

On my quest to find my favorite dual wielding wrecker build, I think I'm settling on a base spread of:
6 fighter
3 assassin
High elf with booming blade as cantrip.
Stats: 8/17dex/16/8/10/14
Above is a screenshot of opening dual wield attack against Act 2 Ch'r'ai Tska'an at the bridge ambush. I opened with an invisible shovel attack to force their entire party into surprise so every hit from my build could be maximized. Fight was over round one, enemies never had a chance to play. Ended up doing 561 total damage, even with Ch'r'ai Tska'an's psychic resistance. All enemies but one died from full damage, only one proc'd cull the weak for 3 damage. Could have done even more damage if I spent any of my maneuvers (2d8 on crit).
The interesting thing I've learned this run is that assassin's alacrity has a nice interaction with extra attack. It allows you to buffer an extra attack into your first alacrity round, essentially giving you an another extra attack. Normal combat look breakdown is as follows:
- Force enemy to be surprised (ideally with shovel so your build can crit on every hit)
- Sneak in with Tav and open with dual wield attacks
- Action and BA are both refreshed, but you still have triggered extra attack from your opener.
- Spend that buffered extra attack on booming blade. At this point you have full action and BA still.
- Booming blade
- Offhand attack
- Action surge <3
- Booming blade
- Extra attack
- Booming blade if you prebuffed with a speed pot.
So with a mere potion of speed, we are getting 8 crits before round 1 is over, 4 of those being booming blade.
Currently in act 2 and just sailing through fights. Goal for equipment is anything that provides more melee dice as these double on crit. Elixir of the colossus, render of mind and body, flawed helldusk gloves, strange conduit and shadow cloaked rings, broodmother's revenge. Render of mind and body and undermountain knife for weapons. Twin casted draconic elemental weapon onto both via a sorc camp follower.
At this point I could take things to 8/4 for 4 feats (really lets the build breathe), or add two 2 GOO Warlock for fear crits on round one, so something like 6/4/2. I need to think about the mortal reminder aspect more though, as based on what I've read I'd have to push around some stats into either int or charisma based on my class leveling order. Warlock would provide minor illusion to pre-group enemies before a fight from invisibility, maximizing the effects of mortal reminder's fear AOE.
Planned feats are savage attacker, mage slayer for offense/defense in hard boss fights, mobile for hit and run, maybe alert or ASI dex for a 4th feat?
Also just wanted to say that I love the utility rogue provides. I currently have expertise in persuasion which is making checks so easy. The 14 charisma makes adding warlock all the more tempting...
For the record, I have tried Remus71's asshunter up to level 7 and found it to be increddddibly strong, especially considering you can reposition most enemies as a free action with improvised melee. But I am having a little more fun with this setup here as I can play my favorite RP race (fight good look good), build feels like it comes online earlier at level 4 (dual wielding fighting style and booming blade) as opposed to duegar hunter/assassin, I love movement speed, we get battle master maneuvers, more feats, and finally action surge. That all being said, the excellent asshunter guide was what turned me onto the power of extra attack with alacrity, and if you wanted maximum hits across different enemies and free invisibility to reset fights that would be the way to go.
Any feedback greatly appreciated!