Wait are you saying that the magic missile necklace also works for artistry of war? Cuz if so that's awesome. But also isn't aow a really high level spell? So you could only have limited uses of it. If only you could downcast spells
@@colinfang3019 I am not sure about the necklace but things like the reverberation, lightning charges, and all other sources of damage added work for the spell.
@@oliverlow2474 As soon as I read that I read the Force Damage and the Attack Roll portions and thought "huh, must be because it's that powerful". It is. It's that powerful.
@@oliverlow2474because it’s literally a better magic missile, it’s on steroids essentially lol it would be insane if you could cast that 3 times minimum for casters and heaven forbid you have stuff like free cast or Markoheshkir to give even more casts
Gearlist - - Act: 1 Smuggler's Ring (optional) The Risen Road, X: 58 Y: 513, under the bridge, a skeleton hidden in a bush The Spellsparkler at Waukeen's Rest, Reward of Rescue the Grand Duke Gloves of Thievery (optional) Zhentarim Hideout, Quest "Find the Missing Shipment", Merchant: "Brem" Absolute's Brand (You find the Ring of Absolute Force later, but its effect can only be used, when you let yourself get a brand by Priestess Gut in the Goblin Camp) Amulet of Misty Step (optional) Goblin Camp, Priestess Guts Quarters Ring of Protection (optional) Druid Grove, Reward by Mol (Tip, do this after you saved the Tieflings, with only one character and an invisibility potion and run away to Mol before you celebrate the victory.) Gloves of Dexterity (optional) Creche Y'llek, Merchant A'jak'nir Jeera Gloves of Belligerent Skies Creche Y'llek, Inquisitor's Chamber inside an elegant chest Phalar Aluve Underdark X:116 Y:-192 Psychic Spark Myconid Colony, Merchant Blurg Boots of Stormy Clamour, Pearl of Power Myconid Colony , Quest "Help Omeluum investigate the parasite, Merchant Omeluum Ring of Absolute Force Grymforge, Sergeant Thrinn Notes: You have save the Tieflings, for Dammon - - Act: 2 Darkfire Shortbow Last Light Inn, Merchant Dammon Shifting Corpus Ring (optional) Last Light Inn, Flaming Fist Marcus Ne'er Misser Moonrise Tower, Merchant Roah Moonglow Spellcrux Amulet Moonrise Towers Prison, looted from "The Warden" Callous Glow Ring Gauntlet of Shar, near Balthazar in an Opulent Chest Edit: Handfire Hand Crossbow Gauntlet of Shar, dropped by Yurgir The bows could be held by any other chars, so this would be a great addition to Ne'er Misser Notes: You have to save Isobel and the Nightsong for Dammon - - Act: 3 Cloak of Displacement Wyrm's Crossing Danthelon's Dancing Axe, Merchant Enthari Danthelon Armour of Persistence Forge of the Nine (west from the Elfsong), Merchant Dammon Edit: Helldusk Armour (if Dammon died) Dropped by Raphael, House of Hope, Devils Fee Gontr Mael Baldurs Gate, X: -291 Y: -163 Steel Watch Titan, Quest: "Disable the Steel Watch" Helm of Balduran The Dragon's Sanctum, next to Ansur
Imagine this build in a PnP game. You'd need a shit ton of dice, a calculator, and a half an hour to calculate the damage from one magic missle attack.
I ran the similar build but I swapped out absolute force ring for coruscation band every once in a while for tougher fights as it basically makes you uber un-hittable. Every magic missile gives 2 radiant orbs debuff on the target ( - 1 to attack roll per orb) , so you can easily get a lot of targets to - 6 or - 8 to their attack rolls each turn. You need to be illuminated to meet the criteria in applying the radiant orbs but it’s as simple as just casting light on your weapon after every long rest.
wow i've watched many "op" bg3 builds but this one actually lives up to it's name. totally broken really appreciate you showing the build in action at the end rather than just explaining it like some youtubers do. my brain needs visuals to understand lol
@tlemgr I would say this build activates really as soon as you get the Spellsparkler, which is very early. Then it really connects when you get the pieces from the Underdark. So as early as level 4 (dual wield feat) and Phalar Aluve you'll melt most opponents.
you can do the same build with a coffelock im not sure its as effective with eldritch blast but it can get nasty for sure replacing the magic missal specific items with others that boost damage.
Fantastic! I'm amazed at all the synergy in your build. Thanks for the thorough explanation. And especially seeing the shrieking sword in action was interesting.
An amazing build that is absolutely insane, I think one thing I would change is instead of having 1 level in cleric by the end of the game I would go fighter , and instead of 11 levels in wizard go 10 levels and 2 fighter due to actions surge, the 1 extra magic missile and 2 extra spells you get between 10th and 11th level wizard are generally beaten by being able to get that extra cast of magic missile when you really need it. Also second wind can come in clutch sometimes.
One slight recommendation I'd make at char-gen is: drop your charisma to a 14 (+2 from the class bump for 16 total). It'd have the same modifier as the 15+2, but let you get your Dex to 14 for more AC & Initiative (or your wisdom to 12 while keeping the 15+1 Con).
At the very least you should move those bonus ability points around to get 14 dex and 16 charisma. That way you get another +1 bonus to dex without sacrificing your charisma bonus. Always try to avoid odd numbers in your ability points, since bonuses are applied at each even number.
I always plan on using Ethels hair to boost my main stat to 18, but later in my run released I wanted to switch to wizard so i ended up keeping the 17 for most my run. having 18 Int as a wizard was crazy good to have so I'm glad I did!
@@abrahamsandwich Don't forget about the +2 you can get from the mirror in the house of grief in act 3 as well. If you cast remove curse on yourself after, you can undo the -2 you pay and still keep the stat boost :)
If you wear the helldusk armor, when you respec to wizard you don't need to do the 1 lvl dip into cleric, allowing you to go lvl 12 in wizard and get another feat like spell sniper. It's late enough though where I get that your build can just be considered "set" and you don't want to change it yet again.
@@rajahten11If you really want to be optimized, leave hirelings at camp that can cast warding bond, longstrider, hero’s feast, freedom of movement, death ward, and protection from poison on your entire main party. If you use camp clerics, helldusk is better because blade ward is redundant and inferior to warding bond Edit: I also like to have a camp companion cast a level 6 aid on my main party. If this all seems too cheesy, cheese is necessary in honor mode! I don’t play like this on balanced mode.
3:00 Useful little detail: you can use a ritual spell to trigger flight outside combat for free. Meaning if you ever run into a jump you cant quite make due to your low strength, you can just cast something like disguise self to trigger it, fly over, and then undo the disguise.
@@nmbmemphisbeast3690 Anything, doesnt matter. So long as you cast a spell that isnt a cantrip, you get to fly afterward, and if you ritual cast them, it wont cost you a spell slot.
