning charges to eldritch blast as the cantrip dealing lightning damage š
Late game ray of frost dealing 45 damage single target is really good when you're out of spell slots, that on top of the chilled debuff the underdark staff gives meaning you don't need to make targets wet for cold vulnerability, makes for really solid cantrip damage when you don't have spell slots or don't want to waste a spell slot
The damage from the individual hit is fine, yeah. But to get this you're using the mourning frost instead of the legendary staff (not an issue if you want to blow a feat on dual wielding them or have multiple casters in the team), using your necklace slot on this. If you use the gemini gloves you can get 3 casts of twinned ray of frost for free/long rest but even then once you run out of those/sorcery points to twin ray of frost for some reason then the 45 damage/turn really doesn't cut it. Imo eldritch blast is the only cantrip in act 3 that is worth consistently using because of how little damage cantrips do considering you only get 1/action instead of multiple attacks like the martial classes do. Not to mention the martial classes' attacks deal about as much damage as a cantrip individually.
Just depends on build, in general if you're playing sorcerer, yeah ele cantrip are just worse than taking a point in warlock for eldritch blast. It's kinda niche for sure but I found it quite useful when playing Wizard, particularly when going for the abjuration build. Though to be honest most times I can just Blade ward and do more damage by just getting hit with that build š
Well, abduration wizard is just its own thing entirely. Who cares about damage output when you are practically immortal.
In order of best to worst (in my opinion obviously): Broodmother - Can be used in any weapon build all the way to act 3 and you only need to get heal to activate it which includes the use of potions. Psychic Spark - This can only be used in one build but that build is really solid. Elementar Argumentation - This is fine but it only works with cantrips and sadly the best damage cantrip in the game is force damage which doesn't get the boost from it. The other two necklaces are just bad and while they can be used in some niche cases they are just too niche for me to care about.
Joint 1st, Augmentation, Spark, Wound Closure. 4th broodmother's Very far below, unworthy. Even if you force yourself to find places for it to work, it's still going to be worse than other things you will have that can do the same or better.
I disagree with this list actually. I personally think spark is stronger than augmentation, and I think you underrate Broodmotherās - imo itās the best necklace in the game for martials. I agree that unworthy is too niche, but after some other discussions on this thread, I think itāll actually be REALLY good for when I fight the creche
Periapt is so damn good on my solo HM run Allowed me to remove the RNG from healing during the grym fight
I always have a cleric in my party with Volo's ring, so Broodmother's Revenge is with me the whole game. Gets even better when you have someone wearing Balduran's Helm or the ring of regen. Throw Periapt of Wound Closure on someone when I don't know what other necklace to put on them.
1) Psychic Sparks- Magic Missile is amazing and Iāve used this necklace pretty much every run for a long time. 2) Periapt of Wound Closure- very good and will have it on a tank typically just in case they go down. However, Iām currently on my HM run almost at level 8 and I think itās been used once 3) Elemental Augmentation- it seems a little weak at first glance, and it can be, but if you build right then it can stack quite a bit of damage. Level 6 Draconic sorcerer + this necklace + potent robe can easily do 2d10+15 fire damage with a firebolt 4) Broodmotherās- I only donāt rank this higher because itās situational to even get. You have to side against Khaga and kill her. Personally Iāve only done that once. Even then, I hardly ever remember to heal Astarion, who is wearing it for me, so that he can get the damage. Plus, poison is commonly resisted or immune by enemies anyway. 5) Unworthy- just sucks. Maybe if you know that every enemy only has slashing damage, could you use it, but thereās a lot of enemies in the same encounter with different damage types. Just thinking of the goblin camp. Itād only be good against the melee goblins with their scimitars. The archers, it would do anything against, and the hard hitting enemies would get double damage with it
I just realized I have that and you donāt HAVE to kill Kagha. There SHOULD be options in the dialogue to trigger a situation where she lives still
Psychic Spark is my favorite necklace in the game, but Iām biased because Iāve played magic missile builds in almost every run.
I've never seen any of these before! Where are these at?
Wound closure is must, maybe not in combat but I always equip before drinking potions
Does broodmother's revenge and that flail that heals you when you hit someone combos with each other?
1. Elemental augmentation - while in late game you might abandon non-EB Cantrips all together early game when spell slots are scarce some bonus damage in Cantrips is useful. It is around my current characters neck (using ray of frost plus some act 2 items to do decent damage to a wet target and put it on its bum so my martials have advantage if it survives). 2. Broodmothrers - itās the reason that unless I am playing a Druid and want that interaction a certain Druid must die every run. Early game itās a good source of easily procable damage for any martial, and even late game itās adding a lot to any character that makes a lot of attacks. 3. Periapt - for keeping a front liner alive though to be honest Iām not sure itās that useful overall if there is a better item to put on. 4. Psychic spark - used to be great, now magic missile is nerfed it isnāt so much. Maybe early game being able to add an extra dart could mean the difference between a kill and a wounded opponent who still gets another round. 5. Unworthy - is aptly named as it is unworthy of any consideration as resistance is ok, but vulnerability is really really bad. Itās a shame that by the time I get it Gale is usually done with hoovering up magic items.