Slight correction: you can use any ritual spell to trigger Tempestuous Flight for free when not in Turn-Based Mode. Combat is always in Turn-Based Mode, but you can waste a spell slot using a ritual spell out of combat if you entered Turn-Based Mode manually. I always like to enter Turn-Based Mode right after casting such a spell so that the Tempestuous Flight button doesn't disappear before I have a chance to pick a target location, but have occasionally hit the turn based mode button too soon and wasted a spell slot for no good reason. I usually use Longstrider as the ritual spell to trigger Tempestuous Flight. There is less micromanagement around picking and dismissing a disguise that way, and Longstrider is a spell that someone in your party should always have prepared anyway as removing it from the prepared list will remove the buff from all your party members. The game is much harder if your party can't move fast enough to strike your enemies. Enhanced leap is also a ritual spell that does not waste a spell slot, even though the tool tip in game does not say so
So, my Storm Sorcerer had a similar loadout that was built to optimize Magic Missile, except that I opted for some slightly different equipment from Act 2 & 3 which emphasize this even more. • The Lifebringer helm - From Act 1 and through most of the game, this will make other sources of Temporary HP regenerate 3 whenever you gain Lightning Charges, and by the time you have 10-20 Temporary HP, so long as you don't take over 20 damage in a round, you will never take any direct damage (can be swapped for Balduran's later but it's too strong for this build not to mention). • The trident Nyrulna as your offhand weapon - In Act 3, it cannot be disarmed, makes you immune to falling damage, +3m to movement speed, and permanently illuminated, so you can use a bonus action to fly with Tempestuous Magic and relocate yourself farther out of reach up high easily with no risk. Also deals 3-12 Thunder damage when thrown and instantly returns to your hand. • The Coruscation Ring - In Act 2, and when you're illuminated, which is always with Nyrulna without costing a cast, it stacks 2 turns of Radiating Orb (-1 to attack rolls per turn inflicted) with every hit of Magic Missile and utterly incapacitates enemies from being able to effectively fight you, AND ensures all enemies are constantly illuminated for Callous Glow's additional Radiant damage on each hit. • Thunderskin Cloak - In Act 2, and pairs with the Boots of Storm Clamour, so that each Reverberation-afflicted enemy that doesn't fall prone and manages to attack you has to make a Con save against being Dazed (disadvantage on Wisdom saves, no Dex bonus to AC, and no Reactions), allowing you to move out of melee basically whenever you want risk free. • Markoheshkir - In Act 3, it replaces your staff because Kereska's Favour can give you the same Lightning Charge effect as Spellsparkler along with a +1 Spell Save DC, and also Arcane Battery. With a level or two of Tempest Cleric, you're an absolute monster with Lightning Magic, have all sorts of armor proficiencies and it's just overwhelmingly powerful where this superpowered Magic Missile is just your staple. Having the ability to Extend Spell means that you can snipe targets from across the map with ease, and barely anything will ever get close to you, and you can move faster and more freely than anything that might.
The illithid power perilous stakes also can work with this, and from the late game gear the stuff you get from the vampire which gives scarlet something stacks also works with mm.
Love this so much lol. Looking through your equipment, it looks like I accidentally snagged a lot of the same gear you did for my Oath of Ancients Paladin. I love using Divine Smite with her with a greathammer that had Thunder damage automatically attached ... every Smite would just lay out enemies one after another. Add the Great Weapon Master feat & Haste to it and she's an absolute monster destroying 3-5 enemies in one turn. Love you, Larceny.
I like to play games long after their release, and BG3 is coming up for me soon, especially since its on xbox. This reminds me of why I liked bg 1 and 2. There seems to be a LOT to this game. Looks great, and I cant wait to dive in
If you don’t want to use magic missile only, you can replace the spellsparkler with markoheshkir and activate bolts of doom. It still gives you lighting charges in the same way, but with the added resistance to lighting damage and A FREE CHAIN LIGHTING ONCE PER SHORT REST. (which triggers the build’s abilities with its multi-hit feature)
For anyone viewing this recently that wants to minmax, the stat spread could be better: since strength potions are being used, you can dump your strength to 8. Even a wizard, sorcerer using int, cha as their respective spellcasting modifiers need dex for higher AC, so you either pump that shit up to at least 16 for +3 AC or you wear the gloves of dex with it as your dump stat, though you will sacrifice missile damage with this option so I don't recommend it. con is perfectly good left at 14 for a +2 bonus and some hp, 16 is overkill as con saving throws aren't that common and it isn't giving much extra hp. Wisdom is important in this game for saving throws, so we keep that at 10 for no penalty to wisdom saves. Always keep your attributes as even numbers unless it's the stat you're aiming to increase by 1 like with the hag hair or a feat. for max damage as a spellcaster that's of course going to be your spellcasting modifier. You don't get any bonuses for stats being at an odd number over the even number below it In summary: Wizard 8 str (hill/cloud giant pots where needed) 16 dex (or 8 with gloves) 14 con (dump to 8 in act 3 if you will grab the con amulet) 17 int (this will be what you increase with feats after obtaining the alert feat) 10 wis (or 16 if either you dump con later or dumped dex for gloves) 8 cha - least important for saving throws Sorcerers just swap the int and cha stats around good video, good build and equipment the damage riders are all there
I always saw the equipment with reverberation the lightning charges and thought there had to be a way to make them op... then you put it all together at last!! Thank you, figuring out how to use these has been haunting me for weeks lol
Thank you Thank you Thank you. Using knowledge I gained from this video I was indeed able to get the rare Jack of All Trades achievement! 61hrs (not including any save/loads... O_o ) I plan on making at least a rough overview video on how I did it. And possibly more detailed video(s) if/when I get some interest.
I’ve found that choosing res and grabbing CON+1 for a feat seems to be a better option then war caster for your CON saves. Same math as taking the gloves with +1 on slight of hand instead of gloves of thieving.
It's a cost benefit based on level. Advantage is basically equivalent to a +5 on average, which is better early game, but late game when level 12 proficiency bonus is +4 if you have a +2 Constitution modifier than on average resilient con is better.
So if you replace the spellsparkler with Markoheshkir in act 3, you can use the lightning version of Kereska's Favour for the same lightning charges effect, or the acid one for 1d4 aoe acid damage on each missile!
BTW, Thank you for giving me something to DO in the underdark. Other than getting to the boat, I usually skip it. It was fun to have a reason to explore (:
there's a lot to do and gain in the underdark, the selunite outpost has some great palading gear, the drow bros carry the pieces for one of the best staffs in the game (even more so for an Ice theme build), there's an extra illithid power at the end of a questline, the literature in the arcane tower gets me to spend way too much time there every playthrough, and the fish people are just funny
@@V15698Not only has this build had me explore the underdark for the first time... BUT, I just had an apple on the head moment. "Jack of all trades, master of Missiles" ! I've tried a couple of ideas for the jack of all trades achievement. And I wondering if THIS is the way to go. Since afaik other than the dual-wield feat, nothing is dependent on more than one level in Sorc/Wiz.. I may pause my current Gale run (which I have been enjoying the heck out of due to your genius of a build) and try going for that achievement (again). Actually, I will probably wait until Gale reaches BG and then respec INTO (for proof of concept) into a Jack-o-Trades to see how it goes in the end game. THEN I will have to start a new game (: Thanks again for this genius build. It has opened many new doors for me. BTW, I've been playing BG3 since almost day 1 of Early Access and I am always delighted that people like you keep finding new ways to make it fun.
Resilent: constitution > War caster. That extra +1 to con attribute is better than using shocking grasp as a reaction, espically when you reactions are more importantly used for shield and counter spell.
if you start with an odd number for your Con modifier, sure maybe, but rolling two dice is statistically better unless you are running up against Con Saves over 18.
@@LordWaterBottle its not statistically better. Quiet the opposite actually. Search up war caster vs resilent BG3. Theres a graph that shows how resilent is better starting level 8. Before that war caster has a tiny advantage over resilent in DC checks.
@@mustafahassan7781 OK, hear me out. If you're starting as a Sorcerer, like the video does, you already have con save proficiency. If you follow the video's plan, you are a sorcerer until level 8 or so. For a sorcerer there is no real point in taking resilient because you already have Con Save Proficiency. So just take warcaster until you respec into a wizard, at which point you absolutely want the proficiency bonus, since that's about the point where war caster falls off (though it is always nat 1 inaurance). That's also about the point that you might be considering concentration when taking more damage, and thus have to consider higher than DC 10 to 15 rolls. The graph shows that at a DC 18 con save, war caster will pass slightly more often than Resilient resulting in a +4 to con rolls, which only happens if you take constitution from an odd number to an even number (because ability score bonuses only increase on even scores), and also level up to 5 to increase your proficiency bonus from +2 to +3. Early game Resilient had a lot of conditions to be as good. If you are already respecing with Withers you don't care about long term until the time has passed, then you can just change. Yes, War Caster does not increase your maximum saveable value, but it increases your average in the range of saves you are most likely to face better than resilient until high proficiency modifiers and maximum save values matter in the late game. And we have Withers.
When I first started playing wizard on my first play through, Even without any buffs or any effort. When I saw that magic missle “always hit their target” that instantly made it my go to spell for pretty much the whole game.
I would love to give this a go but accidentally missed out on the spell sparkler wand - is there anything that that would at least partially as well - or do I need to wait for my next run? I’ve always loved MM Gratz on making it so OP!
Great build. Any idea if the corruscation ring works with it? I.e. would it apply 2 stacks of radiating orbs per hit of MM, if so that would be pretty insane. Also it’s worth noting that once you finish House of Hope in act 3 you get the helldusk armour which you’re always proficient with regardless of class meaning you can go straight 12 levels in wizard and get another feat (ability improvement for +2 INT would probs be best for extra damage). Then you would need a new helm too since Baldurans is medium armour, I reckon that storm hat that gives you arcane acuity whenever you deal Thunder damage could be nice as you’re dealing thunder damage through Shriek and Reverb (not sure if they will proc the hats effect but worth a try)
Yes, corruscation band works with this build, and it’s absolutely busted. You basically become an unhittable god. Would recommend swapping out absolute force band for it.
This build is capable of doing honor mod solo, it has damage from the point u get phalar aluve and enough survivability. Just take cleric level 3 (preferably light domain for reaction, spend all attribute points from intelligence to dexterity and take a helmet from ogres, u need those saving throws from aoe spells and additional AC+Initiative). Tested on honor mode. Absolute tempest ring does not work with phalar aluve shriek ability.
In act 3 the staff markonsher, when you set it to lightning, also gives you the lightning charges same as the spell sparkler, but also gives you a free chain lightning per short rest, and +1 spell save dc, so no downside, straight upgrade
Markoheshkir is a straight upgrade over Spellsparkler. It has same effect, but also provides u with arcane battery (free cast of 1 spell with any spell slot). Also Rhapsody may or may not be an upgrade over Spellsparkler/Markoheshkir. It gives u flat 3 dmg, while staff gives u ~1,5 electric dmg + ~0,8 thunder dmg from reverberation per missile, need some testing. Very sad that u didn't mentioned these items.
Not sure if the effect from the sword would be still up once activated if you swapped it out. So maybe the staff swap might be better. But it should be noted that there's the legendary staff from the mage tower/shop and the hidden purple quality one in the House of Hope. Both let you cast a spell without using a slot. With them the limited 1 6th level spell cast becomes 3. The purple quality necklace restores a spell slot of all levels. The green one is only up to level 3 spell slots. But that's 4 casts of the best spell level. Then of course mages can restore a spell slot out of combat. So 5 casts of a 6th level Magic Missile before needing to long rest. There's also the gloves that allow cantrips to be cast as a bonus action. You would need the spell slot of course. These items would hamper the buffs gained by the other armor pieces AND swapping items in combat costs an action but it is worth noting for speed potion junkies or folks multiclassed into fighter for the extra action slot... Which also has gloves that give a second use of the one skill that lets you rest your actions once.... I'm forgetting the name.
I definitely love this build, used it with Gale but all 12 levels on wizard so no heavy armor, but it was still crazy. If you also use the illithid power Perilous Stakes, you can easily oneshot some bosses from Act III. Mind Sanctuary can also be a good thing, since you could cast 3 magic missiles per turn! Edit: Don't forget about Artistry of War, it deals hella damage, and you can learn it as a wizard
2 levels paladin 10 levels sword bard is also pretty stupid. You can run the crit helmet and bow to get smite crits. Bard magical secrets gives you banishing smite. Criting with this build is a consistent 100plus damage. Two handed weapons. Use the ring that gives you advantage on attacks but disadvantage on saving throws. That will help you hit and get crits. Other ring is the plus 1 ac and saving throw ring. Run the plus 1 ac and saving throw cloak. Use the chest piece you use in the video. Use the necklace that gives advantage on wisdom charisma and intelligence saving throws. All of this will help counter the disadvantage on saving throws. Run whatever boots and gloves you want. Feats are savage attacker cause it works on smites, 2nd feat is personal preference but great weapon mastery is just more damage. You can use strength elixirs for more damage. Also again this is optional but if you go as an orc the extra damage they get on crits also applies to smites so that's even more damage when you crit. You can also get a guaranteed crit from the illithid powers and if any of your part have hold person and or hold monster you can use those to guarantee crits. I think sleep does as well
The beginning bit of this build I actually have part of on my sorcerer, except I have a lightning charges/reverberation build. Same hands, but cloak of thunder with reverberation, the lightning necklace to use lightning blast for call lightning or lightning bolt depending on the situation (I had to go far into Druid multi class to get call lightning and it sucks because I wanted chain lightning but wild sorcerers must not get it at level 7 or less so I keep scrolls of it). Then once I’ve used my lightning blast I switch my necklace to extra shot of magic missile. I also have a lightning charge shield with a lightning aura. Unfortunately I’m about to finish the game and I do not have boots to finish my build so I have the speedy lightfeet even though I rarely ever dash. By the time I had the money to buy everything I was in Act 3 and couldn’t go back so if there were better boots for my lightning build I could not find them. Why not just choose storm sorcerer, you ask? Role-play. It’s also why I dual -classed Druid, and it was just a nice bonus that call lightning came with it
If possible i would hand off the phalar Aluve (and boits) to another character. Let your caster hang back since we're pretty much purely doing ranged attacks. You can do wand and shield or dual wield wands and also can focus more on caster gear as i think you have a lot of gear thats contested by melee users.
Oooooo, I was planning on making Gale this time around a wizard with 1 level in cleric anyway. Don’t particularly love the cleric class, but there are some level one spells I do love namely: guidance, sanctuary, and healing word.
Honour mode or it's not much of a challenge tbh. No save scumming (I'm sure you didn't, but still) and legendary actions from bosses. But this build seems OP enough to make any difficulty seem easy. Nice build!
Why the odd numbered stats? your bonuses only increase on the even numbers. Instead of 15 con and 13 dex you could have 14 in each and have a higher armour and the same amount of hit points.
Hag hair gives a +1, and there are many half feats that give a +1 to a stat along with their feat, and you can also take an ASI to get a +1 in 2 stats instead of a +2 in one stat
Regarding War Caster, and before I forget. I think War Caster + Resilient: Constitution + high Constitution on its own is crazy in terms of keeping concentration up. My spell casters with these two pretty much only fail concentration when tripped or whatever, which probably could be remedied if I cared to check every last piece of gear and try to synergize them. Edit: ok that's crazy. I'd really love to see some boss fights with it 😂
If you are Sorcerer, you can use your arcane ressources to improve your spells. Do they stack with the amulet for magic missile? Maybe a Sorcerer could be better with these arcare ressource or at least as good as the wizardso it doesn't matter that much.
I know I’m a bit late to the party but I’d suggest taking your first level in cleric, rather than wizard. Spell save DC for scrolls and items is based off the spellcasting ability of the class in which you last took a *first* level. If you take cleric after level 1 then this will become WIS instead of INT. Probably not a huge deal for a MM + haste build though.
Nice. In my game enemies are much stronger than in Honour mode and are difficult to hit but hit more often and with more damage, so many of the so called "Honour mode builds" don't work that well. But this build might because MM always hit if not shielded. The only problem is that I have randomized loot, so items are not reliably available but I got lucky and achieved already the MM amulet.