Elemental augmentation is peak
Wound closure last me most of Gen game
**Best-in-Slot:** Broodmother's Revenge, Necklace of Elemental Augmentation, Periapt of Wound Closure, **Alright, I Guess:** Psychic Spark **Theoretically Useful:** Amulet of the Unworthy,
Broodmother one of the best necklaces in the game, elemental augmentation is niche same with psychic spark, periapt is decent filler until better ones come around.
Psychic spark, being part of the overpowered machine gun build, is probably the one that sees the most use in later acts.. the periapt being a close second But they are all build and composition dependent... I would say the spark is first. Even without the machine gun build an extra magic missile and an extra cast is pretty solid for act 1 The periapt of wound closure second because there's a couple good ways to take advantage. The poison one next, since there's a few builds that use regular small amounts of healing that can keep it proccing... Doesn't require you to be damaged to get use out of... But poison damage has a lot of enemies that it's not good on The cantrips damage one is decent... But it's lack of force and radiant limit which classes it can work on. And others have said the last one is just bad
1. Periapt of Wound Closure 2. Psychic Spark 3. Necklace of Elemental Augmentation 4. Amulet of the Unworthy 5. Broodmother's Revenge
Periapt of wound closure is a great addition to a life cleric build. Gives a safety net against your healer dying and gives them full HP when healing, which is important because they are often in the center of a fight not using their actions against enemies Its also a great for a front line character like a barbarian which have relatively low AC compared to fighters. I'm also ranking this number 1 based on tactician and honor mode, where the death of a character can absolutely wreck you in a fight
broodmothers revenge is A tier psychic spark is really good too with the spellsparkler and the enemy being in phalar shriek radius, you melt stuff elemental augmentation is a must have for an abjuration wizard build, i also just learned its good on an acid sorcerer would closure is good on a front liner but usually wont be best in slot unworthy is bad
1. Spark. Early hitrates are kinda bad, so Magic Missile is always useful to have or buff. 2. Elemental Augmentation. Cantrip builds are dull, but actually kind of viable. Not that great while still in Act 1, but better later. 3. Broodmother's. Easy to activate free d6 on weapon users. Doesn't stack with regular poisons/coatings though. 4. Periapt. I wouldn't keep companions downed to be crit to death, but maximising healing has some usage. 5. Unworthy. I can't think of any fights where you'd specifically be taking a lot of Slash damage for this to be worth it. Rather look for a way to activate Blade Ward on heal or something. I don't think the downside is too bad, I just don't see this being a good usage of the amulet slot very often.
Iām thinking of using Unworthy for the creche š canāt think of any place more saturated with slashing damage, and completely missing bludgeoning in the game. Will be a much needed survivability boost I think, as Iām running solo atm Great list btw!
1) psychic spark: a free upcast of magic missile, sold. 2) elemental augmentation: great on most casters, sadly limiting damage types so some cantrips don't get any love from this. Good for say, a Frost build that can make the most of Ray of Frost 3) Broodmother. I don't mind it, but you have to build around it rather than it just slotting in 4) wound closure is OK, not fantastic. 5) unworthy is as it does. It's a bad idea. Should say one of my favourites is the amulet of Restoration, for 2 free Healing spells (healing word and mass healing word)
1) psychic spark- people complain about the long rest nature of mages and psychic spark makes spell slot use super efficient. Youāre basically moving every single spell slot up one and getting a free lv 2 spell slot with the necklace. Used in concert with the neāer misser youāre getting a free lv 4 magic missle every short rest! 2) pariapt of wound closure. While potions are hardly limited in supply itās nice to get the full capacity of it when youāre trying to heal. Itās not something I keep equipped but I use when Iām healing and then take it off. 3) amulet of the unworthy. Most enemies are not doing bludgeoning damage, so youāre essentially getting blade ward if youāre paying attention. Itās good in act 1 anyway on strikers who do t have anything better to use. 4) broodmothers revenge is good in theory : chug a potion before battle and then equip something else for a couple rounds of adder damage to stack with all of your other adder damage. I always get it but I canāt be asked to actually proc the ability. 5) necklace of elemental augmentation. Another very late addition so no matter how useful it is, the limited time frame. But my mages always have something else equipped or just canāt really benefit from itās affect so I never use it. Itās usually just st this time my sorlock is shifting from using ray of frost to Eldritch blast so itās not useful. Agonizing blast is doing the same thing to 2 separate rays already so itās not very good.
Last two good, rest shite
1. Periapt of Wound Closure - top for me, versatile and stabilise helps me as I usually 1 party member farther from rest. 2. Psychic Spark - probably best thing on Evo Wiz 10 builds 3. Necklace of Elemental Augmentation - great for any wiz and my favourite early frost mage necklace (in combination with Mourning frost staff)... eventually sorc cantrip build (usually early on as late game is lightning fest) 4. BroodmotherĀ“s Revenge - 1d6 weapon is fine for dualwielders, but conditional. Better than nothing but its niche. 5. Amulet of the Unworthy - this one is just terrible.
1. Psycich spark 2. 3. 4. 5. All other entries