Is this possible on Honour Mode with the changes to the damage rider triggers? I suspect at least two of these magic items won't be triggering multiple times for the same effect, but others like Spellsparkler and the reverb gloves should still work? Either way it looks like fun and a good use of the spell. It looks like it "feels" better than the OHKO Witch Bolt build I'm using now since MM can't miss unless shielded/CSed and it is flexible with where the missiles can go. Missing on Witch Bolt is very disheartening...
Also during the early game before you switch to wizard, on your opening turn you can use the illithid power that give you extra psychic on hit damage and then use quickspell to cast a magic missle. At the end of act one when fighting Nere, I was able to get up to 80 damage with a level 3 mm at only level 6.
@@exz1tar I realized that immediately after posting this lol my bad, I think it was my extra off hand attack that did the bonus psychic damage not sure. I'm in act 3 now with this build and I can't believe how insane it is I've one shot so many bosses lol.
Im gonna use this on my honor run. Great guide. MOst recommend markoheshier but I dont really see the benefit. I didn't know about the evocation bonus from wizard.
If your using the spell sparkler staff it's best to go draconic sorcerer lightning because you will add CHA modifier to your lightning damage spells and this counts for the lightning charges from spell sparkler
I wouldn't say it's best, it's just having the Wizard spell list for buffs is, well idk if it's better, but once you get to level 10 and have empowered evocation anyway having those buffs would be really nice.
@josephcerasuolo3563 that may be true but the run he did was only using magic missile, so no other spells. And for that I feel draconic sorcerer is better
Lmao, i ran a campaign where one player wanted to play a mage that only cast magic missile. I homebrewed and/or tweaked a few spells to use magic missle as the base spell. The best spell was based on meteor swarm, but was called magic missle swarm. Basically it was a blast of magic missles that balled up and spilt in four directions. Those balls exploded into 5d6 magic missiles each. Each magic missile hit for max damage. Yes, that was basically 20d6 max damage magic missiles. Imagine getting the full 120 magic missiles... One of the class features was that the missiles could not be reflected and could not be shielded. That was to reflect the fact he was a master of the magic missle and his castings were far better than a surface understanding of the spell.
THANK YOU, i was really looking for a way to do this, I'll try it and see if we can get even more damage just for the min max. Even if i have to take advantage of a glitch ( maybe cast draconic weapon on phallar aluve)
Markoheshkir is a solid upgrade from spell sparkler. once in act 3. guess for Magic missile only build all it gives is arcane battery. and needing to remember to go lightning.
So might have missed/added some additional number but from what I saw in the combat feed he did 7+2+8+2+7+2+8+2+8+1+2+8+1+2+7+1+2+8+1+2+3+1+2+4+1+2++3+2+5+1+2+1+1+2+5+1+2+1+1+2+5+1+2+1+1+2+5+1+2 which is 304 damage with a 1st level spell
should have gone sorcerer with a 1 level wizard dip to learn the Artistry of War scroll - which is just a better magic missile - and for Quickened Spell
hey brother nice video, just fyi though odd number abilities dont actually give you any bonus. 12 dex gives you the exact same bonuses as 13 dex, if only gives you a +1 to ac and initiative. obviously its not a big deal but if you really want to min max I suggest making all abilities end on an even score.
Im wanting to use this in a solo honour playthrough but holy crap im worried about being in melee of enemies! I used this in my normal honour mode run and this was insane
@@eduardo9a1 You can get the helm without fighting it. Dodge it with this build. It was possible before but in an update they gave him the extra -4 damage passive. Imagine my surprise in honor mode.
Doing the Gith crech to get ilithid powers as bonus actions and then using psionic overload to add an additional 1d4 for each of your character’s attack to make the damage even crazier 😂
This build does in fact work with the spell Artistry of War for anyone wondering, it can one shot Raphael with enough prep.
Wait are you saying that the magic missile necklace also works for artistry of war? Cuz if so that's awesome. But also isn't aow a really high level spell? So you could only have limited uses of it. If only you could downcast spells
@@colinfang3019 I am not sure about the necklace but things like the reverberation, lightning charges, and all other sources of damage added work for the spell.
@@colinfang3019yeah Artistry of War is a level 5 spell, and on top of that, it also has a once-per-short-rest limit unlike other spells.
@@oliverlow2474 As soon as I read that I read the Force Damage and the Attack Roll portions and thought "huh, must be because it's that powerful".
It is. It's that powerful.
@@oliverlow2474because it’s literally a better magic missile, it’s on steroids essentially lol it would be insane if you could cast that 3 times minimum for casters and heaven forbid you have stuff like free cast or Markoheshkir to give even more casts
Gearlist
- -
Act: 1
Smuggler's Ring (optional)
The Risen Road, X: 58 Y: 513, under the bridge, a skeleton hidden in a bush
The Spellsparkler
at Waukeen's Rest, Reward of Rescue the Grand Duke
Gloves of Thievery (optional)
Zhentarim Hideout, Quest "Find the Missing Shipment", Merchant: "Brem"
Absolute's Brand
(You find the Ring of Absolute Force later, but its effect can only be used, when you let yourself get a brand by Priestess Gut in the Goblin Camp)
Amulet of Misty Step (optional)
Goblin Camp, Priestess Guts Quarters
Ring of Protection (optional)
Druid Grove, Reward by Mol (Tip, do this after you saved the Tieflings, with only one character and an invisibility potion and run away to Mol before you celebrate the victory.)
Gloves of Dexterity (optional)
Creche Y'llek, Merchant A'jak'nir Jeera
Gloves of Belligerent Skies
Creche Y'llek, Inquisitor's Chamber inside an elegant chest
Phalar Aluve
Underdark X:116 Y:-192
Psychic Spark
Myconid Colony, Merchant Blurg
Boots of Stormy Clamour, Pearl of Power
Myconid Colony , Quest "Help Omeluum investigate the parasite, Merchant Omeluum
Ring of Absolute Force
Grymforge, Sergeant Thrinn
Notes: You have save the Tieflings, for Dammon
- -
Act: 2
Darkfire Shortbow
Last Light Inn, Merchant Dammon
Shifting Corpus Ring (optional)
Last Light Inn, Flaming Fist Marcus
Ne'er Misser
Moonrise Tower, Merchant Roah Moonglow
Spellcrux Amulet
Moonrise Towers Prison, looted from "The Warden"
Callous Glow Ring
Gauntlet of Shar, near Balthazar in an Opulent Chest
Edit: Handfire Hand Crossbow
Gauntlet of Shar, dropped by Yurgir
The bows could be held by any other chars, so this would be a great addition to Ne'er Misser
Notes: You have to save Isobel and the Nightsong for Dammon
- -
Act: 3
Cloak of Displacement
Wyrm's Crossing
Danthelon's Dancing Axe, Merchant Enthari Danthelon
Armour of Persistence
Forge of the Nine (west from the Elfsong), Merchant Dammon
Edit: Helldusk Armour (if Dammon died)
Dropped by Raphael, House of Hope, Devils Fee
Gontr Mael
Baldurs Gate, X: -291 Y: -163
Steel Watch Titan, Quest: "Disable the Steel Watch"
Helm of Balduran
The Dragon's Sanctum, next to Ansur
Hi guys, this comment was meant for myself, so I can look everything up in my next run. You are welcome to use it of course.
Couldn't you use the caustic band ring instead? it's a bit stronger, Myconid collony trader
@@ZeraynYoshino that would be a strong option too i think, that is +2 dmg for every missile atleast, and available in act 1
@@ZeraynYoshino caustic band only applies to weapon attacks, it doesn't work on magic missile sadly
I love you for this
Imagine this build in a PnP game. You'd need a shit ton of dice, a calculator, and a half an hour to calculate the damage from one magic missle attack.
I was thinking the same thing! I'd just get a jar of dice and dump it haha!
in5e you only roll once for magic missle when casting it even if there are many arrows there is a faq on this.
@@FratisNox Then what the heck am I supposed to do with all my D4s that I've collected for the past 35 years just for this occasion?
@@speakstheobvious5769 Yep, rules as written you roll once. But... there is no fun in it. We all want to roll as many dice as we can
@@farrex0 And this, my friend, is why we have house rules.
I ran the similar build but I swapped out absolute force ring for coruscation band every once in a while for tougher fights as it basically makes you uber un-hittable. Every magic missile gives 2 radiant orbs debuff on the target ( - 1 to attack roll per orb) , so you can easily get a lot of targets to - 6 or - 8 to their attack rolls each turn.
You need to be illuminated to meet the criteria in applying the radiant orbs but it’s as simple as just casting light on your weapon after every long rest.
wow i've watched many "op" bg3 builds but this one actually lives up to it's name. totally broken
really appreciate you showing the build in action at the end rather than just explaining it like some youtubers do. my brain needs visuals to understand lol
Glad I can help!
ADHD BRAINS, UNITE!
@tlemgr I would say this build activates really as soon as you get the Spellsparkler, which is very early. Then it really connects when you get the pieces from the Underdark. So as early as level 4 (dual wield feat) and Phalar Aluve you'll melt most opponents.
you can do the same build with a coffelock im not sure its as effective with eldritch blast but it can get nasty for sure replacing the magic missal specific items with others that boost damage.
Fantastic! I'm amazed at all the synergy in your build. Thanks for the thorough explanation. And especially seeing the shrieking sword in action was interesting.
Glad it was helpful!
An amazing build that is absolutely insane, I think one thing I would change is instead of having 1 level in cleric by the end of the game I would go fighter , and instead of 11 levels in wizard go 10 levels and 2 fighter due to actions surge, the 1 extra magic missile and 2 extra spells you get between 10th and 11th level wizard are generally beaten by being able to get that extra cast of magic missile when you really need it. Also second wind can come in clutch sometimes.
But then you miss out on your level 6 spell. Trade off could be worth it. 🤷🏻♂️
@@abrahamsandwich Don't you also miss out on adding your int to evocation spells?
@@colemcegg3894adding your int modifier is lvl 10 wizard
@@abrahamsandwich It could be yeah. Unless there are level 6 spells that could be casted besides magic missile to help in combat or to buff.
I don't think it's a tradeoff I'd take. One extra cast per rest isn't enough for what I give up.
One slight recommendation I'd make at char-gen is: drop your charisma to a 14 (+2 from the class bump for 16 total). It'd have the same modifier as the 15+2, but let you get your Dex to 14 for more AC & Initiative (or your wisdom to 12 while keeping the 15+1 Con).
At the very least you should move those bonus ability points around to get 14 dex and 16 charisma. That way you get another +1 bonus to dex without sacrificing your charisma bonus. Always try to avoid odd numbers in your ability points, since bonuses are applied at each even number.
I always plan on using Ethels hair to boost my main stat to 18, but later in my run released I wanted to switch to wizard so i ended up keeping the 17 for most my run. having 18 Int as a wizard was crazy good to have so I'm glad I did!
@@abrahamsandwich Don't forget about the +2 you can get from the mirror in the house of grief in act 3 as well. If you cast remove curse on yourself after, you can undo the -2 you pay and still keep the stat boost :)
Oh for sure! I just didn’t get it in the run so I didn’t include it! Soloing the shar temple was stupid hard when I tried.
If you wear the helldusk armor, when you respec to wizard you don't need to do the 1 lvl dip into cleric, allowing you to go lvl 12 in wizard and get another feat like spell sniper. It's late enough though where I get that your build can just be considered "set" and you don't want to change it yet again.
It's a tradeoff between what Armor of Persistence gives vs what the helldusk gives. It would be up to personal preference
Still needs cleric if you want to use the Helm of Balduran, also it's nice to have sanctuary as a spell sometimes
Spell sniper doesn't help magic missile since it doesn't make attack rolls and can't crit
You don't want to lose bladeward passive. Not worth it.
@@rajahten11If you really want to be optimized, leave hirelings at camp that can cast warding bond, longstrider, hero’s feast, freedom of movement, death ward, and protection from poison on your entire main party. If you use camp clerics, helldusk is better because blade ward is redundant and inferior to warding bond
Edit: I also like to have a camp companion cast a level 6 aid on my main party. If this all seems too cheesy, cheese is necessary in honor mode! I don’t play like this on balanced mode.
Finally a build guide that keeps items on screen for more than half a second
3:00 Useful little detail: you can use a ritual spell to trigger flight outside combat for free.
Meaning if you ever run into a jump you cant quite make due to your low strength, you can just cast something like disguise self to trigger it, fly over, and then undo the disguise.
Who would I change into that can trigger fly
@@nmbmemphisbeast3690 Anything, doesnt matter.
So long as you cast a spell that isnt a cantrip, you get to fly afterward, and if you ritual cast them, it wont cost you a spell slot.
Slight correction: you can use any ritual spell to trigger Tempestuous Flight for free when not in Turn-Based Mode. Combat is always in Turn-Based Mode, but you can waste a spell slot using a ritual spell out of combat if you entered Turn-Based Mode manually. I always like to enter Turn-Based Mode right after casting such a spell so that the Tempestuous Flight button doesn't disappear before I have a chance to pick a target location, but have occasionally hit the turn based mode button too soon and wasted a spell slot for no good reason.
I usually use Longstrider as the ritual spell to trigger Tempestuous Flight. There is less micromanagement around picking and dismissing a disguise that way, and Longstrider is a spell that someone in your party should always have prepared anyway as removing it from the prepared list will remove the buff from all your party members. The game is much harder if your party can't move fast enough to strike your enemies.
Enhanced leap is also a ritual spell that does not waste a spell slot, even though the tool tip in game does not say so
You can just fly whenever you want if you take partial illithid anyway.
So, my Storm Sorcerer had a similar loadout that was built to optimize Magic Missile, except that I opted for some slightly different equipment from Act 2 & 3 which emphasize this even more.
• The Lifebringer helm - From Act 1 and through most of the game, this will make other sources of Temporary HP regenerate 3 whenever you gain Lightning Charges, and by the time you have 10-20 Temporary HP, so long as you don't take over 20 damage in a round, you will never take any direct damage (can be swapped for Balduran's later but it's too strong for this build not to mention).
• The trident Nyrulna as your offhand weapon - In Act 3, it cannot be disarmed, makes you immune to falling damage, +3m to movement speed, and permanently illuminated, so you can use a bonus action to fly with Tempestuous Magic and relocate yourself farther out of reach up high easily with no risk. Also deals 3-12 Thunder damage when thrown and instantly returns to your hand.
• The Coruscation Ring - In Act 2, and when you're illuminated, which is always with Nyrulna without costing a cast, it stacks 2 turns of Radiating Orb (-1 to attack rolls per turn inflicted) with every hit of Magic Missile and utterly incapacitates enemies from being able to effectively fight you, AND ensures all enemies are constantly illuminated for Callous Glow's additional Radiant damage on each hit.
• Thunderskin Cloak - In Act 2, and pairs with the Boots of Storm Clamour, so that each Reverberation-afflicted enemy that doesn't fall prone and manages to attack you has to make a Con save against being Dazed (disadvantage on Wisdom saves, no Dex bonus to AC, and no Reactions), allowing you to move out of melee basically whenever you want risk free.
• Markoheshkir - In Act 3, it replaces your staff because Kereska's Favour can give you the same Lightning Charge effect as Spellsparkler along with a +1 Spell Save DC, and also Arcane Battery.
With a level or two of Tempest Cleric, you're an absolute monster with Lightning Magic, have all sorts of armor proficiencies and it's just overwhelmingly powerful where this superpowered Magic Missile is just your staple. Having the ability to Extend Spell means that you can snipe targets from across the map with ease, and barely anything will ever get close to you, and you can move faster and more freely than anything that might.
Pretty sure that callous glow ring doubling itself is just damage rider stacking which doesn't exist in honour mode but does in lower difficulties.
You are correct but the magic missile build is still stupid in honour mode. My friend ran it when we did our playthrough
Yeah didn’t realize it wasnt honor mode until he said that line
The illithid power perilous stakes also can work with this, and from the late game gear the stuff you get from the vampire which gives scarlet something stacks also works with mm.
Love this so much lol. Looking through your equipment, it looks like I accidentally snagged a lot of the same gear you did for my Oath of Ancients Paladin. I love using Divine Smite with her with a greathammer that had Thunder damage automatically attached ... every Smite would just lay out enemies one after another. Add the Great Weapon Master feat & Haste to it and she's an absolute monster destroying 3-5 enemies in one turn. Love you, Larceny.
I like to play games long after their release, and BG3 is coming up for me soon, especially since its on xbox. This reminds me of why I liked bg 1 and 2. There seems to be a LOT to this game. Looks great, and I cant wait to dive in
This is an absolutely amazing build! Please keep making build guides!! I adore your content and cannot wait for more goofy stuff like this 😂
For sure want to do more!
The only thing i hate about this build is that i didn’t think of it first, Bravo!
If you don’t want to use magic missile only, you can replace the spellsparkler with markoheshkir and activate bolts of doom. It still gives you lighting charges in the same way, but with the added resistance to lighting damage and A FREE CHAIN LIGHTING ONCE PER SHORT REST. (which triggers the build’s abilities with its multi-hit feature)
Really solid, I would suggest Coruscation Ring ya get in act 2 over the thunder damage, helps make it so it’s even harder to get hit
Also illuminates them
Your build reminds me of the spell "Isaac's Magic Missile Storm".... So, Isaac you be a fitting name for a PC when doing this build.
You might as well get every illithid power, because then anything taking ANY damage with 25hp or less is automatically killed.
For anyone viewing this recently that wants to minmax, the stat spread could be better: since strength potions are being used, you can dump your strength to 8. Even a wizard, sorcerer using int, cha as their respective spellcasting modifiers need dex for higher AC, so you either pump that shit up to at least 16 for +3 AC or you wear the gloves of dex with it as your dump stat, though you will sacrifice missile damage with this option so I don't recommend it. con is perfectly good left at 14 for a +2 bonus and some hp, 16 is overkill as con saving throws aren't that common and it isn't giving much extra hp. Wisdom is important in this game for saving throws, so we keep that at 10 for no penalty to wisdom saves. Always keep your attributes as even numbers unless it's the stat you're aiming to increase by 1 like with the hag hair or a feat. for max damage as a spellcaster that's of course going to be your spellcasting modifier. You don't get any bonuses for stats being at an odd number over the even number below it
In summary:
Wizard
8 str (hill/cloud giant pots where needed)
16 dex (or 8 with gloves)
14 con (dump to 8 in act 3 if you will grab the con amulet)
17 int (this will be what you increase with feats after obtaining the alert feat)
10 wis (or 16 if either you dump con later or dumped dex for gloves)
8 cha - least important for saving throws
Sorcerers just swap the int and cha stats around
good video, good build and equipment the damage riders are all there
I always saw the equipment with reverberation the lightning charges and thought there had to be a way to make them op... then you put it all together at last!! Thank you, figuring out how to use these has been haunting me for weeks lol
Magic missile is my absolutely most fav spell ever in the whole dnd
Thank you Thank you Thank you. Using knowledge I gained from this video I was indeed able to get the rare Jack of All Trades achievement! 61hrs (not including any save/loads... O_o )
I plan on making at least a rough overview video on how I did it. And possibly more detailed video(s) if/when I get some interest.
I’ve found that choosing res and grabbing CON+1 for a feat seems to be a better option then war caster for your CON saves. Same math as taking the gloves with +1 on slight of hand instead of gloves of thieving.
It's a cost benefit based on level. Advantage is basically equivalent to a +5 on average, which is better early game, but late game when level 12 proficiency bonus is +4 if you have a +2 Constitution modifier than on average resilient con is better.
Start with a level in Sorcerer for the CON save proficiency, then take War Caster too and never fail a concentration check again
So if you replace the spellsparkler with Markoheshkir in act 3, you can use the lightning version of Kereska's Favour for the same lightning charges effect, or the acid one for 1d4 aoe acid damage on each missile!
Yeah but unlike the spellsparkler you can only use it once per rest, right?
@@starcrysis23 kereska's favour is a buff that lasts till long rest and you can change it every short rest
But the spell sparkler says it gives 2 lightning charges per spell while markoheshkir says it gives 1
BTW, Thank you for giving me something to DO in the underdark. Other than getting to the boat, I usually skip it. It was fun to have a reason to explore (:
there's a lot to do and gain in the underdark, the selunite outpost has some great palading gear, the drow bros carry the pieces for one of the best staffs in the game (even more so for an Ice theme build), there's an extra illithid power at the end of a questline, the literature in the arcane tower gets me to spend way too much time there every playthrough, and the fish people are just funny
@@V15698Not only has this build had me explore the underdark for the first time... BUT, I just had an apple on the head moment.
"Jack of all trades, master of Missiles" !
I've tried a couple of ideas for the jack of all trades achievement. And I wondering if THIS is the way to go. Since afaik other than the dual-wield feat, nothing is dependent on more than one level in Sorc/Wiz..
I may pause my current Gale run (which I have been enjoying the heck out of due to your genius of a build) and try going for that achievement (again).
Actually, I will probably wait until Gale reaches BG and then respec INTO (for proof of concept) into a Jack-o-Trades to see how it goes in the end game. THEN I will have to start a new game (:
Thanks again for this genius build. It has opened many new doors for me.
BTW, I've been playing BG3 since almost day 1 of Early Access and I am always delighted that people like you keep finding new ways to make it fun.
Resilent: constitution > War caster.
That extra +1 to con attribute is better than using shocking grasp as a reaction, espically when you reactions are more importantly used for shield and counter spell.
For wizard I agree could be better. Sorcerer has con prof already. Advantage from war caster is better.
if you start with an odd number for your Con modifier, sure maybe, but rolling two dice is statistically better unless you are running up against Con Saves over 18.
@@LordWaterBottle its not statistically better. Quiet the opposite actually. Search up war caster vs resilent BG3. Theres a graph that shows how resilent is better starting level 8. Before that war caster has a tiny advantage over resilent in DC checks.
@@mustafahassan7781 OK, hear me out. If you're starting as a Sorcerer, like the video does, you already have con save proficiency. If you follow the video's plan, you are a sorcerer until level 8 or so. For a sorcerer there is no real point in taking resilient because you already have Con Save Proficiency. So just take warcaster until you respec into a wizard, at which point you absolutely want the proficiency bonus, since that's about the point where war caster falls off (though it is always nat 1 inaurance). That's also about the point that you might be considering concentration when taking more damage, and thus have to consider higher than DC 10 to 15 rolls.
The graph shows that at a DC 18 con save, war caster will pass slightly more often than Resilient resulting in a +4 to con rolls, which only happens if you take constitution from an odd number to an even number (because ability score bonuses only increase on even scores), and also level up to 5 to increase your proficiency bonus from +2 to +3. Early game Resilient had a lot of conditions to be as good. If you are already respecing with Withers you don't care about long term until the time has passed, then you can just change.
Yes, War Caster does not increase your maximum saveable value, but it increases your average in the range of saves you are most likely to face better than resilient until high proficiency modifiers and maximum save values matter in the late game.
And we have Withers.
This build is magnificient! I killed orin in one turn as Durge. Thank you!
Nice. Liked the narrating- clear and to the point. thanks.
This is as interesting as it is insane! Thank you for this build!
Looks so fun! Can't wait to try this out.
As a githyanki you'll get medium armour proficiency. With luminous armour you'll be debuffing lots of enemies.
Pretty wild that you can do even more damage with artistry of war from sorcerous sundries in the lower city
Yeah, if I didn't restrict myself to just magic missile I would have used that spell!
Still loving this (: I made it to L4 SORC so now have dual wield REALLY NICE. Almost done clearing out the Gith Creche.
Thanks again!
Thats magic nuclear missile DUDE
THANK U for the build
I love it
When I first started playing wizard on my first play through, Even without any buffs or any effort. When I saw that magic missle “always hit their target” that instantly made it my go to spell for pretty much the whole game.
It's such a good spell!
I would love to give this a go but accidentally missed out on the spell sparkler wand - is there anything that that would at least partially as well - or do I need to wait for my next run? I’ve always loved MM Gratz on making it so OP!
markoheshkir in act 3 is a much better version of it (by far the best staff in the game), but its obviously a late game item.
Great build. Any idea if the corruscation ring works with it? I.e. would it apply 2 stacks of radiating orbs per hit of MM, if so that would be pretty insane. Also it’s worth noting that once you finish House of Hope in act 3 you get the helldusk armour which you’re always proficient with regardless of class meaning you can go straight 12 levels in wizard and get another feat (ability improvement for +2 INT would probs be best for extra damage). Then you would need a new helm too since Baldurans is medium armour, I reckon that storm hat that gives you arcane acuity whenever you deal Thunder damage could be nice as you’re dealing thunder damage through Shriek and Reverb (not sure if they will proc the hats effect but worth a try)
Yes, corruscation band works with this build, and it’s absolutely busted. You basically become an unhittable god. Would recommend swapping out absolute force band for it.
This build is capable of doing honor mod solo, it has damage from the point u get phalar aluve and enough survivability. Just take cleric level 3 (preferably light domain for reaction, spend all attribute points from intelligence to dexterity and take a helmet from ogres, u need those saving throws from aoe spells and additional AC+Initiative).
Tested on honor mode. Absolute tempest ring does not work with phalar aluve shriek ability.
In act 3 the staff markonsher, when you set it to lightning, also gives you the lightning charges same as the spell sparkler, but also gives you a free chain lightning per short rest, and +1 spell save dc, so no downside, straight upgrade
You hit them so hard in that last clip, my phone froze. This is not a joke.
Amazing build tysm for sharing it
Amazing... I knew I was getting good damage from MM + the staff & gloves combo for a reason
Markoheshkir is a straight upgrade over Spellsparkler. It has same effect, but also provides u with arcane battery (free cast of 1 spell with any spell slot). Also Rhapsody may or may not be an upgrade over Spellsparkler/Markoheshkir. It gives u flat 3 dmg, while staff gives u ~1,5 electric dmg + ~0,8 thunder dmg from reverberation per missile, need some testing. Very sad that u didn't mentioned these items.
Not sure if the effect from the sword would be still up once activated if you swapped it out. So maybe the staff swap might be better. But it should be noted that there's the legendary staff from the mage tower/shop and the hidden purple quality one in the House of Hope. Both let you cast a spell without using a slot.
With them the limited 1 6th level spell cast becomes 3. The purple quality necklace restores a spell slot of all levels. The green one is only up to level 3 spell slots. But that's 4 casts of the best spell level. Then of course mages can restore a spell slot out of combat. So 5 casts of a 6th level Magic Missile before needing to long rest.
There's also the gloves that allow cantrips to be cast as a bonus action. You would need the spell slot of course.
These items would hamper the buffs gained by the other armor pieces AND swapping items in combat costs an action but it is worth noting for speed potion junkies or folks multiclassed into fighter for the extra action slot... Which also has gloves that give a second use of the one skill that lets you rest your actions once.... I'm forgetting the name.
I definitely love this build, used it with Gale but all 12 levels on wizard so no heavy armor, but it was still crazy. If you also use the illithid power Perilous Stakes, you can easily oneshot some bosses from Act III. Mind Sanctuary can also be a good thing, since you could cast 3 magic missiles per turn!
Edit: Don't forget about Artistry of War, it deals hella damage, and you can learn it as a wizard
2 levels paladin 10 levels sword bard is also pretty stupid. You can run the crit helmet and bow to get smite crits. Bard magical secrets gives you banishing smite. Criting with this build is a consistent 100plus damage. Two handed weapons. Use the ring that gives you advantage on attacks but disadvantage on saving throws. That will help you hit and get crits. Other ring is the plus 1 ac and saving throw ring. Run the plus 1 ac and saving throw cloak. Use the chest piece you use in the video. Use the necklace that gives advantage on wisdom charisma and intelligence saving throws. All of this will help counter the disadvantage on saving throws. Run whatever boots and gloves you want. Feats are savage attacker cause it works on smites, 2nd feat is personal preference but great weapon mastery is just more damage. You can use strength elixirs for more damage. Also again this is optional but if you go as an orc the extra damage they get on crits also applies to smites so that's even more damage when you crit. You can also get a guaranteed crit from the illithid powers and if any of your part have hold person and or hold monster you can use those to guarantee crits. I think sleep does as well
Hey Bud. Why not put the real names of the items? Saying “The ring that gives…” it’s mad confusing
@@reemro8760 then I have to go check the names of all the gear
not sure if i already commented this before in your video and it just got burried under all other new comments but:
that is Vegeta's techinique
This build is extra insane as a dark urge. Ending every turn invisible is A+
The beginning bit of this build I actually have part of on my sorcerer, except I have a lightning charges/reverberation build. Same hands, but cloak of thunder with reverberation, the lightning necklace to use lightning blast for call lightning or lightning bolt depending on the situation (I had to go far into Druid multi class to get call lightning and it sucks because I wanted chain lightning but wild sorcerers must not get it at level 7 or less so I keep scrolls of it). Then once I’ve used my lightning blast I switch my necklace to extra shot of magic missile. I also have a lightning charge shield with a lightning aura. Unfortunately I’m about to finish the game and I do not have boots to finish my build so I have the speedy lightfeet even though I rarely ever dash. By the time I had the money to buy everything I was in Act 3 and couldn’t go back so if there were better boots for my lightning build I could not find them.
Why not just choose storm sorcerer, you ask? Role-play. It’s also why I dual -classed Druid, and it was just a nice bonus that call lightning came with it
If possible i would hand off the phalar Aluve (and boits) to another character. Let your caster hang back since we're pretty much purely doing ranged attacks. You can do wand and shield or dual wield wands and also can focus more on caster gear as i think you have a lot of gear thats contested by melee users.
He is playing solo no companions.
Oooooo, I was planning on making Gale this time around a wizard with 1 level in cleric anyway. Don’t particularly love the cleric class, but there are some level one spells I do love namely: guidance, sanctuary, and healing word.
To think that I just made a mod focused around force/abjuration magic for sorcerer. This knowledge will be very useful to me in my playthrough
Your channel deserves to be subscribed
Why not max illithid powers just to raise the threshold for Cull the Weak?
Good point!
Honour mode or it's not much of a challenge tbh. No save scumming (I'm sure you didn't, but still) and legendary actions from bosses. But this build seems OP enough to make any difficulty seem easy. Nice build!
I died way too many times in my run to just having bad initiative, so I'm glad I didn't.
Why the odd numbered stats? your bonuses only increase on the even numbers. Instead of 15 con and 13 dex you could have 14 in each and have a higher armour and the same amount of hit points.
Hag hair gives a +1, and there are many half feats that give a +1 to a stat along with their feat, and you can also take an ASI to get a +1 in 2 stats instead of a +2 in one stat
Regarding War Caster, and before I forget. I think War Caster + Resilient: Constitution + high Constitution on its own is crazy in terms of keeping concentration up. My spell casters with these two pretty much only fail concentration when tripped or whatever, which probably could be remedied if I cared to check every last piece of gear and try to synergize them.
Edit: ok that's crazy. I'd really love to see some boss fights with it 😂
If you are Sorcerer, you can use your arcane ressources to improve your spells. Do they stack with the amulet for magic missile? Maybe a Sorcerer could be better with these arcare ressource or at least as good as the wizardso it doesn't matter that much.
I was using a similar strategy with eb but this seen so much better simce you litterally can't miss with this.
I know I’m a bit late to the party but I’d suggest taking your first level in cleric, rather than wizard. Spell save DC for scrolls and items is based off the spellcasting ability of the class in which you last took a *first* level. If you take cleric after level 1 then this will become WIS instead of INT.
Probably not a huge deal for a MM + haste build though.
Nice. In my game enemies are much stronger than in Honour mode and are difficult to hit but hit more often and with more damage, so many of the so called "Honour mode builds" don't work that well. But this build might because MM always hit if not shielded. The only problem is that I have randomized loot, so items are not reliably available but I got lucky and achieved already the MM amulet.
I dont have the patience or brainpower to come up with an OP build myself, I just look at damage numbers
Is this possible on Honour Mode with the changes to the damage rider triggers? I suspect at least two of these magic items won't be triggering multiple times for the same effect, but others like Spellsparkler and the reverb gloves should still work? Either way it looks like fun and a good use of the spell. It looks like it "feels" better than the OHKO Witch Bolt build I'm using now since MM can't miss unless shielded/CSed and it is flexible with where the missiles can go. Missing on Witch Bolt is very disheartening...
Hilarious build…but awesome. Love it.
i gave you a thumbs up just because you said "and such" i love that. but it was also a helpful video, thanks.
but then you said "bolth" (several times) so you'd have just broke even, if not for the helpful video part.
"magic missile! Magic missile! SHIT ON BADLY IM JUST BETTER!"
Also during the early game before you switch to wizard, on your opening turn you can use the illithid power that give you extra psychic on hit damage and then use quickspell to cast a magic missle. At the end of act one when fighting Nere, I was able to get up to 80 damage with a level 3 mm at only level 6.
This does not work since Magic missile isnt an attack. Its the same with hex.
@@exz1tar I realized that immediately after posting this lol my bad, I think it was my extra off hand attack that did the bonus psychic damage not sure. I'm in act 3 now with this build and I can't believe how insane it is I've one shot so many bosses lol.
I dont have all the items, but Im going to try and hunt down the ones Im missing. I really want to try this build. Thanks.
@abrahamsandwich Can we use any sub items? I think I'm too late into act 3 and cant get a few.
I am old school, I look for builds that do not require any rebuilds or changes once chosen.
Im gonna use this on my honor run. Great guide. MOst recommend markoheshier but I dont really see the benefit. I didn't know about the evocation bonus from wizard.
If your using the spell sparkler staff it's best to go draconic sorcerer lightning because you will add CHA modifier to your lightning damage spells and this counts for the lightning charges from spell sparkler
I wouldn't say it's best, it's just having the Wizard spell list for buffs is, well idk if it's better, but once you get to level 10 and have empowered evocation anyway having those buffs would be really nice.
@josephcerasuolo3563 that may be true but the run he did was only using magic missile, so no other spells. And for that I feel draconic sorcerer is better
@@darkreuchiha1842I don't think he ever said he didn't use buffs, just nothing will directly impact the enemy other than MM
As a DM, i would throw some Spellcaster Monsters with the Shield spell (makes immun to magic missiles) into his way, only to make him sweat a lot 😂😂
Lmao, i ran a campaign where one player wanted to play a mage that only cast magic missile. I homebrewed and/or tweaked a few spells to use magic missle as the base spell.
The best spell was based on meteor swarm, but was called magic missle swarm. Basically it was a blast of magic missles that balled up and spilt in four directions. Those balls exploded into 5d6 magic missiles each. Each magic missile hit for max damage.
Yes, that was basically 20d6 max damage magic missiles.
Imagine getting the full 120 magic missiles...
One of the class features was that the missiles could not be reflected and could not be shielded. That was to reflect the fact he was a master of the magic missle and his castings were far better than a surface understanding of the spell.
Snag that sounds spicy!
I accidentally did a very similar build but with nature clerk instead for that "free" talk with animals
THANK YOU, i was really looking for a way to do this, I'll try it and see if we can get even more damage just for the min max. Even if i have to take advantage of a glitch ( maybe cast draconic weapon on phallar aluve)
Markoheshkir is a solid upgrade from spell sparkler. once in act 3. guess for Magic missile only build all it gives is arcane battery. and needing to remember to go lightning.
Impressive build. Thanks for sharing.
Macross Magic Missile Massacre!
Could go for Holy Lance Helm instead since they miss alot. Free dmg 😊
Well damn! I have been trying to figure a build for a wizard Shadowheart. I think I want to copy this.
You're missing a lot of damage without the hat of the sharp caster.
Gonna try this with an Honor Mode Gale run.
Not gonna work nearly as good, in honor mode they changed how damage riders work, itll still be good bit nearly as broken
So might have missed/added some additional number but from what I saw in the combat feed he did
7+2+8+2+7+2+8+2+8+1+2+8+1+2+7+1+2+8+1+2+3+1+2+4+1+2++3+2+5+1+2+1+1+2+5+1+2+1+1+2+5+1+2+1+1+2+5+1+2
which is 304 damage with a 1st level spell
really cool build!
Dang, I need to try this on my next playthrough.
~instantly abandons current playthrough~
should have gone sorcerer with a 1 level wizard dip to learn the Artistry of War scroll - which is just a better magic missile - and for Quickened Spell
Jfc man. That's insanity.
hey brother nice video, just fyi though odd number abilities dont actually give you any bonus. 12 dex gives you the exact same bonuses as 13 dex, if only gives you a +1 to ac and initiative. obviously its not a big deal but if you really want to min max I suggest making all abilities end on an even score.
Im wanting to use this in a solo honour playthrough but holy crap im worried about being in melee of enemies!
I used this in my normal honour mode run and this was insane
You should have put on the boots that dealt 1 d4 psychic damage when you were concentrating on a spell
What an awesome build
The dragon with -4 damage on each magic missile will laugh at that, beside that add a bloodlust elixir for an extra action.
Can we just not fight the dragon?
@@eduardo9a1 You can get the helm without fighting it. Dodge it with this build. It was possible before but in an update they gave him the extra -4 damage passive. Imagine my surprise in honor mode.
Doing the Gith crech to get ilithid powers as bonus actions and then using psionic overload to add an additional 1d4 for each of your character’s attack to make the damage even crazier 😂
Ketheric was the only fight where I have real problem due to his 2points dmg reduction for each magic missle hit
Imagine this build with the tavern Brawler thrower build in the same party. Not even fair at that point.
I have a tavern brawler monk tempest cleric taver brawler thrower and now this build on my team ever fight I get into last 2 turns
Phalar (fal-ar) Aluve (alu-vay) is drow for "Grave Farewell"